private unsafe void InitVertexBuffers() { { VR02PositionBuffer positionBuffer = new VR02PositionBuffer(strin_Position); positionBuffer.Alloc(xFrameCount * yFrameCount * zFrameCount); vec3 *array = (vec3 *)positionBuffer.FirstElement(); int index = 0; for (int i = 0; i < xFrameCount; i++) { for (int j = 0; j < yFrameCount; j++) { for (int k = 0; k < zFrameCount; k++) { array[index++] = new vec3( (float)i / (float)xFrameCount - 0.5f, (float)j / (float)yFrameCount - 0.5f, ((float)k / (float)zFrameCount - 0.5f) * 109.0f / 256.0f ); } } } this.positionBufferRenderer = positionBuffer.GetRenderer(); positionBuffer.Dispose(); } { VR02UVBuffer uvBuffer = new VR02UVBuffer(strin_uv); uvBuffer.Alloc(xFrameCount * yFrameCount * zFrameCount); vec3 *array = (vec3 *)uvBuffer.FirstElement(); int index = 0; for (int i = 0; i < xFrameCount; i++) { for (int j = 0; j < yFrameCount; j++) { for (int k = 0; k < zFrameCount; k++) { array[index++] = new vec3( (float)i / (float)xFrameCount, (float)j / (float)yFrameCount, (float)k / (float)zFrameCount ); } } } this.uvBufferRenderer = uvBuffer.GetRenderer(); uvBuffer.Dispose(); } { var indexBuffer = new ZeroIndexBuffer(DrawMode.Points, 0, xFrameCount * yFrameCount * zFrameCount); indexBuffer.Alloc(xFrameCount * yFrameCount * zFrameCount);// this actually does nothing. this.indexBufferRenderer = indexBuffer.GetRenderer() as IndexBufferPointerBase; indexBuffer.Dispose(); } this.vao = new VertexArrayObject( this.indexBufferRenderer, this.positionBufferRenderer, this.uvBufferRenderer); }
private unsafe void InitVertexBuffers() { { VR01PositionBuffer positionBuffer = new VR01PositionBuffer(strin_Position); positionBuffer.Alloc(zFrameCount); QuadPosition *array = (QuadPosition *)positionBuffer.FirstElement(); for (int i = 0; i < zFrameCount; i++) { array[i] = new QuadPosition( new vec3(-xLength, -yLength, (float)i / (float)zFrameCount - 0.5f), new vec3(xLength, -yLength, (float)i / (float)zFrameCount - 0.5f), new vec3(xLength, yLength, (float)i / (float)zFrameCount - 0.5f), new vec3(-xLength, yLength, (float)i / (float)zFrameCount - 0.5f) ); } this.positionBufferRenderer = positionBuffer.GetRenderer(); positionBuffer.Dispose(); } { VR01UVBuffer uvBuffer = new VR01UVBuffer(strin_uv); uvBuffer.Alloc(zFrameCount); QuadUV *array = (QuadUV *)uvBuffer.FirstElement(); for (int i = 0; i < zFrameCount; i++) { array[i] = new QuadUV( new vec3(0, 0, (float)i / (float)zFrameCount), new vec3(1, 0, (float)i / (float)zFrameCount), new vec3(1, 1, (float)i / (float)zFrameCount), new vec3(0, 1, (float)i / (float)zFrameCount) ); } this.uvBufferRenderer = uvBuffer.GetRenderer(); uvBuffer.Dispose(); } { var indexBuffer = new ZeroIndexBuffer(DrawMode.Quads, 0, zFrameCount * 4); indexBuffer.Alloc(zFrameCount);// this actually does nothing. this.indexBufferRenderer = indexBuffer.GetRenderer() as IndexBufferPointerBase; indexBuffer.Dispose(); } this.vao = new VertexArrayObject( this.indexBufferRenderer, this.positionBufferRenderer, this.uvBufferRenderer); }
private unsafe void InitVertexBuffers() { { VR02PositionBuffer positionBuffer = new VR02PositionBuffer(strin_Position); positionBuffer.Alloc(xFrameCount * yFrameCount * zFrameCount); vec3* array = (vec3*)positionBuffer.FirstElement(); int index = 0; for (int i = 0; i < xFrameCount; i++) { for (int j = 0; j < yFrameCount; j++) { for (int k = 0; k < zFrameCount; k++) { array[index++] = new vec3( (float)i / (float)xFrameCount - 0.5f, (float)j / (float)yFrameCount - 0.5f, ((float)k / (float)zFrameCount - 0.5f) * 109.0f / 256.0f ); } } } this.positionBufferRenderer = positionBuffer.GetRenderer(); positionBuffer.Dispose(); } { VR02UVBuffer uvBuffer = new VR02UVBuffer(strin_uv); uvBuffer.Alloc(xFrameCount * yFrameCount * zFrameCount); vec3* array = (vec3*)uvBuffer.FirstElement(); int index = 0; for (int i = 0; i < xFrameCount; i++) { for (int j = 0; j < yFrameCount; j++) { for (int k = 0; k < zFrameCount; k++) { array[index++] = new vec3( (float)i / (float)xFrameCount, (float)j / (float)yFrameCount, (float)k / (float)zFrameCount ); } } } this.uvBufferRenderer = uvBuffer.GetRenderer(); uvBuffer.Dispose(); } { var indexBuffer = new ZeroIndexBuffer(DrawMode.Points, 0, xFrameCount * yFrameCount * zFrameCount); indexBuffer.Alloc(xFrameCount * yFrameCount * zFrameCount);// this actually does nothing. this.indexBufferRenderer = indexBuffer.GetRenderer() as ZeroIndexBufferRenderer; indexBuffer.Dispose(); } this.vao = new VertexArrayObject(this.positionBufferRenderer, this.uvBufferRenderer, this.indexBufferRenderer); }
private unsafe void InitVertexBuffers() { { VR01PositionBuffer positionBuffer = new VR01PositionBuffer(strin_Position); positionBuffer.Alloc(zFrameCount); QuadPosition* array = (QuadPosition*)positionBuffer.FirstElement(); for (int i = 0; i < zFrameCount; i++) { array[i] = new QuadPosition( new vec3(-xLength, -yLength, (float)i / (float)zFrameCount - 0.5f), new vec3(xLength, -yLength, (float)i / (float)zFrameCount - 0.5f), new vec3(xLength, yLength, (float)i / (float)zFrameCount - 0.5f), new vec3(-xLength, yLength, (float)i / (float)zFrameCount - 0.5f) ); } this.positionBufferRenderer = positionBuffer.GetRenderer(); positionBuffer.Dispose(); } { VR01UVBuffer uvBuffer = new VR01UVBuffer(strin_uv); uvBuffer.Alloc(zFrameCount); QuadUV* array = (QuadUV*)uvBuffer.FirstElement(); for (int i = 0; i < zFrameCount; i++) { array[i] = new QuadUV( new vec3(0, 0, (float)i / (float)zFrameCount), new vec3(1, 0, (float)i / (float)zFrameCount), new vec3(1, 1, (float)i / (float)zFrameCount), new vec3(0, 1, (float)i / (float)zFrameCount) ); } this.uvBufferRenderer = uvBuffer.GetRenderer(); uvBuffer.Dispose(); } { var indexBuffer = new ZeroIndexBuffer(DrawMode.Quads, 0, zFrameCount * 4); indexBuffer.Alloc(zFrameCount);// this actually does nothing. this.indexBufferRenderer = indexBuffer.GetRenderer(); indexBuffer.Dispose(); } this.vao = new VertexArrayObject(this.positionBufferRenderer, this.uvBufferRenderer, this.indexBufferRenderer); }
protected unsafe void InitializeVAO() { vec3[] colors = new vec3[] { new vec3(1, 0, 0), new vec3(0, 1, 0), new vec3(0, 0, 1) }; // 计算三个坐标轴 for (int axisIndex = 0; axisIndex < 3; axisIndex++) { var axisVertexCount = faceCount * 2; // Create a vertex buffer for the vertex data. using (var positionBuffer = new AxisPositionBuffer(strin_Position, BufferUsage.StaticDraw)) { positionBuffer.Alloc(axisVertexCount); vec3* positionArray = (vec3*)positionBuffer.FirstElement(); for (int i = 0; i < axisVertexCount; i++) { int face = i / 2; float[] components = new float[]{ i % 2 == 1 ? 0 : this.axisLength, (float)(this.radius * Math.Cos(face * (Math.PI * 2) / faceCount)), (float)(this.radius * Math.Sin(face * (Math.PI * 2) / faceCount))}; positionArray[i] = new vec3( components[(0 + axisIndex) % 3], components[(2 + axisIndex) % 3], components[(4 + axisIndex) % 3]); } this.positionBufferRenderers[axisIndex] = positionBuffer.GetRenderer(); } // Now do the same for the color data. using (var colorBuffer = new AxisColorBuffer(strin_Color, BufferUsage.StaticDraw)) { colorBuffer.Alloc(axisVertexCount); vec3* colorArray = (vec3*)colorBuffer.FirstElement(); for (int i = 0; i < axisVertexCount; i++) { colorArray[i] = colors[axisIndex]; } this.colorBufferRenderers[axisIndex] = colorBuffer.GetRenderer(); } // Now for the index data. using (var indexBuffer = new AxisIndexBuffer()) { int indexLength = axisVertexCount + 2; indexBuffer.Alloc(indexLength); byte* cylinderIndex = (byte*)indexBuffer.FirstElement(); for (int i = 0; i < indexLength - 2; i++) { cylinderIndex[i] = (byte)i; } cylinderIndex[indexLength - 2] = 0; cylinderIndex[indexLength - 1] = 1; this.indexBufferRenderers[axisIndex] = indexBuffer.GetRenderer(); } } // 计算XZ平面 { int planVertexCount = 4; // Create a vertex buffer for the vertex data. using (var positionBuffer = new AxisPositionBuffer(strin_Position, BufferUsage.StaticDraw)) { positionBuffer.Alloc(planVertexCount); vec3* plan = (vec3*)positionBuffer.FirstElement(); { float length = this.axisLength; plan[0] = new vec3(-length, 0, -length); plan[1] = new vec3(-length, 0, length); plan[2] = new vec3(length, 0, length); plan[3] = new vec3(length, 0, -length); } this.planPositionBufferRenderer = positionBuffer.GetRenderer(); } // Now do the same for the colour data. using (var colorBuffer = new AxisColorBuffer(strin_Color, BufferUsage.StaticDraw)) { colorBuffer.Alloc(planVertexCount); vec3* colorArray = (vec3*)colorBuffer.FirstElement(); { for (int i = 0; i < planVertexCount; i++) { colorArray[i] = this.planColor; } } this.planColorBufferRenderer = colorBuffer.GetRenderer(); } using (var indexBuffer = new ZeroIndexBuffer(DrawMode.LineLoop, 0, planVertexCount)) { indexBuffer.Alloc(planVertexCount);//这句话实际上什么都没有做。 this.planIndexBufferRenderer = indexBuffer.GetRenderer(); } } }
unsafe void InitializeVAO() { vec3[] colors = new vec3[] { new vec3(1, 0, 0), new vec3(0, 1, 0), new vec3(0, 0, 1) }; // 计算三个坐标轴 for (int axisIndex = 0; axisIndex < 3; axisIndex++) { var axisVertexCount = faceCount * 2; // Create a vertex buffer for the vertex data. using (var positionBuffer = new AxisPositionBuffer(strin_Position, BufferUsage.StaticDraw)) { positionBuffer.Alloc(axisVertexCount); vec3 *positionArray = (vec3 *)positionBuffer.FirstElement(); for (int i = 0; i < axisVertexCount; i++) { int face = i / 2; float[] components = new float[] { i % 2 == 1 ? 0 : this.axisLength, (float)(this.radius * Math.Cos(face * (Math.PI * 2) / faceCount)), (float)(this.radius * Math.Sin(face * (Math.PI * 2) / faceCount)) }; positionArray[i] = new vec3( components[(0 + axisIndex) % 3], components[(2 + axisIndex) % 3], components[(4 + axisIndex) % 3]); } this.positionBufferRenderers[axisIndex] = positionBuffer.GetRenderer(); } // Now do the same for the color data. using (var colorBuffer = new AxisColorBuffer(strin_Color, BufferUsage.StaticDraw)) { colorBuffer.Alloc(axisVertexCount); vec3 *colorArray = (vec3 *)colorBuffer.FirstElement(); for (int i = 0; i < axisVertexCount; i++) { colorArray[i] = colors[axisIndex]; } this.colorBufferRenderers[axisIndex] = colorBuffer.GetRenderer(); } // Now for the index data. using (var indexBuffer = new AxisIndexBuffer()) { int indexLength = axisVertexCount + 2; indexBuffer.Alloc(indexLength); byte *cylinderIndex = (byte *)indexBuffer.FirstElement(); for (int i = 0; i < indexLength - 2; i++) { cylinderIndex[i] = (byte)i; } cylinderIndex[indexLength - 2] = 0; cylinderIndex[indexLength - 1] = 1; this.indexBufferRenderers[axisIndex] = indexBuffer.GetRenderer() as IndexBufferPointerBase; } } // 计算XZ平面 { int planVertexCount = 4; // Create a vertex buffer for the vertex data. using (var positionBuffer = new AxisPositionBuffer(strin_Position, BufferUsage.StaticDraw)) { positionBuffer.Alloc(planVertexCount); vec3 *plan = (vec3 *)positionBuffer.FirstElement(); { float length = this.axisLength; plan[0] = new vec3(-length, 0, -length); plan[1] = new vec3(-length, 0, length); plan[2] = new vec3(length, 0, length); plan[3] = new vec3(length, 0, -length); } this.planPositionBufferRenderer = positionBuffer.GetRenderer(); } // Now do the same for the colour data. using (var colorBuffer = new AxisColorBuffer(strin_Color, BufferUsage.StaticDraw)) { colorBuffer.Alloc(planVertexCount); vec3 *colorArray = (vec3 *)colorBuffer.FirstElement(); { for (int i = 0; i < planVertexCount; i++) { colorArray[i] = this.planColor; } } this.planColorBufferRenderer = colorBuffer.GetRenderer(); } using (var indexBuffer = new ZeroIndexBuffer(DrawMode.LineLoop, 0, planVertexCount)) { indexBuffer.Alloc(planVertexCount);//这句话实际上什么都没有做。 this.planIndexBufferRenderer = indexBuffer.GetRenderer() as IndexBufferPointerBase; } } }