private void VertexArrayBufferValues(VertexArrayObject vertexArray, string attributeSemantic, ArrayBufferObjectBase arrayBuffer, uint arraySectionIndex)
		{
			VertexArrayObject.VertexArray vertexArrayBuffer = vertexArray.GetVertexArray(attributeSemantic);

			Assert.IsFalse(arrayBuffer.IsDisposed);
			Assert.IsNotNull(vertexArrayBuffer);
			Assert.AreSame(arrayBuffer, vertexArrayBuffer.ArrayBuffer);
			Assert.AreEqual(arraySectionIndex, vertexArrayBuffer.ArraySectionIndex);
		}
Esempio n. 2
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		private void UpdateVertexArrayObject()
		{
			if (vertexArrayObject)
			{
				vertexArrayObject.DisposeAndKeepBuffers();
            }

			vertexArrayObject = null;

			if (!mesh || !material)
			{
				return;
			}

			vertexArrayObject = new VertexArrayObject(mesh.vertexArrayObject);
			vertexArrayObject.ApplyWithShader(material.shader);
		}
		public void SetArraySectionByBlock()
		{
			ArrayBufferObjectBase arrayBuffer1 = null, arrayBuffer2 = null, arrayBuffer3 = null;

			try {
				arrayBuffer1 = new ArrayBufferObject(VertexBaseType.Float, 3, BufferObjectHint.StaticCpuDraw);
				arrayBuffer1.Create(16);

				arrayBuffer2 = new ArrayBufferObjectInterleaved(typeof(ComplexVertexElement), BufferObjectHint.StaticCpuDraw);
				arrayBuffer2.Create(16);

				arrayBuffer3 = new ArrayBufferObjectPacked(typeof(ComplexVertexElement), BufferObjectHint.StaticCpuDraw);
				arrayBuffer3.Create(16);

				using (VertexArrayObject vertexArray = new VertexArrayObject()) {
					// Set array buffers to different attributes
					Assert.DoesNotThrow(delegate () { vertexArray.SetArray(arrayBuffer1, 0, "attribute1", null); });
					VertexArrayBufferValues(vertexArray, "attribute1", null, arrayBuffer1, 0);

					Assert.DoesNotThrow(delegate () { vertexArray.SetArray(arrayBuffer2, 0, "attribute2", null); });
					VertexArrayBufferValues(vertexArray, "attribute2", null, arrayBuffer2, 0);

					Assert.DoesNotThrow(delegate () { vertexArray.SetArray(arrayBuffer2, 1, "attribute3", null); });
					VertexArrayBufferValues(vertexArray, "attribute3", null, arrayBuffer2, 1);

					Assert.DoesNotThrow(delegate () { vertexArray.SetArray(arrayBuffer3, 2, "attribute4", null); });
					VertexArrayBufferValues(vertexArray, "attribute4", null, arrayBuffer3, 2);
				}

				Assert.IsTrue(arrayBuffer1.IsDisposed);
				Assert.IsTrue(arrayBuffer2.IsDisposed);
				Assert.IsTrue(arrayBuffer3.IsDisposed);
			} finally {
				if (arrayBuffer1 != null && !arrayBuffer1.IsDisposed)
					arrayBuffer1.Dispose();
				if (arrayBuffer2 != null && !arrayBuffer2.IsDisposed)
					arrayBuffer2.Dispose();
				if (arrayBuffer3 != null && !arrayBuffer3.IsDisposed)
					arrayBuffer3.Dispose();
			}
		}
Esempio n. 4
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        /// <summary>Renders a static frustrum based background</summary>
        /// <param name="data">The background to render</param>
        /// <param name="alpha">The alpha level</param>
        /// <param name="scale">The scale</param>
        private void RenderStaticBackgroundRetained(StaticBackground data, float alpha, float scale)
        {
            if (data.Texture != null && renderer.currentHost.LoadTexture(data.Texture, OpenGlTextureWrapMode.RepeatClamp))
            {
                renderer.LastBoundTexture = data.Texture.OpenGlTextures[(int)OpenGlTextureWrapMode.RepeatClamp];
                GL.Enable(EnableCap.Texture2D);

                if (alpha == 1.0f)
                {
                    GL.Disable(EnableCap.Blend);
                }
                else
                {
                    GL.Enable(EnableCap.Blend);
                }

                if (data.VAO == null)
                {
                    data.CreateVAO(renderer.DefaultShader.VertexLayout, renderer);
                }

                renderer.DefaultShader.Activate();
                renderer.ResetShader(renderer.DefaultShader);

                // matrix
                renderer.DefaultShader.SetCurrentProjectionMatrix(renderer.CurrentProjectionMatrix);
                renderer.DefaultShader.SetCurrentModelViewMatrix(Matrix4D.Scale(scale) * renderer.CurrentViewMatrix);

                // fog
                if (renderer.OptionFog)
                {
                    renderer.DefaultShader.SetIsFog(true);
                    renderer.DefaultShader.SetFog(renderer.Fog);
                }

                // texture
                renderer.DefaultShader.SetIsTexture(true);
                GL.BindTexture(TextureTarget.Texture2D, data.Texture.OpenGlTextures[(int)OpenGlTextureWrapMode.RepeatClamp].Name);
                renderer.LastBoundTexture = null;

                // alpha test
                renderer.SetAlphaFunc(AlphaFunction.Greater, 0.0f);

                // blend mode
                renderer.DefaultShader.SetOpacity(alpha);

                // render polygon
                VertexArrayObject VAO = (VertexArrayObject)data.VAO;
                VAO.Bind();
                renderer.lastVAO = VAO.handle;
                for (int i = 0; i + 9 < 32 * 10; i += 10)
                {
                    VAO.Draw(PrimitiveType.Quads, i, 4);
                    VAO.Draw(PrimitiveType.Triangles, i + 4, 3);
                    VAO.Draw(PrimitiveType.Triangles, i + 7, 3);
                }
                renderer.DefaultShader.Deactivate();

                GL.Disable(EnableCap.Texture2D);
                renderer.RestoreBlendFunc();
            }
        }
Esempio n. 5
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        public void TestLineShaderRender()
        {
            using (ShaderProgram shaderProgram = ShadersLibrary.Instance.CreateProgram("OpenGL.Line")) {
                Assert.DoesNotThrow(delegate() { shaderProgram.Create(_Context); });

                using (VertexArrayObject vao = new VertexArrayObject()) {
                    List <Vertex2f> vertices = new List <Vertex2f>();

                    for (float y = 0.375f; y < _Framebuffer.Height; y += 2.0f)
                    {
                        vertices.Add(new Vertex2f(0.0f, y));
                        vertices.Add(new Vertex2f(_Framebuffer.Width, y));
                    }

                    // Setup ABO (Position)
                    ArrayBufferObject abo = new ArrayBufferObject(VertexBaseType.Float, 2, BufferObjectHint.StaticCpuDraw);
                    abo.Create(vertices.ToArray());

                    // Setup VAO
                    vao.SetArray(abo, VertexArraySemantic.Position);
                    vao.SetElementArray(PrimitiveType.Lines);
                    vao.Create(_Context);

                    // Draw test
                    Image feedbackImageFixed = null, feedbackImageShader = null;

                    try {
                        Gl.Viewport(0, 0, (int)_Framebuffer.Width, (int)_Framebuffer.Height);

                        #region Fixed pipeline

                        _Framebuffer.SetClearColor(new ColorRGBAF(0.0f, 0.0f, 0.0f));
                        _Framebuffer.Clear(_Context);

                        Gl.MatrixMode(MatrixMode.Projection);
                        Gl.LoadMatrix(new OrthoProjectionMatrix(0.0f, _Framebuffer.Width, 0.0f, _Framebuffer.Height).ToArray());
                        Gl.MatrixMode(MatrixMode.Modelview);
                        Gl.LoadIdentity();
                        Gl.Color3(1.0f, 1.0f, 1.0f);
                        Gl.LineWidth(1.0f);

                        vao.Draw(_Context);

                        feedbackImageFixed = _Framebuffer.ReadColorBuffer(_Context, 0, 0, 0, _Framebuffer.Width, _Framebuffer.Height, PixelLayout.GRAY8);
                        ImageCodec.Instance.Save(
                            Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.MyDocuments), "LineProgram.Fixed.png"),
                            feedbackImageFixed, ImageFormat.Png, null
                            );

                        #endregion

                        #region Shader pipeline

                        _Framebuffer.SetClearColor(new ColorRGBAF(0.0f, 0.0f, 0.0f));
                        _Framebuffer.Clear(_Context);

                        _Context.Bind(shaderProgram);
                        shaderProgram.SetUniform(_Context, "hal_ModelViewProjection", RenderProjectionMatrix);
                        shaderProgram.SetUniform(_Context, "hal_UniformColor", new ColorRGBA(1.0f, 1.0f, 1.0f));
                        shaderProgram.SetUniform(_Context, "hal_LineWidth", 1.0f);
                        shaderProgram.SetUniform(_Context, "hal_ViewportSize", new Vertex2f(_Framebuffer.Width, _Framebuffer.Height));

                        vao.Draw(_Context, shaderProgram);

                        feedbackImageShader = _Framebuffer.ReadColorBuffer(_Context, 0, 0, 0, _Framebuffer.Width, _Framebuffer.Height, PixelLayout.GRAY8);
                        ImageCodec.Instance.Save(
                            Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.MyDocuments), "LineProgram.Shader.png"),
                            feedbackImageShader, ImageFormat.Png, null
                            );

                        #endregion

                        // Compare results
                    } finally {
                        if (feedbackImageFixed != null)
                        {
                            feedbackImageFixed.Dispose();
                        }
                        if (feedbackImageShader != null)
                        {
                            feedbackImageShader.Dispose();
                        }
                    }
                }

                //// Get rendering feedback
                //using (Image feedbackImage = _Framebuffer.ReadColorBuffer(_Context, 0, 0, 0, _Framebuffer.Width, _Framebuffer.Height, PixelLayout.GRAY8)) {


                //	// Drawn only even lines
                //	for (uint y = 0; y < _Framebuffer.Height; y++) {
                //		for (uint x = 0; x < _Framebuffer.Width; x++) {
                //			ColorGRAY8 fragment = (ColorGRAY8)feedbackImage[x, y];

                //			Assert.AreEqual((y % 2) == 0 ? 255 : 0, fragment.Level, String.Format("Color mismatch at {0}x{1}", x, y));
                //		}
                //	}
                //}
            }
        }
Esempio n. 6
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        void initScene()
        {
            heolBones[5]  = 10f;
            pawnBones [2] = 0.299f;
            pawnBones [5] = 0.90812f;

            int nbHeol = 5;

            terrain = new Terrain(ClientRectangle.Size);
            terrain.gridShader.ShadowMap = shadowMap;

            vaoDeformables = new VertexArrayObject <WeightedMeshData, WeightedInstancedData> ();
            vaoObjects     = new VertexArrayObject <MeshData, InstancedData> ();

            car = (VAOItem <InstancedData>)vaoObjects.Add(OBJMeshLoader.Load("Meshes/car.obj"));
            car.DiffuseTexture = Tetra.Texture.Load("Meshes/0000.png");
            car.InstancedDatas = new InstancedData[nbHeol];
            for (int i = 0; i < nbHeol; i++)
            {
                Vector2 pos = new Vector2((float)rnd.Next(0, terrain.GridSize), (float)rnd.Next(0, terrain.GridSize));
                car.InstancedDatas[i].modelMats = Matrix4.CreateScale(0.2f) * Matrix4.CreateTranslation(pos.X - (pos.X % 4f) + 0.5f, pos.Y - (pos.Y % 4f) + 0.5f, 0.1f);
            }
            car.UpdateInstancesData();


            nbHeol = 50;
//			trees = (VAOItem<WeightedInstancedData>)vaoDeformables.Add (OBJMeshLoader.Load ("Meshes/trees/treesTrunk.obj"));
//			treesLeave = (VAOItem<WeightedInstancedData>)vaoDeformables.Add (OBJMeshLoader.Load ("Meshes/trees/treesLeaves.obj"));
//			trees.DiffuseTexture = Tetra.Texture.Load ("Meshes/trees/treeTrunk.jpg");
//			treesLeave.DiffuseTexture = Tetra.Texture.Load ("Meshes/trees/treeLeaves.png");
//			trees.InstancedDatas = new Tetra.WeightedInstancedData[nbHeol];
//			treesLeave.InstancedDatas = new Tetra.WeightedInstancedData[nbHeol];
//			for (int i = 0; i < nbHeol; i++) {
//				Vector2 pos = new Vector2 ((float)rnd.Next(0,terrain.GridSize), (float)rnd.Next(0,terrain.GridSize));
//				float angle = (float)(rnd.NextDouble() * Math.PI);
//				trees.InstancedDatas[i].modelMats = Matrix4.CreateRotationZ(angle) * Matrix4.CreateScale(4f) * Matrix4.CreateTranslation (pos.X-(pos.X % 4f) + 0.5f, pos.Y-(pos.Y % 4f) + 0.5f, 0f);
//				treesLeave.InstancedDatas [i].modelMats = trees.InstancedDatas [i].modelMats;
//			}
//			trees.UpdateInstancesData();
//
//			treesLeave.UpdateInstancesData();
            //HEOLIENNES
            nbHeol = 5;
//			heoliennes = (VAOItem<WeightedInstancedData>)vaoDeformables.Add (OBJMeshLoader.Load ("Meshes/heolienne.obj"));
//			heoliennes.DiffuseTexture = Tetra.Texture.Load ("Meshes/heolienne.png");
//			heoliennes.InstancedDatas = new Tetra.WeightedInstancedData[nbHeol];
//			for (int i = 0; i < nbHeol; i++) {
//				Vector2 pos = new Vector2 ((float)rnd.Next(0,terrain.GridSize), (float)rnd.Next(0,terrain.GridSize));
//				heoliennes.InstancedDatas[i].modelMats = Matrix4.CreateScale(0.1f) * Matrix4.CreateTranslation (pos.X-(pos.X % 4f) + 0.5f, pos.Y-(pos.Y % 4f) + 0.5f, 0f);
//				heoliennes.InstancedDatas [i].quat0 = Quaternion.Identity;
//				heoliennes.InstancedDatas [i].quat1 = Quaternion.Identity;
//				heoliennes.InstancedDatas [i].quat2 = Quaternion.Identity;
//				heoliennes.InstancedDatas [i].quat3 = Quaternion.Identity;
////				heoliennes.InstancedDatas [i].bpos0 = new Vector4 (0f, 0f, 0f, 0f);
////				heoliennes.InstancedDatas [i].bpos1 = new Vector4 (0f, 0f, 0f, 0f);
////				heoliennes.InstancedDatas [i].bpos2 = new Vector4 (0f, 0f, 0f, 0f);
////				heoliennes.InstancedDatas [i].bpos3 = new Vector4 (0f, 0f, 0f, 0f);
//			}
//			heoliennes.UpdateInstancesData();
            nbHeol  = 5;
            heollow = (VAOItem <WeightedInstancedData>)vaoDeformables.Add(OBJMeshLoader.Load("Meshes/heolienne_lod0.obj"));
            heollow.DiffuseTexture = Tetra.Texture.Load("Meshes/heollow.png");
            heollow.InstancedDatas = new Tetra.WeightedInstancedData[nbHeol];
            for (int i = 0; i < nbHeol; i++)
            {
                Vector2 pos = new Vector2((float)rnd.Next(0, terrain.GridSize), (float)rnd.Next(0, terrain.GridSize));
                heollow.InstancedDatas[i].modelMats = Matrix4.CreateTranslation(pos.X - (pos.X % 4f) + 0.5f, pos.Y - (pos.Y % 4f) + 0.5f, 0f);
                heollow.InstancedDatas [i].quat0    = Quaternion.Identity;
                heollow.InstancedDatas [i].quat1    = Quaternion.Identity;
                heollow.InstancedDatas [i].quat2    = Quaternion.Identity;
                heollow.InstancedDatas [i].quat3    = Quaternion.Identity;
//				heollow.InstancedDatas [i].bpos0 = new Vector4 (0f, 0f, 0f, 0f);
//				heollow.InstancedDatas [i].bpos1 = new Vector4 (0f, 0f, 0f, 0f);
//				heollow.InstancedDatas [i].bpos2 = new Vector4 (0f, 0f, 0f, 0f);
//				heollow.InstancedDatas [i].bpos3 = new Vector4 (0f, 0f, 0f, 0f);
            }
            heollow.UpdateInstancesData();

//			pawn = (VAOItem<WeightedInstancedData>)vaoDeformables.Add (OBJMeshLoader.Load ("Meshes/pawn.obj"));
//			pawn.DiffuseTexture = Tetra.Texture.Load ("Meshes/pawn.png");
//			pawn.InstancedDatas = new Tetra.WeightedInstancedData[nbHeol];
//			for (int i = 0; i < nbHeol; i++) {
//				Vector2 pos = new Vector2 ((float)rnd.Next(0,terrain.GridSize), (float)rnd.Next(0,terrain.GridSize));
//				pawn.InstancedDatas[i].modelMats = Matrix4.CreateTranslation (pos.X-(pos.X % 4f) + 0.5f, pos.Y-(pos.Y % 4f) + 0.5f, 0f);
//				pawn.InstancedDatas [i].quat0 = Quaternion.Identity;
//				pawn.InstancedDatas [i].quat1 = Quaternion.Identity;
//				pawn.InstancedDatas [i].quat2 = Quaternion.Identity;
//				pawn.InstancedDatas [i].quat3 = Quaternion.Identity;
//			}
//			pawn.UpdateInstancesData();

            //landItemsVao.ComputeTangents();
            vaoDeformables.BuildBuffers();
            vaoObjects.BuildBuffers();

//			const float treezone = 32;
//			const int treeCount = 50;
//			transparentItemsVao = new VertexArrayObject<MeshData, VAOInstancedData> ();
//
//			//====TREE1====
//			//			vaoi = transparentItemsVao.Add (Tetra.OBJMeshLoader.Load ("#Ottd3D.images.trees.obj__pinet1.obj"));
//			//			vaoi.DiffuseTexture = Tetra.Texture.Load("#Ottd3D.images.trees.pinet1.png");
//			//			vaoi.modelMats = new Matrix4[treeCount];
//			//			for (int i = 0; i < treeCount; i++) {
//			//				Vector2 pos = new Vector2 ((float)rnd.NextDouble() * treezone, (float)rnd.NextDouble() * treezone);
//			//				float scale = (float)rnd.NextDouble () * 0.002f + 0.004f;
//			//				vaoi.modelMats[i] =treeRot * Matrix4.CreateScale (scale)* Matrix4.CreateTranslation(pos.X, pos.Y, 0f);
//			//			}
//			//			vaoi.UpdateInstancesData ();
//
//			//====TREE2====
//			//			addRandomTrees (transparentItemsVao, treeCount,
//			//				"#Ottd3D.images.trees.simple.obj",
//			//				"#Ottd3D.images.trees.birch_tree_small_20131230_2041956203.png",400f);
//
//			//			addRandomTrees (transparentItemsVao, treeCount,
//			//				"#Ottd3D.images.trees.obj__pinet1.obj",
//			//				"#Ottd3D.images.trees.pinet1.png",5f);
//			addRandomTrees (transparentItemsVao, treeCount,
//				"images/trees/obj__pinet2.obj",
//				"images/trees/pinet2.png",3f);
//			//			addRandomTrees (transparentItemsVao, treeCount,
//			//				"#Ottd3D.images.trees.obj__tree1.obj",
//			//				"#Ottd3D.images.trees.tree1.png",5f);
//			//			addRandomTrees (transparentItemsVao, treeCount,
//			//				"#Ottd3D.images.trees.obj__tree2.obj",
//			//				"#Ottd3D.images.trees.tree2.png", 5f);
//			//			addRandomTrees (transparentItemsVao, treeCount,
//			//				"#Ottd3D.images.trees.obj__tree3.obj",
//			//				"#Ottd3D.images.trees.tree3.png", 5f);
//
//			//transparentItemsVao.ComputeTangents ();
//			transparentItemsVao.BuildBuffers ();
        }
Esempio n. 7
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        public Graphics(UserControl control, SceneTime time, ShadingTechnique technique)
        {
            Assert.NotNull(control);
            Assert.NotNull(time);

            IsDisposed = false;
            CurrentShadingTechnique = technique;

            if (GL.GetCurrent(false) != null || GetCurrent(false) != null)
            {
                var error = "Only one NetGL view per thread is now supported. Try launching 3D view in different thread.";
                Log.Error(error);
                throw new InvalidOperationException(error);
            }

            _control = control;
            _time    = time;

            try {
                _glContext = new GL(_control.Handle);
            }
            catch {
                Dispose();
                throw;
            }

            _currentContext.Value = this;

            _glContext.Enable(EnableCap.DepthTest);
            _glContext.Enable(EnableCap.Texture2D);
            _glContext.Enable(EnableCap.CullFace);
            _glContext.Enable(EnableCap.ProgramPointSize);
            _glContext.Enable(EnableCap.PointSprite);
            _glContext.CullFace(MaterialFace.Back);
            _glContext.FrontFace(FrontFaceDirection.CounterClockwise);
            _glContext.BlendEquation(BlendEquations.FuncAdd);
            _glContext.BlendFunc(BlendMode.SrcAlpha, BlendMode.OneMinusSrcAlpha);

            _glContext.SwapInterval(_swapInterval);

            _globalUniforms   = new GlobalUniformsBufferObject();
            _standartUniforms = new StandardUniformsBufferObject();
            _defaultMaterial  = new Material(MaterialType.DiffuseColor);
            _blankTexture     = new Texture2();
            _blankTexture.SetImage(new byte[4] {
                255, 0, 255, 255
            }, new Size(1, 1), Core.PixelFormat.Rgba, Core.PixelInternalFormat.Rgba8);
            _quadShader = new QuadShader();

            _displayQuadVao = CreateDisplayQuadVao();

            switch (CurrentShadingTechnique)
            {
            case ShadingTechnique.Forward:
                _renderTechnique = new ForwardRender();
                break;

            case ShadingTechnique.Deferred:
                _renderTechnique = new DeferredRender();
                break;

            default:
                throw new NotSupportedException(CurrentShadingTechnique.ToString());
            }

            ScreenSize = _control.ClientSize;
        }
Esempio n. 8
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        public static void Initialize(GL_ControlModern control, float scale)
        {
            if (DefaultShaderProgram != null && DefaultShaderProgram.programs.ContainsKey(control))
            {
                return;
            }

            if (DefaultShaderProgram == null)
            {
                var solidColorFrag = new FragmentShader(
                    @"#version 330
                        uniform vec4 color;
                        out vec4 fragColor;

                        void main(){
                            fragColor = color;
                        }");
                var solidColorVert = new VertexShader(
                    @"#version 330
                        layout(location = 0) in vec4 position;
                        uniform mat4 mtxMdl;
                        uniform mat4 mtxCam;
                        void main(){
                            gl_Position = mtxCam*mtxMdl*position;
                        }");

                var defaultFrag = new FragmentShader(
                    @"#version 330
                uniform vec4 highlight_color;
                uniform sampler2D texture0;

                in vec3 viewPosition;
                in vec3 normal;
                in vec2 f_texcoord0;

                out vec4 fragColor;

                void main(){
                    vec4 color = texture(texture0,f_texcoord0);

                    float hc_a   = highlight_color.w;
                    vec4 colorComb = vec4(color.rgb * (1-hc_a) + highlight_color.rgb * hc_a, color.a);

                    vec3 displayNormal = (normal.xyz * 0.5) + 0.5;
                    float halfLambert = max(displayNormal.y,0.5);

                    vec4 colorOutput = vec4(colorComb.rgb * halfLambert, colorComb.a);
                    fragColor = colorOutput;
                }");
                var defaultVert = new VertexShader(
                    @"#version 330
                layout(location = 0) in vec3 position;
                layout(location = 1) in vec3 vNormal;
                layout(location = 2) in vec2 vTexCoord;

                uniform mat4 mtxMdl;
                uniform mat4 mtxCam;
                out vec3 normal;
                out vec3 viewPosition;
                out vec2 f_texcoord0;

                void main(){
                    normal = vNormal;
                    viewPosition = position;
                    f_texcoord0 = vTexCoord;
                    gl_Position = mtxCam*mtxMdl*vec4(position, 1);
                }");

                DefaultShaderProgram    = new ShaderProgram(defaultFrag, defaultVert, control);
                SolidColorShaderProgram = new ShaderProgram(solidColorFrag, solidColorVert, control);

                int buffer = GL.GenBuffer();
                sphereVao = new VertexArrayObject(buffer);
                sphereVao.AddAttribute(0, 3, VertexAttribPointerType.Float, false, 32, 0);
                sphereVao.AddAttribute(1, 3, VertexAttribPointerType.Float, false, 32, 12);
                sphereVao.AddAttribute(2, 2, VertexAttribPointerType.Float, false, 32, 24);
                sphereVao.Initialize(control);

                List <float> list = new List <float>();
                Vertices = GetVertices(scale);
                for (int i = 0; i < Vertices.Length; i++)
                {
                    list.Add(Vertices[i].Position.X);
                    list.Add(Vertices[i].Position.Y);
                    list.Add(Vertices[i].Position.Z);
                    list.Add(Vertices[i].Normal.X);
                    list.Add(Vertices[i].Normal.Y);
                    list.Add(Vertices[i].Normal.Z);
                    list.Add(Vertices[i].TexCoord.X);
                    list.Add(Vertices[i].TexCoord.Y);
                }

                float[] data = list.ToArray();
                GL.BufferData(BufferTarget.ArrayBuffer, sizeof(float) * data.Length, data, BufferUsageHint.StaticDraw);
            }
            else
            {
                sphereVao.Initialize(control);
                DefaultShaderProgram.Link(control);
                SolidColorShaderProgram.Link(control);
            }
        }
Esempio n. 9
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        protected override void DoRender(RenderEventArgs e)
        {
            GL.BindTexture(GL.GL_TEXTURE_3D, this.NoiseTextureID);

            ShaderProgram program = this.shaderProgram;
            // 绑定shader
            program.Bind();

            program.SetUniformMatrix4(strprojectionMatrix, projectionMatrix.to_array());
            program.SetUniformMatrix4(strviewMatrix, viewMatrix.to_array());
            program.SetUniformMatrix4(strmodelMatrix, modelMatrix.to_array());
            program.SetUniform(strLightPos, LightPos.x, LightPos.y, LightPos.z);
            program.SetUniform(strScale, this.Scale);
            program.SetUniform(strTimeFromInit, this.TIME_FROM_INIT);
            this.TIME_FROM_INIT += 0.0001f;
            program.SetUniform(strNoise, this.NoiseTextureID);
            program.SetUniform(strSkyColor, this.SkyColor.x, SkyColor.y, SkyColor.z);
            program.SetUniform(strCloudColor, CloudColor.x, CloudColor.y, CloudColor.z);

            int[] originalPolygonMode = new int[1];
            GL.GetInteger(GetTarget.PolygonMode, originalPolygonMode);

            GL.PolygonMode(PolygonModeFaces.FrontAndBack, this.polygonMode);

            if (this.vertexArrayObject == null)
            {
                var vertexArrayObject = new VertexArrayObject(
                    this.positionBufferRenderer,
                    //this.colorBufferRenderer,
                    this.normalBufferRenderer,
                    this.indexBufferRenderer);
                vertexArrayObject.Create(e, this.shaderProgram);

                this.vertexArrayObject = vertexArrayObject;
            }
            else
            {
                this.vertexArrayObject.Render(e, this.shaderProgram);
            }

            GL.PolygonMode(PolygonModeFaces.FrontAndBack, (PolygonModes)(originalPolygonMode[0]));

            // 解绑shader
            program.Unbind();

            GL.BindTexture(GL.GL_TEXTURE_3D, 0);

        }
Esempio n. 10
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 public FencedBufferObjects(VertexBuffer vbo, VertexArrayObject vao)
 {
     VBO = vbo;
     VAO = vao;
 }
Esempio n. 11
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		public void SetArraySectionBySemantic_Exception2()
		{
			using (VertexArrayObject vertexArray = new VertexArrayObject()) {
				using (ArrayBufferObject arrayBuffer = new ArrayBufferObject(VertexBaseType.Float, 3, BufferObjectHint.StaticCpuDraw)) {
					// arrayBuffer is empty
					Assert.Throws(Is.InstanceOf(typeof(ArgumentException)), delegate () { vertexArray.SetArray(arrayBuffer, 1, VertexArraySemantic.Position); });
				}
			}
		}
Esempio n. 12
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		public void Draw()
		{
			Vertex2f[] vertices = new Vertex2f[] {
				new Vertex2f(0.0f, 0.0f),
				new Vertex2f(1.0f, 0.0f),
				new Vertex2f(1.0f, 1.0f),
				new Vertex2f(0.0f, 1.0f),
			};

			using (VertexArrayObject vao = new VertexArrayObject()) {
				// Setup ABO (Position)
				ArrayBufferObject abo = new ArrayBufferObject(VertexBaseType.Float, 2, BufferObjectHint.StaticCpuDraw);
				abo.Create(vertices);

				// Setup VAO
				vao.SetArray(abo, VertexArraySemantic.Position);
				vao.SetElementArray(PrimitiveType.TriangleStrip);
				vao.Create(_Context);

				using (State.GraphicsStateSet currentState = State.GraphicsStateSet.GetDefaultSet()) {
					// Set transform state
					State.TransformStateBase stateTransform = (State.TransformStateBase)currentState[State.TransformStateBase.StateId];

					// Set normalized orthogonal projection
					stateTransform.LocalProjection = new OrthoProjectionMatrix(0.0f, 1.0f, 0.0f, 1.0f);
					// Apply state
					currentState.Apply(_Context);

					// Draw
					Assert.DoesNotThrow(delegate () { vao.Draw(_Context); });
				}
			}
		}
Esempio n. 13
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		public void SetArrayByBlock_Exception2()
		{
			using (VertexArrayObject vertexArray = new VertexArrayObject()) {
				using (ArrayBufferObject arrayBuffer = new ArrayBufferObject(VertexBaseType.Float, 3, BufferObjectHint.StaticCpuDraw)) {
					// arrayBuffer is empty
					Assert.Throws(Is.InstanceOf(typeof(ArgumentException)), delegate () { vertexArray.SetArray(arrayBuffer, "attributeName", null); });
				}
			}
		}
Esempio n. 14
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		public void SetArraySectionBySemantic_Exception1()
		{
			using (VertexArrayObject vertexArray = new VertexArrayObject()) {
				// attributeName is null
				Assert.Throws(Is.InstanceOf(typeof(ArgumentException)), delegate () { vertexArray.SetArray(null, 0, null); });
				// attributeName is empty
				Assert.Throws(Is.InstanceOf(typeof(ArgumentException)), delegate () { vertexArray.SetArray(null, 0, String.Empty); });
			}
		}
Esempio n. 15
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		public void SetArraySectionByBlock_Exception3()
		{
			using (VertexArrayObject vertexArray = new VertexArrayObject()) {
				using (ArrayBufferObject arrayBuffer = new ArrayBufferObject(VertexBaseType.Float, 3, BufferObjectHint.StaticCpuDraw)) {
					// Create the array buffer
					arrayBuffer.Create(16);
					// sectionIndex is out of range
					Assert.Throws(Is.InstanceOf(typeof(ArgumentOutOfRangeException)), delegate () { vertexArray.SetArray(arrayBuffer, 1, "attributeName", null); });
				}
			}
		}
Esempio n. 16
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            public static void Initialize()
            {
                if (!Initialized)
                {
                    var defaultFrag = new FragmentShader(
                        @"#version 330
                        uniform sampler2D tex;
                        in vec4 fragColor;
                        in vec3 fragPosition;
                        in vec2 uv;
                
                        void main(){
                            gl_FragColor = fragColor*((fragPosition.y+2)/3)*texture(tex, uv, 100);
                        }");
                    var defaultVert = new VertexShader(
                        @"#version 330
                        layout(location = 0) in vec4 position;
                        uniform vec4 color;
                        uniform mat4 mtxMdl;
                        uniform mat4 mtxCam;
                        out vec4 fragColor;
                        out vec3 fragPosition;
                        out vec2 uv;

                        vec2 map(vec2 value, vec2 min1, vec2 max1, vec2 min2, vec2 max2) {
                            return min2 + (value - min1) * (max2 - min2) / (max1 - min1);
                        }

                        void main(){
                            fragPosition = position.xyz;
                            uv = map(fragPosition.xz,vec2(-1.0625,-1.0625),vec2(1.0625,1.0625), vec2(0.5,0.5), vec2(0.75,1.0));
                            gl_Position = mtxCam*mtxMdl*position;
                            fragColor = color;
                        }");
                    DefaultShaderProgram = new ShaderProgram(defaultFrag, defaultVert);

                    int buffer;

                    #region block
                    buffer = GL.GenBuffer();

                    blockVao = new VertexArrayObject(buffer);
                    blockVao.AddAttribute(0, 3, VertexAttribPointerType.Float, false, sizeof(float) * 3, 0);
                    blockVao.Submit();

                    List <float> list = new List <float>();
                    Face(ref points, ref list, 0, 1, 2, 3);
                    FaceInv(ref points, ref list, 4, 5, 6, 7);
                    FaceInv(ref points, ref list, 0, 1, 4, 5);
                    Face(ref points, ref list, 2, 3, 6, 7);
                    Face(ref points, ref list, 0, 2, 4, 6);
                    FaceInv(ref points, ref list, 1, 3, 5, 7);

                    float[] data = list.ToArray();
                    GL.BufferData(BufferTarget.ArrayBuffer, sizeof(float) * data.Length, data, BufferUsageHint.StaticDraw);


                    #endregion

                    #region lines
                    buffer = GL.GenBuffer();

                    linesVao = new VertexArrayObject(buffer);
                    linesVao.AddAttribute(0, 3, VertexAttribPointerType.Float, false, sizeof(float) * 3, 0);
                    linesVao.Submit();

                    list = new List <float>();
                    LineFace(ref points, ref list, 0, 1, 2, 3);
                    LineFace(ref points, ref list, 4, 5, 6, 7);
                    Line(ref points, ref list, 0, 4);
                    Line(ref points, ref list, 1, 5);
                    Line(ref points, ref list, 2, 6);
                    Line(ref points, ref list, 3, 7);

                    data = list.ToArray();
                    GL.BufferData(BufferTarget.ArrayBuffer, sizeof(float) * data.Length, data, BufferUsageHint.StaticDraw);

                    #endregion

                    #region legacy lines
                    lineDrawList = GL.GenLists(1);

                    GL.NewList(lineDrawList, ListMode.Compile);
                    GL.Begin(PrimitiveType.LineStrip);
                    GL.Vertex3(points[6]);
                    GL.Vertex3(points[2]);
                    GL.Vertex3(points[3]);
                    GL.Vertex3(points[7]);
                    GL.Vertex3(points[6]);

                    GL.Vertex3(points[4]);
                    GL.Vertex3(points[5]);
                    GL.Vertex3(points[1]);
                    GL.Vertex3(points[0]);
                    GL.Vertex3(points[4]);
                    GL.End();

                    GL.Begin(PrimitiveType.Lines);
                    GL.Vertex3(points[2]);
                    GL.Vertex3(points[0]);
                    GL.Vertex3(points[3]);
                    GL.Vertex3(points[1]);
                    GL.Vertex3(points[7]);
                    GL.Vertex3(points[5]);
                    GL.End();
                    GL.EndList();
                    #endregion

                    Initialized = true;
                }
            }
Esempio n. 17
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        public void VertexArrayObject()
        {
            VertexArrayObject glObject = new VertexArrayObject();

            Assert.AreEqual($"VertexArrayObject ID: {glObject.Id}", glObject.ToString());
        }
Esempio n. 18
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		public void TestLineShaderRender()
		{
			using (ShaderProgram shaderProgram = ShadersLibrary.Instance.CreateProgram("OpenGL.Line")) {
				Assert.DoesNotThrow(delegate () { shaderProgram.Create(_Context); });

				using (VertexArrayObject vao = new VertexArrayObject()) {
					List<Vertex2f> vertices = new List<Vertex2f>();

					for (float y = 0.375f; y < _Framebuffer.Height; y += 2.0f) {
						vertices.Add(new Vertex2f(0.0f, y));
						vertices.Add(new Vertex2f(_Framebuffer.Width, y));
					}

					// Setup ABO (Position)
					ArrayBufferObject abo = new ArrayBufferObject(VertexBaseType.Float, 2, BufferObjectHint.StaticCpuDraw);
					abo.Create(vertices.ToArray());

					// Setup VAO
					vao.SetArray(abo, VertexArraySemantic.Position);
					vao.SetElementArray(PrimitiveType.Lines);
					vao.Create(_Context);

					// Draw test
					Image feedbackImageFixed = null, feedbackImageShader = null;

					try {
						Gl.Viewport(0, 0, (int)_Framebuffer.Width, (int)_Framebuffer.Height);

						#region Fixed pipeline

						_Framebuffer.SetClearColor(new ColorRGBAF(0.0f, 0.0f, 0.0f));
						_Framebuffer.Clear(_Context);

						Gl.MatrixMode(MatrixMode.Projection);
						Gl.LoadMatrix(new OrthoProjectionMatrix(0.0f, _Framebuffer.Width, 0.0f, _Framebuffer.Height).ToArray());
						Gl.MatrixMode(MatrixMode.Modelview);
						Gl.LoadIdentity();
						Gl.Color3(1.0f, 1.0f, 1.0f);
						Gl.LineWidth(1.0f);

						vao.Draw(_Context);

						feedbackImageFixed = _Framebuffer.ReadColorBuffer(_Context, 0, 0, 0, _Framebuffer.Width, _Framebuffer.Height, PixelLayout.GRAY8);
						ImageCodec.Instance.Save(
							Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.MyDocuments), "LineProgram.Fixed.png"),
							feedbackImageFixed, ImageFormat.Png, null
						);

						#endregion

						#region Shader pipeline

						_Framebuffer.SetClearColor(new ColorRGBAF(0.0f, 0.0f, 0.0f));
						_Framebuffer.Clear(_Context);

						shaderProgram.Bind(_Context);
						shaderProgram.SetUniform(_Context, "hal_ModelViewProjection", RenderProjectionMatrix);
						shaderProgram.SetUniform(_Context, "hal_UniformColor", new ColorRGBA(1.0f, 1.0f, 1.0f));
						shaderProgram.SetUniform(_Context, "hal_LineWidth", 1.0f);
						shaderProgram.SetUniform(_Context, "hal_ViewportSize", new Vertex2f(_Framebuffer.Width, _Framebuffer.Height));

						vao.Draw(_Context, shaderProgram);

						feedbackImageShader = _Framebuffer.ReadColorBuffer(_Context, 0, 0, 0, _Framebuffer.Width, _Framebuffer.Height, PixelLayout.GRAY8);
						ImageCodec.Instance.Save(
							Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.MyDocuments), "LineProgram.Shader.png"),
							feedbackImageShader, ImageFormat.Png, null
						);

						#endregion

						// Compare results

					} finally {
						if (feedbackImageFixed != null)
							feedbackImageFixed.Dispose();
						if (feedbackImageShader != null)
							feedbackImageShader.Dispose();
					}
				}

				//// Get rendering feedback
				//using (Image feedbackImage = _Framebuffer.ReadColorBuffer(_Context, 0, 0, 0, _Framebuffer.Width, _Framebuffer.Height, PixelLayout.GRAY8)) {
					

				//	// Drawn only even lines
				//	for (uint y = 0; y < _Framebuffer.Height; y++) {
				//		for (uint x = 0; x < _Framebuffer.Width; x++) {
				//			ColorGRAY8 fragment = (ColorGRAY8)feedbackImage[x, y];

				//			Assert.AreEqual((y % 2) == 0 ? 255 : 0, fragment.Level, String.Format("Color mismatch at {0}x{1}", x, y));
				//		}
				//	}
				//}
			}
		}
Esempio n. 19
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		/// <summary>
		/// Test for default values after construction.
		/// </summary>
		/// <param name="vertexArray"></param>
		private void ConstructionDefaulValues(VertexArrayObject vertexArray)
		{
			Assert.AreEqual(0, vertexArray.ArrayLength);
		}
Esempio n. 20
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        protected override void DoRender(RenderEventArgs e)
        {
           

            ShaderProgram program = this.shaderProgram;
            // 绑定shader
            program.Bind();

            program.SetUniformMatrix4(strprojectionMatrix, projectionMatrix.to_array());
            program.SetUniformMatrix4(strviewMatrix, viewMatrix.to_array());
            program.SetUniformMatrix4(strmodelMatrix, modelMatrix.to_array());
            program.SetUniform(strSpecularContribution, SpecularContribution);
            program.SetUniform(strLightPosition, LightPosition.x, LightPosition.y, LightPosition.z);
            program.SetUniform(strSpacing, Spacing.x, Spacing.y, Spacing.z);
            program.SetUniform(strDotSize, DotSize);
            program.SetUniform(strModelColor, ModelColor.x, ModelColor.y, ModelColor.z);
            program.SetUniform(strPolkaDotColor, PolkaDotColor.x, PolkaDotColor.y, PolkaDotColor.z);

            int[] originalPolygonMode = new int[1];
            GL.GetInteger(GetTarget.PolygonMode, originalPolygonMode);

            GL.Enable(GL.GL_PRIMITIVE_RESTART);
            GL.PrimitiveRestartIndex(uint.MaxValue);
            GL.PolygonMode(PolygonModeFaces.FrontAndBack, this.polygonMode);
            GL.Enable(GL.GL_BLEND);
            GL.BlendFunc(CSharpGL.Enumerations.BlendingSourceFactor.SourceAlpha, CSharpGL.Enumerations.BlendingDestinationFactor.OneMinusSourceAlpha);
            if (this.vertexArrayObject == null)
            {
                var vao = new VertexArrayObject(
                    this.positionBufferRenderer,
                    //this.colorBufferRenderer,
                    this.normalBufferRenderer,
                    this.indexBufferRenderer);
                vao.Create(e, this.shaderProgram);

                this.vertexArrayObject = vao;
            }
            else
            {
                this.vertexArrayObject.Render(e, this.shaderProgram);
            }
            GL.Disable(GL.GL_BLEND);
            GL.PolygonMode(PolygonModeFaces.FrontAndBack, (PolygonModes)(originalPolygonMode[0]));
            GL.Disable(GL.GL_PRIMITIVE_RESTART);

            // 解绑shader
            program.Unbind();
        }
Esempio n. 21
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		/// <summary>
		/// Test for default values after construction.
		/// </summary>
		/// <param name="vertexArray"></param>
		private void DispositionDefaulValues(VertexArrayObject vertexArray)
		{

		}
        public static void DrawNudMaterialSphere(Shader shader, NUD.Material material, VertexArrayObject screenVao, Dictionary <NUD.DummyTextures, Texture> dummyTextures)
        {
            if (!shader.ProgramCreatedSuccessfully)
            {
                return;
            }

            shader.UseProgram();


            // Use the same uniforms as the NUD shader.
            NUD.SetMaterialPropertyUniforms(shader, material);
            NUD.SetStageLightingUniforms(shader, 0);
            ModelContainer.SetRenderSettingsUniforms(shader);

            nudSphereCamera.UpdateMatrices();
            ModelContainer.SetLightingUniforms(shader, nudSphereCamera);
            ModelContainer.SetCameraMatrixUniforms(nudSphereCamera, shader);

            // Use default textures rather than textures from the NUT.
            NUD.SetTextureUniformsNudMatSphere(shader, material, dummyTextures);

            // These values aren't needed in the shader currently.
            shader.SetVector3("cameraPosition", 0, 0, 0);
            shader.SetFloat("zBufferOffset", 0);
            shader.SetFloat("bloomThreshold", Runtime.bloomThreshold);

            bool isTransparent = (material.srcFactor > 0) || (material.dstFactor > 0) || (material.alphaFunction > 0) || (material.alphaTest > 0);

            shader.SetBoolToInt("isTransparent", isTransparent);

            // Set texture uniforms for the mesh attributes.
            shader.SetTexture("normalTex", sphereNrmTex.Id, TextureTarget.Texture2D, 15);
            shader.SetTexture("uvTex", sphereUvTex.Id, TextureTarget.Texture2D, 16);
            shader.SetTexture("tanTex", sphereTanTex.Id, TextureTarget.Texture2D, 17);
            shader.SetTexture("bitanTex", sphereBitanTex.Id, TextureTarget.Texture2D, 18);

            // Draw full screen "quad" (big triangle)
            ScreenDrawing.DrawScreenTriangle(shader, screenVao);
        }
Esempio n. 23
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        /// <summary>Creates a new colored cube</summary>
        public Cube(BaseRenderer renderer, Color128 color)
        {
            this.renderer = renderer;

            LibRenderVertex[] vertexData =
            {
                // back
                new LibRenderVertex
                {
                    Position = new Vector3f(1.0f, 1.0f, 1.0f),
                    UV       = Vector2f.Null,
                    Color    = color
                },
                new LibRenderVertex
                {
                    Position = new Vector3f(-1.0f, 1.0f, 1.0f),
                    UV       = Vector2f.Right,
                    Color    = color
                },
                new LibRenderVertex
                {
                    Position = new Vector3f(-1.0f, -1.0f, 1.0f),
                    UV       = Vector2f.One,
                    Color    = color
                },
                new LibRenderVertex
                {
                    Position = new Vector3f(1.0f, -1.0f, 1.0f),
                    UV       = Vector2f.Down,
                    Color    = color
                },

                // right
                new LibRenderVertex
                {
                    Position = new Vector3f(1.0f, 1.0f, 1.0f),
                    UV       = Vector2f.Right,
                    Color    = color
                },
                new LibRenderVertex
                {
                    Position = new Vector3f(1.0f, -1.0f, 1.0f),
                    UV       = Vector2f.One,
                    Color    = color
                },
                new LibRenderVertex
                {
                    Position = new Vector3f(1.0f, -1.0f, -1.0f),
                    UV       = Vector2f.Down,
                    Color    = color
                },
                new LibRenderVertex
                {
                    Position = new Vector3f(1.0f, 1.0f, -1.0f),
                    UV       = Vector2f.Null,
                    Color    = color
                },

                // top
                new LibRenderVertex
                {
                    Position = new Vector3f(1.0f, 1.0f, 1.0f),
                    UV       = Vector2f.Right,
                    Color    = color
                },
                new LibRenderVertex
                {
                    Position = new Vector3f(1.0f, 1.0f, -1.0f),
                    UV       = Vector2f.One,
                    Color    = color
                },
                new LibRenderVertex
                {
                    Position = new Vector3f(-1.0f, 1.0f, -1.0f),
                    UV       = Vector2f.Down,
                    Color    = color
                },
                new LibRenderVertex
                {
                    Position = new Vector3f(-1.0f, 1.0f, 1.0f),
                    UV       = Vector2f.Null,
                    Color    = color
                },

                // front
                new LibRenderVertex
                {
                    Position = new Vector3f(-1.0f, -1.0f, -1.0f),
                    UV       = Vector2f.Down,
                    Color    = color
                },
                new LibRenderVertex
                {
                    Position = new Vector3f(-1.0f, 1.0f, -1.0f),
                    UV       = Vector2f.Null,
                    Color    = color
                },
                new LibRenderVertex
                {
                    Position = new Vector3f(1.0f, 1.0f, -1.0f),
                    UV       = Vector2f.Right,
                    Color    = color
                },
                new LibRenderVertex
                {
                    Position = new Vector3f(1.0f, -1.0f, -1.0f),
                    UV       = Vector2f.One,
                    Color    = color
                },

                // left
                new LibRenderVertex
                {
                    Position = new Vector3f(-1.0f, -1.0f, -1.0f),
                    UV       = Vector2f.One,
                    Color    = color
                },
                new LibRenderVertex
                {
                    Position = new Vector3f(-1.0f, -1.0f, 1.0f),
                    UV       = Vector2f.Down,
                    Color    = color
                },
                new LibRenderVertex
                {
                    Position = new Vector3f(-1.0f, 1.0f, 1.0f),
                    UV       = Vector2f.Null,
                    Color    = color
                },
                new LibRenderVertex
                {
                    Position = new Vector3f(-1.0f, 1.0f, -1.0f),
                    UV       = Vector2f.Right,
                    Color    = color
                },

                // bottom
                new LibRenderVertex
                {
                    Position = new Vector3f(-1.0f, -1.0f, -1.0f),
                    UV       = Vector2f.Null,
                    Color    = color
                },
                new LibRenderVertex
                {
                    Position = new Vector3f(1.0f, -1.0f, -1.0f),
                    UV       = Vector2f.Right,
                    Color    = color
                },
                new LibRenderVertex
                {
                    Position = new Vector3f(1.0f, -1.0f, 1.0f),
                    UV       = Vector2f.One,
                    Color    = color
                },
                new LibRenderVertex
                {
                    Position = new Vector3f(-1.0f, -1.0f, 1.0f),
                    UV       = Vector2f.Down,
                    Color    = color
                }
            };

            if (!renderer.ForceLegacyOpenGL)
            {
                defaultVAO = new VertexArrayObject();
                defaultVAO.Bind();
                defaultVAO.SetVBO(new VertexBufferObject(vertexData, BufferUsageHint.StaticDraw));
                defaultVAO.SetIBO(new IndexBufferObjectUS(Enumerable.Range(0, vertexData.Length).Select(x => (ushort)x).ToArray(), BufferUsageHint.StaticDraw));
                defaultVAO.SetAttributes(renderer.DefaultShader.VertexLayout);
                defaultVAO.UnBind();
            }
        }
        public static void Initialize(GL_ControlModern control)
        {
            if (DefaultShaderProgram != null && DefaultShaderProgram.programs.ContainsKey(control))
            {
                return;
            }

            if (DefaultShaderProgram == null)
            {
                var solidColorFrag = new FragmentShader(
                    @"#version 330
                uniform vec4 color;
                in vec3 normal;
                in vec3 viewPosition;
                void main(){
                    vec3 xTangent = dFdx( viewPosition );
                    vec3 yTangent = dFdy( viewPosition );
                    vec3 faceNormal = normalize( cross( xTangent, yTangent ) );

                    vec3 displayNormal = (faceNormal.xyz * 0.5) + 0.5;
		            float shading = max(displayNormal.y,0.5);

                    gl_FragColor = color;
                }");
                var solidColorVert = new VertexShader(
                    @"#version 330
                layout(location = 0) in vec3 position;
                layout(location = 1) in vec3 vNormal;
                uniform mat4 mtxMdl;
                uniform mat4 mtxCam;
                out vec3 normal;
                out vec3 viewPosition;
                void main(){
                    normal = vNormal;
                    viewPosition = position;
                    gl_Position = mtxCam*mtxMdl*vec4(position, 1);
                }");

                DefaultShaderProgram = new ShaderProgram(solidColorFrag, solidColorVert, control);

                int buffer = GL.GenBuffer();
                sphereVao = new VertexArrayObject(buffer);
                sphereVao.AddAttribute(0, 3, VertexAttribPointerType.Float, false, 24, 0);
                sphereVao.AddAttribute(1, 3, VertexAttribPointerType.Float, false, 24, 12);
                sphereVao.Initialize(control);

                List <float> list = new List <float>();
                Vertices = GetVertices(10, 2, 15, 32);
                for (int i = 0; i < Vertices.Length; i++)
                {
                    var mat = Matrix4.CreateRotationX(MathHelper.DegreesToRadians(90));
                    Vertices[i].Position = Vector3.TransformPosition(Vertices[i].Position, mat);
                    Vertices[i].Normal   = Vector3.TransformNormal(Vertices[i].Normal, mat);

                    list.Add(Vertices[i].Position.X);
                    list.Add(Vertices[i].Position.Y);
                    list.Add(Vertices[i].Position.Z);
                    list.Add(Vertices[i].Normal.X);
                    list.Add(Vertices[i].Normal.Y);
                    list.Add(Vertices[i].Normal.Z);
                }

                float[] data = list.ToArray();
                GL.BufferData(BufferTarget.ArrayBuffer, sizeof(float) * data.Length, data, BufferUsageHint.StaticDraw);
            }
            else
            {
                sphereVao.Initialize(control);
                DefaultShaderProgram.Link(control);
            }
        }
Esempio n. 25
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 public AnimatedSkin(VertexArrayObject vao, ParentBone rootBone)
     : base(vao)
 {
     m_rootBone = rootBone;
 }
Esempio n. 26
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        public static void Initialize()
        {
            if (!Initialized)
            {
                var defaultFrag = new FragmentShader(
                    @"#version 330
                    uniform sampler2D tex;
                    uniform vec4 color;
                    in vec2 uv;
                
                    void main(){
                        gl_FragColor = color * texture(tex,uv);
                    }");
                var defaultVert = new VertexShader(
                    @"#version 330
                    layout(location = 0) in vec4 position;
                    uniform vec2 uvTopLeft;
                    uniform mat4 mtxMdl;
                    uniform mat4 mtxCam;
                    out vec2 uv;

                    vec2 map(vec2 value, vec2 min1, vec2 max1, vec2 min2, vec2 max2) {
                        return min2 + (value - min1) * (max2 - min2) / (max1 - min1);
                    }

                    void main(){
                        uv = map(position.xy,vec2(-0.5,0.5),vec2(0.5,-0.5), uvTopLeft, uvTopLeft+vec2(0.25,0.25));
                        gl_Position = mtxCam*mtxMdl*position;
                    }");
                DefaultShaderProgram = new ShaderProgram(defaultFrag, defaultVert);

                int buffer;

                #region block
                buffer = GL.GenBuffer();

                planeVao = new VertexArrayObject(buffer);
                planeVao.AddAttribute(0, 3, VertexAttribPointerType.Float, false, sizeof(float) * 3, 0);
                planeVao.Submit();

                float[] data = new float[]
                {
                    -0.5f, -0.5f, 0,
                    0.5f, -0.5f, 0,
                    0.5f, 0.5f, 0,
                    -0.5f, 0.5f, 0,
                };

                GL.BufferData(BufferTarget.ArrayBuffer, sizeof(float) * data.Length, data, BufferUsageHint.StaticDraw);
                #endregion

                //texture sheet
                TextureSheet = GL.GenTexture();
                GL.BindTexture(TextureTarget.Texture2D, TextureSheet);

                var bmp     = Properties.Resources.Gizmos;
                var bmpData = bmp.LockBits(
                    new Rectangle(0, 0, 128 * 4, 128 * 4),
                    System.Drawing.Imaging.ImageLockMode.ReadOnly,
                    System.Drawing.Imaging.PixelFormat.Format32bppArgb);

                GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.Rgba8, 128 * 4, 128 * 4, 0, PixelFormat.Bgra, PixelType.UnsignedByte, bmpData.Scan0);
                GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Linear);
                GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Linear);
                GL.GenerateMipmap(GenerateMipmapTarget.Texture2D);
                bmp.UnlockBits(bmpData);

                Initialized = true;
            }
        }
        private Skin SendDataToGpu(string modelPath)
        {
            Skin resultSkin = null;

            // Get mesh data
            using (AssimpModelLoader loader = new AssimpModelLoader(modelPath))
            {
                VertexArrayObject vao      = new VertexArrayObject();
                MeshVertexData    meshData = loader.GetMeshData();
                // explicit null assignment if there is no some of mesh data
                var vertices     = meshData.Verts;
                var normals      = meshData.bHasNormals ? meshData.N_Verts : null;
                var texCoords    = meshData.T_Verts;
                var tangents     = meshData.bHasTangentVertices ? meshData.Tangent_Verts : meshData.bHasTextureCoordinates ? VectorMath.AdditionalVertexInfoCreator.CreateTangentVertices(vertices, texCoords) : null;
                var bitangents   = meshData.bHasTangentVertices ? meshData.Bitanget_Verts : meshData.bHasTextureCoordinates ? VectorMath.AdditionalVertexInfoCreator.CreateBitangentVertices(vertices, texCoords) : null;
                var blendWeights = meshData.bHasAnimation ? meshData.BlendWeights : null;
                var blendIndices = meshData.bHasAnimation ? meshData.BlendIndices : null;

                UInt32[] indices = meshData.bHasIndices ? meshData.Indices.ToArray() : null;

                IndexBufferObject ibo = null;
                VertexBufferObjectTwoDimension <float> normalsVBO = null, texCoordsVBO = null, tangentsVBO = null, bitangentsVBO = null, blendWeightsVBO = null;
                VertexBufferObjectTwoDimension <Int32> blendIndicesVBO = null;

                if (meshData.bHasIndices)
                {
                    ibo = new IndexBufferObject(indices);
                }

                VertexBufferObjectTwoDimension <float> vertexVBO = new VertexBufferObjectTwoDimension <float>(vertices, BufferTarget.ArrayBuffer, 0, 3, VertexBufferObjectBase.DataCarryFlag.Invalidate);

                if (meshData.bHasNormals)
                {
                    normalsVBO = new VertexBufferObjectTwoDimension <float>(normals, BufferTarget.ArrayBuffer, 1, 3, VertexBufferObjectBase.DataCarryFlag.Invalidate);
                }
                if (meshData.bHasTextureCoordinates)
                {
                    texCoordsVBO = new VertexBufferObjectTwoDimension <float>(texCoords, BufferTarget.ArrayBuffer, 2, 2, VertexBufferObjectBase.DataCarryFlag.Invalidate);
                }
                if (meshData.bHasTangentVertices)
                {
                    tangentsVBO = new VertexBufferObjectTwoDimension <float>(tangents, BufferTarget.ArrayBuffer, 4, 3, VertexBufferObjectBase.DataCarryFlag.Invalidate);
                }
                if (meshData.bHasTangentVertices)
                {
                    bitangentsVBO = new VertexBufferObjectTwoDimension <float>(bitangents, BufferTarget.ArrayBuffer, 5, 3, VertexBufferObjectBase.DataCarryFlag.Invalidate);
                }
                if (meshData.bHasAnimation)
                {
                    Int32 skeletonWeightsPerVertexCount = (Int32)loader.m_skeletonType;
                    if (skeletonWeightsPerVertexCount > 4)
                    {
                        throw new NotImplementedException("There is no implementation yet for cases when there are more than four weights influencing on vertex.");
                    }

                    Int32 vectorSize = skeletonWeightsPerVertexCount;
                    blendWeightsVBO = new VertexBufferObjectTwoDimension <float>(blendWeights, BufferTarget.ArrayBuffer, 6, vectorSize, VertexBufferObjectBase.DataCarryFlag.Invalidate);
                    blendIndicesVBO = new VertexBufferObjectTwoDimension <int>(blendIndices, BufferTarget.ArrayBuffer, 7, vectorSize, VertexBufferObjectBase.DataCarryFlag.Invalidate);
                }

                vao.AddVBO(vertexVBO, normalsVBO, texCoordsVBO, tangentsVBO, bitangentsVBO, blendWeightsVBO, blendIndicesVBO);
                vao.AddIndexBuffer(ibo);
                vao.BindBuffersToVao();

                if (meshData.bHasAnimation)
                {
                    ParentBone rootBone = AssimpConverter.Converter.ConvertAssimpBoneToEngineBone(meshData.SkeletonRoot);
                    resultSkin = new AnimatedSkin(vao, rootBone);
                }
                else
                {
                    resultSkin = new Skin(vao);
                }
            }

            return(resultSkin);
        }
Esempio n. 28
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 internal void Initialize(GraphicsDevice device)
 {
     vertexArrayObject = VertexArrayObject.New(device, Effect.InputSignature, Mesh.Draw.IndexBuffer, Mesh.Draw.VertexBuffers);
 }
Esempio n. 29
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        private unsafe void InitVertexBuffers()
        {
            // http://images.cnblogs.com/cnblogs_com/bitzhuwei/482613/o_Cube-small.jpg
            {
                VR03PositionBuffer positionBuffer = new VR03PositionBuffer(strin_Position);
                positionBuffer.Alloc(xFrameCount * yFrameCount * zFrameCount);
                HexahedronPosition *array = (HexahedronPosition *)positionBuffer.FirstElement();
                int index = 0;
                for (int i = 0; i < xFrameCount; i++)
                {
                    for (int j = 0; j < yFrameCount; j++)
                    {
                        for (int k = 0; k < zFrameCount; k++)
                        {
                            var x          = ((float)i / (float)xFrameCount - 0.5f) * factor;
                            var y          = ((float)j / (float)yFrameCount - 0.5f) * factor;
                            var z          = (((float)k / (float)zFrameCount - 0.5f) * 109.0f / 256.0f) * factor;
                            var hexahedron = new HexahedronPosition();
                            hexahedron.v0  = new vec3(x + hexahedronHalfLength, y + hexahedronHalfLength, z + hexahedronHalfLength);
                            hexahedron.v1  = new vec3(x - hexahedronHalfLength, y + hexahedronHalfLength, z + hexahedronHalfLength);
                            hexahedron.v2  = new vec3(x + hexahedronHalfLength, y - hexahedronHalfLength, z + hexahedronHalfLength);
                            hexahedron.v3  = new vec3(x - hexahedronHalfLength, y - hexahedronHalfLength, z + hexahedronHalfLength);
                            hexahedron.v4  = new vec3(x + hexahedronHalfLength, y + hexahedronHalfLength, z - hexahedronHalfLength);
                            hexahedron.v5  = new vec3(x - hexahedronHalfLength, y + hexahedronHalfLength, z - hexahedronHalfLength);
                            hexahedron.v6  = new vec3(x + hexahedronHalfLength, y - hexahedronHalfLength, z - hexahedronHalfLength);
                            hexahedron.v7  = new vec3(x - hexahedronHalfLength, y - hexahedronHalfLength, z - hexahedronHalfLength);
                            array[index++] = hexahedron;
                        }
                    }
                }
                this.positionBufferRenderer = positionBuffer.GetRenderer();
                positionBuffer.Dispose();
            }

            {
                VR03UVBuffer uvBuffer = new VR03UVBuffer(strin_uv);
                uvBuffer.Alloc(xFrameCount * yFrameCount * zFrameCount);
                HexahedronUV *array = (HexahedronUV *)uvBuffer.FirstElement();
                int           index = 0;
                for (int i = 0; i < xFrameCount; i++)
                {
                    for (int j = 0; j < yFrameCount; j++)
                    {
                        for (int k = 0; k < zFrameCount; k++)
                        {
                            var x     = (float)i / (float)xFrameCount;
                            var y     = (float)j / (float)yFrameCount;
                            var z     = (float)k / (float)zFrameCount;
                            var color = new vec3(x, y, z);
                            var uv    = new HexahedronUV();
                            uv.v0          = color;
                            uv.v1          = color;
                            uv.v2          = color;
                            uv.v3          = color;
                            uv.v4          = color;
                            uv.v5          = color;
                            uv.v6          = color;
                            uv.v7          = color;
                            array[index++] = uv;
                        }
                    }
                }
                this.uvBufferRenderer = uvBuffer.GetRenderer();
                uvBuffer.Dispose();
            }
            {
                var indexBuffer = new VR03IndexBuffer();
                indexBuffer.Alloc(xFrameCount * yFrameCount * zFrameCount);
                HexahedronIndex *array = (HexahedronIndex *)indexBuffer.FirstElement();
                int index = 0;
                for (int i = 0; i < xFrameCount; i++)
                {
                    for (int j = 0; j < yFrameCount; j++)
                    {
                        for (int k = 0; k < zFrameCount; k++)
                        {
                            uint centerIndex = (uint)((i * yFrameCount * zFrameCount + j * zFrameCount + k) * 8);
                            array[index++] = new HexahedronIndex(centerIndex);
                        }
                    }
                }
                this.indexBufferRenderer = indexBuffer.GetRenderer() as IndexBufferPointerBase;
                indexBuffer.Dispose();
            }

            this.vao = new VertexArrayObject(
                this.indexBufferRenderer,
                this.positionBufferRenderer, this.uvBufferRenderer);
        }
Esempio n. 30
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        private unsafe void InitVertexBuffers()
        {
            {
                VR04PositionBuffer positionBuffer = new VR04PositionBuffer(strin_Position);
                positionBuffer.Alloc(zFrameCount);
                QuadPosition *array = (QuadPosition *)positionBuffer.FirstElement();
                for (int i = 0; i < zFrameCount; i++)
                {
                    array[i] = new QuadPosition(
                        new vec3(-xLength, -yLength, (float)i / (float)zFrameCount - 0.5f),
                        new vec3(xLength, -yLength, (float)i / (float)zFrameCount - 0.5f),
                        new vec3(xLength, yLength, (float)i / (float)zFrameCount - 0.5f),
                        new vec3(-xLength, yLength, (float)i / (float)zFrameCount - 0.5f)
                        );
                }
                this.positionBufferRenderer = positionBuffer.GetRenderer();
                positionBuffer.Dispose();
            }

            {
                VR04UVBuffer uvBuffer = new VR04UVBuffer(strin_uv);
                uvBuffer.Alloc(zFrameCount);
                QuadUV *array = (QuadUV *)uvBuffer.FirstElement();
                for (int i = 0; i < zFrameCount; i++)
                {
                    array[i] = new QuadUV(
                        new vec3(0, 0, (float)i / (float)zFrameCount),
                        new vec3(1, 0, (float)i / (float)zFrameCount),
                        new vec3(1, 1, (float)i / (float)zFrameCount),
                        new vec3(0, 1, (float)i / (float)zFrameCount)
                        );
                }
                this.uvBufferRenderer = uvBuffer.GetRenderer();
                uvBuffer.Dispose();
            }
            {
                var indexBuffer = new VR04IndexBuffer();
                indexBuffer.Alloc(zFrameCount);
                QuadIndex *array = (QuadIndex *)indexBuffer.FirstElement();
                for (uint i = 0; i < zFrameCount; i++)
                {
                    if (this.reverSide)
                    {
                        array[i] = new QuadIndex((zFrameCount - i - 1) * 4 + 0,
                                                 (zFrameCount - i - 1) * 4 + 1,
                                                 (zFrameCount - i - 1) * 4 + 2,
                                                 (zFrameCount - i - 1) * 4 + 3
                                                 );
                    }
                    else
                    {
                        array[i] = new QuadIndex(i * 4 + 0, i * 4 + 1, i * 4 + 2, i * 4 + 3);
                    }
                }
                this.indexBufferRenderer = indexBuffer.GetRenderer();
                indexBuffer.Dispose();
            }

            //if (!this.reverSide)
            //{
            //    var indexBuffer = new ZeroIndexBuffer(DrawMode.Quads, zFrameCount * 4);
            //    indexBuffer.Alloc(zFrameCount);// this actually does nothing.
            //    this.indexBufferRenderer = indexBuffer.GetRenderer();
            //    indexBuffer.Dispose();
            //}
            //else
            //{
            //    var indexBuffer = new VR04IndexBuffer();
            //    indexBuffer.Alloc(zFrameCount);
            //    QuadIndex* array = (QuadIndex*)indexBuffer.FirstElement();
            //    for (uint i = 0; i < zFrameCount; i++)
            //    {
            //        //array[i] = new QuadIndex(i * 4 + 0, i * 4 + 1, i * 4 + 2, i * 4 + 3);
            //        array[i] = new QuadIndex((zFrameCount - i - 1) * 4 + 0,
            //            (zFrameCount - i - 1) * 4 + 1,
            //            (zFrameCount - i - 1) * 4 + 2,
            //            (zFrameCount - i - 1) * 4 + 3
            //            );
            //    }
            //    this.indexBufferRenderer = indexBuffer.GetRenderer();
            //    indexBuffer.Dispose();
            //}
            this.vao = new VertexArrayObject(this.positionBufferRenderer, this.uvBufferRenderer, this.indexBufferRenderer);
        }
Esempio n. 31
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        static RenderCubemapSphere()
        {
            theOrientation = Matrix4.CreateFromQuaternion(new Quaternion(0f, 0f, 0f));

            List <ShaderDescriptor> shadersDesc = new List <ShaderDescriptor>();

            shadersDesc.Add(new ShaderDescriptor(ShaderType.VertexShader, "GpuNoise.shaders.cube-vs.glsl"));
            shadersDesc.Add(new ShaderDescriptor(ShaderType.FragmentShader, "GpuNoise.shaders.cube-ps.glsl"));

            ShaderProgramDescriptor sd = new ShaderProgramDescriptor(shadersDesc);

            theShader = Renderer.resourceManager.getResource(sd) as ShaderProgram;

            theVBO = new VertexBufferObject(BufferUsageHint.StaticDraw);
            theIBO = new IndexBufferObject(BufferUsageHint.StaticDraw);

            int lats    = 25;
            int longs   = 25;
            int vertIdx = 0;

            V3[]     verts = new V3[(lats + 1) * (longs + 1)];
            ushort[] index = new ushort[lats * longs * 6];

            for (int i = 0; i <= lats; i++)
            {
                float theta    = (float)i * (float)Math.PI / lats;
                float sinTheta = (float)Math.Sin(theta);
                float cosTheta = (float)Math.Cos(theta);

                for (int j = 0; j <= longs; j++)
                {
                    float phi    = (float)j * (float)(Math.PI * 2) / longs;
                    float sinPhi = (float)Math.Sin(phi);
                    float cosPhi = (float)Math.Cos(phi);

                    float x = cosPhi * sinTheta;
                    float y = sinPhi * sinTheta;
                    float z = cosTheta;
                    //          float u = 1 - (j / longs);
                    //          float v = 1- (i / lats);

                    V3 temp = new V3();
                    temp.Position    = new Vector3(x, y, z);
                    verts[vertIdx++] = temp;
                }
            }

            int indexIdx = 0;

            for (int i = 0; i < lats; i++)
            {
                for (int j = 0; j < longs; j++)
                {
                    ushort first  = (ushort)((i * (longs + 1)) + j);
                    ushort second = (ushort)(first + longs + 1);
                    index[indexIdx++] = first; index[indexIdx++] = second; index[indexIdx++] = (ushort)(first + 1);
                    index[indexIdx++] = second; index[indexIdx++] = (ushort)(second + 1); index[indexIdx++] = (ushort)(first + 1);
                }
            }

            theVBO.setData(verts);
            theIBO.setData(index);

            theVAO = new VertexArrayObject();
            theVAO.bindVertexFormat(theShader, V3.bindings());

            thePipeline = new PipelineState();
            thePipeline.shaderState.shaderProgram = theShader;
            thePipeline.vaoState.vao = theVAO;
            thePipeline.generateId();
        }
Esempio n. 32
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        private SceneObjectGeometry CreateCubeGeometry()
        {
            SceneObjectGeometry cubeGeometry = new SceneObjectGeometry("Cube");

            #region State

            cubeGeometry.ObjectState.DefineState(new DepthTestState(DepthFunction.Less));
            cubeGeometry.ObjectState.DefineState(new CullFaceState(FrontFaceDirection.Ccw, CullFaceMode.Back));
            cubeGeometry.ObjectState.DefineState(new TransformState());

            MaterialState cubeMaterialState = new MaterialState();
            cubeMaterialState.FrontMaterial           = new MaterialState.Material(ColorRGBAF.ColorWhite * 0.5f);
            cubeMaterialState.FrontMaterial.Ambient   = ColorRGBAF.ColorBlack;
            cubeMaterialState.FrontMaterial.Diffuse   = ColorRGBAF.ColorWhite * 0.5f;
            cubeMaterialState.FrontMaterial.Specular  = ColorRGBAF.ColorWhite * 0.5f;
            cubeMaterialState.FrontMaterial.Shininess = 10.0f;
            cubeGeometry.ObjectState.DefineState(cubeMaterialState);

            #endregion

            #region Vertex Arrays

            if (_CubeArrayPosition == null)
            {
                _CubeArrayPosition = new ArrayBufferObject <Vertex3f>(BufferObjectHint.StaticCpuDraw);
                _CubeArrayPosition.Create(ArrayPosition);
            }

            if (_CubeArrayColor == null)
            {
                _CubeArrayColor = new ArrayBufferObject <ColorRGBF>(BufferObjectHint.StaticCpuDraw);
                _CubeArrayColor.Create(ArrayColors);
            }

            if (_CubeArrayNormal == null)
            {
                _CubeArrayNormal = new ArrayBufferObject <Vertex3f>(BufferObjectHint.StaticCpuDraw);
                _CubeArrayNormal.Create(ArrayNormals);
            }

            if (_CubeArrays == null)
            {
                _CubeArrays = new VertexArrayObject();
                _CubeArrays.SetArray(_CubeArrayPosition, VertexArraySemantic.Position);
                _CubeArrays.SetArray(_CubeArrayColor, VertexArraySemantic.Color);
                _CubeArrays.SetArray(_CubeArrayNormal, VertexArraySemantic.Normal);
                _CubeArrays.SetElementArray(PrimitiveType.Triangles);
            }

            cubeGeometry.VertexArray = _CubeArrays;

            #endregion

            #region Program

            cubeGeometry.BoundingVolume = new BoundingBox(-Vertex3f.One * _CubeSize, Vertex3f.One * _CubeSize);

            #endregion

            return(cubeGeometry);
        }
Esempio n. 33
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        public static void AddFaceToVao(WorldServer world, Vector3i blockPos, int x, int y, int z, Block block, BlockFace face, BlockModel.FaceData data, VertexArrayObject vao, Matrix4 transform)
        {
            var faceId        = (int)face - 1;
            var indicesOffset = vao.VertexCount;

            //var transform = Matrix4.CreateScale()//Matrix4.Identity;//block.GetTransform(world, blockPos, face);
            var texture = data.LoadedTexture;    //block.GetTexture(world, blockPos, face);
            //var overlayTexture = block.GetOverlayTexture(world, blockPos, face);
            var texCoords = data.GetTexCoords(); //block.GetTexCoords(world, blockPos, face) ?? FaceTexCoords;
            //var overlayTexCoords = block.GetOverlayTexCoords(world, blockPos, face) ?? FaceTexCoords;
            var color  = data.TintIndex == -1 ? new Vector4(1) : block.GetTintColor(world, blockPos, data.TintIndex).ToVector4();
            var normal = face.GetNormal();

            if (texCoords.Length != 4)
            {
                throw new Exception($"\"{block}\" invalid texture coords array length!");
            }


            var vPositions        = new Vector3[4];
            var vTexCoords        = new Vector4[4];
            var vOverlayTexCoords = new Vector4[4]; //TODO: Remove
            var vBrightness       = new Vector3[4];

            for (var j = 0; j < 4; j++)
            {
                var vertexPosition = FacePositions[faceId * 4 + j];
                var position       = (new Vector4(vertexPosition, 1) * transform).Xyz + new Vector3(x, y, z);

                //tex coords are -1 if texture is null
                var texCoord = texture == null ? new Vector4(-1) : new Vector4(texCoords[j])
                {
                    //texCoord z = texId, w = textureArrayId
                    Z = texture.TextureId,
                    W = texture.ArrayId
                };



                //per vertex light value interpolation (smooth lighting + free ambient occlusion)
                var brightness = CalculateBrightness(world, block, blockPos, face, vertexPosition);

                //TODO: transform normals

                vPositions[j]        = position;
                vTexCoords[j]        = texCoord;
                vOverlayTexCoords[j] = new Vector4(-1);
                vBrightness[j]       = brightness;
            }

            //Flip faces to fix ambient occlusion anisotrophy
            //https://0fps.net/2013/07/03/ambient-occlusion-for-minecraft-like-worlds/

            for (var j = 0; j < 4; j++)
            {
                vao.Add(vPositions[j], vTexCoords[j], new Vector4(normal), color.Xyz, vBrightness[j]);
            }

            var newIndices = new uint[FaceIndices.Length];

            if ((vBrightness[0] + vBrightness[3]).LengthSquared > (vBrightness[1] + vBrightness[2]).LengthSquared)
            {
                for (var j = 0; j < newIndices.Length; j++)
                {
                    newIndices[j] = (uint)(FlippedFaceIndices[j] + indicesOffset);
                }
            }
            else
            {
                for (var j = 0; j < newIndices.Length; j++)
                {
                    newIndices[j] = (uint)(FaceIndices[j] + indicesOffset);
                }
            }

            //Calculate face middle for transparency sorting
            var faceMiddle = Vector3.Zero;

            if (vao is SortedVertexArrayObject)
            {
                faceMiddle = vPositions.Aggregate(faceMiddle, (current, pos) => current + pos);
                faceMiddle = faceMiddle / vPositions.Length + blockPos.ToVector3() - new Vector3(x, y, z);
            }

            vao.AddFace(newIndices, faceMiddle);
        }
Esempio n. 34
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        protected override async Task LoadContent()
        {
            await base.LoadContent();

            var vertices = new Vertex[4];

            vertices[0] = new Vertex {
                Position = new Vector3(-1, -1, 0.5f), TexCoords = new Vector2(0, 0)
            };
            vertices[1] = new Vertex {
                Position = new Vector3(-1, 1, 0.5f), TexCoords = new Vector2(3, 0)
            };
            vertices[2] = new Vertex {
                Position = new Vector3(1, 1, 0.5f), TexCoords = new Vector2(3, 3)
            };
            vertices[3] = new Vertex {
                Position = new Vector3(1, -1, 0.5f), TexCoords = new Vector2(0, 3)
            };

            var indices = new short[] { 0, 1, 2, 0, 2, 3 };

            var vertexBuffer = Buffer.Vertex.New(GraphicsDevice, vertices, GraphicsResourceUsage.Default);
            var indexBuffer  = Buffer.Index.New(GraphicsDevice, indices, GraphicsResourceUsage.Default);
            var meshDraw     = new MeshDraw
            {
                DrawCount     = 4,
                PrimitiveType = PrimitiveType.TriangleList,
                VertexBuffers = new[]
                {
                    new VertexBufferBinding(vertexBuffer,
                                            new VertexDeclaration(VertexElement.Position <Vector3>(),
                                                                  VertexElement.TextureCoordinate <Vector2>()),
                                            4)
                },
                IndexBuffer = new IndexBufferBinding(indexBuffer, false, indices.Length),
            };

            var mesh = new Mesh
            {
                Draw = meshDraw,
            };

            simpleEffect             = new Effect(GraphicsDevice, SpriteEffect.Bytecode);
            parameterCollection      = new ParameterCollection();
            parameterCollectionGroup = new EffectParameterCollectionGroup(GraphicsDevice, simpleEffect, new[] { parameterCollection });
            parameterCollection.Set(TexturingKeys.Texture0, UVTexture);

            vao = VertexArrayObject.New(GraphicsDevice, mesh.Draw.IndexBuffer, mesh.Draw.VertexBuffers);

            myDraws    = new DrawOptions[3];
            myDraws[0] = new DrawOptions {
                Sampler = GraphicsDevice.SamplerStates.LinearClamp, Transform = Matrix.Multiply(Matrix.Scaling(0.4f), Matrix.Translation(-0.5f, 0.5f, 0f))
            };
            myDraws[1] = new DrawOptions {
                Sampler = GraphicsDevice.SamplerStates.LinearWrap, Transform = Matrix.Multiply(Matrix.Scaling(0.4f), Matrix.Translation(0.5f, 0.5f, 0f))
            };
            myDraws[2] = new DrawOptions {
                Sampler = SamplerState.New(GraphicsDevice, new SamplerStateDescription(TextureFilter.Linear, TextureAddressMode.Mirror)), Transform = Matrix.Multiply(Matrix.Scaling(0.4f), Matrix.Translation(0.5f, -0.5f, 0f))
            };
            //var borderDescription = new SamplerStateDescription(TextureFilter.Linear, TextureAddressMode.Border) { BorderColor = Color.Purple };
            //var border = SamplerState.New(GraphicsDevice, borderDescription);
            //myDraws[3] = new DrawOptions { Sampler = border, Transform = Matrix.Multiply(Matrix.Scale(0.3f), Matrix.Translation(-0.5f, -0.5f, 0f)) };
        }
Esempio n. 35
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 public Geometry(VertexArrayObject vertexArray) :
     base(vertexArray)
 {
 }
Esempio n. 36
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        internal Cube(BaseRenderer renderer)
        {
            this.renderer = renderer;

            LibRenderVertex[] vertexData =
            {
                // back
                new LibRenderVertex
                {
                    Position = new Vector3f(1.0f, 1.0f, 1.0f),
                    UV       = Vector2f.Null,
                    Color    = Color128.White
                },
                new LibRenderVertex
                {
                    Position = new Vector3f(-1.0f, 1.0f, 1.0f),
                    UV       = Vector2f.Right,
                    Color    = Color128.White
                },
                new LibRenderVertex
                {
                    Position = new Vector3f(-1.0f, -1.0f, 1.0f),
                    UV       = Vector2f.One,
                    Color    = Color128.White
                },
                new LibRenderVertex
                {
                    Position = new Vector3f(1.0f, -1.0f, 1.0f),
                    UV       = Vector2f.Down,
                    Color    = Color128.White
                },

                // right
                new LibRenderVertex
                {
                    Position = new Vector3f(1.0f, 1.0f, 1.0f),
                    UV       = Vector2f.Right,
                    Color    = Color128.White
                },
                new LibRenderVertex
                {
                    Position = new Vector3f(1.0f, -1.0f, 1.0f),
                    UV       = Vector2f.One,
                    Color    = Color128.White
                },
                new LibRenderVertex
                {
                    Position = new Vector3f(1.0f, -1.0f, -1.0f),
                    UV       = Vector2f.Down,
                    Color    = Color128.White
                },
                new LibRenderVertex
                {
                    Position = new Vector3f(1.0f, 1.0f, -1.0f),
                    UV       = Vector2f.Null,
                    Color    = Color128.White
                },

                // top
                new LibRenderVertex
                {
                    Position = new Vector3f(1.0f, 1.0f, 1.0f),
                    UV       = Vector2f.Right,
                    Color    = Color128.White
                },
                new LibRenderVertex
                {
                    Position = new Vector3f(1.0f, 1.0f, -1.0f),
                    UV       = Vector2f.One,
                    Color    = Color128.White
                },
                new LibRenderVertex
                {
                    Position = new Vector3f(-1.0f, 1.0f, -1.0f),
                    UV       = Vector2f.Down,
                    Color    = Color128.White
                },
                new LibRenderVertex
                {
                    Position = new Vector3f(-1.0f, 1.0f, 1.0f),
                    UV       = Vector2f.Null,
                    Color    = Color128.White
                },

                // front
                new LibRenderVertex
                {
                    Position = new Vector3f(-1.0f, -1.0f, -1.0f),
                    UV       = Vector2f.Down,
                    Color    = Color128.White
                },
                new LibRenderVertex
                {
                    Position = new Vector3f(-1.0f, 1.0f, -1.0f),
                    UV       = Vector2f.Null,
                    Color    = Color128.White
                },
                new LibRenderVertex
                {
                    Position = new Vector3f(1.0f, 1.0f, -1.0f),
                    UV       = Vector2f.Right,
                    Color    = Color128.White
                },
                new LibRenderVertex
                {
                    Position = new Vector3f(1.0f, -1.0f, -1.0f),
                    UV       = Vector2f.One,
                    Color    = Color128.White
                },

                // left
                new LibRenderVertex
                {
                    Position = new Vector3f(-1.0f, -1.0f, -1.0f),
                    UV       = Vector2f.One,
                    Color    = Color128.White
                },
                new LibRenderVertex
                {
                    Position = new Vector3f(-1.0f, -1.0f, 1.0f),
                    UV       = Vector2f.Down,
                    Color    = Color128.White
                },
                new LibRenderVertex
                {
                    Position = new Vector3f(-1.0f, 1.0f, 1.0f),
                    UV       = Vector2f.Null,
                    Color    = Color128.White
                },
                new LibRenderVertex
                {
                    Position = new Vector3f(-1.0f, 1.0f, -1.0f),
                    UV       = Vector2f.Right,
                    Color    = Color128.White
                },

                // bottom
                new LibRenderVertex
                {
                    Position = new Vector3f(-1.0f, -1.0f, -1.0f),
                    UV       = Vector2f.Null,
                    Color    = Color128.White
                },
                new LibRenderVertex
                {
                    Position = new Vector3f(1.0f, -1.0f, -1.0f),
                    UV       = Vector2f.Right,
                    Color    = Color128.White
                },
                new LibRenderVertex
                {
                    Position = new Vector3f(1.0f, -1.0f, 1.0f),
                    UV       = Vector2f.One,
                    Color    = Color128.White
                },
                new LibRenderVertex
                {
                    Position = new Vector3f(-1.0f, -1.0f, 1.0f),
                    UV       = Vector2f.Down,
                    Color    = Color128.White
                }
            };
            if (renderer.currentOptions.IsUseNewRenderer)
            {
                defaultVAO = new VertexArrayObject();
                defaultVAO.Bind();
                defaultVAO.SetVBO(new VertexBufferObject(vertexData, BufferUsageHint.StaticDraw));
                defaultVAO.SetIBO(new IndexBufferObject(Enumerable.Range(0, vertexData.Length).Select(x => (ushort)x).ToArray(), BufferUsageHint.StaticDraw));
                defaultVAO.UnBind();
            }
        }
Esempio n. 37
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 /// <summary>
 /// Construct an Geometry.
 /// </summary>
 /// <param name="vertexArray">
 ///
 /// </param>
 /// <param name="state"></param>
 /// <param name="program"></param>
 public Geometry(VertexArrayObject vertexArray, State.GraphicsStateSet state, ShaderProgram program) :
     base(vertexArray, state, program)
 {
 }
Esempio n. 38
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        protected override void DoRender(RenderEventArgs e)
        {
            ShaderProgram program = this.shaderProgram;
            // 绑定shader
            program.Bind();

            program.SetUniformMatrix4(strprojectionMatrix, projectionMatrix.to_array());
            program.SetUniformMatrix4(strviewMatrix, viewMatrix.to_array());
            program.SetUniformMatrix4(strmodelMatrix, modelMatrix.to_array());

            int[] originalPolygonMode = new int[1];
            GL.GetInteger(GetTarget.PolygonMode, originalPolygonMode);

            GL.PolygonMode(PolygonModeFaces.FrontAndBack, this.polygonMode);

            if (this.vertexArrayObject == null)
            {
                var vertexArrayObject = new VertexArrayObject(
                    this.positionBufferRenderer,
                    this.colorBufferRenderer,
                    this.normalBufferRenderer,
                    this.indexBufferRenderer);
                vertexArrayObject.Create(e, this.shaderProgram);

                this.vertexArrayObject = vertexArrayObject;
            }
            else
            {
                this.vertexArrayObject.Render(e, this.shaderProgram);
            }

            GL.PolygonMode(PolygonModeFaces.FrontAndBack, (PolygonModes)(originalPolygonMode[0]));

            // 解绑shader
            program.Unbind();
        }
Esempio n. 39
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 public void AddGeometry(VertexArrayObject vertexArray)
 {
     _GeometryInstances.Add(new Geometry(vertexArray));
 }
Esempio n. 40
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 public void AddGeometry(VertexArrayObject vertexArray, State.GraphicsStateSet state)
 {
     _GeometryInstances.Add(new Geometry(vertexArray, state, null));
 }
Esempio n. 41
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		void initScene(){
			heolBones[5] = 10f;
			pawnBones [2] = 0.299f;
			pawnBones [5] = 0.90812f;

			int nbHeol = 5;

			terrain = new Terrain (ClientRectangle.Size);
			terrain.gridShader.ShadowMap = shadowMap;

			vaoDeformables = new VertexArrayObject<WeightedMeshData, WeightedInstancedData> ();
			vaoObjects = new VertexArrayObject<MeshData, InstancedData> ();

			car = (VAOItem<InstancedData>)vaoObjects.Add (OBJMeshLoader.Load ("Meshes/car.obj"));
			car.DiffuseTexture = Tetra.Texture.Load ("Meshes/0000.png");
			car.InstancedDatas = new InstancedData[nbHeol];
			for (int i = 0; i < nbHeol; i++) {
				Vector2 pos = new Vector2 ((float)rnd.Next(0,terrain.GridSize), (float)rnd.Next(0,terrain.GridSize));
				car.InstancedDatas[i].modelMats = Matrix4.CreateScale(0.2f) * Matrix4.CreateTranslation (pos.X-(pos.X % 4f) + 0.5f, pos.Y-(pos.Y % 4f) + 0.5f, 0.1f);
			}
			car.UpdateInstancesData();


			nbHeol = 50;
//			trees = (VAOItem<WeightedInstancedData>)vaoDeformables.Add (OBJMeshLoader.Load ("Meshes/trees/treesTrunk.obj"));
//			treesLeave = (VAOItem<WeightedInstancedData>)vaoDeformables.Add (OBJMeshLoader.Load ("Meshes/trees/treesLeaves.obj"));
//			trees.DiffuseTexture = Tetra.Texture.Load ("Meshes/trees/treeTrunk.jpg");
//			treesLeave.DiffuseTexture = Tetra.Texture.Load ("Meshes/trees/treeLeaves.png");
//			trees.InstancedDatas = new Tetra.WeightedInstancedData[nbHeol];
//			treesLeave.InstancedDatas = new Tetra.WeightedInstancedData[nbHeol];
//			for (int i = 0; i < nbHeol; i++) {
//				Vector2 pos = new Vector2 ((float)rnd.Next(0,terrain.GridSize), (float)rnd.Next(0,terrain.GridSize));
//				float angle = (float)(rnd.NextDouble() * Math.PI);
//				trees.InstancedDatas[i].modelMats = Matrix4.CreateRotationZ(angle) * Matrix4.CreateScale(4f) * Matrix4.CreateTranslation (pos.X-(pos.X % 4f) + 0.5f, pos.Y-(pos.Y % 4f) + 0.5f, 0f);
//				treesLeave.InstancedDatas [i].modelMats = trees.InstancedDatas [i].modelMats;
//			}
//			trees.UpdateInstancesData();
//
//			treesLeave.UpdateInstancesData();
			//HEOLIENNES
			nbHeol = 5;
//			heoliennes = (VAOItem<WeightedInstancedData>)vaoDeformables.Add (OBJMeshLoader.Load ("Meshes/heolienne.obj"));
//			heoliennes.DiffuseTexture = Tetra.Texture.Load ("Meshes/heolienne.png");
//			heoliennes.InstancedDatas = new Tetra.WeightedInstancedData[nbHeol];
//			for (int i = 0; i < nbHeol; i++) {
//				Vector2 pos = new Vector2 ((float)rnd.Next(0,terrain.GridSize), (float)rnd.Next(0,terrain.GridSize));
//				heoliennes.InstancedDatas[i].modelMats = Matrix4.CreateScale(0.1f) * Matrix4.CreateTranslation (pos.X-(pos.X % 4f) + 0.5f, pos.Y-(pos.Y % 4f) + 0.5f, 0f);
//				heoliennes.InstancedDatas [i].quat0 = Quaternion.Identity;
//				heoliennes.InstancedDatas [i].quat1 = Quaternion.Identity;
//				heoliennes.InstancedDatas [i].quat2 = Quaternion.Identity;
//				heoliennes.InstancedDatas [i].quat3 = Quaternion.Identity;
////				heoliennes.InstancedDatas [i].bpos0 = new Vector4 (0f, 0f, 0f, 0f);
////				heoliennes.InstancedDatas [i].bpos1 = new Vector4 (0f, 0f, 0f, 0f);
////				heoliennes.InstancedDatas [i].bpos2 = new Vector4 (0f, 0f, 0f, 0f);
////				heoliennes.InstancedDatas [i].bpos3 = new Vector4 (0f, 0f, 0f, 0f);
//			}
//			heoliennes.UpdateInstancesData();
			nbHeol = 5;
			heollow = (VAOItem<WeightedInstancedData>)vaoDeformables.Add (OBJMeshLoader.Load ("Meshes/heolienne_lod0.obj"));
			heollow.DiffuseTexture = Tetra.Texture.Load ("Meshes/heollow.png");
			heollow.InstancedDatas = new Tetra.WeightedInstancedData[nbHeol];
			for (int i = 0; i < nbHeol; i++) {
				Vector2 pos = new Vector2 ((float)rnd.Next(0,terrain.GridSize), (float)rnd.Next(0,terrain.GridSize));
				heollow.InstancedDatas[i].modelMats = Matrix4.CreateTranslation (pos.X-(pos.X % 4f) + 0.5f, pos.Y-(pos.Y % 4f) + 0.5f, 0f);
				heollow.InstancedDatas [i].quat0 = Quaternion.Identity;
				heollow.InstancedDatas [i].quat1 = Quaternion.Identity;
				heollow.InstancedDatas [i].quat2 = Quaternion.Identity;
				heollow.InstancedDatas [i].quat3 = Quaternion.Identity;
//				heollow.InstancedDatas [i].bpos0 = new Vector4 (0f, 0f, 0f, 0f);
//				heollow.InstancedDatas [i].bpos1 = new Vector4 (0f, 0f, 0f, 0f);
//				heollow.InstancedDatas [i].bpos2 = new Vector4 (0f, 0f, 0f, 0f);
//				heollow.InstancedDatas [i].bpos3 = new Vector4 (0f, 0f, 0f, 0f);
			}
			heollow.UpdateInstancesData();

//			pawn = (VAOItem<WeightedInstancedData>)vaoDeformables.Add (OBJMeshLoader.Load ("Meshes/pawn.obj"));
//			pawn.DiffuseTexture = Tetra.Texture.Load ("Meshes/pawn.png");
//			pawn.InstancedDatas = new Tetra.WeightedInstancedData[nbHeol];
//			for (int i = 0; i < nbHeol; i++) {
//				Vector2 pos = new Vector2 ((float)rnd.Next(0,terrain.GridSize), (float)rnd.Next(0,terrain.GridSize));
//				pawn.InstancedDatas[i].modelMats = Matrix4.CreateTranslation (pos.X-(pos.X % 4f) + 0.5f, pos.Y-(pos.Y % 4f) + 0.5f, 0f);
//				pawn.InstancedDatas [i].quat0 = Quaternion.Identity;
//				pawn.InstancedDatas [i].quat1 = Quaternion.Identity;
//				pawn.InstancedDatas [i].quat2 = Quaternion.Identity;
//				pawn.InstancedDatas [i].quat3 = Quaternion.Identity;
//			}
//			pawn.UpdateInstancesData();

			//landItemsVao.ComputeTangents();
			vaoDeformables.BuildBuffers ();
			vaoObjects.BuildBuffers ();

//			const float treezone = 32;
//			const int treeCount = 50;
//			transparentItemsVao = new VertexArrayObject<MeshData, VAOInstancedData> ();
//
//			//====TREE1====
//			//			vaoi = transparentItemsVao.Add (Tetra.OBJMeshLoader.Load ("#Ottd3D.images.trees.obj__pinet1.obj"));
//			//			vaoi.DiffuseTexture = Tetra.Texture.Load("#Ottd3D.images.trees.pinet1.png");
//			//			vaoi.modelMats = new Matrix4[treeCount];
//			//			for (int i = 0; i < treeCount; i++) {				
//			//				Vector2 pos = new Vector2 ((float)rnd.NextDouble() * treezone, (float)rnd.NextDouble() * treezone);
//			//				float scale = (float)rnd.NextDouble () * 0.002f + 0.004f;
//			//				vaoi.modelMats[i] =treeRot * Matrix4.CreateScale (scale)* Matrix4.CreateTranslation(pos.X, pos.Y, 0f);
//			//			}
//			//			vaoi.UpdateInstancesData ();
//
//			//====TREE2====
//			//			addRandomTrees (transparentItemsVao, treeCount,
//			//				"#Ottd3D.images.trees.simple.obj",
//			//				"#Ottd3D.images.trees.birch_tree_small_20131230_2041956203.png",400f);
//
//			//			addRandomTrees (transparentItemsVao, treeCount,
//			//				"#Ottd3D.images.trees.obj__pinet1.obj",
//			//				"#Ottd3D.images.trees.pinet1.png",5f);
//			addRandomTrees (transparentItemsVao, treeCount,
//				"images/trees/obj__pinet2.obj",
//				"images/trees/pinet2.png",3f);
//			//			addRandomTrees (transparentItemsVao, treeCount,
//			//				"#Ottd3D.images.trees.obj__tree1.obj",
//			//				"#Ottd3D.images.trees.tree1.png",5f);
//			//			addRandomTrees (transparentItemsVao, treeCount,
//			//				"#Ottd3D.images.trees.obj__tree2.obj",
//			//				"#Ottd3D.images.trees.tree2.png", 5f);
//			//			addRandomTrees (transparentItemsVao, treeCount,
//			//				"#Ottd3D.images.trees.obj__tree3.obj",
//			//				"#Ottd3D.images.trees.tree3.png", 5f);
//
//			//transparentItemsVao.ComputeTangents ();
//			transparentItemsVao.BuildBuffers ();


		}
Esempio n. 42
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        protected override async Task LoadContent()
        {
            await base.LoadContent();

            var vertices = new Vertex[4];
            vertices[0] = new Vertex { Position = new Vector3(-1, -1, 0.5f), TexCoords = new Vector2(0, 0) };
            vertices[1] = new Vertex { Position = new Vector3(-1, 1, 0.5f), TexCoords = new Vector2(3, 0) };
            vertices[2] = new Vertex { Position = new Vector3(1, 1, 0.5f), TexCoords = new Vector2(3, 3) };
            vertices[3] = new Vertex { Position = new Vector3(1, -1, 0.5f), TexCoords = new Vector2(0, 3) };

            var indices = new short[] { 0, 1, 2, 0, 2, 3 };

            var vertexBuffer = Buffer.Vertex.New(GraphicsDevice, vertices, GraphicsResourceUsage.Default);
            var indexBuffer = Buffer.Index.New(GraphicsDevice, indices, GraphicsResourceUsage.Default);
            var meshDraw = new MeshDraw
            {
                DrawCount = 4,
                PrimitiveType = PrimitiveType.TriangleList,
                VertexBuffers = new[]
                {
                    new VertexBufferBinding(vertexBuffer,
                        new VertexDeclaration(VertexElement.Position<Vector3>(),
                            VertexElement.TextureCoordinate<Vector2>()),
                        4)
                },
                IndexBuffer = new IndexBufferBinding(indexBuffer, false, indices.Length),
            };

            var mesh = new Mesh
            {
                Draw = meshDraw,
            };

            simpleEffect = new Effect(GraphicsDevice, SpriteEffect.Bytecode);
            parameterCollection = new ParameterCollection();
            parameterCollectionGroup = new EffectParameterCollectionGroup(GraphicsDevice, simpleEffect, new[] { parameterCollection });
            parameterCollection.Set(TexturingKeys.Texture0, UVTexture);

            vao = VertexArrayObject.New(GraphicsDevice, mesh.Draw.IndexBuffer, mesh.Draw.VertexBuffers);

            myDraws = new DrawOptions[3];
            myDraws[0] = new DrawOptions { Sampler = GraphicsDevice.SamplerStates.LinearClamp, Transform = Matrix.Multiply(Matrix.Scaling(0.4f), Matrix.Translation(-0.5f, 0.5f, 0f)) };
            myDraws[1] = new DrawOptions { Sampler = GraphicsDevice.SamplerStates.LinearWrap, Transform = Matrix.Multiply(Matrix.Scaling(0.4f), Matrix.Translation(0.5f, 0.5f, 0f)) };
            myDraws[2] = new DrawOptions { Sampler = SamplerState.New(GraphicsDevice, new SamplerStateDescription(TextureFilter.Linear, TextureAddressMode.Mirror)), Transform = Matrix.Multiply(Matrix.Scaling(0.4f), Matrix.Translation(0.5f, -0.5f, 0f)) };
            //var borderDescription = new SamplerStateDescription(TextureFilter.Linear, TextureAddressMode.Border) { BorderColor = Color.Purple };
            //var border = SamplerState.New(GraphicsDevice, borderDescription);
            //myDraws[3] = new DrawOptions { Sampler = border, Transform = Matrix.Multiply(Matrix.Scale(0.3f), Matrix.Translation(-0.5f, -0.5f, 0f)) };
        }
Esempio n. 43
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		void addRandomTrees(VertexArrayObject<MeshData, InstancedData> vao,
			int count, string objPath, string diffTexPath, float _scale=1f)
		{			
			VAOItem<InstancedData> vaoi = (VAOItem<InstancedData>)vao.Add (OBJMeshLoader.Load (objPath));
			vaoi.DiffuseTexture = Tetra.Texture.Load(diffTexPath);
			vaoi.InstancedDatas = new Tetra.InstancedData[count];
			for (int i = 0; i < count; i++) {				
				Vector2 pos = new Vector2 ((float)rnd.NextDouble() * terrain.GridSize, (float)rnd.NextDouble() * terrain.GridSize);
				float scale = (float)(rnd.NextDouble () * 0.002f + 0.004f)*_scale;
				vaoi.InstancedDatas[i].modelMats =Matrix4.CreateRotationX (MathHelper.PiOver2) * Matrix4.CreateScale (scale)* Matrix4.CreateTranslation(pos.X, pos.Y, 0f);
			}
			vaoi.UpdateInstancesData ();			
		}
Esempio n. 44
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        protected override void DoRender(RenderEventArgs e)
        {

            // 绑定shader
            this.shaderProgram.Bind();
            this.shaderProgram.SetUniformMatrix4(strprojectionMatrix, projectionMatrix.to_array());
            this.shaderProgram.SetUniformMatrix4(strviewMatrix, viewMatrix.to_array());
            this.shaderProgram.SetUniformMatrix4(strmodelMatrix, modelMatrix.to_array());
            this.shaderProgram.SetUniform(strlightPosition, this.lightPosition.x, this.lightPosition.y, this.lightPosition.z);
            this.shaderProgram.SetUniform(strSurfaceColor, this.surfaceColor.x, this.surfaceColor.y, this.surfaceColor.z);
            this.shaderProgram.SetUniform(strWarmColor, this.warmColor.x, this.warmColor.y, this.warmColor.z);
            this.shaderProgram.SetUniform(strCoolColor, this.coolColor.x, this.coolColor.y, this.coolColor.z);
            this.shaderProgram.SetUniform(strDiffuseWarm, this.diffuseWarm);
            this.shaderProgram.SetUniform(strDiffuseCool, this.diffuseCool);

            int[] originalPolygonMode = new int[1];
            GL.GetInteger(GetTarget.PolygonMode, originalPolygonMode);

            GL.Enable(GL.GL_PRIMITIVE_RESTART);
            GL.PrimitiveRestartIndex(uint.MaxValue);
            GL.PolygonMode(PolygonModeFaces.FrontAndBack, this.polygonMode);
            if (this.vertexArrayObject == null)
            {
                var vao = new VertexArrayObject(
                    this.positionBufferRenderer,
                    //colorBufferRenderer, 
                    this.normalBufferRenderer,
                    this.indexBufferRenderer);
                vao.Create(e, this.shaderProgram);

                this.vertexArrayObject = vao;
            }
            else
            {
                this.vertexArrayObject.Render(e, this.shaderProgram);
            }
            GL.PolygonMode(PolygonModeFaces.FrontAndBack, (PolygonModes)(originalPolygonMode[0]));
            GL.Disable(GL.GL_PRIMITIVE_RESTART);

            // 解绑shader
            this.shaderProgram.Unbind();
        }
 public RenderableMesh(VertexBufferObject <Vertex3V3N> vertexBuffer, VertexBufferObject <uint> elementBuffer, VertexArrayObject vertexArrayObject, int length, ResourceAllocator resourceAllocator)
 {
     _resourceAllocator = resourceAllocator;
     Faces = length;
     _vertexArrayObject = vertexArrayObject;
     _elementBuffer     = elementBuffer;
     _vertexBuffer      = vertexBuffer;
 }