示例#1
0
        public OctreeRenderer(OctreeModel model, OpenGL gl)
        {
            _gl            = gl;
            _octreeProgram = new OctreeShader(gl);
            _cubes         = new VAO(gl);
            _cubeBuffer    = new VBO(gl);


            var filled = model.Node.Flatten().Where(o => o.State == NodeState.Filled).ToArray();

            _count = filled.Length;
            var list = new List <float>();

            foreach (var octreeNode in filled)
            {
                list.AddRange(octreeNode.Center.ToArray().Select(d => (float)d));

                list.AddRange(new[]
                {
                    (float)MathsHelper.Map(octreeNode.Color.R, 0, 255, 0, 1),
                    (float)MathsHelper.Map(octreeNode.Color.G, 0, 255, 0, 1),
                    (float)MathsHelper.Map(octreeNode.Color.B, 0, 255, 0, 1),
                    (float)MathsHelper.Map(octreeNode.Color.A, 0, 255, 0, 1),
                    (float)octreeNode.Size
                });
            }

            var vertices = list.ToArray();

            using (new Bind(_cubes))
                using (new Bind(_cubeBuffer))
                {
                    _cubeBuffer.Update(vertices, vertices.Length * sizeof(float));
                    const int stride = sizeof(float) * 8;
                    gl.EnableVertexAttribArray(0);
                    gl.VertexAttribPointer(0, 3, OpenGL.GL_FLOAT, false, stride, new IntPtr(0));


                    gl.EnableVertexAttribArray(1);
                    gl.VertexAttribPointer(1, 4, OpenGL.GL_FLOAT, false, stride, new IntPtr(sizeof(float) * 3));

                    gl.EnableVertexAttribArray(2);

                    gl.VertexAttribPointer(2, 1, OpenGL.GL_FLOAT, false, stride, new IntPtr(sizeof(float) * 7));
                    gl.BindVertexArray(0);
                }
        }
示例#2
0
        public OctreeRenderer(OctreeModel model, OpenGL gl)
        {
            _gl = gl;
            _octreeProgram = new OctreeShader(gl);
            _cubes = new VAO(gl);
            _cubeBuffer = new VBO(gl);

            var filled = model.Node.Flatten().Where(o => o.State == NodeState.Filled).ToArray();
            _count = filled.Length;
            var list = new List<float>();
            foreach (var octreeNode in filled)
            {
                list.AddRange(octreeNode.Center.ToArray().Select(d => (float)d));

                list.AddRange(new[]
                        {
                            (float)MathsHelper.Map(octreeNode.Color.R, 0, 255, 0, 1),
                            (float)MathsHelper.Map(octreeNode.Color.G, 0, 255, 0, 1),
                            (float)MathsHelper.Map(octreeNode.Color.B, 0, 255, 0, 1),
                            (float)MathsHelper.Map(octreeNode.Color.A, 0, 255, 0, 1),
                            (float)octreeNode.Size
                        });
            }

            var vertices = list.ToArray();

            using (new Bind(_cubes))
            using (new Bind(_cubeBuffer))
            {
                _cubeBuffer.Update(vertices, vertices.Length * sizeof(float));
                const int stride = sizeof(float) * 8;
                gl.EnableVertexAttribArray(0);
                gl.VertexAttribPointer(0, 3, OpenGL.GL_FLOAT, false, stride, new IntPtr(0));

                gl.EnableVertexAttribArray(1);
                gl.VertexAttribPointer(1, 4, OpenGL.GL_FLOAT, false, stride, new IntPtr(sizeof(float) * 3));

                gl.EnableVertexAttribArray(2);

                gl.VertexAttribPointer(2, 1, OpenGL.GL_FLOAT, false, stride, new IntPtr(sizeof(float) * 7));
                gl.BindVertexArray(0);
            }
        }