Exemplo n.º 1
0
 public void Draw(IGL10 gl)
 {
     gl.GlFrontFace(GL10.GlCw);
     gl.GlVertexPointer(3, GL10.GlFixed, 0, mVertexBuffer);
     gl.GlColorPointer(4, GL10.GlFixed, 0, mColorBuffer);
     gl.GlDrawElements(GL10.GlTriangles, 36, GL10.GlUnsignedByte, mIndexBuffer);
 }
Exemplo n.º 2
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        /// <summary>
        /// Raises the draw frame event.
        /// </summary>
        /// <param name="gl">Gl.</param>
        public void OnDrawFrame(IGL10 gl)
        {
            // Replace the current matrix with the identity matrix
            gl.GlMatrixMode(GL10.GlProjection);
            gl.GlLoadIdentity();             // OpenGL docs
            gl.GlOrthof(_left, _right, _bottom, _top, -1, 1);

            for (int idx = 0; idx < _triangles.Count; idx++)
            {
                gl.GlVertexPointer(3, GL10.GlFloat, 0, _triangles[idx].Vertices);
                gl.GlEnableClientState(GL10.GlVertexArray);
                gl.GlColorPointer(4, GL10.GlUnsignedByte, 0, _triangles[idx].Colors);
                gl.GlEnableClientState(GL10.GlColorArray);

                gl.GlDrawArrays(GL10.GlTriangleStrip, 0, _triangles[idx].Count);
            }

            for (int idx = 0; idx < _lines.Count; idx++)
            {
                gl.GlVertexPointer(3, GL10.GlFloat, 0, _lines[idx].Vertices);
                gl.GlEnableClientState(GL10.GlVertexArray);

                SimpleColor color = new SimpleColor()
                {
                    Value = _lines[idx].Color
                };
                gl.GlColor4f(color.R / 255f, color.G / 255f, color.B / 255f, color.A / 255f);
                gl.GlLineWidth(_lines [idx].Width);
                gl.GlDrawArrays(GL10.GlLineStrip, 0, _lines[idx].Count);
            }
        }
Exemplo n.º 3
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      public void Draw(IGL10 gl)
      {
         gl.GlFrontFace(IGL10Constants.GL_CW);

         gl.GlVertexPointer(3, IGL10Constants.GL_FLOAT, 0, mVertexBuffer);
         gl.GlColorPointer(4, IGL10Constants.GL_FLOAT, 0, mColorBuffer);

         gl.GlEnableClientState(IGL10Constants.GL_VERTEX_ARRAY);
         gl.GlEnableClientState(IGL10Constants.GL_COLOR_ARRAY);

         // draw all 36 triangles
         gl.GlDrawElements(IGL10Constants.GL_TRIANGLES, 36, IGL10Constants.GL_UNSIGNED_BYTE,
                           mIndexBuffer);

         gl.GlDisableClientState(IGL10Constants.GL_VERTEX_ARRAY);
         gl.GlDisableClientState(IGL10Constants.GL_COLOR_ARRAY);
      }
Exemplo n.º 4
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        public void Draw(IGL10 gl)
        {
            gl.GlFrontFace(IGL10Constants.GL_CW);

            gl.GlVertexPointer(3, IGL10Constants.GL_FLOAT, 0, mVertexBuffer);
            gl.GlColorPointer(4, IGL10Constants.GL_FLOAT, 0, mColorBuffer);

            gl.GlEnableClientState(IGL10Constants.GL_VERTEX_ARRAY);
            gl.GlEnableClientState(IGL10Constants.GL_COLOR_ARRAY);

            // draw all 36 triangles
            gl.GlDrawElements(IGL10Constants.GL_TRIANGLES, 36, IGL10Constants.GL_UNSIGNED_BYTE,
                              mIndexBuffer);

            gl.GlDisableClientState(IGL10Constants.GL_VERTEX_ARRAY);
            gl.GlDisableClientState(IGL10Constants.GL_COLOR_ARRAY);
        }
Exemplo n.º 5
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        public void OnDrawFrame(IGL10 gl)
        {
            // Our vertices.
            float[] vertices =
            {
                -1.5f,  1.5f, 0.0f,                 // 0, Top Left
                -1.5f, -1.5f, 0.0f,                 // 1, Bottom Left
                1.5f,   1.5f, 0.0f,                 // 3, Top Right
                1.5f,  -1.5f, 0.0f,                 // 2, Bottom Right
            };

            // a float is 4 bytes, therefore we multiply the number if
            // vertices with 4.
            ByteBuffer vbb = ByteBuffer.AllocateDirect(vertices.Length * 4);

            vbb.Order(ByteOrder.NativeOrder());
            FloatBuffer vertexBuffer = vbb.AsFloatBuffer();

            vertexBuffer.Put(vertices);
            vertexBuffer.Position(0);

            // The order we like to connect them.
            byte[] colors =
            {
                (byte)0.0, (byte)255, (byte)0.0, (byte)255,
                (byte)0.0, (byte)255, (byte)0.0, (byte)255,
                (byte)0.0, (byte)255, (byte)0.0, (byte)255,
                (byte)0.0, (byte)255, (byte)0.0, (byte)255
            };

            // a float is 4 bytes, therefore we multiply the number if
            // vertices with 4.
            ByteBuffer cbb = ByteBuffer.AllocateDirect(colors.Length * 4);

            cbb.Order(ByteOrder.NativeOrder());
            cbb.Put(colors);
            cbb.Position(0);

            gl.GlVertexPointer(3, GL10.GlFloat, 0, vertexBuffer);
            gl.GlEnableClientState(GL10.GlVertexArray);
            gl.GlColorPointer(4, GL10.GlUnsignedByte, 0, cbb);
            gl.GlEnableClientState(GL10.GlColorArray);

            gl.GlDrawArrays(GL10.GlTriangleStrip, 0, 4);
        }
Exemplo n.º 6
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        public override void Present(float delta)
        {
            IGL10 gl = _glGraphics.GL10;

            gl.GlViewport(0, 0, _glGraphics.Width, _glGraphics.Height);
            gl.GlClear(GL10.GlColorBufferBit);
            gl.GlMatrixMode(GL10.GlProjection);
            gl.GlLoadIdentity();
            gl.GlOrthof(0, 540, 0, 960, 1, -1);
            //gl.GlColor4f (1,0,0,1);
            gl.GlEnableClientState(GL10.GlVertexArray);
            gl.GlEnableClientState(GL10.GlColorArray);
            _vertices.Position(0);
            gl.GlVertexPointer(2, GL10.GlFloat, _vertexSize, _vertices);
            _vertices.Position(2);
            gl.GlColorPointer(4, GL10.GlFloat, _vertexSize, _vertices);
            gl.GlDrawArrays(GL10.GlTriangles, 0, 3);
            gl.GlDrawArrays(GL10.GlTriangles, 0, 3);
        }
		public void OnDrawFrame (IGL10 gl)
		{
			// Our vertices.
			float[] vertices = {
				-1.5f,  1.5f, 0.0f,  // 0, Top Left
				-1.5f, -1.5f, 0.0f,  // 1, Bottom Left
				1.5f,  1.5f, 0.0f,  // 3, Top Right
				1.5f, -1.5f, 0.0f,  // 2, Bottom Right
			};

			// a float is 4 bytes, therefore we multiply the number if
			// vertices with 4.
			ByteBuffer vbb = ByteBuffer.AllocateDirect(vertices.Length * 4);
			vbb.Order(ByteOrder.NativeOrder());
			FloatBuffer vertexBuffer = vbb.AsFloatBuffer();
			vertexBuffer.Put(vertices);
			vertexBuffer.Position(0);

			// The order we like to connect them.
			byte[] colors = {
				(byte)0.0, (byte)255, (byte)0.0, (byte)255,  
				(byte)0.0, (byte)255, (byte)0.0, (byte)255,  
				(byte)0.0, (byte)255, (byte)0.0, (byte)255,  
				(byte)0.0, (byte)255, (byte)0.0, (byte)255  
			};

			// a float is 4 bytes, therefore we multiply the number if
			// vertices with 4.
			ByteBuffer cbb = ByteBuffer.AllocateDirect(colors.Length * 4);
			cbb.Order(ByteOrder.NativeOrder());
			cbb.Put (colors);
			cbb.Position (0);

			gl.GlVertexPointer (3, GL10.GlFloat, 0, vertexBuffer);
			gl.GlEnableClientState (GL10.GlVertexArray);
			gl.GlColorPointer(4, GL10.GlUnsignedByte, 0, cbb);
			gl.GlEnableClientState (GL10.GlColorArray);

			gl.GlDrawArrays (GL10.GlTriangleStrip, 0, 4);
		}
Exemplo n.º 8
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        public void Bind()
        {
            IGL10 gl = _glGraphics.GL10;

            gl.GlEnableClientState(GL10.GlVertexArray);
            _vertices.Position(0);
            gl.GlVertexPointer(2, GL10.GlFloat, _vertexSize, _vertices);

            if (_hasColor)
            {
                gl.GlEnableClientState(GL10.GlColorArray);
                _vertices.Position(2);
                gl.GlColorPointer(4, GL10.GlFloat, _vertexSize, _vertices);
            }

            if (_hasTexCoords)
            {
                gl.GlEnableClientState(GL10.GlTextureCoordArray);
                _vertices.Position(_hasColor?6:2);
                gl.GlTexCoordPointer(2, GL10.GlFloat, _vertexSize, _vertices);
            }
        }
Exemplo n.º 9
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        public void OnDrawFrame(IGL10 gl)
        {
            // First allocate texture if there is not one yet.
            if (DRAW_TEXTURE && mTextureIds == null)
            {
                // Generate texture.
                mTextureIds = new int[2];
                gl.GlGenTextures(2, mTextureIds, 0);
                foreach (int textureId in mTextureIds)
                {
                    // Set texture attributes.
                    gl.GlBindTexture(GL10.GlTexture2d, textureId);
                    gl.GlTexParameterf(GL10.GlTexture2d,
                                       GL10.GlTextureMinFilter, GL10.GlNearest);
                    gl.GlTexParameterf(GL10.GlTexture2d,
                                       GL10.GlTextureMagFilter, GL10.GlNearest);
                    gl.GlTexParameterf(GL10.GlTexture2d, GL10.GlTextureWrapS,
                                       GL10.GlClampToEdge);
                    gl.GlTexParameterf(GL10.GlTexture2d, GL10.GlTextureWrapT,
                                       GL10.GlClampToEdge);
                }
            }

            if (DRAW_TEXTURE && mTexturePage.TexturesChanged)
            {
                gl.GlBindTexture(GL10.GlTexture2d, mTextureIds[0]);
                Bitmap texture = mTexturePage.GetTexture(mTextureRectFront,
                                                         CurlPage.SIDE_FRONT);
                GLUtils.TexImage2D(GL10.GlTexture2d, 0, texture, 0);
                texture.Recycle();

                mTextureBack = mTexturePage.HasBackTexture;
                if (mTextureBack)
                {
                    gl.GlBindTexture(GL10.GlTexture2d, mTextureIds[1]);
                    texture = mTexturePage.GetTexture(mTextureRectBack,
                                                      CurlPage.SIDE_BACK);
                    GLUtils.TexImage2D(GL10.GlTexture2d, 0, texture, 0);
                    texture.Recycle();
                }
                else
                {
                    mTextureRectBack.Set(mTextureRectFront);
                }

                mTexturePage.Recycle();
                Reset();
            }

            // Some 'global' settings.
            gl.GlEnableClientState(GL10.GlVertexArray);

            // TODO: Drop shadow drawing is done temporarily here to hide some
            // problems with its calculation.
            if (DRAW_SHADOW)
            {
                gl.GlDisable(GL10.GlTexture2d);
                gl.GlEnable(GL10.GlBlend);
                gl.GlBlendFunc(GL10.GlSrcAlpha, GL10.GlOneMinusSrcAlpha);
                gl.GlEnableClientState(GL10.GlColorArray);
                gl.GlColorPointer(4, GL10.GlFloat, 0, mBufShadowColors);
                gl.GlVertexPointer(3, GL10.GlFloat, 0, mBufShadowVertices);
                gl.GlDrawArrays(GL10.GlTriangleStrip, 0, mDropShadowCount);
                gl.GlDisableClientState(GL10.GlColorArray);
                gl.GlDisable(GL10.GlBlend);
            }

            if (DRAW_TEXTURE)
            {
                gl.GlEnableClientState(GL10.GlTextureCoordArray);
                gl.GlTexCoordPointer(2, GL10.GlFloat, 0, mBufTexCoords);
            }
            gl.GlVertexPointer(3, GL10.GlFloat, 0, mBufVertices);
            // Enable color array.
            gl.GlEnableClientState(GL10.GlColorArray);
            gl.GlColorPointer(4, GL10.GlFloat, 0, mBufColors);

            // Draw front facing blank vertices.
            gl.GlDisable(GL10.GlTexture2d);
            gl.GlDrawArrays(GL10.GlTriangleStrip, 0, mVerticesCountFront);

            // Draw front facing texture.
            if (DRAW_TEXTURE)
            {
                gl.GlEnable(GL10.GlBlend);
                gl.GlEnable(GL10.GlTexture2d);

                if (!mFlipTexture || !mTextureBack)
                {
                    gl.GlBindTexture(GL10.GlTexture2d, mTextureIds[0]);
                }
                else
                {
                    gl.GlBindTexture(GL10.GlTexture2d, mTextureIds[1]);
                }

                gl.GlBlendFunc(GL10.GlSrcAlpha, GL10.GlOneMinusSrcAlpha);
                gl.GlDrawArrays(GL10.GlTriangleStrip, 0, mVerticesCountFront);

                gl.GlDisable(GL10.GlBlend);
                gl.GlDisable(GL10.GlTexture2d);
            }

            int backStartIdx = Math.Max(0, mVerticesCountFront - 2);
            int backCount    = mVerticesCountFront + mVerticesCountBack - backStartIdx;

            // Draw back facing blank vertices.
            gl.GlDrawArrays(GL10.GlTriangleStrip, backStartIdx, backCount);

            // Draw back facing texture.
            if (DRAW_TEXTURE)
            {
                gl.GlEnable(GL10.GlBlend);
                gl.GlEnable(GL10.GlTexture2d);

                if (mFlipTexture || !mTextureBack)
                {
                    gl.GlBindTexture(GL10.GlTexture2d, mTextureIds[0]);
                }
                else
                {
                    gl.GlBindTexture(GL10.GlTexture2d, mTextureIds[1]);
                }

                gl.GlBlendFunc(GL10.GlSrcAlpha, GL10.GlOneMinusSrcAlpha);
                gl.GlDrawArrays(GL10.GlTriangleStrip, backStartIdx, backCount);

                gl.GlDisable(GL10.GlBlend);
                gl.GlDisable(GL10.GlTexture2d);
            }

            // Disable textures and color array.
            gl.GlDisableClientState(GL10.GlTextureCoordArray);
            gl.GlDisableClientState(GL10.GlColorArray);

            if (DRAW_POLYGON_OUTLINES)
            {
                gl.GlEnable(GL10.GlBlend);
                gl.GlBlendFunc(GL10.GlSrcAlpha, GL10.GlOneMinusSrcAlpha);
                gl.GlLineWidth(1.0f);
                gl.GlColor4f(0.5f, 0.5f, 1.0f, 1.0f);
                gl.GlVertexPointer(3, GL10.GlFloat, 0, mBufVertices);
                gl.GlDrawArrays(GL10.GlLineStrip, 0, mVerticesCountFront);
                gl.GlDisable(GL10.GlBlend);
            }

            if (DRAW_CURL_POSITION)
            {
                gl.GlEnable(GL10.GlBlend);
                gl.GlBlendFunc(GL10.GlSrcAlpha, GL10.GlOneMinusSrcAlpha);
                gl.GlLineWidth(1.0f);
                gl.GlColor4f(1.0f, 0.5f, 0.5f, 1.0f);
                gl.GlVertexPointer(2, GL10.GlFloat, 0, mBufCurlPositionLines);
                gl.GlDrawArrays(GL10.GlLines, 0, mCurlPositionLinesCount * 2);
                gl.GlDisable(GL10.GlBlend);
            }

            if (DRAW_SHADOW)
            {
                gl.GlEnable(GL10.GlBlend);
                gl.GlBlendFunc(GL10.GlSrcAlpha, GL10.GlOneMinusSrcAlpha);
                gl.GlEnableClientState(GL10.GlColorArray);
                gl.GlColorPointer(4, GL10.GlFloat, 0, mBufShadowColors);
                gl.GlVertexPointer(3, GL10.GlFloat, 0, mBufShadowVertices);
                gl.GlDrawArrays(GL10.GlTriangleStrip, mDropShadowCount,
                                mSelfShadowCount);
                gl.GlDisableClientState(GL10.GlColorArray);
                gl.GlDisable(GL10.GlBlend);
            }

            gl.GlDisableClientState(GL10.GlVertexArray);
        }
Exemplo n.º 10
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		/// <summary>
		/// Raises the draw frame event.
		/// </summary>
		/// <param name="gl">Gl.</param>
        public void OnDrawFrame(IGL10 gl)
        {
            lock (_triangles)
            {
                // Replace the current matrix with the identity matrix
                gl.GlMatrixMode(GL10.GlProjection);
                gl.GlLoadIdentity(); // OpenGL docs
                gl.GlOrthof(_left, _right, _bottom, _top, -1, 1);


                SimpleColor color = SimpleColor.FromKnownColor(KnownColor.White);
                gl.GlClearColor(color.R / 255f, color.G / 255f, color.B / 255f, color.A / 255f);
                gl.GlClear(GL10.GlColorBufferBit);

                for (int idx = 0; idx < _triangles.Count; idx++)
                {
                    gl.GlVertexPointer(3, GL10.GlFloat, 0, _triangles[idx].Vertices);
                    gl.GlEnableClientState(GL10.GlVertexArray);
                    gl.GlColorPointer(4, GL10.GlUnsignedByte, 0, _triangles[idx].Colors);
                    gl.GlEnableClientState(GL10.GlColorArray);

                    gl.GlDrawArrays(GL10.GlTriangleStrip, 0, _triangles[idx].Count);
                }

                for (int idx = 0; idx < _lines.Count; idx++)
                {
                    gl.GlVertexPointer(3, GL10.GlFloat, 0, _lines[idx].Vertices);
                    gl.GlEnableClientState(GL10.GlVertexArray);

                    color = new SimpleColor()
                    {
                        Value = _lines[idx].Color
                    };
                    gl.GlColor4f(color.R / 255f, color.G / 255f, color.B / 255f, color.A / 255f);
                    gl.GlLineWidth(_lines[idx].Width);
                    gl.GlDrawArrays(GL10.GlLineStrip, 0, _lines[idx].Count);
                }
            }
        }
Exemplo n.º 11
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		public void Draw (IGL10 gl)
		{
			gl.GlFrontFace (GL10.GlCw);
			gl.GlVertexPointer (3, GL10.GlFixed, 0, mVertexBuffer);
			gl.GlColorPointer (4, GL10.GlFixed, 0, mColorBuffer);
			gl.GlDrawElements (GL10.GlTriangles, 36, GL10.GlUnsignedByte, mIndexBuffer);
		}