示例#1
0
 void IRenderable.EnqueueDrawCalls(GLDrawCallBatch drawCallbatch)
 {
     if (_vertexArrayObjects == null)
     {
         _vertexArrayObjects =
             Model.GLMeshes.Select(glMesh =>
         {
             var vao = new GLVertexArrayObject(glMesh, Material.Program);
             vao.GpuAllocateDeferred();
             return(vao);
         }).ToArray();
     }
     for (var i = 0; i < Model.GLMeshes.Length; i++)
     {
         var glMesh = Model.GLMeshes[i];
         drawCallbatch.AddDrawCall(new GLDrawCall(
                                       Material.Program,
                                       Material.GenerateTexturebinds(),
                                       _vertexArrayObjects[i],
                                       Material.GenerateUniformBinds(Transform.GetWorldMatrix()),
                                       () =>
                                       GL.DrawElements(PrimitiveType.Triangles, glMesh.IndexBuffer.BufferCount, DrawElementsType.UnsignedInt,
                                                       IntPtr.Zero)));
     }
 }
示例#2
0
 public void EnqueueDrawCalls(GLDrawCallBatch drawCallbatch)
 {
     if (_vertexArrayObject == null)
     {
         _vertexArrayObject = new GLVertexArrayObject(_glMesh, _textMaterial.Program);
         _vertexArrayObject.GpuAllocateDeferred();
     }
     drawCallbatch.AddDrawCall(new GLDrawCall(
                                   _textMaterial.Program,
                                   _textMaterial.GenerateTexturebinds(),
                                   _vertexArrayObject,
                                   _textMaterial.GenerateUniformBinds(Transform.GetWorldMatrix()),
                                   () =>
                                   GL.DrawElements(PrimitiveType.Triangles, _glMesh.IndexBuffer.BufferCount, DrawElementsType.UnsignedInt,
                                                   IntPtr.Zero)));
 }
示例#3
0
 public void EnqueueDrawCalls(GLDrawCallBatch drawCallbatch)
 {
     using (var graphics = Graphics.FromImage(_glTexture.Bitmap))
     {
         graphics.Clear(Color.Transparent);
         graphics.TextRenderingHint = System.Drawing.Text.TextRenderingHint.AntiAliasGridFit;
         Draw(graphics);
     }
     if (_vertexArrayObject == null)
     {
         _vertexArrayObject = new GLVertexArrayObject(_glMesh, _guiShader);
         _vertexArrayObject.GpuAllocateDeferred();
     }
     drawCallbatch.AddDrawCall(new GLDrawCall(_guiShader,
                                              new[] { new GLDrawCall.GLTextureBind(_glTexture, TextureTarget.Texture2D, TextureUnit.Texture0) },
                                              _vertexArrayObject, new GLDrawCall.UniformBind[0],
                                              () =>
                                              GL.DrawElements(PrimitiveType.Triangles, _glMesh.IndexBuffer.BufferCount, DrawElementsType.UnsignedInt,
                                                              IntPtr.Zero)));
 }