public override void Present(float deltaTime) { IGL10 gl = _glGraphics.GL10; gl.GlViewport(0, 0, _glGraphics.Width, _glGraphics.Height); gl.GlClearColor(0, 0, 0, 1); gl.GlClear(GL10.GlColorBufferBit); gl.GlMatrixMode(GL10.GlProjection); gl.GlLoadIdentity(); gl.GlOrthof(0, 540, 0, 960, 1, -1); gl.GlEnable(GL10.GlTexture2d); gl.GlBlendFunc(GL10.GlSrcAlpha, GL10.GlOneMinusSrcAlpha); gl.GlEnable(GL10.GlBlend); gl.GlBindTexture(GL10.GlTexture2d, _textureId); gl.GlEnableClientState(GL10.GlVertexArray); gl.GlEnableClientState(GL10.GlTextureCoordArray); _vertices.Position(0); gl.GlVertexPointer(2, GL10.GlFloat, _vertexSize, _vertices); _vertices.Position(2); gl.GlTexCoordPointer(2, GL10.GlFloat, _vertexSize, _vertices); gl.GlDrawArrays(GL10.GlTriangles, 0, 3); //gl.GlDisableClientState(GL10.GlVertexArray); //gl.GlDisableClientState(GL10.GlTextureCoordArray); }
public override void Present(float deltaTime) { IGL10 gl = _glGraphics.GL10; //gl.GlViewport (0, 0, _glGraphics.Width, _glGraphics.Height); //gl.GlClearColor(0,0,1,1); gl.GlClear(GL10.GlColorBufferBit); //gl.GlMatrixMode (GL10.GlProjection); //gl.GlLoadIdentity (); //gl.GlOrthof (0,320,0,480,1,-1); //gl.GlEnable (GL10.GlTexture2d); //gl.GlEnable (GL10.GlBlend); gl.GlBlendFunc(GL10.GlSrcAlpha, GL10.GlOneMinusSrcAlpha); _vertices.Bind(); _textureRgba.BindTexture(); _vertices.Draw(GL10.GlTriangles, 6, 6); _textureRgb.BindTexture(); _vertices.Draw(GL10.GlTriangles, 0, 6); _vertices.Unbind(); }
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); }