public Render ( |
||
arg | ||
shaderProgram | ||
temporaryIndexBuffer | render by a temporary index buffer | |
리턴 | void |
//private Stack<UniformArrayVariable> uniformArrayVariableStack = new Stack<UniformArrayVariable>(); /// <summary> /// /// </summary> /// <param name="arg"></param> protected override void DoRender(RenderEventArgs arg) { ShaderProgram program = this.Program; if (program == null) { return; } // 绑定shader program.Bind(); SetUniformValues(program); SwitchesOn(); IndexBufferPtr indexBufferPtr = this.indexBufferPtr; if (this.vertexArrayObject == null) { PropertyBufferPtr[] propertyBufferPtrs = this.propertyBufferPtrs; if (indexBufferPtr != null && propertyBufferPtrs != null) { var vertexArrayObject = new VertexArrayObject( indexBufferPtr, propertyBufferPtrs); vertexArrayObject.Create(arg, program); this.vertexArrayObject = vertexArrayObject; } } { VertexArrayObject vertexArrayObject = this.vertexArrayObject; if (vertexArrayObject != null) { if (vertexArrayObject.IndexBufferPtr != indexBufferPtr) { vertexArrayObject.Render(arg, program, indexBufferPtr); } else { vertexArrayObject.Render(arg, program); } } } SwithesOff(); ResetUniformValues(program); // 解绑shader program.Unbind(); }
protected override void DoRender(RenderEventArgs arg) { ShaderProgram program = this.shaderProgram; if (program == null) { return; } // 绑定shader program.Bind(); var updatedUniforms = (from item in this.uniformVariables where item.Updated select item).ToArray(); foreach (var item in updatedUniforms) { item.SetUniform(program); } int count = this.switchList.Count; for (int i = 0; i < count; i++) { this.switchList[i].On(); } IndexBufferPtr indexBufferPtr = this.indexBufferPtr; if (this.vertexArrayObject == null) { PropertyBufferPtr[] propertyBufferPtrs = this.propertyBufferPtrs; if (indexBufferPtr != null && propertyBufferPtrs != null) { var vertexArrayObject = new VertexArrayObject( indexBufferPtr, propertyBufferPtrs); vertexArrayObject.Create(arg, program); this.vertexArrayObject = vertexArrayObject; } } { VertexArrayObject vertexArrayObject = this.vertexArrayObject; if (vertexArrayObject != null) { if (vertexArrayObject.IndexBufferPtr != indexBufferPtr) { vertexArrayObject.IndexBufferPtr = indexBufferPtr; } vertexArrayObject.Render(arg, program); } } for (int i = count - 1; i >= 0; i--) { this.switchList[i].Off(); } foreach (var item in updatedUniforms) { item.ResetUniform(program); } // 解绑shader program.Unbind(); }