Пример #1
0
        public static void PrepareForUse(VertexDeclaration vd)
        {
            GLStateManager.VertexArray(true);

            bool normal   = false;
            bool texcoord = false;

            foreach (var ve in vd.GetVertexElements())
            {
                switch (ve.VertexElementUsage)
                {
                case VertexElementUsage.Position:
                    GL11.VertexPointer(
                        ve.VertexElementFormat.OpenGLNumberOfElements(),
                        ve.VertexElementFormat.OpenGLValueType(),
                        vd.VertexStride,
                        //ve.Offset
                        (IntPtr)ve.Offset
                        );
                    break;

                case VertexElementUsage.Color:
                    GL11.ColorPointer(
                        ve.VertexElementFormat.OpenGLNumberOfElements(),
                        ve.VertexElementFormat.OpenGLValueType(),
                        vd.VertexStride,
                        //ve.Offset
                        (IntPtr)ve.Offset
                        );
                    break;

                case VertexElementUsage.Normal:
                    GL11.NormalPointer(
                        ve.VertexElementFormat.OpenGLValueType(),
                        vd.VertexStride,
                        //ve.Offset
                        (IntPtr)ve.Offset
                        );
                    normal = true;
                    break;

                case VertexElementUsage.TextureCoordinate:
                    GL11.TexCoordPointer(
                        ve.VertexElementFormat.OpenGLNumberOfElements(),
                        ve.VertexElementFormat.OpenGLValueType(),
                        vd.VertexStride,
                        //ve.Offset
                        (IntPtr)ve.Offset
                        );
                    texcoord = true;
                    break;

                default:
                    throw new NotImplementedException();
                }
            }

            GLStateManager.TextureCoordArray(texcoord);
            GLStateManager.NormalArray(normal);
        }
Пример #2
0
        public static void PrepareForUse(VertexDeclaration vd, IntPtr arrayStart)
        {
            GLStateManager.VertexArray(true);

            bool normal   = false;
            bool color    = false;
            bool texcoord = false;

            foreach (var ve in vd.GetVertexElements())
            {
                switch (ve.VertexElementUsage)
                {
                case VertexElementUsage.Position:
                    /* TODO GL.VertexPointer(
                     *  ve.VertexElementFormat.OpenGLNumberOfElements(),
                     *  ve.VertexElementFormat.OpenGLValueType(),
                     *  vd.VertexStride,
                     *  new IntPtr(arrayStart.ToInt32() + ve.Offset)
                     *  );*/
                    break;

                case VertexElementUsage.Color:
                    /* TODO GL.ColorPointer(
                     *  ve.VertexElementFormat.OpenGLNumberOfElements(),
                     *  ve.VertexElementFormat.OpenGLValueType(),
                     *  vd.VertexStride,
                     *  new IntPtr(arrayStart.ToInt32() + ve.Offset)
                     *  );*/
                    color = true;
                    break;

                case VertexElementUsage.Normal:
                    /* TODO GL.NormalPointer(
                     *  ve.VertexElementFormat.OpenGLValueType(),
                     *  vd.VertexStride,
                     *  new IntPtr(arrayStart.ToInt32() + ve.Offset)
                     *  );*/
                    normal = true;
                    break;

                case VertexElementUsage.TextureCoordinate:
                    /* TODO GL.TexCoordPointer(
                     *  ve.VertexElementFormat.OpenGLNumberOfElements(),
                     *  ve.VertexElementFormat.OpenGLValueType(),
                     *  vd.VertexStride,
                     *  new IntPtr(arrayStart.ToInt32() + ve.Offset)
                     *  );*/
                    texcoord = true;
                    break;

                default:
                    throw new NotImplementedException();
                }
            }

            GLStateManager.TextureCoordArray(texcoord);
            GLStateManager.ColorArray(color);
            GLStateManager.NormalArray(normal);
        }
Пример #3
0
        internal void UnsetGraphicsStates()
        {
            // Make sure we are not user any shaders
            GL.UseProgram(0);

            // if primitives were used then we need to reset them
            if (resetVertexStates)
            {
                GLStateManager.VertexArray(false);
                GLStateManager.ColorArray(false);
                GLStateManager.NormalArray(false);
                GLStateManager.TextureCoordArray(false);
                resetVertexStates = false;
            }
            GL.PopMatrix();
        }