Пример #1
0
        public void CreateBuffers()
        {
            if (!BufferInitialized)
            {
                Vao               = new VertexArray();
                IndexBuffer       = new Buffer <int>();
                VertexBuffer      = new Buffer <T>();
                BufferInitialized = true;

                Vao.Bind();
                Vao.BindElementBuffer(IndexBuffer);

                if (TempIndices.Count > 0)
                {
                    IndexBuffer.Init(BufferTarget.ElementArrayBuffer, TempIndices.ToArray());
                }

                if (TempVertices.Count > 0)
                {
                    VertexBuffer.Init(BufferTarget.ArrayBuffer, TempVertices.ToArray());
                }

                TempIndices.Clear();
                TempVertices.Clear();
            }
        }
Пример #2
0
 private void OnLoad(object sender, EventArgs e)
 {
     // maximize window
     WindowState = WindowState.Maximized;
     // load program
     _programOdd   = ProgramFactory.Create <GeodesicProgramOdd>();
     _programEqual = ProgramFactory.Create <GeodesicProgram>();
     _program      = _programOdd;
     // create icosahedron and set model matrix
     _modelMatrix = Matrix4.CreateScale(1);
     _icosahedron = new Icosahedron(5);
     _icosahedron.UpdateBuffers();
     // bind it to an vao
     _vao = new VertexArray();
     _vao.Bind();
     _vao.BindElementBuffer(_icosahedron.IndexBuffer);
     _vao.BindAttribute(_program.Position, _icosahedron.VertexBuffer);
     // set some reasonable default state
     GL.ClearColor(Color4.Black);
     GL.Enable(EnableCap.DepthTest);
     // backface culling is done in the tesselation control shader
     GL.Enable(EnableCap.CullFace);
     GL.CullFace(CullFaceMode.Back);
     GL.PatchParameter(PatchParameterInt.PatchVertices, 3);
     // lighting stuff
     _deferredRenderer = new DeferredRenderer();
     // enable controls
     _variableHandler.Enable(this);
 }
Пример #3
0
 private void OnLoad(object sender, EventArgs e)
 {
     // initialize shader
     _program = ProgramFactory.Create<SkyboxProgram>();
     // initialize cube shape
     _cube = new Cube();
     _cube.UpdateBuffers();
     // initialize vertex array and attributes
     _vao = new VertexArray();
     _vao.Bind();
     _vao.BindAttribute(_program.InPosition, _cube.VertexBuffer);
     _vao.BindElementBuffer(_cube.IndexBuffer);
     // create cubemap texture and load all faces
     for (var i = 0; i < 6; i++)
     {
         using (var bitmap = new Bitmap(string.Format("Data/Textures/city{0}.jpg", i)))
         {
             bitmap.RotateFlip(RotateFlipType.RotateNoneFlipX);
             if (_skybox == null) BitmapTexture.CreateCompatible(bitmap, out _skybox, 1);
             _skybox.LoadBitmap(bitmap, i);
         }
     }
     // activate shader and bind texture to it
     _program.Use();
     _program.Texture.BindTexture(TextureUnit.Texture0, _skybox);
     // enable seamless filtering to reduce artifacts at the edges of the cube faces
     GL.Enable(EnableCap.TextureCubeMapSeamless);
     // cull front faces because we are inside the cube
     // this is not really necessary but removes some artifacts when the user leaves the cube
     // which should be impossible for a real skybox, but in this demonstration it is possible by zooming out
     GL.Enable(EnableCap.CullFace);
     GL.CullFace(CullFaceMode.Front);
     // set a nice clear color
     GL.ClearColor(Color.MidnightBlue);
 }
Пример #4
0
        public void CreateBuffers()
        {
            if (!BufferInitialized)
            {
                Vao               = new VertexArray();
                IndexBuffer       = new Buffer <int>();
                VertexBuffer      = new Buffer <T>();
                BufferInitialized = true;

                Vao.Bind();
                Vao.BindElementBuffer(IndexBuffer);
            }
        }
Пример #5
0
        private void OnLoad(object sender, EventArgs e)
        {
            // initialize and bind framebuffer
            _framebuffer = new Framebuffer();
            _framebuffer.Bind(FramebufferTarget.Framebuffer);

            // initialize a renderbuffer and bind it to the depth attachment
            // to support depth testing while rendering to the texture
            _depthBuffer = new Renderbuffer();
            _depthBuffer.Init(RenderbufferStorage.DepthComponent, FramebufferWidth, FramebufferHeight);
            _framebuffer.Attach(FramebufferTarget.Framebuffer, FramebufferAttachment.DepthAttachment, _depthBuffer);

            // initialize texture and bind it to the color attachment
            _texture = new Texture2D(SizedInternalFormat.Rgba8, FramebufferWidth, FramebufferHeight, 1);
            _framebuffer.Attach(FramebufferTarget.Framebuffer, FramebufferAttachment.ColorAttachment0, _texture);
            Framebuffer.Unbind(FramebufferTarget.Framebuffer);

            // initialize demonstration geometry
            _cube = new ColorCube();
            _cube.UpdateBuffers();
            _quad = new TexturedQuad();
            _quad.UpdateBuffers();

            // initialize shaders
            _colorProgram   = ProgramFactory.Create <SimpleColorProgram>();
            _textureProgram = ProgramFactory.Create <SimpleTextureProgram>();

            // set up vertex attributes for the cube
            _cubeVao = new VertexArray();
            _cubeVao.Bind();
            _cubeVao.BindAttribute(_colorProgram.InPosition, _cube.VertexBuffer);
            _cubeVao.BindAttribute(_colorProgram.InColor, _cube.ColorBuffer);
            _cubeVao.BindElementBuffer(_cube.IndexBuffer);

            // set up vertex attributes for the quad
            _quadVao = new VertexArray();
            _quadVao.Bind();
            _quadVao.BindAttribute(_textureProgram.InPosition, _quad.VertexBuffer);
            _quadVao.BindAttribute(_textureProgram.InTexCoord, _quad.TexCoordBuffer);

            // set camera position
            Camera.DefaultState.Position = new Vector3(0, 0, 3);
            Camera.ResetToDefault();

            // enable depth testing
            GL.Enable(EnableCap.DepthTest);
        }
Пример #6
0
        private void OnLoad(object sender, EventArgs e)
        {
            // initialize and bind framebuffer
            _framebuffer = new Framebuffer();
            _framebuffer.Bind(FramebufferTarget.Framebuffer);

            // initialize a renderbuffer and bind it to the depth attachment
            // to support depth testing while rendering to the texture
            _depthBuffer = new Renderbuffer();
            _depthBuffer.Init(RenderbufferStorage.DepthComponent, FramebufferWidth, FramebufferHeight);
            _framebuffer.Attach(FramebufferTarget.Framebuffer, FramebufferAttachment.DepthAttachment, _depthBuffer);

            // initialize texture and bind it to the color attachment
            _texture = new Texture2D(SizedInternalFormat.Rgba8, FramebufferWidth, FramebufferHeight, 1);
            _framebuffer.Attach(FramebufferTarget.Framebuffer, FramebufferAttachment.ColorAttachment0, _texture);
            Framebuffer.Unbind(FramebufferTarget.Framebuffer);

            // initialize demonstration geometry
            _cube = new ColorCube();
            _cube.UpdateBuffers();
            _quad = new TexturedQuad();
            _quad.UpdateBuffers();

            // initialize shaders
            _colorProgram = ProgramFactory.Create<SimpleColorProgram>();
            _textureProgram = ProgramFactory.Create<SimpleTextureProgram>();

            // set up vertex attributes for the cube
            _cubeVao = new VertexArray();
            _cubeVao.Bind();
            _cubeVao.BindAttribute(_colorProgram.InPosition, _cube.VertexBuffer);
            _cubeVao.BindAttribute(_colorProgram.InColor, _cube.ColorBuffer);
            _cubeVao.BindElementBuffer(_cube.IndexBuffer);

            // set up vertex attributes for the quad
            _quadVao = new VertexArray();
            _quadVao.Bind();
            _quadVao.BindAttribute(_textureProgram.InPosition, _quad.VertexBuffer);
            _quadVao.BindAttribute(_textureProgram.InTexCoord, _quad.TexCoordBuffer);

            // set camera position
            Camera.DefaultState.Position = new Vector3(0,0,3);
            Camera.ResetToDefault();

            // enable depth testing
            GL.Enable(EnableCap.DepthTest);
        }
Пример #7
0
 protected override void OnLoad()
 {
     // initialize shader
     _program = ProgramFactory.Create <SkyboxProgram>();
     // initialize cube shape
     _cube = new Cube();
     _cube.UpdateBuffers();
     // initialize vertex array and attributes
     _vao = new VertexArray();
     _vao.Bind();
     _vao.BindAttribute(_program.InPosition, _cube.VertexBuffer);
     _vao.BindElementBuffer(_cube.IndexBuffer);
     // create cubemap texture and load all faces
     for (var i = 0; i < 6; i++)
     {
         using (var bitmap = new Bitmap(string.Format("Data/Textures/city{0}.jpg", i)))
         {
             bitmap.RotateFlip(RotateFlipType.RotateNoneFlipX);
             if (_skybox == null)
             {
                 BitmapTexture.CreateCompatible(bitmap, out _skybox, 1);
             }
             _skybox.LoadBitmap(bitmap, i);
         }
     }
     // activate shader and bind texture to it
     _program.Use();
     _program.Texture.BindTexture(TextureUnit.Texture0, _skybox);
     // enable seamless filtering to reduce artifacts at the edges of the cube faces
     GL.Enable(EnableCap.TextureCubeMapSeamless);
     // cull front faces because we are inside the cube
     // this is not really necessary but removes some artifacts when the user leaves the cube
     // which should be impossible for a real skybox, but in this demonstration it is possible by zooming out
     GL.Enable(EnableCap.CullFace);
     GL.CullFace(CullFaceMode.Front);
     // set a nice clear color
     GL.ClearColor(Color.MidnightBlue);
 }