Base type of unmanaged array.

Similar to array in int array[Length];

상속: IDisposable
예제 #1
0
        /// <summary>
        /// Fill a buffer object's data store with a fixed value.
        /// </summary>
        /// <param name="internalFormat">The sized internal format with which the data will be stored in the buffer object.</param>
        /// <param name="format">Specifies the format of the pixel data. For transfers of depth, stencil, or depth/stencil data, you must use GL_DEPTH_COMPONENT​, GL_STENCIL_INDEX​, or GL_DEPTH_STENCIL​, where appropriate. For transfers of normalized integer or floating-point color image data, you must use one of the following: GL_RED​, GL_GREEN​, GL_BLUE​, GL_RG​, GL_RGB​, GL_BGR​, GL_RGBA​, and GL_BGRA​. For transfers of non-normalized integer data, you must use one of the following: GL_RED_INTEGER​, GL_GREEN_INTEGER​, GL_BLUE_INTEGER​, GL_RG_INTEGER​, GL_RGB_INTEGER​, GL_BGR_INTEGER​, GL_RGBA_INTEGER​, and GL_BGRA_INTEGER​.</param>
        /// <param name="type">Specifies the data type of the pixel data. The following symbolic values are accepted: GL_UNSIGNED_BYTE​, GL_BYTE​, GL_UNSIGNED_SHORT​, GL_SHORT​, GL_UNSIGNED_INT​, GL_INT​, GL_FLOAT​, GL_UNSIGNED_BYTE_3_3_2​, GL_UNSIGNED_BYTE_2_3_3_REV​, GL_UNSIGNED_SHORT_5_6_5​, GL_UNSIGNED_SHORT_5_6_5_REV​, GL_UNSIGNED_SHORT_4_4_4_4​, GL_UNSIGNED_SHORT_4_4_4_4_REV​, GL_UNSIGNED_SHORT_5_5_5_1​, GL_UNSIGNED_SHORT_1_5_5_5_REV​, GL_UNSIGNED_INT_8_8_8_8​, GL_UNSIGNED_INT_8_8_8_8_REV​, GL_UNSIGNED_INT_10_10_10_2​, and GL_UNSIGNED_INT_2_10_10_10_REV​.</param>
        /// <param name="data">Specifies a pointer to a single pixel of data to upload. This parameter may not be null.</param>
        /// <param name="autoBind">Automatically call glBindBuffer() inside this method.</param>
        /// <returns></returns>
        public bool ClearBufferData(uint internalFormat, uint format, uint type, UnmanagedArrayBase data, bool autoBind = true)
        {
            if (data == null || data.Header == IntPtr.Zero)
            {
                throw new ArgumentNullException("data");
            }

            return(ClearBufferData(internalFormat, format, type, data.Header, autoBind));
        }
예제 #2
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        /// <summary>
        /// 获取顶点属性Buffer。描述顶点的位置或颜色或UV等各种属性。
        /// <para>每个<see cref="VertexBuffer"/>仅描述其中一个属性。</para>
        /// <para>Vertex Buffer Object that describes vertex' property(position, color, uv coordinate, etc.).</para>
        /// <para>Each <see cref="VertexBuffer"/> describes only 1 property.</para>
        /// </summary>
        /// <param name="array"></param>
        /// <param name="config">This <paramref name="config"/> decides parameters' values in glVertexAttribPointer(attributeLocation, size, type, false, 0, IntPtr.Zero);</param>
        /// <param name="varNameInVertexShader">此顶点属性VBO对应于vertex shader中的哪个in变量?<para>Mapping variable's name in vertex shader.</para></param>
        /// <param name="usage"></param>
        /// <param name="instancedDivisor">0: not instanced. 1: instanced divisor is 1.</param>
        /// <param name="patchVertexes">How many vertexes makes a patch? No patch if <paramref name="patchVertexes"/> is 0.</param>
        /// <returns></returns>
        public static VertexBuffer GenVertexBuffer <T>(this T[] array, VBOConfig config, string varNameInVertexShader, BufferUsage usage, uint instancedDivisor = 0, int patchVertexes = 0) where T : struct
        {
            GCHandle           pinned         = GCHandle.Alloc(array, GCHandleType.Pinned);
            IntPtr             header         = Marshal.UnsafeAddrOfPinnedArrayElement(array, 0);
            UnmanagedArrayBase unmanagedArray = UnmanagedArray <T> .FromHandle(header, array.Length);// It's not neecessary to call Dispose() for this unmanaged array.

            VertexBuffer buffer = GenVertexBuffer(unmanagedArray, config, varNameInVertexShader, usage, instancedDivisor, patchVertexes);

            pinned.Free();

            return(buffer);
        }
예제 #3
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        /// <summary>
        /// Generates an independent buffer.
        /// </summary>
        /// <typeparam name="T"></typeparam>
        /// <param name="array"></param>
        /// <param name="target"></param>
        /// <param name="usage"></param>
        /// <returns></returns>
        private static Buffer GenIndependentBuffer <T>(this T[] array, IndependentBufferTarget target, BufferUsage usage) where T : struct
        {
            GCHandle           pinned         = GCHandle.Alloc(array, GCHandleType.Pinned);
            IntPtr             header         = Marshal.UnsafeAddrOfPinnedArrayElement(array, 0);
            UnmanagedArrayBase unmanagedArray = UnmanagedArray <T> .FromHandle(header, array.Length);// It's not neecessary to call Dispose() for this unmanaged array.

            Buffer buffer = GenIndependentBuffer(unmanagedArray, target, usage);

            pinned.Free();

            return(buffer);
        }
예제 #4
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        /// <summary>
        /// 获取此VBO的内存首地址。用于快速读写。
        /// </summary>
        /// <returns></returns>
        public unsafe void *FirstElement()
        {
            UnmanagedArrayBase array = this.array;

            if (array == null)
            {
                return((void *)0);
            }
            else
            {
                return(array.FirstElement());
            }
        }
예제 #5
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        /// <summary>
        /// Fill all or part of buffer object's data store with a fixed value.
        /// </summary>
        /// <param name="offset">The offset, in basic machine units into the buffer object's data store at which to start filling.</param>
        /// <param name="size">The size, in basic machine units of the range of the data store to fill.</param>
        /// <param name="data">Specifies a pointer to a single pixel of data to upload. This parameter may not be null.</param>
        /// <param name="autoBind">Automatically call glBindBuffer() inside this method.</param>
        /// <returns></returns>
        public bool ClearBufferSubData(int offset, uint size, vec3 data, bool autoBind = true)
        {
            var                array          = new vec3[] { data };
            GCHandle           pin            = GCHandle.Alloc(array, GCHandleType.Pinned);
            IntPtr             header         = Marshal.UnsafeAddrOfPinnedArrayElement(array, 0);
            UnmanagedArrayBase unmanagedArray = UnmanagedArray <vec3> .FromHandle(header, 1);

            bool result = ClearBufferSubData(OpenGL.GL_RGB32F, new IntPtr(offset), size, OpenGL.GL_RGB, OpenGL.GL_FLOAT, unmanagedArray, autoBind);

            pin.Free();

            return(result);
        }
        ///// <summary>
        ///// Generates an atomic counter buffer.
        ///// </summary>
        ///// <param name="array"></param>
        ///// <param name="usage"></param>
        ///// <returns></returns>
        //public static AtomicCounterBuffer GenAtomicCounterBuffer(this UnmanagedArrayBase array, BufferUsage usage)
        //{
        //    return GenIndependentBuffer(array, IndependentBufferTarget.AtomicCounterBuffer, usage) as AtomicCounterBuffer;
        //}

        ///// <summary>
        ///// Generates a pixel pack buffer.
        ///// </summary>
        ///// <param name="array"></param>
        ///// <param name="usage"></param>
        ///// <returns></returns>
        //public static PixelPackBuffer GenPixelPackBuffer(this UnmanagedArrayBase array, BufferUsage usage)
        //{
        //    return GenIndependentBuffer(array, IndependentBufferTarget.PixelPackBuffer, usage) as PixelPackBuffer;
        //}

        ///// <summary>
        ///// Generates a pixel unpack buffer.
        ///// </summary>
        ///// <param name="array"></param>
        ///// <param name="usage"></param>
        ///// <returns></returns>
        //public static PixelUnpackBuffer GenPixelUnpackBuffer(this UnmanagedArrayBase array, BufferUsage usage)
        //{
        //    return GenIndependentBuffer(array, IndependentBufferTarget.PixelUnpackBuffer, usage) as PixelUnpackBuffer;
        //}

        ///// <summary>
        ///// Generates a shader storage buffer.
        ///// </summary>
        ///// <param name="array"></param>
        ///// <param name="usage"></param>
        ///// <returns></returns>
        //public static ShaderStorageBuffer GenShaderStorageBuffer(this UnmanagedArrayBase array, BufferUsage usage)
        //{
        //    return GenIndependentBuffer(array, IndependentBufferTarget.ShaderStorageBuffer, usage) as ShaderStorageBuffer;
        //}

        ///// <summary>
        ///// Generates a texture buffer.
        ///// </summary>
        ///// <param name="array"></param>
        ///// <param name="usage"></param>
        ///// <returns></returns>
        //public static TextureBuffer GenTextureBuffer(this UnmanagedArrayBase array, BufferUsage usage)
        //{
        //    return GenIndependentBuffer(array, IndependentBufferTarget.TextureBuffer, usage) as TextureBuffer;
        //}

        ///// <summary>
        ///// Generates an uniform buffer.
        ///// </summary>
        ///// <param name="array"></param>
        ///// <param name="usage"></param>
        ///// <returns></returns>
        //public static UniformBuffer GenUniformBuffer(this UnmanagedArrayBase array, BufferUsage usage)
        //{
        //    return GenIndependentBuffer(array, IndependentBufferTarget.UniformBuffer, usage) as UniformBuffer;
        //}

        /// <summary>
        /// Generates an independent buffer.
        /// </summary>
        /// <param name="array"></param>
        /// <param name="bufferTarget"></param>
        /// <param name="usage"></param>
        /// <returns></returns>
        private static GLBuffer GenIndependentBuffer(this UnmanagedArrayBase array, IndependentBufferTarget bufferTarget, BufferUsage usage)
        {
            if (glGenBuffers == null)
            {
                InitFunctions();
            }

            uint[] buffers = new uint[1];
            glGenBuffers(1, buffers);
            var target = (uint)bufferTarget;

            glBindBuffer(target, buffers[0]);
            glBufferData(target, array.ByteLength, array.Header, (uint)usage);
            glBindBuffer(target, 0);

            GLBuffer buffer = null;

            switch (bufferTarget)
            {
            case IndependentBufferTarget.AtomicCounterBuffer:
                buffer = new AtomicCounterBuffer(buffers[0], array.Length, array.ByteLength);
                break;

            case IndependentBufferTarget.PixelPackBuffer:
                buffer = new PixelPackBuffer(buffers[0], array.Length, array.ByteLength);
                break;

            case IndependentBufferTarget.PixelUnpackBuffer:
                buffer = new PixelUnpackBuffer(buffers[0], array.Length, array.ByteLength);
                break;

            case IndependentBufferTarget.ShaderStorageBuffer:
                buffer = new ShaderStorageBuffer(buffers[0], array.Length, array.ByteLength);
                break;

            case IndependentBufferTarget.TextureBuffer:
                buffer = new TextureBuffer(buffers[0], array.Length, array.ByteLength);
                break;

            case IndependentBufferTarget.UniformBuffer:
                buffer = new UniformBuffer(buffers[0], array.Length, array.ByteLength);
                break;

            default:
                throw new NotImplementedException();
            }

            return(buffer);
        }
        ///// <summary>
        ///// Generates an atomic counter buffer.
        ///// </summary>
        ///// <param name="array"></param>
        ///// <param name="usage"></param>
        ///// <returns></returns>
        //public static AtomicCounterBuffer GenAtomicCounterBuffer(this UnmanagedArrayBase array, BufferUsage usage)
        //{
        //    return GenIndependentBuffer(array, IndependentBufferTarget.AtomicCounterBuffer, usage) as AtomicCounterBuffer;
        //}

        ///// <summary>
        ///// Generates a pixel pack buffer.
        ///// </summary>
        ///// <param name="array"></param>
        ///// <param name="usage"></param>
        ///// <returns></returns>
        //public static PixelPackBuffer GenPixelPackBuffer(this UnmanagedArrayBase array, BufferUsage usage)
        //{
        //    return GenIndependentBuffer(array, IndependentBufferTarget.PixelPackBuffer, usage) as PixelPackBuffer;
        //}

        ///// <summary>
        ///// Generates a pixel unpack buffer.
        ///// </summary>
        ///// <param name="array"></param>
        ///// <param name="usage"></param>
        ///// <returns></returns>
        //public static PixelUnpackBuffer GenPixelUnpackBuffer(this UnmanagedArrayBase array, BufferUsage usage)
        //{
        //    return GenIndependentBuffer(array, IndependentBufferTarget.PixelUnpackBuffer, usage) as PixelUnpackBuffer;
        //}

        ///// <summary>
        ///// Generates a shader storage buffer.
        ///// </summary>
        ///// <param name="array"></param>
        ///// <param name="usage"></param>
        ///// <returns></returns>
        //public static ShaderStorageBuffer GenShaderStorageBuffer(this UnmanagedArrayBase array, BufferUsage usage)
        //{
        //    return GenIndependentBuffer(array, IndependentBufferTarget.ShaderStorageBuffer, usage) as ShaderStorageBuffer;
        //}

        ///// <summary>
        ///// Generates a texture buffer.
        ///// </summary>
        ///// <param name="array"></param>
        ///// <param name="usage"></param>
        ///// <returns></returns>
        //public static TextureBuffer GenTextureBuffer(this UnmanagedArrayBase array, BufferUsage usage)
        //{
        //    return GenIndependentBuffer(array, IndependentBufferTarget.TextureBuffer, usage) as TextureBuffer;
        //}

        ///// <summary>
        ///// Generates an uniform buffer.
        ///// </summary>
        ///// <param name="array"></param>
        ///// <param name="usage"></param>
        ///// <returns></returns>
        //public static UniformBuffer GenUniformBuffer(this UnmanagedArrayBase array, BufferUsage usage)
        //{
        //    return GenIndependentBuffer(array, IndependentBufferTarget.UniformBuffer, usage) as UniformBuffer;
        //}

        /// <summary>
        /// Generates an independent buffer.
        /// </summary>
        /// <param name="array"></param>
        /// <param name="bufferTarget"></param>
        /// <param name="usage"></param>
        /// <returns></returns>
        private static GLBuffer GenIndependentBuffer(this UnmanagedArrayBase array, IndependentBufferTarget bufferTarget, BufferUsage usage)
        {
            uint[] ids = new uint[1];
            {
                glGenBuffers(1, ids);
                var target = (uint)bufferTarget;
                glBindBuffer(target, ids[0]);
                glBufferData(target, array.ByteLength, array.Header, (uint)usage);
                glBindBuffer(target, 0);
            }

            GLBuffer buffer = null;

            switch (bufferTarget)
            {
            case IndependentBufferTarget.AtomicCounterBuffer:
                buffer = new AtomicCounterBuffer(ids[0], array.Length, array.ByteLength);
                break;

            case IndependentBufferTarget.PixelPackBuffer:
                buffer = new PixelPackBuffer(ids[0], array.Length, array.ByteLength);
                break;

            case IndependentBufferTarget.PixelUnpackBuffer:
                buffer = new PixelUnpackBuffer(ids[0], array.Length, array.ByteLength);
                break;

            case IndependentBufferTarget.ShaderStorageBuffer:
                buffer = new ShaderStorageBuffer(ids[0], array.Length, array.ByteLength);
                break;

            case IndependentBufferTarget.TextureBuffer:
                buffer = new TextureBuffer(ids[0], array.Length, array.ByteLength);
                break;

            case IndependentBufferTarget.UniformBuffer:
                buffer = new UniformBuffer(ids[0], array.Length, array.ByteLength);
                break;

            case IndependentBufferTarget.TransformFeedbackBuffer:
                buffer = new TransformFeedbackBuffer(ids[0], array.Length, array.ByteLength);
                break;

            default:
                throw new NotDealWithNewEnumItemException(typeof(IndependentBufferTarget));
            }

            return(buffer);
        }
        /// <summary>
        /// 生成顶点属性Buffer。描述顶点的位置或颜色或UV等各种属性。
        /// <para>每个<see cref="VertexBuffer"/>仅描述其中一个属性。</para>
        /// <para>Vertex Buffer Object that describes vertex' property(position, color, uv coordinate, etc.).</para>
        /// <para>Each <see cref="VertexBuffer"/> describes only 1 property.</para>
        /// </summary>
        /// <param name="array"></param>
        /// <param name="config">This <paramref name="config"/> decides parameters' values in glVertexAttribPointer(attributeLocation, size, type, false, 0, IntPtr.Zero);</param>
        /// <param name="varNameInVertexShader">此顶点属性VBO对应于vertex shader中的哪个in变量?<para>Mapping variable's name in vertex shader.</para></param>
        /// <param name="usage"></param>
        /// <param name="instancedDivisor">0: not instanced. 1: instanced divisor is 1.</param>
        /// <param name="patchVertexes">How many vertexes makes a patch? No patch if <paramref name="patchVertexes"/> is 0.</param>
        /// <returns></returns>
        public static VertexBuffer GenVertexBuffer(this UnmanagedArrayBase array, VBOConfig config, string varNameInVertexShader, BufferUsage usage, uint instancedDivisor = 0, int patchVertexes = 0)
        {
            uint[] buffers = new uint[1];
            glGenBuffers(1, buffers);
            const uint target = OpenGL.GL_ARRAY_BUFFER;

            glBindBuffer(target, buffers[0]);
            glBufferData(target, array.ByteLength, array.Header, (uint)usage);
            glBindBuffer(target, 0);

            var buffer = new VertexBuffer(
                buffers[0], config, array.Length, array.ByteLength, instancedDivisor, patchVertexes);

            return(buffer);
        }
예제 #9
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        /// <summary>
        /// 生成一个用于存储索引的IBO。索引指定了<see cref="VertexBuffer"/>里各个顶点的渲染顺序。
        /// Generates a Index Buffer Object storing vertexes' indexes, which indicate the rendering order of each vertex.
        /// </summary>
        /// <param name="array"></param>
        /// <param name="type"></param>
        /// <param name="usage"></param>
        /// <returns></returns>
        public static IndexBuffer GenIndexBuffer(this UnmanagedArrayBase array, IndexBufferElementType type, BufferUsage usage)
        {
            var ids = new uint[1];
            {
                glGenBuffers(1, ids);
                const uint target = GL.GL_ELEMENT_ARRAY_BUFFER;
                glBindBuffer(target, ids[0]);
                glBufferData(target, array.ByteLength, array.Header, (uint)usage);
                glBindBuffer(target, 0);
            }

            var buffer = new IndexBuffer(ids[0], type, array.ByteLength);

            return(buffer);
        }
예제 #10
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        /// <summary>
        /// 生成一个用于存储索引的VBO。索引指定了<see cref="VertexBuffer"/>里各个顶点的渲染顺序。
        /// Generates a Vertex Buffer Object storing vertexes' indexes, which indicate the rendering order of each vertex.
        /// </summary>
        /// <param name="array"></param>
        /// <param name="mode">用哪种方式渲染各个顶点?(OpenGL.GL_TRIANGLES etc.)</param>
        /// <param name="usage"></param>
        /// <param name="primCount">primCount in instanced rendering.</param>
        /// <returns></returns>
        private static OneIndexBuffer GenIndexBuffer <T>(this T[] array, DrawMode mode, BufferUsage usage, int primCount = 1) where T : struct
        {
            IndexBufferElementType elementType;

            if (typeof(T) == typeof(uint))
            {
                elementType = IndexBufferElementType.UInt;
            }
            else if (typeof(T) == typeof(ushort))
            {
                elementType = IndexBufferElementType.UShort;
            }
            else if (typeof(T) == typeof(byte))
            {
                elementType = IndexBufferElementType.UByte;
            }
            else
            {
                throw new ArgumentException(string.Format("Only uint/ushort/byte are allowed!"));
            }

            if (glGenBuffers == null)
            {
                InitFunctions();
            }

            GCHandle           pinned         = GCHandle.Alloc(array, GCHandleType.Pinned);
            IntPtr             header         = Marshal.UnsafeAddrOfPinnedArrayElement(array, 0);
            UnmanagedArrayBase unmanagedArray = UnmanagedArray <T> .FromHandle(header, array.Length);// It's not neecessary to call Dispose() for this unmanaged array.

            var buffers = new uint[1];

            {
                glGenBuffers(1, buffers);
                const uint target = OpenGL.GL_ELEMENT_ARRAY_BUFFER;
                glBindBuffer(target, buffers[0]);
                glBufferData(target, unmanagedArray.ByteLength, unmanagedArray.Header, (uint)usage);
                glBindBuffer(target, 0);
            }
            pinned.Free();

            var buffer = new OneIndexBuffer(buffers[0], mode, elementType, unmanagedArray.Length, unmanagedArray.ByteLength, primCount);


            return(buffer);
        }
        /// <summary>
        /// 生成顶点属性Buffer。描述顶点的位置或颜色或UV等各种属性。
        /// <para>每个<see cref="VertexBuffer"/>仅描述其中一个属性。</para>
        /// <para>Vertex Buffer Object that describes vertex' property(position, color, uv coordinate, etc.).</para>
        /// <para>Each <see cref="VertexBuffer"/> describes only 1 property.</para>
        /// </summary>
        /// <param name="array"></param>
        /// <param name="config">This <paramref name="config"/> decides parameters' values in glVertexAttribPointer(attributeLocation, size, type, false, 0, IntPtr.Zero);</param>
        /// <param name="usage"></param>
        /// <param name="instancedDivisor">0: not instanced. 1: instanced divisor is 1.</param>
        /// <param name="patchVertexes">How many vertexes makes a patch? No patch if <paramref name="patchVertexes"/> is 0.</param>
        /// <returns></returns>
        public static VertexBuffer GenVertexBuffer(this UnmanagedArrayBase array, VBOConfig config, BufferUsage usage, uint instancedDivisor = 0, int patchVertexes = 0)
        {
            var ids = new uint[1];
            {
                glGenBuffers(1, ids);
                const uint target = GL.GL_ARRAY_BUFFER;
                glBindBuffer(target, ids[0]);
                glBufferData(target, array.ByteLength, array.Header, (uint)usage);
                glBindBuffer(target, 0);
            }

            var buffer = new VertexBuffer(
                ids[0], config, array.Length, array.ByteLength,
                instancedDivisor, patchVertexes);

            return(buffer);
        }
예제 #12
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        private void Dispose(bool disposing)
        {
            if (this.disposedValue == false)
            {
                if (disposing)
                {
                    // Dispose managed resources.
                }

                // Dispose unmanaged resources.
                UnmanagedArrayBase array = this.array;
                this.array = null;
                if (array != null)
                {
                    array.Dispose();
                }
            }

            this.disposedValue = true;
        }
예제 #13
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 /// <summary>
 /// 设置当前VBO的数据。
 /// </summary>
 /// <param name="target"></param>
 /// <param name="data"></param>
 /// <param name="usage"></param>
 public static void BufferData(BufferTarget target, UnmanagedArrayBase data, BufferUsage usage)
 {
     GetDelegateFor<glBufferData>()((uint)target, data.ByteLength, data.Header, (uint)usage);
 }
예제 #14
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 /// <summary>
 /// Return a texture image.
 /// </summary>
 /// <param name="target">Specifies which texture is to	be obtained. OpenGL.TEXTURE_1D and OpenGL.TEXTURE_2D are accepted.</param>
 /// <param name="level">Specifies the level-of-detail number of the desired image.  Level	0 is the base image level.  Level n is the nth mipmap reduction image.</param>
 /// <param name="format">Specifies a pixel format for the returned data.</param>
 /// <param name="type">Specifies a pixel type for the returned data.</param>
 /// <param name="pixels">Returns the texture image.  Should be	a pointer to an array of the type specified by type.</param>
 public static void GetTexImage(GetTexImageTargets target, int level, GetTexImageFormats format, GetTexImageTypes type, UnmanagedArrayBase pixels)
 {
     GL.GetTexImage((uint)target, level, (uint)format, (uint)type, pixels.Header);
 }
 /// <summary>
 /// 生成顶点属性Buffer。描述顶点的位置或颜色或UV等各种属性。
 /// <para>每个<see cref="VertexBuffer"/>仅描述其中一个属性。</para>
 /// <para>Vertex Buffer Object that describes vertex' property(position, color, uv coordinate, etc.).</para>
 /// <para>Each <see cref="VertexBuffer"/> describes only 1 property.</para>
 /// </summary>
 /// <param name="array"></param>
 /// <param name="config">This <paramref name="config"/> decides parameters' values in glVertexAttribPointer(attributeLocation, size, type, false, 0, IntPtr.Zero);</param>
 /// <param name="varNameInVertexShader">此顶点属性VBO对应于vertex shader中的哪个in变量?<para>Mapping variable's name in vertex shader.</para></param>
 /// <param name="usage"></param>
 /// <param name="instancedDivisor">0: not instanced. 1: instanced divisor is 1.</param>
 /// <param name="patchVertexes">How many vertexes makes a patch? No patch if <paramref name="patchVertexes"/> is 0.</param>
 /// <returns></returns>
 public static VertexBuffer GenVertexBuffer(this UnmanagedArrayBase array, VBOConfig config, string varNameInVertexShader, BufferUsage usage, uint instancedDivisor = 0, int patchVertexes = 0)
 {
     return(GenVertexBuffer(array.Header, array.Length, array.ByteLength, config, varNameInVertexShader, usage, instancedDivisor, patchVertexes));
 }
예제 #16
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 /// <summary>
 /// 设置当前VBO的数据。
 /// </summary>
 /// <param name="target"></param>
 /// <param name="data"></param>
 /// <param name="usage"></param>
 public static void BufferData(BufferTarget target, UnmanagedArrayBase data, BufferUsage usage)
 {
     GetDelegateFor <glBufferData>()((uint)target, data.ByteLength, data.Header, (uint)usage);
 }
예제 #17
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        /// <summary>
        /// Fill a buffer object's data store with a fixed value.
        /// </summary>
        /// <param name="internalFormat">The sized internal format with which the data will be stored in the buffer object.</param>
        /// <param name="format">Specifies the format of the pixel data. For transfers of depth, stencil, or depth/stencil data, you must use GL_DEPTH_COMPONENT​, GL_STENCIL_INDEX​, or GL_DEPTH_STENCIL​, where appropriate. For transfers of normalized integer or floating-point color image data, you must use one of the following: GL_RED​, GL_GREEN​, GL_BLUE​, GL_RG​, GL_RGB​, GL_BGR​, GL_RGBA​, and GL_BGRA​. For transfers of non-normalized integer data, you must use one of the following: GL_RED_INTEGER​, GL_GREEN_INTEGER​, GL_BLUE_INTEGER​, GL_RG_INTEGER​, GL_RGB_INTEGER​, GL_BGR_INTEGER​, GL_RGBA_INTEGER​, and GL_BGRA_INTEGER​.</param>
        /// <param name="type">Specifies the data type of the pixel data. The following symbolic values are accepted: GL_UNSIGNED_BYTE​, GL_BYTE​, GL_UNSIGNED_SHORT​, GL_SHORT​, GL_UNSIGNED_INT​, GL_INT​, GL_FLOAT​, GL_UNSIGNED_BYTE_3_3_2​, GL_UNSIGNED_BYTE_2_3_3_REV​, GL_UNSIGNED_SHORT_5_6_5​, GL_UNSIGNED_SHORT_5_6_5_REV​, GL_UNSIGNED_SHORT_4_4_4_4​, GL_UNSIGNED_SHORT_4_4_4_4_REV​, GL_UNSIGNED_SHORT_5_5_5_1​, GL_UNSIGNED_SHORT_1_5_5_5_REV​, GL_UNSIGNED_INT_8_8_8_8​, GL_UNSIGNED_INT_8_8_8_8_REV​, GL_UNSIGNED_INT_10_10_10_2​, and GL_UNSIGNED_INT_2_10_10_10_REV​.</param>
        /// <param name="data">Specifies a pointer to a single pixel of data to upload. This parameter may not be null.</param>
        /// <param name="autoBind">Automatically call glBindBuffer() inside this method.</param>
        /// <returns></returns>
        public bool ClearBufferData(uint internalFormat, uint format, uint type, UnmanagedArrayBase data, bool autoBind = true)
        {
            if (data == null || data.Header == IntPtr.Zero) { throw new ArgumentNullException("data"); }

            return ClearBufferData(internalFormat, format, type, data.Header, autoBind);
        }
예제 #18
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 /// <summary>
 /// 申请指定长度的非托管数组。
 /// </summary>
 /// <param name="elementCount">数组元素的数目。</param>
 public void Alloc(int elementCount)
 {
     this.array = CreateElements(elementCount);
 }
예제 #19
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 /// <summary>
 /// Return a texture image.
 /// </summary>
 /// <param name="target">Specifies which texture is to	be obtained. OpenGL.TEXTURE_1D and OpenGL.TEXTURE_2D are accepted.</param>
 /// <param name="level">Specifies the level-of-detail number of the desired image.  Level	0 is the base image level.  Level n is the nth mipmap reduction image.</param>
 /// <param name="format">Specifies a pixel format for the returned data.</param>
 /// <param name="type">Specifies a pixel type for the returned data.</param>
 /// <param name="pixels">Returns the texture image.  Should be	a pointer to an array of the type specified by type.</param>
 public static void GetTexImage(GetTexImageTargets target, int level, GetTexImageFormats format, GetTexImageTypes type, UnmanagedArrayBase pixels)
 {
     GL.GetTexImage((uint)target, level, (uint)format, (uint)type, pixels.Header);
 }
예제 #20
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 /// <summary>
 /// 把此非托管数组复制到目标内存地址上。
 /// </summary>
 /// <param name="source"></param>
 /// <param name="destination">例如用glMapBuffer()得到的地址。</param>
 public static void CopyTo(this UnmanagedArrayBase source, IntPtr destination)
 {
     CopyMemory(destination, source.Header, (uint)source.ByteLength);
 }