Пример #1
0
 public void render(RawModel model)
 {
     Gl.BindVertexArray(model.vaoID);
     Gl.EnableVertexAttribArray(0);
     Gl.DrawElements(PrimitiveType.Triangles, model.vertexCount, DrawElementsType.UnsignedInt, IntPtr.Zero);
     Gl.DisableVertexAttribArray(0);
     Gl.BindVertexArray(0);
 }
Пример #2
0
        static void Main(string[] args)
        {
            // Initialize OpenGL
            Gl.Initialize();


            // If the library isn't in the environment path we need to set it
            Glfw.ConfigureNativesDirectory("..\\..\\libs");

            // Initialize the GLFW
            if (!Glfw.Init())
            {
                Environment.Exit(-1);
            }

            // Create a windowed mode window and its OpenGL context
            var window = Glfw.CreateWindow(width, height, "OpenGL/Glfw");

            if (!window)
            {
                Glfw.Terminate();
                Environment.Exit(-1);
            }

            // Make the window's context current
            Glfw.MakeContextCurrent(window);

            // create shaders after creating opengl context
            StaticShader shader = new StaticShader();

            // create loder and renderer
            Renderer renderer = new Renderer();
            Loader   loader   = new Loader();


            // set data

            float[] vertices =
            {
                -0.5f,  0.5f, 0f, //v0
                -0.5f, -0.5f, 0f, //v1
                0.5f,  -0.5f, 0f, //v2
                0.5f,   0.5f, 0f, //v3
            };

            uint[] indices =
            {
                0, 1, 3, //top left triangle (v0, v1, v3)
                3, 1, 2  //bottom right triangle (v3, v1, v2)
            };


            // create model
            RawModel model = loader.LoadToVao(vertices, indices);


            // Loop until the user closes the window
            while (!Glfw.WindowShouldClose(window))
            {
                // Render here
                renderer.prepare();
                shader.start();
                renderer.render(model);
                shader.stop();

                //Swap front and back buffers
                Glfw.SwapBuffers(window);

                // Poll for and process events
                Glfw.PollEvents();
            }

            // clean memory
            shader.cleanUP();
            loader.CleanUp();

            // terminate program
            Glfw.Terminate();
        }