Esempio n. 1
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        public void PrepareHTVAO(OpenGL gl, HitTestProgram program)
        {
            var vertArrIds = new uint[1];

            gl.GenVertexArrays(1, vertArrIds);

            VaoHT = vertArrIds[0];
            gl.BindVertexArray(VaoHT);

            BindHTVBOs(gl, program);

            gl.EnableVertexAttribArray(0);
            gl.BindVertexArray(0);
        }
Esempio n. 2
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        public void BindHTVBOs(OpenGL gl, HitTestProgram program)
        {
            var attribPos = program.Attribs["Position"];

            gl.BindBuffer(_vboTarget, Position);
            gl.VertexAttribPointer(attribPos, 3, OpenGL.GL_FLOAT, false, 0, IntPtr.Zero);
            gl.EnableVertexAttribArray(attribPos);

            attribPos = program.Attribs["HTColorId"];
            gl.BindBuffer(_vboTarget, HTColorId);
            gl.VertexAttribPointer(attribPos, 3, OpenGL.GL_FLOAT, false, 0, IntPtr.Zero);
            gl.VertexAttribDivisor(attribPos, 1);
            gl.EnableVertexAttribArray(attribPos);

            gl.BindBuffer(_iboTarget, Ibo);
        }
Esempio n. 3
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        public void Init(object sender, OpenGLEventArgs args)
        {
            SceneControl = sender as OpenGLControlJOG;

            // Set up the view.
            MvpBuilder.FovRadians = (float)Math.PI / 2f; // Set FOV to 90°
            MvpBuilder.Far        = 100f;
            MvpBuilder.Near       = 0.01f;
            MvpBuilder.Width      = (int)SceneControl.ActualWidth;
            MvpBuilder.Height     = (int)SceneControl.ActualHeight;

            MvpBuilder.TranslationZ = -10;

            MvpBuilder.BuildPerspectiveProjection();
            MvpBuilder.BuildTurntableModelview();



            // Create a visible shader program.
            NmProgram = new NormalMaterialProgram(GL);
            NmProgram.LightPosition = new vec3(5, 10, 15);
            NormalMatrix            = mat3.identity();

            // Create the hit test shader program.
            HtProgram = new HitTestProgram(GL);

            ProjectionMatrix = MvpBuilder.ProjectionMatrix;
            ModelviewMatrix  = MvpBuilder.ModelviewMatrix;


            AddData(GL);

            GL.Enable(OpenGL.GL_DEPTH_TEST);

            GL.Clear(OpenGL.GL_COLOR_BUFFER_BIT | OpenGL.GL_DEPTH_BUFFER_BIT);
        }
Esempio n. 4
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        public void Init(object sender, OpenGLEventArgs args)
        {
            SceneControl = sender as OpenGLControlJOG;

            // Set up the view.
            MvpBuilder.FovRadians = (float)Math.PI / 2f; // Set FOV to 90°
            MvpBuilder.Far = 100f;
            MvpBuilder.Near = 0.01f;
            MvpBuilder.Width = (int)SceneControl.ActualWidth;
            MvpBuilder.Height = (int)SceneControl.ActualHeight;

            MvpBuilder.TranslationZ = -10;

            MvpBuilder.BuildPerspectiveProjection();
            MvpBuilder.BuildTurntableModelview();

            // Create a visible shader program.
            NmProgram = new NormalMaterialProgram(GL);
            NmProgram.LightPosition = new vec3(5, 10, 15);
            NormalMatrix = mat3.identity();

            // Create the hit test shader program.
            HtProgram = new HitTestProgram(GL);

            ProjectionMatrix = MvpBuilder.ProjectionMatrix;
            ModelviewMatrix = MvpBuilder.ModelviewMatrix;

            AddData(GL);

            GL.Enable(OpenGL.GL_DEPTH_TEST);

            GL.Clear(OpenGL.GL_COLOR_BUFFER_BIT | OpenGL.GL_DEPTH_BUFFER_BIT);
        }
Esempio n. 5
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        public void PrepareHTVAO(OpenGL gl, HitTestProgram program)
        {
            var vertArrIds = new uint[1];
            gl.GenVertexArrays(1, vertArrIds);

            VaoHT = vertArrIds[0];
            gl.BindVertexArray(VaoHT);

            BindHTVBOs(gl, program);

            gl.EnableVertexAttribArray(0);
            gl.BindVertexArray(0);
        }
Esempio n. 6
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        public void BindHTVBOs(OpenGL gl, HitTestProgram program)
        {
            var attribPos = program.Attribs["Position"];
            gl.BindBuffer(_vboTarget, Position);
            gl.VertexAttribPointer(attribPos, 3, OpenGL.GL_FLOAT, false, 0, IntPtr.Zero);
            gl.EnableVertexAttribArray(attribPos);

            attribPos = program.Attribs["HTColorId"];
            gl.BindBuffer(_vboTarget, HTColorId);
            gl.VertexAttribPointer(attribPos, 3, OpenGL.GL_FLOAT, false, 0, IntPtr.Zero);
            gl.VertexAttribDivisor(attribPos, 1);
            gl.EnableVertexAttribArray(attribPos);

            gl.BindBuffer(_iboTarget, Ibo);
        }