public VBO LoadVBO <TVertex>(TVertex[] vertices, uint[] elements, InterleavedArrayFormat format) where TVertex : struct { var handle = new VBO { VertexFormat = format }; // To create a VBO: // 1) Generate the buffer handles for the vertex and element buffers. // 2) Bind the vertex buffer handle and upload your vertex data. Check that the buffer was uploaded correctly. // 3) Bind the element buffer handle and upload your element data. Check that the buffer was uploaded correctly. GL.GenBuffers(1, out handle.VboID); GL.BindBuffer(BufferTarget.ArrayBuffer, handle.VboID); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(vertices.Length * BlittableValueType.StrideOf(vertices)), vertices, BufferUsageHint.StaticDraw); GL.GetBufferParameter(BufferTarget.ArrayBuffer, BufferParameterName.BufferSize, out int size); if (vertices.Length * BlittableValueType.StrideOf(vertices) != size) { throw new ApplicationException("Vertex data not uploaded correctly"); } GL.GenBuffers(1, out handle.EboID); GL.BindBuffer(BufferTarget.ElementArrayBuffer, handle.EboID); GL.BufferData(BufferTarget.ElementArrayBuffer, (IntPtr)(elements.Length * sizeof(uint)), elements, BufferUsageHint.StaticDraw); GL.GetBufferParameter(BufferTarget.ElementArrayBuffer, BufferParameterName.BufferSize, out size); if (elements.Length * sizeof(uint) != size) { throw new ApplicationException("Element data not uploaded correctly"); } handle.NumElements = elements.Length; return(handle); }
public void Paint(bool showTexture, InterleavedArrayFormat vertexFormat, int numElements) { //DEM.SurfaceLines = true; if (false) { GL.Disable(EnableCap.Lighting); GL.Begin(BeginMode.Lines); GL.Color3(Color.Beige); var pt1 = Patch.Points[0][0] * Kilometers; var pt2 = Patch.Points[127][0] * Kilometers; var pt3 = Patch.Points[127][127] * Kilometers; var pt4 = Patch.Points[0][127] * Kilometers; GL.Vertex3(pt1.X, pt1.Y, pt1.Z); GL.Vertex3(pt2.X, pt2.Y, pt2.Z); GL.Vertex3(pt2.X, pt2.Y, pt2.Z); GL.Vertex3(pt3.X, pt3.Y, pt3.Z); GL.Vertex3(pt3.X, pt3.Y, pt3.Z); GL.Vertex3(pt4.X, pt4.Y, pt4.Z); GL.Vertex3(pt4.X, pt4.Y, pt4.Z); GL.Vertex3(pt1.X, pt1.Y, pt1.Z); GL.End(); GL.Enable(EnableCap.Lighting); } if (VertexHandle > 0) { GL.Disable(EnableCap.Lighting); GL.Color3(Color); GL.BindBuffer(BufferTarget.ArrayBuffer, VertexHandle); GL.InterleavedArrays(vertexFormat, 0, IntPtr.Zero); // Can this go outside the loop? if (TextureHandle > 0) { GL.Enable(EnableCap.Texture2D); GL.BindTexture(TextureTarget.Texture2D, TextureHandle); } if (!DEM.SurfaceLines) { GL.DrawElements(showTexture ? BeginMode.Triangles : BeginMode.LineStrip, numElements, DrawElementsType.UnsignedInt, IntPtr.Zero); } else { // GL.DrawElements(BeginMode.Triangles, numElements, DrawElementsType.UnsignedInt, IntPtr.Zero); // GL.DepthFunc(DepthFunction.Lequal); GL.Disable(EnableCap.Lighting); GL.Color3(1f, 1f, 0f); GL.DrawElements(BeginMode.LineStrip, numElements, DrawElementsType.UnsignedInt, IntPtr.Zero); GL.DepthFunc(DepthFunction.Less); GL.Enable(EnableCap.Lighting); } if (TextureHandle > 0) { GL.Disable(EnableCap.Texture2D); } GL.Enable(EnableCap.Lighting); } else { Console.WriteLine($"Paint: no vertices for {Patch}]"); } }
public MoonDEM() { VertexFormat = InterleavedArrayFormat.T2fN3fV3f; }
internal static extern void glInterleavedArrays(InterleavedArrayFormat format, Int32 stride, IntPtr pointer);
public static void InterleavedArrays(InterleavedArrayFormat format, Int32 stride, Object pointer) { GCHandle pin_pointer = GCHandle.Alloc(pointer, GCHandleType.Pinned); try { InterleavedArrays(format, stride, pin_pointer.AddrOfPinnedObject()); } finally { pin_pointer.Free(); } }
public static void InterleavedArrays(InterleavedArrayFormat format, Int32 stride, IntPtr pointer) { Debug.Assert(Delegates.pglInterleavedArrays != null, "pglInterleavedArrays not implemented"); Delegates.pglInterleavedArrays((Int32)format, stride, pointer); LogFunction("glInterleavedArrays({0}, {1}, 0x{2})", format, stride, pointer.ToString("X8")); DebugCheckErrors(null); }
public static void glInterleavedArrays(InterleavedArrayFormat format, Int32 stride, IntPtr pointer) { i_OpenGL1_1.glInterleavedArrays(format, stride, pointer); }
public static unsafe extern void InterleavedArrays( InterleavedArrayFormat format, int stride, void* pointer );