예제 #1
0
        public VertexBufferObject(bool isStatic, int numVertices, int vertexSize, VertexAttributes attrs)
        {
            this.hint       = isStatic ? BufferUsageHint.StaticDraw : BufferUsageHint.DynamicDraw;
            this.attributes = attrs;

            vertices         = new float[numVertices * vertexSize];
            dirty            = true;
            this.numVertices = numVertices;
            GL.GenBuffers(1, out bufferHandle);
        }
예제 #2
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        public static Mesh generateTextureQuad()
        {
            VertexAttributes attrs = new VertexAttributes(VertexAttribute.Position(), VertexAttribute.TexCoords(0));
            Mesh             mesh  = new Mesh(true, 4, 5, attrs);

            mesh.setVerticies(ref quadTextureVerts);
            mesh.setIndicies(ref quadTextureIndencies);

            return(mesh);
        }
예제 #3
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        public static Mesh screenQuad(ref Camera camera, int textureUnit)
        {
            VertexAttributes attrs = new VertexAttributes(VertexAttribute.Position(), VertexAttribute.TexCoords(textureUnit));
            Mesh             mesh  = new Mesh(true, 4, 5, attrs);

            Vector3 vec0 = Vector3.Zero;

            camera.unproject(ref vec0);

            Vector3 vec1 = new Vector3(Game.shared.width, Game.shared.height, 0);

            camera.unproject(ref vec1);

            mesh.setVertices(new float[] {
                vec0.X, vec0.Y, 0, 0, 1,
                vec1.X, vec0.Y, 0, 1, 1,
                vec1.X, vec1.Y, 0, 1, 0,
                vec0.X, vec1.Y, 0, 0, 0
            });
            mesh.setIndices(new uint[] { 0, 1, 2, 2, 3, 0 });

            return(mesh);
        }
예제 #4
0
파일: Mesh.cs 프로젝트: macbury/SpaceSharp
 public Mesh(bool isStatic, int numVertices, int vertexSize, VertexAttributes attrs)
 {
     verticies = new VertexBufferObject(isStatic, numVertices, vertexSize, attrs);
     indicies  = new IndexBufferObject(isStatic);
     Game.glResources.Add(this);
 }