Esempio n. 1
0
        protected override void OnUpdateFrame(FrameEventArgs args)
        {
            GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
            Gpu.Controller.Draw(new Matrix4x4(), new Matrix4x4(), new Matrix4x4(), new Matrix4x4());
            _openGlShader.Use();
            GL.DeleteTexture(_openGlTexture.Handle);
            _openGlTexture = new OpenGlTexture(Gpu.FbWidth, Gpu.FbHeight, Gpu.GetFrameBufferAddr());
            GL.BindVertexArray(VertexArrayObject);
            GL.DrawElements(PrimitiveType.Triangles, _indices.Length, DrawElementsType.UnsignedInt, 0);

            SwapBuffers();
            base.OnUpdateFrame(args);
        }
Esempio n. 2
0
        protected override void OnLoad()
        {
            Gpu.Controller.Init();

            GL.ClearColor(0f, 0f, 0f, 1.0f);
            VertexBufferObject = GL.GenBuffer();
            VertexBufferObject = GL.GenBuffer();
            GL.BindBuffer(BufferTarget.ArrayBuffer, VertexBufferObject);
            GL.BufferData(BufferTarget.ArrayBuffer, vertices.Length * sizeof(float), vertices, BufferUsageHint.StaticDraw);

            ElementBufferObject = GL.GenBuffer();
            GL.BindBuffer(BufferTarget.ElementArrayBuffer, ElementBufferObject);
            GL.BufferData(BufferTarget.ElementArrayBuffer, _indices.Length * sizeof(uint), _indices, BufferUsageHint.StaticDraw);
            _openGlTexture = new OpenGlTexture(Gpu.FbWidth, Gpu.FbHeight, Gpu.GetFrameBufferAddr());

            _openGlShader = new OpenGlShader("OpenGL/shader.vert", "OpenGL/shader.frag");
            _openGlShader.Use();

            VertexArrayObject = GL.GenVertexArray();
            GL.BindVertexArray(VertexArrayObject);

            GL.BindBuffer(BufferTarget.ArrayBuffer, VertexBufferObject);
            GL.BindBuffer(BufferTarget.ElementArrayBuffer, ElementBufferObject);

            var vertexLocation = _openGlShader.GetAttribLocation("aPosition");

            GL.EnableVertexAttribArray(vertexLocation);
            GL.VertexAttribPointer(vertexLocation, 3, VertexAttribPointerType.Float, false, 5 * sizeof(float), 0);

            var texCoordLocation = _openGlShader.GetAttribLocation("aTexCoord");

            GL.EnableVertexAttribArray(texCoordLocation);
            GL.VertexAttribPointer(texCoordLocation, 2, VertexAttribPointerType.Float, false, 5 * sizeof(float), 3 * sizeof(float));

            base.OnLoad();
        }