//! Create Vertex Array Object public void Create <T_INDEX>(TVertexFormat[] formats, T_INDEX[] indices) where T_INDEX : struct { this._index_size = Marshal.SizeOf(default(T_INDEX)); this._no_of_indices = indices.Length; VertexAttribType v_type = this._elem_size == 8 ? VertexAttribType.Double : VertexAttribType.Float; GL.CreateVertexArrays(1, out this._vao); foreach (var vbo in this._vbos) { GL.VertexArrayVertexBuffer(this._vao, vbo.Key, vbo.Value, IntPtr.Zero, this._vbos_stride[vbo.Key] * this._elem_size); } foreach (var f in formats) { GL.VertexArrayAttribFormat(this._vao, f.attribute_index, f.tuple_size, v_type, f.normalize, f.elems_offset * this._elem_size); GL.VertexArrayAttribBinding(this._vao, f.attribute_index, f.buffer_id); GL.EnableVertexArrayAttrib(this._vao, f.attribute_index); } if (this._no_of_indices > 0) { GL.CreateBuffers(1, out this._ibo); GL.NamedBufferStorage <T_INDEX>(this._ibo, this._no_of_indices * this._index_size, indices, BufferStorageFlags.None); GL.VertexArrayElementBuffer(this._vao, this._ibo); } GL.BindVertexArray(0); }
public static void VertexAttribArrayObjectATI(UInt32 index, Int32 size, VertexAttribType type, bool normalized, Int32 stride, UInt32 buffer, UInt32 offset) { Debug.Assert(Delegates.pglVertexAttribArrayObjectATI != null, "pglVertexAttribArrayObjectATI not implemented"); Delegates.pglVertexAttribArrayObjectATI(index, size, (Int32)type, normalized, stride, buffer, offset); LogCommand("glVertexAttribArrayObjectATI", null, index, size, type, normalized, stride, buffer, offset); DebugCheckErrors(null); }
public int GetVertexCount() { int result = -1; if (this.vbo == null) { return(result); } int byteLength = this.vbo.Data.Length; // we know that all data types are in VertexAttribType. VertexAttribType type = (VertexAttribType)this.dataType; if (!Enum.IsDefined(typeof(VertexAttribType), type)) { return(result); } uint typeLength = type.GetByteLength(); // byte length of specified type. uint typeCount = (uint)(this.dataSize == GL.GL_BGRA ? 4 : this.dataSize); // how many elements of specified type in one vertex? uint vertexLength = typeLength * typeCount + stride; // byte length of a single vertex. result = (int)(byteLength / vertexLength); // how many vertex? if ((byteLength % vertexLength) != 0) { throw new Exception(string.Format("GetVertexCount() error! [{0} % {1}, t:{2}, s:{3}]", byteLength, vertexLength, type, typeCount)); } return(result); }
public static void VertexAttribLFormatNV(UInt32 index, Int32 size, VertexAttribType type, Int32 stride) { Debug.Assert(Delegates.pglVertexAttribLFormatNV != null, "pglVertexAttribLFormatNV not implemented"); Delegates.pglVertexAttribLFormatNV(index, size, (Int32)type, stride); LogCommand("glVertexAttribLFormatNV", null, index, size, type, stride); DebugCheckErrors(null); }
public Attribute(int index, int count, VertexAttribType type, int relativeOffset, int divisor = 0) { Index = index; Count = count; Type = type; RelativeOffset = relativeOffset; Divisor = divisor; }
public static void VertexAttribArray(int index, int bindingIndex, int count, VertexAttribType type, bool normalised = false, int offset = 0, int divisor = 0) { GL.VertexAttribFormat(index, count, type, normalised, offset); GL.VertexAttribBinding(index, bindingIndex); GL.VertexBindingDivisor(index, divisor); GL.EnableVertexAttribArray(index); }
public VertexAttribute(string name, int index, VertexAttribType type, int components, int offset) { Name = name; Index = index; Type = type; Components = components; Offset = offset; }
public void SetVertexAttributes(ReadOnlySpan <VertexAttribDescriptor> vertexAttribs) { int index = 0; for (; index < vertexAttribs.Length; index++) { VertexAttribDescriptor attrib = vertexAttribs[index]; if (attrib.Equals(_vertexAttribs[index])) { continue; } FormatInfo fmtInfo = FormatTable.GetFormatInfo(attrib.Format); if (attrib.IsZero) { // Disabling the attribute causes the shader to read a constant value. // The value is configurable, but by default is a vector of (0, 0, 0, 1). DisableVertexAttrib(index); } else { EnableVertexAttrib(index); } int offset = attrib.Offset; int size = fmtInfo.Components; bool isFloat = fmtInfo.PixelType == PixelType.Float || fmtInfo.PixelType == PixelType.HalfFloat; if (isFloat || fmtInfo.Normalized || fmtInfo.Scaled) { VertexAttribType type = (VertexAttribType)fmtInfo.PixelType; GL.VertexAttribFormat(index, size, type, fmtInfo.Normalized, offset); } else { VertexAttribIntegerType type = (VertexAttribIntegerType)fmtInfo.PixelType; GL.VertexAttribIFormat(index, size, type, offset); } GL.VertexAttribBinding(index, attrib.BufferIndex); _vertexAttribs[index] = attrib; } _vertexAttribsCount = index; for (; index < Constants.MaxVertexAttribs; index++) { DisableVertexAttrib(index); } }
public static void VertexArrayAttribFormat(int obj, int attIndex, int size, VertexAttribType type, bool normalized, int relativeOffset) { GL.VertexArrayAttribFormat(obj, attIndex, size, type, normalized, relativeOffset); if (enableErrorCheck) { LogErrors(); } }
/// <summary> /// Creates a new attribute description /// </summary> /// <param name="name">Name of attribute in GLSL shader</param> /// <param name="size">Component count</param> /// <param name="attributeType">Type of components</param> /// <param name="normalized">Data is normalized</param> /// <param name="vertexSize">Size of full vertex</param> /// <param name="offset">Offset from beginning of vertex instance memory</param> public VertexAttributeDescription(string name, int size, VertexAttribType attributeType, bool normalized, int vertexSize, int offset) { Name = name; Size = size; AttributeType = attributeType; Normalized = normalized; VertexSize = vertexSize; Offset = offset; }
public VertexAttribute(int id, byte[] data, VertexAttribType type, int count, bool normalize, bool interleave) { Id = id; Data = data; Type = type; AttribCount = count; ShouldNormalize = normalize; ShouldInterleave = interleave; }
public void SetVertexAttributes(VertexAttribDescriptor[] vertexAttribs) { int attribIndex = 0; foreach (VertexAttribDescriptor attrib in vertexAttribs) { FormatInfo fmtInfo = FormatTable.GetFormatInfo(attrib.Format); if (attrib.IsZero) { // Disabling the attribute causes the shader to read a constant value. // The value is configurable, but by default is a vector of (0, 0, 0, 1). GL.DisableVertexAttribArray(attribIndex); } else { GL.EnableVertexAttribArray(attribIndex); } int offset = attrib.Offset; int size = fmtInfo.Components; bool isFloat = fmtInfo.PixelType == PixelType.Float || fmtInfo.PixelType == PixelType.HalfFloat; if (isFloat || fmtInfo.Normalized || fmtInfo.Scaled) { VertexAttribType type = (VertexAttribType)fmtInfo.PixelType; GL.VertexAttribFormat(attribIndex, size, type, fmtInfo.Normalized, offset); } else { VertexAttribIntegerType type = (VertexAttribIntegerType)fmtInfo.PixelType; GL.VertexAttribIFormat(attribIndex, size, type, offset); } GL.VertexAttribBinding(attribIndex, attrib.BufferIndex); attribIndex++; } for (; attribIndex < 16; attribIndex++) { GL.DisableVertexAttribArray(attribIndex); } _vertexAttribs = vertexAttribs; }
/// <summary> /// Creates a new vertex attribute for use in a VertexBufferFormat object /// </summary> /// <param name="attribIndex">Attribute index used to access this attribute in the vertex shader</param> /// <param name="bindingIndex"></param> /// <param name="size">The number of components of this vertex attribute (1 for a scalar, 3 for a vec3...)</param> /// <param name="relativeOffset">Relative offset of this attribute's data inside the source buffer</param> /// <param name="type">Data type the attribute</param> /// <param name="dataClass">Specifies how will this value be interpreted by shaders. Float is the default, use Integer for integer values, Double for double precision floats.</param> /// <param name="normalized">Specifies whether the data of this attribute is normalized to 0..1 range or -1..1 range for signed data types. Only relevant when dataClass is set to float.</param> public VertexAttribDescription(int attribIndex, int bindingIndex, int size, int relativeOffset, VertexAttribType type, VertexAttribClass dataClass, bool normalized) { if (AttribIndex >= VertexBufferFormat.MaxAttributes) { throw new Exception("Vertex attribute index is too high!"); } AttribIndex = attribIndex; BindingIndex = bindingIndex; Size = size; RelativeOffset = relativeOffset; Type = type; DataClass = dataClass; Normalized = normalized; }
public static uint GetSizeOfType(VertexAttribType type) { switch (type) { case VertexAttribType.Float: return(sizeof(float)); case VertexAttribType.UnsignedInt: return(sizeof(uint)); case VertexAttribType.UnsignedByte: return(sizeof(byte)); default: return(0); } }
// Integers are being bound /// <summary> /// /// </summary> /// <param name="bindingindex">Binding index to map</param> /// <param name="attribindex">Attribute to use in GLSL to access this data</param> /// <param name="components">Number of components per</param> /// <param name="vat">Type and size of component (Byte,Int,Float etc)</param> /// <param name="reloffset">The offset, measured in basic machine units of the first element relative to the start of the vertex buffer binding this attribute fetches from.</param> /// <param name="divisor">For instancing, set to >0 for instance dividing of the data</param> public void AttributeI(int bindingindex, int attribindex, int components, VertexAttribType vat, int reloffset = 0, int divisor = -1) { GL.VertexArrayAttribIFormat( Id, attribindex, // attribute index components, // no of attribs vat, // type reloffset); // relative offset, first item if (divisor >= 0) // normally use binding divisor.. { GL.VertexAttribDivisor(attribindex, divisor); // set up attribute divisor - doing this after doing the binding divisor screws things up } GL.VertexArrayAttribBinding(Id, attribindex, bindingindex); // bind atrib to binding GL.EnableVertexArrayAttrib(Id, attribindex); // enable attrib GLOFC.GLStatics.Check(); // System.Diagnostics.Debug.WriteLine("ATTRI " + attribindex + " to " + bindingindex + " Components " + components + " +" + reloffset + " divisor " + divisor); }
public void SetVertexAttributes(VertexAttribDescriptor[] vertexAttribs) { int attribIndex = 0; foreach (VertexAttribDescriptor attrib in vertexAttribs) { FormatInfo fmtInfo = FormatTable.GetFormatInfo(attrib.Format); GL.EnableVertexAttribArray(attribIndex); int offset = attrib.Offset; int size = fmtInfo.Components; bool isFloat = fmtInfo.PixelType == PixelType.Float || fmtInfo.PixelType == PixelType.HalfFloat; if (isFloat || fmtInfo.Normalized || fmtInfo.Scaled) { VertexAttribType type = (VertexAttribType)fmtInfo.PixelType; GL.VertexAttribFormat(attribIndex, size, type, fmtInfo.Normalized, offset); } else { VertexAttribIntegerType type = (VertexAttribIntegerType)fmtInfo.PixelType; GL.VertexAttribIFormat(attribIndex, size, type, offset); } GL.VertexAttribBinding(attribIndex, attrib.BufferIndex); attribIndex++; } for (; attribIndex < 16; attribIndex++) { GL.DisableVertexAttribArray(attribIndex); } _vertexAttribs = vertexAttribs; }
public void SetPointer(string name, VertexAttribType type) { //int uniformLoc = GL.GetUniformLocation(ShaderHandle, name); // can only get pointer right after Linking switch (type) { case VertexAttribType.Position: if (uniforms.a_position != -1) { GL.EnableVertexAttribArray(uniforms.a_position); GL.VertexAttribPointer(uniforms.a_position, 3, VertexAttribPointerType.Float, false, Vertex.Stride, (IntPtr)0); } break; case VertexAttribType.TextureCoord: if (uniforms.a_texcoord != -1) { GL.EnableVertexAttribArray(uniforms.a_texcoord); GL.VertexAttribPointer(uniforms.a_texcoord, 2, VertexAttribPointerType.Float, false, Vertex.Stride, (IntPtr)(Vector3.SizeInBytes + Vector3.SizeInBytes + Vector4.SizeInBytes)); } break; case VertexAttribType.Normal: if (uniforms.a_normal != -1) { GL.EnableVertexAttribArray(uniforms.a_normal); GL.VertexAttribPointer(uniforms.a_normal, 3, VertexAttribPointerType.Float, false, Vertex.Stride, (IntPtr)(Vector3.SizeInBytes)); } break; case VertexAttribType.Color: if (uniforms.a_color != -1) { GL.EnableVertexAttribArray(uniforms.a_color); GL.VertexAttribPointer(uniforms.a_color, 4, VertexAttribPointerType.Float, false, Vertex.Stride, (IntPtr)(Vector3.SizeInBytes + Vector3.SizeInBytes)); } break; } }
public static uint GetByteLength(this VertexAttribType type) { uint result = 0; switch (type) { case VertexAttribType.Byte: result = sizeof(byte); break; case VertexAttribType.UnsignedByte: result = sizeof(byte); break; case VertexAttribType.Short: result = sizeof(short); break; case VertexAttribType.UnsignedShort: result = sizeof(ushort); break; case VertexAttribType.Int: result = sizeof(int); break; case VertexAttribType.UnsignedInt: result = sizeof(uint); break; case VertexAttribType.HalfFloat: result = sizeof(float) / 2; break; case VertexAttribType.Float: result = sizeof(float); break; case VertexAttribType.Double: result = sizeof(double); break; case VertexAttribType.Fixed: result = sizeof(int); break; case VertexAttribType.Int2101010Rev: result = sizeof(int); break; case VertexAttribType.UnsignedInt2101010Rev: result = sizeof(uint); break; case VertexAttribType.UnsignedInt10f11f11fRev: result = sizeof(uint); break; default: throw new NotDealWithNewEnumItemException(typeof(VertexAttribType)); } return(result); }
// floats are being bound /// <summary> /// Set up a mapping beterrn the binding index, attribindex and indicate components, type, offset and divisor /// </summary> /// <param name="bindingindex">Binding index to map</param> /// <param name="attribindex">Attribute to use in GLSL to access this data</param> /// <param name="components">Number of components per</param> /// <param name="vat">Type and size of component (Byte,Int,Float etc)</param> /// <param name="reloffset">The offset, measured in basic machine units of the first element relative to the start of the vertex buffer binding this attribute fetches from.</param> /// <param name="divisor">For instancing, set to >0 for instance dividing of the data</param> public void Attribute(int bindingindex, int attribindex, int components, VertexAttribType vat, int reloffset = 0, int divisor = -1) { GL.VertexArrayAttribFormat( Id, attribindex, // attribute index components, // no of components per attribute, 1-4 vat, // type false, // does not need to be normalized as it is already, floats ignore this flag anyway reloffset); // relative offset, first item // ORDER Important, .. found that out if (divisor >= 0) // normally use binding divisor.. { GL.VertexAttribDivisor(attribindex, divisor); } GL.VertexArrayAttribBinding(Id, attribindex, bindingindex); // bind atrib to binding - do this after attrib format GL.EnableVertexArrayAttrib(Id, attribindex); GLOFC.GLStatics.Check(); // System.Diagnostics.Debug.WriteLine("ATTR " + attribindex + " to " + bindingindex + " Components " + components + " +" + reloffset + " divisor " + divisor); }
public int GetDataIndex(uint indexID) { int result = -1; if (this.vbo == null) { return(result); } int byteLength = this.vbo.Data.Length; // we know that all data types are in VertexAttribType. VertexAttribType type = (VertexAttribType)this.dataType; if (!Enum.IsDefined(typeof(VertexAttribType), type)) { return(result); } uint typeLength = type.GetByteLength(); // byte length of specified type.(float, int, uint, ..) uint typeCount = (uint)(this.dataSize == GL.GL_BGRA ? 4 : this.dataSize); // how many elements of specified type in one vertex? (1, 2, 3 or 4) uint vertexLength = typeLength * typeCount + stride; // byte length of a single vertex. result = (int)(vertexLength * indexID + this.startPos); return(result); }
public static void SetAttributePointer <T>(this VertexArrayBinding @this, T attribute, int size, VertexAttribType attribType, bool normalized, int stride, int offset) where T : IAttribute => @this.SetAttributePointer(attribute.Index, size, attribType, normalized, stride, offset);
public abstract void VertexAttribFormat([Flow(FlowDirection.In)] uint index, [Flow(FlowDirection.In)] int size, [Flow(FlowDirection.In)] VertexAttribType type, [Flow(FlowDirection.In)] bool normalized, [Flow(FlowDirection.In)] uint stride);
public static void VertexAttribIPointer(uint indx, int size, VertexAttribType type, int stride, IntPtr ptr) { CheckCurrent(); _bindings.glVertexAttribIPointer(indx, size, (int)type, stride, ptr); CheckError(); }
public partial void VertexAttribFormat([Flow(FlowDirection.In)] uint attribindex, [Flow(FlowDirection.In)] int size, [Flow(FlowDirection.In)] VertexAttribType type, [Flow(FlowDirection.In)] bool normalized, [Flow(FlowDirection.In)] uint relativeoffset);
void SetUpAttribute(VertexArrayObject vao, ShaderProgram program, string name, int size, VertexAttribType type, bool normalized, uint relativeOffset, uint bindingIndex) { if (program.TryGetAttributeLocation(name, out var location)) { vao.AttributeFormat(location, size, type, normalized, relativeOffset); vao.AttributeBinding(location, bindingIndex); vao.EnableAttribute(location); } else { Console.Write($" Missing attribute in shader: {name}..."); } }
private unsafe PassBuffer[] VertexShaderStage(int count, DrawElementsType type, IntPtr indices, VertexArrayObject vao, ShaderProgram program, GLBuffer indexBuffer) { PassBuffer[] passBuffers = null; VertexShader vs = program.VertexShader; if (vs == null) { return(passBuffers); } // init pass-buffers to record output from vertex shader. FieldInfo[] outFieldInfos = (from item in vs.outVariableDict select item.Value.fieldInfo).ToArray(); uint vertexCount = GetVertexCount(vao, indexBuffer, type); //int vertexSize = GetVertexSize(outFieldInfos); passBuffers = new PassBuffer[1 + outFieldInfos.Length]; void *[] pointers = new void *[1 + outFieldInfos.Length]; { // the first pass-buffer stores gl_Position. var passBuffer = new PassBuffer(PassType.Vec4, (int)vertexCount); pointers[0] = (void *)passBuffer.Mapbuffer(); passBuffers[0] = passBuffer; } for (int i = 1; i < passBuffers.Length; i++) { var outField = outFieldInfos[i - 1]; PassType passType = outField.FieldType.GetPassType(); var passBuffer = new PassBuffer(passType, (int)vertexCount); pointers[i] = (void *)passBuffer.Mapbuffer(); passBuffers[i] = passBuffer; } // execute vertex shader for each vertex. byte[] indexData = indexBuffer.Data; int indexLength = indexData.Length / ByteLength(type); GCHandle pin = GCHandle.Alloc(indexData, GCHandleType.Pinned); IntPtr pointer = pin.AddrOfPinnedObject(); var gl_VertexIDList = new List <uint>(); for (int indexID = indices.ToInt32() / ByteLength(type), c = 0; c < count && indexID < indexLength; indexID++, c++) { uint gl_VertexID = GetVertexID(pointer, type, indexID); if (gl_VertexIDList.Contains(gl_VertexID)) { continue; } else { gl_VertexIDList.Add(gl_VertexID); } var instance = vs.CreateCodeInstance() as VertexCodeBase; // an executable vertex shader. instance.gl_VertexID = (int)gl_VertexID; // setup gl_VertexID. // setup "in SomeType varName;" vertex attributes. Dictionary <uint, VertexAttribDesc> locVertexAttribDict = vao.LocVertexAttribDict; foreach (InVariable inVar in vs.inVariableDict.Values) // Dictionary<string, InVariable>.Values { VertexAttribDesc desc = null; if (locVertexAttribDict.TryGetValue(inVar.location, out desc)) { byte[] dataStore = desc.vbo.Data; int byteIndex = desc.GetDataIndex(gl_VertexID); VertexAttribType vertexAttribType = (VertexAttribType)desc.dataType; object value = dataStore.ToStruct(inVar.fieldInfo.FieldType, byteIndex); inVar.fieldInfo.SetValue(instance, value); } } // setup "uniform SomeType varName;" in vertex shader. Dictionary <string, UniformValue> nameUniformDict = program.nameUniformDict; foreach (UniformVariable uniformVar in vs.UniformVariableDict.Values) { string name = uniformVar.fieldInfo.Name; UniformValue obj = null; if (nameUniformDict.TryGetValue(name, out obj)) { if (obj.value != null) { uniformVar.fieldInfo.SetValue(instance, obj.value); } } } instance.main(); // execute vertex shader code. // copy data to pass-buffer. { PassBuffer passBuffer = passBuffers[0]; var array = (vec4 *)pointers[0]; array[gl_VertexID] = instance.gl_Position; } for (int i = 1; i < passBuffers.Length; i++) { var outField = outFieldInfos[i - 1]; var obj = outField.GetValue(instance); switch (outField.FieldType.GetPassType()) { case PassType.Float: { var array = (float *)pointers[i]; array[gl_VertexID] = (float)obj; } break; case PassType.Vec2: { var array = (vec2 *)pointers[i]; array[gl_VertexID] = (vec2)obj; } break; case PassType.Vec3: { var array = (vec3 *)pointers[i]; array[gl_VertexID] = (vec3)obj; } break; case PassType.Vec4: { var array = (vec4 *)pointers[i]; array[gl_VertexID] = (vec4)obj; } break; case PassType.Mat2: { var array = (mat2 *)pointers[i]; array[gl_VertexID] = (mat2)obj; } break; case PassType.Mat3: { var array = (mat3 *)pointers[i]; array[gl_VertexID] = (mat3)obj; } break; case PassType.Mat4: { var array = (mat4 *)pointers[i]; array[gl_VertexID] = (mat4)obj; } break; default: throw new NotImplementedException(); } // a general way to do this: //var obj = outField.GetValue(instance); //byte[] bytes = obj.ToBytes(); //PassBuffer passBuffer = passBuffers[i]; //var array = (byte*)passBuffer.AddrOfPinnedObject(); //for (int t = 0; t < bytes.Length; t++) //{ // array[gl_VertexID * vertexSize + t] = bytes[t]; //} } } pin.Free(); for (int i = 0; i < passBuffers.Length; i++) { passBuffers[i].Unmapbuffer(); } return(passBuffers); }
public void ConvertShaderDataTypeToOpenGL(ShaderDataType type, VertexAttribType openGlType) { Assert.Equal(openGlType, OpenGLVertexArray.ToOpenGLDataType(type)); }
private void VertexAttribPointer(uint index, int size, VertexAttribType type, bool normalized, int stride, IntPtr pointer) { // TODO: GL_INVALID_VALUE is generated if index is greater than or equal to GL_MAX_VERTEX_ATTRIBS. if (size != 1 && size != 2 && size != 3 && size != 4 && size != GL.GL_BGRA) { SetLastError(ErrorCode.InvalidValue); return; } if (!Enum.IsDefined(typeof(VertexAttribType), type)) { SetLastError(ErrorCode.InvalidEnum); return; } if (stride < 0) { SetLastError(ErrorCode.InvalidValue); return; } if (size == GL.GL_BGRA) { if (type != VertexAttribType.UnsignedByte && type != VertexAttribType.Int2101010Rev && type != VertexAttribType.UnsignedInt2101010Rev) { SetLastError(ErrorCode.InvalidOperation); return; } if (normalized == false) { SetLastError(ErrorCode.InvalidOperation); return; } } if (type == VertexAttribType.Int2101010Rev || type == VertexAttribType.UnsignedInt2101010Rev) { if (size != 4 && size != GL.GL_BGRA) { SetLastError(ErrorCode.InvalidOperation); return; } } if (type == VertexAttribType.UnsignedInt10f11f11fRev) { if (size != 3) { SetLastError(ErrorCode.InvalidOperation); return; } } VertexArrayObject vao = this.currentVertexArrayObject; if (vao == null) { SetLastError(ErrorCode.InvalidOperation); return; } GLBuffer buffer = this.currentBufferDict[BindBufferTarget.ArrayBuffer]; // GL_INVALID_OPERATION is generated if zero is bound to the GL_ARRAY_BUFFER buffer object binding point and the pointer argument is not NULL. // TODO: why only when "pointer argument is not NULL"? if (buffer == null) { SetLastError(ErrorCode.InvalidOperation); return; } VertexAttribDesc desc = null; if (!vao.LocVertexAttribDict.TryGetValue(index, out desc)) { desc = new VertexAttribDesc(); vao.LocVertexAttribDict.Add(index, desc); } desc.inLocation = index; desc.vbo = buffer; desc.dataSize = size; desc.dataType = (uint)type; desc.normalize = normalized; desc.startPos = (uint)pointer.ToInt32(); desc.stride = (uint)stride; }
internal static int SizeOf(this VertexAttribType type) => type switch {
public partial void VertexAttribFormat([Flow(FlowDirection.In)] uint index, [Flow(FlowDirection.In)] int size, [Flow(FlowDirection.In)] VertexAttribType type, [Flow(FlowDirection.In)] Boolean normalized, [Flow(FlowDirection.In)] uint stride);