コード例 #1
0
        protected override void DoInitialize()
        {
            // init shader program.
            ShaderProgram program = this.shaderCodes.CreateProgram();

            VertexBuffer positionBuffer = null;
            IBufferable  model          = this.DataSource;

            VertexBuffer[] vertexAttributeBuffers;
            {
                var list = new List <VertexBuffer>();
                foreach (AttributeMap.NamePair item in this.attributeMap)
                {
                    VertexBuffer buffer = model.GetVertexAttributeBuffer(
                        item.NameInIBufferable, item.VarNameInShader);
                    if (buffer == null)
                    {
                        throw new Exception(string.Format("[{0}] returns null buffer pointer!", model));
                    }

                    if (item.NameInIBufferable == this.PositionNameInIBufferable)
                    {
                        positionBuffer = buffer.Clone() as VertexBuffer;
                        positionBuffer.VarNameInVertexShader = "in_Position";// in_Postion same with in the PickingShader.vert shader
                        break;
                    }
                    list.Add(buffer);
                }
                vertexAttributeBuffers = list.ToArray();
            }

            // 由于picking.vert/frag只支持vec3的position buffer,所以有此硬性规定。
            if (positionBuffer == null || positionBuffer.Config != VBOConfig.Vec3)
            {
                throw new Exception(string.Format("Position buffer must use a type composed of 3 float as PropertyBuffer<T>'s T!"));
            }

            // init index buffer.
            IndexBuffer indexBuffer = model.GetIndexBuffer();

            // RULE: Renderer takes uint.MaxValue, ushort.MaxValue or byte.MaxValue as PrimitiveRestartIndex. So take care this rule when designing a model's index buffer.
            var ptr = indexBuffer as OneIndexBuffer;

            if (ptr != null)
            {
                GLState glState = new PrimitiveRestartState(ptr.ElementType);
                this.stateList.Add(glState);
            }

            // init VAO.
            var vertexArrayObject = new VertexArrayObject(indexBuffer, positionBuffer);

            vertexArrayObject.Initialize(program);

            // sets fields.
            this.Program = program;
            this.vertexAttributeBuffers = new VertexBuffer[] { positionBuffer };
            this.indexBuffer            = indexBuffer;
            this.vertexArrayObject      = vertexArrayObject;
        }
コード例 #2
0
        /// <summary>
        ///
        /// </summary>
        protected override void DoInitialize()
        {
            // init shader program.
            ShaderProgram program = this.shaderCodes.CreateProgram();

            // init vertex attribute buffer objects.
            IBufferable model = this.DataSource;

            VertexBuffer[] vertexAttributeBuffers;
            {
                var list = new List <VertexBuffer>();
                foreach (AttributeMap.NamePair item in this.attributeMap)
                {
                    VertexBuffer buffer = model.GetVertexAttributeBuffer(
                        item.NameInIBufferable, item.VarNameInShader);
                    if (buffer == null)
                    {
                        throw new Exception(string.Format("[{0}] returns null buffer pointer!", model));
                    }
                    list.Add(buffer);
                }
                vertexAttributeBuffers = list.ToArray();
            }

            // init index buffer.
            IndexBuffer indexBuffer = model.GetIndexBuffer();

            // RULE: Renderer takes uint.MaxValue, ushort.MaxValue or byte.MaxValue as PrimitiveRestartIndex. So take care this rule when designing a model's index buffer.
            var ptr = indexBuffer as OneIndexBuffer;

            if (ptr != null)
            {
                GLState glState = new PrimitiveRestartState(ptr.ElementType);
                this.stateList.Add(glState);
            }

            // init VAO.
            var vertexArrayObject = new VertexArrayObject(indexBuffer, vertexAttributeBuffers);

            vertexArrayObject.Initialize(program);

            // sets fields.
            this.Program = program;
            this.vertexAttributeBuffers = vertexAttributeBuffers;
            this.indexBuffer            = indexBuffer;
            this.vertexArrayObject      = vertexArrayObject;
        }
コード例 #3
0
        /// <summary>
        ///
        /// </summary>
        protected override void DoInitialize()
        {
            // init shader program.
            ShaderProgram program     = this.renderProgramProvider.GetShaderProgram();
            ShaderProgram pickProgram = this.pickProgramProvider.GetShaderProgram();

            // init vertex attribute buffer objects.
            IBufferable  model          = this.DataSource;
            VertexBuffer positionBuffer = null;

            VertexShaderAttribute[] vertexAttributeBuffers;
            {
                var list = new List <VertexShaderAttribute>();
                foreach (AttributeMap.NamePair item in this.attributeMap)
                {
                    VertexBuffer buffer = model.GetVertexAttributeBuffer(
                        item.NameInIBufferable, item.VarNameInShader);
                    if (buffer == null)
                    {
                        throw new Exception(string.Format("[{0}] returns null buffer pointer!", model));
                    }
                    list.Add(new VertexShaderAttribute(buffer, item.VarNameInShader));

                    if (item.VarNameInShader == this.PositionNameInVertexShader)
                    {
                        positionBuffer = buffer;
                    }
                }
                vertexAttributeBuffers = list.ToArray();
            }

            // 由于picking.vert/frag只支持vec3的position buffer,所以有此硬性规定。
            if (positionBuffer == null || positionBuffer.Config != VBOConfig.Vec3)
            {
                throw new Exception(string.Format("Position buffer must use a type composed of 3 float as PropertyBuffer<T>'s T!"));
            }


            // init index buffer.
            IndexBuffer indexBuffer = model.GetIndexBuffer();

            // RULE: Renderer takes uint.MaxValue, ushort.MaxValue or byte.MaxValue as PrimitiveRestartIndex. So take care this rule when designing a model's index buffer.
            var ptr = indexBuffer as OneIndexBuffer;

            if (ptr != null)
            {
                GLState glState = new PrimitiveRestartState(ptr.ElementType);
                this.stateList.Add(glState);

                this.picker = new OneIndexPicker(this);
            }
            else
            {
                this.picker = new ZeroIndexPicker(this);
            }

            // init VAO.
            var vertexArrayObject = new VertexArrayObject(indexBuffer, vertexAttributeBuffers);

            vertexArrayObject.Initialize(program);
            var pickingVAO = new VertexArrayObject(indexBuffer, new VertexShaderAttribute(positionBuffer, "in_Position"));

            pickingVAO.Initialize(pickProgram);

            // sets fields.
            this.RenderProgram          = program;
            this.PickProgram            = pickProgram;
            this.vertexShaderAttributes = vertexAttributeBuffers;
            this.positionBuffer         = positionBuffer;
            this.indexBuffer            = indexBuffer;
            this.vertexArrayObject      = vertexArrayObject;
            this.pickVertexArrayObject  = pickingVAO;
        }