コード例 #1
0
ファイル: GlVertexBuffer.cs プロジェクト: shff/gk3tools
        public override void SetData <T>(T[] data, int startIndex, int elementCount)
        {
            if (_usage == VertexBufferUsage.Static)
            {
                throw new Exception("Can't update a vertex buffer created as Static");
            }

            GL.GetError();
            GL.BindBuffer(BufferTarget.ArrayBuffer, _buffer);

            System.Runtime.InteropServices.GCHandle handle = System.Runtime.InteropServices.GCHandle.Alloc(data, System.Runtime.InteropServices.GCHandleType.Pinned);
            try
            {
                IntPtr pointer = handle.AddrOfPinnedObject();
                int    size    = System.Runtime.InteropServices.Marshal.SizeOf(typeof(T));

                GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(elementCount * size), Gk3Main.Utils.IncrementIntPtr(pointer, size * startIndex), (BufferUsageHint)convertUsage(_usage));
            }
            finally
            {
                if (handle.IsAllocated)
                {
                    handle.Free();
                }
            }

            GlException.ThrowExceptionIfErrorExists();
        }
コード例 #2
0
ファイル: OpenGLRenderer.cs プロジェクト: shff/gk3tools
        private void setupVertexBufferPointers()
        {
            for (int i = 0; i < _vertexDeclaration.Elements.Length; i++)
            {
                GlslEffect.Attribute attrib = _currentEffect.GetAttribute(_vertexDeclaration.Elements[i].Usage, _vertexDeclaration.Elements[i].UsageIndex);
                if (GlslEffect.Attribute.IsValidAttribute(attrib) == false)
                {
                    continue;
                }

                GL.EnableVertexAttribArray(attrib.GlHandle);
                GlException.ThrowExceptionIfErrorExists();
                GL.VertexAttribPointer(attrib.GlHandle, (int)_vertexDeclaration.Elements[i].Format, VertexAttribPointerType.Float, false, _vertexDeclaration.Stride,
                                       Gk3Main.Utils.IncrementIntPtr(IntPtr.Zero, _vertexDeclaration.Elements[i].Offset));
                GlException.ThrowExceptionIfErrorExists();
            }
            GlException.ThrowExceptionIfErrorExists();

            // disable the rest
            // TODO: we need to figure out what the maximum number of vertex elements is and use that!
            for (int i = _vertexDeclaration.Elements.Length; i < 12; i++)
            {
                //     Gl.glDisableVertexAttribArray(i);
            }

            _vertexPointersNeedSetup = false;
        }
コード例 #3
0
ファイル: OpenGLRenderer.cs プロジェクト: shff/gk3tools
        public void SetVertexBuffer(VertexBuffer buffer)
        {
            GL.GetError();

            _vertexPointersNeedSetup = true;
            _vertexDeclaration       = buffer.VertexElements;

            GlVertexBuffer glVertices = (GlVertexBuffer)buffer;

            glVertices.Bind();
            GlException.ThrowExceptionIfErrorExists();

            _currentVertexBuffer = glVertices;
        }
コード例 #4
0
ファイル: GlVertexBuffer.cs プロジェクト: shff/gk3tools
 public void Bind()
 {
     GL.GetError();
     GL.BindBuffer(BufferTarget.ArrayBuffer, _buffer);
     GlException.ThrowExceptionIfErrorExists();
 }