コード例 #1
0
        /// <summary>   Constructor. </summary>
        /// <param name="a_oShaderProgram"> The shader program to use. </param>
        /// <param name="a_v2Pos">          The position of the quad (centre). </param>
        /// <param name="a_v2Size">         Size of the Quad. </param>
        /// <param name="a_oColor">         The color to apply to the quad. </param>
        /// <param name="a_szTexture">      (optional) the texture file. </param>
        public GLQuad(GLShader a_oShaderProgram, Vector3 a_v3Pos, Vector2 a_v2Size, System.Drawing.Color a_oColor, string a_szTexture = "")
            : base()
        {
            // Setup Member Vars:
            m_v2Size         = a_v2Size;
            m_v3Position     = a_v3Pos;
            m_oShaderProgram = a_oShaderProgram;
            m_m4ModelMatrix  = Matrix4.Identity;
            ///< @todo make quads scale better, so it can scale on X or Y...
            m_m4ModelMatrix = Matrix4.Scale(m_v2Size.X) * Matrix4.CreateTranslation(a_v3Pos);  // x and y should be the same, so scale by X

            if (a_szTexture != "")
            {
                // We can assuem we have been provided with a texture to load:
                m_uiTextureID = Helpers.ResourceManager.Instance.LoadTexture(a_szTexture);
            }
            else
            {
                m_uiTextureID = 0; // set texture to none!
            }

            // calculate the Y scale to X, as we are using X for our scale in our matrix.
            float fYScale = 1;

            if (a_v2Size.X != 0)
            {
                fYScale = a_v2Size.Y / a_v2Size.X;
            }

            //setup our quads vertcies:
            m_aoVerticies    = new GLVertex[4];
            m_aoVerticies[0] = new GLVertex(new Vector3(-0.5f, -0.5f * fYScale, 0.0f), a_oColor, new Vector2(0.0f, 1.0f));
            m_aoVerticies[1] = new GLVertex(new Vector3(0.5f, -0.5f * fYScale, 0.0f), a_oColor, new Vector2(1.0f, 1.0f));
            m_aoVerticies[2] = new GLVertex(new Vector3(-0.5f, 0.5f * fYScale, 0.0f), a_oColor, new Vector2(0.0f, 0.0f));
            m_aoVerticies[3] = new GLVertex(new Vector3(0.5f, 0.5f * fYScale, 0.0f), a_oColor, new Vector2(1.0f, 0.0f));

            // Setup Draw order. *this apears to have no effect under GL2.X*
            m_auiIndicies    = new ushort[4];
            m_auiIndicies[0] = 0;
            m_auiIndicies[1] = 1;
            m_auiIndicies[2] = 2;
            m_auiIndicies[3] = 3;


            // tell OpenGL about our VBOs:
            GL.GenVertexArrays(1, out m_uiVextexArrayHandle);               // Generate Our Vertex Array and get the handle to it.
            GL.BindVertexArray(m_uiVextexArrayHandle);                      // Lets OpenGL that this is the current "active" vertex array.
            //#if DEBUG
            //    logger.Info("OpenGL Generate VAO: " + GL.GetError().ToString());
            //#endif

            GL.GenBuffers(1, out m_uiVertexBufferHandle);                                                                                                             // Generate our Vertex Buffer Object and get the handle to it.
            GL.BindBuffer(BufferTarget.ArrayBuffer, m_uiVertexBufferHandle);                                                                                          // Lets Open GL know that this is the current active buffer object.
            GL.BufferData <GLVertex>(BufferTarget.ArrayBuffer, new IntPtr(m_aoVerticies.Length * GLVertex.SizeInBytes()), m_aoVerticies, BufferUsageHint.StaticDraw); // tells OpenGL about the structure of the data.
            //#if DEBUG
            //    logger.Info("OpenGL Generate VBO: " + GL.GetError().ToString());
            //#endif

            GL.GenBuffers(1, out m_uiIndexBufferHandle);                                                                                                  //Generate Our index Buffer and get handle to it.
            GL.BindBuffer(BufferTarget.ElementArrayBuffer, m_uiIndexBufferHandle);                                                                        // Lets Open GL know that this is the current active buffer object.
            GL.BufferData(BufferTarget.ElementArrayBuffer, new IntPtr(m_auiIndicies.Length * sizeof(ushort)), m_auiIndicies, BufferUsageHint.StaticDraw); // Tells OpenGL how the data is structured.
            //#if DEBUG
            //        logger.Info("OpenGL Generate EBO: " + GL.GetError().ToString());
            //#endif

            GL.BindBuffer(BufferTarget.ArrayBuffer, m_uiVertexBufferHandle);                                                                          // Switch back to our Buffer Object as the current buffer.
            GL.VertexAttribPointer(0, 3, VertexAttribPointerType.Float, false, GLVertex.SizeInBytes(), 0);                                            // Tells OpenGL about the first three doubles in the vbo, i.e the position of the vertex.
            GL.VertexAttribPointer(1, 4, VertexAttribPointerType.HalfFloat, true, GLVertex.SizeInBytes(), Vector3.SizeInBytes);                       // tells OpenGL about the 4 half floats used to repesent color.
            GL.VertexAttribPointer(2, 2, VertexAttribPointerType.Float, false, GLVertex.SizeInBytes(), (Vector3.SizeInBytes + Vector4h.SizeInBytes)); // tells OpenGL about the 2 floats in the vertgexc used to repesent UV coords.
            //#if DEBUG
            //        logger.Info("OpenGL Create Vertes Attribute Pointers: " + GL.GetError().ToString());
            //#endif

            // Turn on the Vertex Attribs:
            GL.EnableVertexAttribArray(0);
            GL.EnableVertexAttribArray(1);
            GL.EnableVertexAttribArray(2);

            // #if DEBUG
            //    logger.Info("OpenGL Create Quad Primitive: " + GL.GetError().ToString());
            //#endif
        }
コード例 #2
0
        /// <summary>   Constructor. </summary>
        /// <param name="a_oShaderProgram"> The Shader program to use when rendering. </param>
        /// <param name="a_v3Pos">          The Position of the circle. </param>
        /// <param name="a_fRadus">         The Radius of the circle. </param>
        /// <param name="a_oColor">         The color of the circle. </param>
        /// <param name="a_szTexture">      (optional) the texture file. </param>
        public GLCircle(GLShader a_oShaderProgram, Vector3 a_v3Pos, float a_fRadus, System.Drawing.Color a_oColor, string a_szTexture = "")
            : base()
        {
            // Save some stuff to member vars:
            m_v3Position = a_v3Pos;
            m_v2Size.X   = a_fRadus;

            // calculate the number of verts, min is 90 for a good looking circle, max is 360 for performace reasons.
            int iNumOfVerts = (int)(a_fRadus * MathHelper.PiOver4);

            if (iNumOfVerts < 90)
            {
                iNumOfVerts = 90;
            }
            else if (iNumOfVerts > 360)
            {
                iNumOfVerts = 360;
            }

            // create some working vars:
            double dAngle;
            float  fX, fY;

            //create our Vertex and index arrays:
            m_aoVerticies = new GLVertex[iNumOfVerts];
            m_auiIndicies = new ushort[iNumOfVerts + 1]; // make this one longer so it can loop back around to the begining!!

            for (int i = 0; i < iNumOfVerts; ++i)
            {
                dAngle = i * (MathHelper.TwoPi / iNumOfVerts);
                fX     = (float)Math.Cos(dAngle) * 1;
                fY     = (float)Math.Sin(dAngle) * 1;

                m_aoVerticies[i].m_v3Position.X = fX;
                m_aoVerticies[i].m_v3Position.Y = fY;
                m_aoVerticies[i].m_v3Position.Z = 0;
                m_aoVerticies[i].SetColor(a_oColor);
                m_auiIndicies[i] = (ushort)i;
            }

            // set last index:
            m_auiIndicies[iNumOfVerts] = 0;

            // Setup Matrix:
            m_m4ModelMatrix = Matrix4.Scale(a_fRadus * 2) * Matrix4.CreateTranslation(a_v3Pos);

            // Set our shader program:
            m_oShaderProgram = a_oShaderProgram;

            // Load texture if specified:
            if (a_szTexture != "")
            {
                // We can assuem we have been provided with a texture to load:
                m_uiTextureID = Helpers.ResourceManager.Instance.LoadTexture(a_szTexture);
            }
            else
            {
                m_uiTextureID = 0; // set texture to none!
            }


            // tell Opgl about our VBOs:
            GL.GenVertexArrays(1, out m_uiVextexArrayHandle);               // Generate Our Vertex Array and get the handle to it.
            GL.BindVertexArray(m_uiVextexArrayHandle);                      // Lets OpenGL that this is the current "active" vertex array.
            //#if DEBUG
            //    logger.Info("OpenGL Generate VAO: " + GL.GetError().ToString());
            //#endif

            GL.GenBuffers(1, out m_uiVertexBufferHandle);                                                                                                             // Generate our Vertex Buffer Object and get the handle to it.
            GL.BindBuffer(BufferTarget.ArrayBuffer, m_uiVertexBufferHandle);                                                                                          // Lets Open GL know that this is the current active buffer object.
            GL.BufferData <GLVertex>(BufferTarget.ArrayBuffer, new IntPtr(m_aoVerticies.Length * GLVertex.SizeInBytes()), m_aoVerticies, BufferUsageHint.StaticDraw); // tells OpenGL about the structure of the data.
            //#if DEBUG
            //    logger.Info("OpenGL Generate VBO: " + GL.GetError().ToString());
            //#endif

            GL.GenBuffers(1, out m_uiIndexBufferHandle);                                                                                                  //Generate Our index Buffer and get handle to it.
            GL.BindBuffer(BufferTarget.ElementArrayBuffer, m_uiIndexBufferHandle);                                                                        // Lets Open GL know that this is the current active buffer object.
            GL.BufferData(BufferTarget.ElementArrayBuffer, new IntPtr(m_auiIndicies.Length * sizeof(ushort)), m_auiIndicies, BufferUsageHint.StaticDraw); // Tells OpenGL how the data is structured.
            //#if DEBUG
            //    logger.Info("OpenGL Generate EBO: " + GL.GetError().ToString());
            //#endif

            GL.BindBuffer(BufferTarget.ArrayBuffer, m_uiVertexBufferHandle);                                                                          // Switch back to our Buffer Object as the current buffer.
            GL.VertexAttribPointer(0, 3, VertexAttribPointerType.Float, false, GLVertex.SizeInBytes(), 0);                                            // Tells OpenGL about the first three doubles in the vbo, i.e the position of the vertex.
            GL.VertexAttribPointer(1, 4, VertexAttribPointerType.HalfFloat, true, GLVertex.SizeInBytes(), Vector3.SizeInBytes);                       // tells OpenGL about the 4 half floats used to repesent color.
            GL.VertexAttribPointer(2, 2, VertexAttribPointerType.Float, false, GLVertex.SizeInBytes(), (Vector3.SizeInBytes + Vector4h.SizeInBytes)); // tells OpenGL about the 2 floats in the vertgexc used to repesent UV coords.
            //#if DEBUG
            //    logger.Info("OpenGL Create Vertes Attribute Pointers: " + GL.GetError().ToString());
            //#endif

            // Turn on the Vertex Attribs:
            GL.EnableVertexAttribArray(0);
            GL.EnableVertexAttribArray(1);
            GL.EnableVertexAttribArray(2);

            // #if DEBUG
            //     logger.Info("OpenGL Create Circle Primitive: " + GL.GetError().ToString());
            //#endif
        }
コード例 #3
0
 public override void UpdateVBOs()
 {
     GL.BindVertexArray(m_uiVextexArrayHandle);
     GL.BindBuffer(BufferTarget.ArrayBuffer, m_uiVertexBufferHandle);                                                                                          // Lets Open GL know that this is the current active buffer object.
     GL.BufferData <GLVertex>(BufferTarget.ArrayBuffer, new IntPtr(m_aoVerticies.Length * GLVertex.SizeInBytes()), m_aoVerticies, BufferUsageHint.StaticDraw); // tells OpenGL about the structure of the data.
     GL.BindBuffer(BufferTarget.ElementArrayBuffer, m_uiIndexBufferHandle);                                                                                    // Lets Open GL know that this is the current active buffer object.
     GL.BufferData(BufferTarget.ElementArrayBuffer, new IntPtr(m_auiIndicies.Length * sizeof(ushort)), m_auiIndicies, BufferUsageHint.StaticDraw);             // Tells OpenGL how the data is structured.
 }
コード例 #4
0
        public GLCircle(GLShader a_oShaderProgram, Vector3 a_v3Pos, OrbitingEntity a_oOrbitEntity, System.Drawing.Color a_oColor, string a_szTexture = "")
            : base()
        {
            // Save some stuff to member vars:
            double dKMperAUdevby10 = (Pulsar4X.Constants.Units.KM_PER_AU / 10); // we scale everthing down by 10 to avoid float buffer overflows.

            m_v3Position = a_v3Pos;
            m_v2Size.X   = (float)(a_oOrbitEntity.SemiMajorAxis * dKMperAUdevby10);

            // set verts to 360, looks good at any zoom.
            int iNumOfVerts = 360;

            // create some working vars:
            double dAngle;
            double dX, dY;

            //create our Vertex and index arrays:
            m_aoVerticies = new GLVertex[iNumOfVerts];
            m_auiIndicies = new ushort[iNumOfVerts + 1]; // make this one longer so it can loop back around to the begining!!

            for (int i = 0; i < iNumOfVerts; ++i)
            {
                dAngle = i * (MathHelper.TwoPi / iNumOfVerts);
                OrbitTable.Instance.FindCordsFromAngle(a_oOrbitEntity, dAngle, out dX, out dY);

                m_aoVerticies[i].m_v3Position.X = (float)(dX / a_oOrbitEntity.SemiMajorAxis);
                m_aoVerticies[i].m_v3Position.Y = (float)(dY / a_oOrbitEntity.SemiMajorAxis);
                m_aoVerticies[i].m_v3Position.Z = 0;
                m_aoVerticies[i].SetColor(a_oColor);
                m_auiIndicies[i] = (ushort)i;
            }

            // set last index:
            m_auiIndicies[iNumOfVerts] = 0;

            // Setup Matrix:
            m_m4ModelMatrix = Matrix4.Scale(m_v2Size.X) * Matrix4.CreateTranslation(a_v3Pos);

            // Set our shader program:
            m_oShaderProgram = a_oShaderProgram;

            // Load texture if specified:
            if (a_szTexture != "")
            {
                // We can assuem we have been provided with a texture to load:
                m_uiTextureID = Helpers.ResourceManager.Instance.LoadTexture(a_szTexture);
            }
            else
            {
                m_uiTextureID = 0; // set texture to none!
            }


            // tell Opgl about our VBOs:
            GL.GenVertexArrays(1, out m_uiVextexArrayHandle);               // Generate Our Vertex Array and get the handle to it.
            GL.BindVertexArray(m_uiVextexArrayHandle);                      // Lets OpenGL that this is the current "active" vertex array.
            //#if DEBUG
            //    logger.Info("OpenGL Generate VAO: " + GL.GetError().ToString());
            //#endif

            GL.GenBuffers(1, out m_uiVertexBufferHandle);                                                                                                             // Generate our Vertex Buffer Object and get the handle to it.
            GL.BindBuffer(BufferTarget.ArrayBuffer, m_uiVertexBufferHandle);                                                                                          // Lets Open GL know that this is the current active buffer object.
            GL.BufferData <GLVertex>(BufferTarget.ArrayBuffer, new IntPtr(m_aoVerticies.Length * GLVertex.SizeInBytes()), m_aoVerticies, BufferUsageHint.StaticDraw); // tells OpenGL about the structure of the data.
            //#if DEBUG
            //    logger.Info("OpenGL Generate VBO: " + GL.GetError().ToString());
            //#endif

            GL.GenBuffers(1, out m_uiIndexBufferHandle);                                                                                                  //Generate Our index Buffer and get handle to it.
            GL.BindBuffer(BufferTarget.ElementArrayBuffer, m_uiIndexBufferHandle);                                                                        // Lets Open GL know that this is the current active buffer object.
            GL.BufferData(BufferTarget.ElementArrayBuffer, new IntPtr(m_auiIndicies.Length * sizeof(ushort)), m_auiIndicies, BufferUsageHint.StaticDraw); // Tells OpenGL how the data is structured.
            //#if DEBUG
            //    logger.Info("OpenGL Generate EBO: " + GL.GetError().ToString());
            //#endif

            GL.BindBuffer(BufferTarget.ArrayBuffer, m_uiVertexBufferHandle);                                                                          // Switch back to our Buffer Object as the current buffer.
            GL.VertexAttribPointer(0, 3, VertexAttribPointerType.Float, false, GLVertex.SizeInBytes(), 0);                                            // Tells OpenGL about the first three doubles in the vbo, i.e the position of the vertex.
            GL.VertexAttribPointer(1, 4, VertexAttribPointerType.HalfFloat, true, GLVertex.SizeInBytes(), Vector3.SizeInBytes);                       // tells OpenGL about the 4 half floats used to repesent color.
            GL.VertexAttribPointer(2, 2, VertexAttribPointerType.Float, false, GLVertex.SizeInBytes(), (Vector3.SizeInBytes + Vector4h.SizeInBytes)); // tells OpenGL about the 2 floats in the vertgexc used to repesent UV coords.
            //#if DEBUG
            //    logger.Info("OpenGL Create Vertes Attribute Pointers: " + GL.GetError().ToString());
            //#endif

            // Turn on the Vertex Attribs:
            GL.EnableVertexAttribArray(0);
            GL.EnableVertexAttribArray(1);
            GL.EnableVertexAttribArray(2);

            // #if DEBUG
            //     logger.Info("OpenGL Create Circle Primitive: " + GL.GetError().ToString());
            //#endif
        }