Пример #1
0
        public static void addDrawable(Drawable2D drawable, BeginMode begin_mode, ProgramObject program)
        {
            DrawingInfo drawing_info = new DrawingInfo();
            drawing_info.begin_mode = begin_mode;
            drawing_info.program = program;

            GL.GenVertexArrays(1, out drawing_info.VAO_ID);
            GL.GenBuffers(1, out drawing_info.VBO_ID);

            objects.Add(drawable, drawing_info);
        }
Пример #2
0
        public static void paintDrawable(Drawable2D drawable)
        {
            DrawingInfo drawing_info = objects[drawable];

            GL.UseProgram(drawing_info.program.program_handle);

            GL.BindVertexArray(drawing_info.VAO_ID);
            GL.BindBuffer(BufferTarget.ArrayBuffer, drawing_info.VBO_ID);

            GL.BufferData(BufferTarget.ArrayBuffer, new IntPtr(drawable.vertices.Length * Vector4.SizeInBytes),
                            drawable.vertices, BufferUsageHint.StaticDraw);

            int location = GL.GetUniformLocation(drawing_info.program.program_handle, "projectionMatrix");
            GL.UniformMatrix4(location, false, ref Matrix4.Identity);

            location = GL.GetUniformLocation(drawing_info.program.program_handle, "modelView");
            GL.UniformMatrix4(location, false, ref drawable.transformation);

            GL.EnableVertexAttribArray(0);
            GL.EnableVertexAttribArray(1);

            GL.VertexAttribPointer(0, 4, VertexAttribPointerType.Float, false, 0, 0);
            GL.VertexAttribPointer(1, 4, VertexAttribPointerType.Float, false, 0, 4 * Vector4.SizeInBytes);

            GL.DrawArrays(drawing_info.begin_mode, 0, drawable.vertices.Length / 2);

            /*Matrix4 zoom = Matrix4.Scale(3f) * Matrix4.CreateTranslation(new Vector3(0.5f, 0, 0));
            GL.UniformMatrix4(location, false, ref zoom);
            GL.Viewport(300, 0, 300, 300);

            GL.DrawArrays(drawing_info.begin_mode, 0, drawable.vertices.Length / 2);

            GL.DisableVertexAttribArray(0);
            GL.DisableVertexAttribArray(1);*/

            GL.UseProgram(0);
        }