/// <summary>
        ///
        /// </summary>
        /// <param name="program"></param>
        /// <param name="vaos"></param>
        /// <param name="switchList"></param>
        public void Draw(ShaderProgram program, VertexArrayObject[] vaos, GLSwitchList switchList = null)
        {
            // 绑定shader
            program.Bind();
            program.PushUniforms(); // push new uniform values to GPU side.

            if (switchList != null)
            {
                switchList.On();
            }

            this.Bind();
            foreach (var vao in vaos)
            {
                DrawMode mode = vao.DrawCommand.CurrentMode;
                this.Begin(mode);
                vao.Bind();
                this.Draw(mode);
                vao.Unbind();
                this.End();
            }
            this.Unbind();

            if (switchList != null)
            {
                switchList.Off();
            }

            // 解绑shader
            program.Unbind();
        }
示例#2
0
        /// <summary>
        ///
        /// </summary>
        /// <param name="indexAccessMode">index buffer is accessable randomly or only by frame.</param>
        /// <param name="transformFeedbackObj"></param>
        public void Render(IndexAccessMode indexAccessMode, TransformFeedbackObject transformFeedbackObj)
        {
            ShaderProgram program    = this.Program;
            GLSwitchList  switchList = this.SwitchList;

            // 绑定shader
            program.Bind();
            program.PushUniforms(); // push new uniform values to GPU side.

            switchList.On();

            if (transformFeedbackObj != null)
            {
                transformFeedbackObj.Bind();
                foreach (var vao in this.VertexArrayObjects)
                {
                    transformFeedbackObj.Begin(vao.DrawCommand.Mode);
                    vao.Draw(indexAccessMode);
                    transformFeedbackObj.End();
                }
                transformFeedbackObj.Unbind();
            }
            else
            {
                foreach (var vao in this.VertexArrayObjects)
                {
                    vao.Draw(indexAccessMode);
                }
            }

            switchList.Off();

            // 解绑shader
            program.Unbind();
        }