private List <Fragment> LinearInterpolation(DrawTarget mode, int count, DrawElementsType type, IntPtr indices, VertexArrayObject vao, ShaderProgram program, GLBuffer indexBuffer, PassBuffer[] passBuffers) { List <Fragment> result = null; switch (mode) { case DrawTarget.Points: result = LinearInterpolationPoints(count, type, indices, vao, program, indexBuffer, passBuffers); break; case DrawTarget.Lines: result = LinearInterpolationLines(count, type, indices, vao, program, indexBuffer, passBuffers); break; case DrawTarget.LineLoop: result = LinearInterpolationLineLoop(count, type, indices, vao, program, indexBuffer, passBuffers); break; case DrawTarget.LineStrip: result = LinearInterpolationLineStrip(count, type, indices, vao, program, indexBuffer, passBuffers); break; case DrawTarget.Triangles: result = LinearInterpolationTriangles(count, type, indices, vao, program, indexBuffer, passBuffers); break; case DrawTarget.TriangleStrip: result = LinearInterpolationTriangleStrip(count, type, indices, vao, program, indexBuffer, passBuffers); break; case DrawTarget.TriangleFan: result = LinearInterpolationTriangleFan(count, type, indices, vao, program, indexBuffer, passBuffers); break; case DrawTarget.Quads: result = LinearInterpolationQuads(count, type, indices, vao, program, indexBuffer, passBuffers); break; case DrawTarget.QuadStrip: result = LinearInterpolationQuadStrip(count, type, indices, vao, program, indexBuffer, passBuffers); break; case DrawTarget.Polygon: result = LinearInterpolationPolygon(count, type, indices, vao, program, indexBuffer, passBuffers); break; case DrawTarget.LinesAdjacency: result = LinearInterpolationLinesAdjacency(count, type, indices, vao, program, indexBuffer, passBuffers); break; case DrawTarget.LineStripAdjacency: result = LinearInterpolationLineStripAdjacency(count, type, indices, vao, program, indexBuffer, passBuffers); break; case DrawTarget.TrianglesAdjacency: result = LinearInterpolationTrianglesAdjacency(count, type, indices, vao, program, indexBuffer, passBuffers); break; case DrawTarget.TriangleStripAdjacency: result = LinearInterpolationTriangleStripAdjacency(count, type, indices, vao, program, indexBuffer, passBuffers); break; case DrawTarget.Patches: result = LinearInterpolationPatches(count, type, indices, vao, program, indexBuffer, passBuffers); break; default: throw new NotDealWithNewEnumItemException(typeof(DrawTarget)); } return(result); }
private unsafe List <Fragment> LinearInterpolationQuadStrip(int count, DrawElementsType type, IntPtr indices, VertexArrayObject vao, ShaderProgram program, GLBuffer indexBuffer, PassBuffer[] passBuffers) { var result = new List <Fragment>(); var gl_PositionArray = (vec4 *)passBuffers[0].Mapbuffer().ToPointer(); var pointers = new void *[passBuffers.Length - 1]; for (int i = 0; i < pointers.Length; i++) { pointers[i] = passBuffers[i + 1].Mapbuffer().ToPointer(); } byte[] indexData = indexBuffer.Data; int indexLength = indexData.Length / ByteLength(type); GCHandle pin = GCHandle.Alloc(indexData, GCHandleType.Pinned); IntPtr pointer = pin.AddrOfPinnedObject(); var groupList = new List <LinearInterpolationInfoGroup>(); ivec4 viewport = this.viewport; // ivec4(x, y, width, height) count = (count - count % 2); for (int indexID = indices.ToInt32() / ByteLength(type), c = 0; c < count - 3 && indexID < indexLength - 3; indexID += 2, c += 2) { var group = new LinearInterpolationInfoGroup(4); for (int i = 0; i < 4; i++) { uint gl_VertexID = GetVertexID(pointer, type, indexID + i); vec4 gl_Position = gl_PositionArray[gl_VertexID]; vec3 fragCoord = new vec3((gl_Position.x + 1) / 2.0f * viewport.z + viewport.x, (gl_Position.y + 1) / 2.0f * viewport.w + viewport.y, (gl_Position.z + 1) / 2.0f * (float)(this.depthRangeFar - this.depthRangeNear) + (float)this.depthRangeNear); group.array[i] = new LinearInterpolationInfo(gl_VertexID, fragCoord); } if (groupList.Contains(group)) { continue; } // discard the same line. else { groupList.Add(group); } vec3 fragCoord0 = group.array[0].fragCoord; vec3 fragCoord1 = group.array[1].fragCoord; vec3 fragCoord2 = group.array[2].fragCoord; vec3 fragCoord3 = group.array[3].fragCoord; FindFragmentsInTriangle(fragCoord0, fragCoord1, fragCoord2, pointers, group, passBuffers, result); FindFragmentsInTriangle(fragCoord1, fragCoord3, fragCoord2, pointers, group, passBuffers, result); } for (int i = 0; i < passBuffers.Length; i++) { passBuffers[i].Unmapbuffer(); } return(result); }
private void DrawElements(DrawTarget mode, int count, DrawElementsType type, IntPtr indices) { if (!Enum.IsDefined(typeof(DrawTarget), mode) || !Enum.IsDefined(typeof(DrawElementsType), type)) { SetLastError(ErrorCode.InvalidEnum); return; } if (count < 0) { SetLastError(ErrorCode.InvalidValue); return; } // TODO: GL_INVALID_OPERATION is generated if a geometry shader is active and mode is incompatible with the input primitive type of the geometry shader in the currently installed program object. // TODO: GL_INVALID_OPERATION is generated if a non-zero buffer object name is bound to an enabled array or the element array and the buffer object's data store is currently mapped. VertexArrayObject vao = this.currentVertexArrayObject; // data structure. if (vao == null) { return; } ShaderProgram program = this.currentShaderProgram; // algorithm. if (program == null) { return; } GLBuffer indexBuffer = this.currentBufferDict[BindBufferTarget.ElementArrayBuffer]; if (indexBuffer == null) { return; } // execute vertex shader for each vertex! // This is a low effetient implementation. // passBuffers is input for the next stage: linear interpolation. // passBuffers[0] is gl_Position. // passBuffers[others] are attributes of vertexes. PassBuffer[] passBuffers = VertexShaderStage(count, type, indices, vao, program, indexBuffer); if (passBuffers == null) { return; } // this stage failed. Framebuffer framebuffer = this.currentFramebuffer; if (framebuffer == null) { throw new Exception("This should not happen!"); } ClipSpace2NormalDeviceSpace(passBuffers[0]); // linear interpolation. List <Fragment> fragmentList = LinearInterpolation(mode, count, type, indices, vao, program, indexBuffer, passBuffers); // execute fargment shader for each fragment! // This is a low effetient implementation. FragmentShaderStage(program, fragmentList); { int index = 0; while (index < fragmentList.Count) { if (fragmentList[index].discard) { fragmentList.RemoveAt(index); } else { index++; } } } // Scissor test // Multisampel fragment operations // Stencil test // Depth test DepthTest(fragmentList); //Blending // Dithering // Logical operations // write fragments to framebuffer's colorbuffer attachment(s). { uint[] drawBufferIndexes = framebuffer.DrawBuffers.ToArray(); foreach (var fragment in fragmentList) { if (fragment.depthTestFailed) { continue; } for (int i = 0; i < fragment.outVariables.Length && i < drawBufferIndexes.Length; i++) { PassBuffer outVar = fragment.outVariables[i]; IAttachable attachment = framebuffer.ColorbufferAttachments[drawBufferIndexes[i].ToIndex()]; attachment.Set((int)fragment.gl_FragCoord.x, (int)fragment.gl_FragCoord.y, outVar); } } } }