protected override void DoInitialize() { // init shader program this.shaderProgram = PickingShaderHelper.GetPickingShaderProgram(); // init property buffer objects var propertyBufferPtrs = new PropertyBufferPtr[propertyNameMap.Count()]; int index = 0; foreach (var item in propertyNameMap) { PropertyBufferPtr bufferPtr = this.bufferable.GetProperty( item.nameInIBufferable, item.VarNameInShader); if (bufferPtr == null) { throw new Exception(); } propertyBufferPtrs[index++] = bufferPtr; } this.propertyBufferPtrs = propertyBufferPtrs; this.indexBufferPtr = this.bufferable.GetIndex(); foreach (var item in propertyNameMap) { PropertyBufferPtr bufferPtr = this.bufferable.GetProperty( item.nameInIBufferable, item.VarNameInShader); if (bufferPtr == null) { throw new Exception(); } if (item.nameInIBufferable == positionNameInIBufferable) { this.positionBufferPtr = new PropertyBufferPtr( "in_Position",// in_Postion same with in the PickingShader.vert shader bufferPtr.BufferId, bufferPtr.DataSize, bufferPtr.DataType, bufferPtr.Length, bufferPtr.ByteLength); break; } } // RULE: Renderer takes uint.MaxValue, ushort.MaxValue or byte.MaxValue as PrimitiveRestartIndex. So take care this rule when designing a model's index buffer. var ptr = this.indexBufferPtr as OneIndexBufferPtr; if (ptr != null) { GLSwitch glSwitch = new PrimitiveRestartSwitch(ptr); this.switchList.Add(glSwitch); } // 由于picking.vert/frag只支持vec3的position buffer,所以有此硬性规定。 if (this.positionBufferPtr.DataSize != 3 || this.positionBufferPtr.DataType != OpenGL.GL_FLOAT) { throw new Exception(string.Format("Position buffer must use a type composed of 3 float as PropertyBuffer<T>'s T!")); } }
/// <summary> /// 支持UI布局的渲染器 /// </summary> /// <param name="modernRenderer">要渲染的对象</param> /// <param name="Anchor">绑定到窗口的哪些边?</param> /// <param name="Margin">到绑定边的距离</param> /// <param name="Size">UI大小</param> /// <param name="zNear"></param> /// <param name="zFar"></param> public UIAxisRenderer( System.Windows.Forms.AnchorStyles Anchor, System.Windows.Forms.Padding Margin, System.Drawing.Size Size, int zNear = -1000, int zFar = 1000 ) : base(null, Anchor, Margin, Size, zNear, zFar) { ShaderCode[] shaderCodes = new ShaderCode[2]; shaderCodes[0] = new ShaderCode(File.ReadAllText(@"01Renderer\Simple.vert"), ShaderType.VertexShader); shaderCodes[1] = new ShaderCode(File.ReadAllText(@"01Renderer\Simple.frag"), ShaderType.FragmentShader); var propertyNameMap = new PropertyNameMap(); propertyNameMap.Add("in_Position", "position"); propertyNameMap.Add("in_Color", "color"); PickableRenderer pickableRenderer = PickableRendererFactory.GetRenderer( new Axis(), shaderCodes, propertyNameMap, "position"); pickableRenderer.Name = string.Format("Pickable: [{0}]", "Axis"); pickableRenderer.Initialize(); { GLSwitch lineWidthSwitch = new LineWidthSwitch(10); pickableRenderer.SwitchList.Add(lineWidthSwitch); GLSwitch pointSizeSwitch = new PointSizeSwitch(10); pickableRenderer.SwitchList.Add(pointSizeSwitch); GLSwitch polygonModeSwitch = new PolygonModeSwitch(PolygonModes.Filled); pickableRenderer.SwitchList.Add(polygonModeSwitch); if (pickableRenderer is OneIndexRenderer) { GLSwitch primitiveRestartSwitch = new PrimitiveRestartSwitch((pickableRenderer as OneIndexRenderer).IndexBufferPtr); pickableRenderer.SwitchList.Add(primitiveRestartSwitch); } } this.renderer = pickableRenderer; this.textList.Add(new Tuple <vec3, string, Font, Color>(new vec3(offset, 0, 0), "X", new Font("Courier New", fontSize), Color.Red)); this.textList.Add(new Tuple <vec3, string, Font, Color>(new vec3(0, offset, 0), "Y", new Font("Courier New", fontSize), Color.Green)); this.textList.Add(new Tuple <vec3, string, Font, Color>(new vec3(0, 0, offset), "Z", new Font("Courier New", fontSize), Color.Blue)); }