示例#1
0
 public static vec3 reflect(vec3 I, vec3 normal)
 {
     throw new NotImplementedException();
 }
示例#2
0
        private unsafe List <Fragment> LinearInterpolationLinesAdjacency(int count, DrawElementsType type, IntPtr indices, VertexArrayObject vao, ShaderProgram program, GLBuffer indexBuffer, PassBuffer[] passBuffers)
        {
            var result = new List <Fragment>();

            var gl_PositionArray = (vec4 *)passBuffers[0].Mapbuffer().ToPointer();
            var pointers         = new void *[passBuffers.Length - 1];

            for (int i = 0; i < pointers.Length; i++)
            {
                pointers[i] = passBuffers[i + 1].Mapbuffer().ToPointer();
            }
            byte[]   indexData   = indexBuffer.Data;
            int      indexLength = indexData.Length / ByteLength(type);
            GCHandle pin         = GCHandle.Alloc(indexData, GCHandleType.Pinned);
            IntPtr   pointer     = pin.AddrOfPinnedObject();
            var      groupList   = new List <LinearInterpolationInfoGroup>();
            ivec4    viewport    = this.viewport; // ivec4(x, y, width, height)

            count = (count - count % 4);
            for (int indexID = indices.ToInt32() / ByteLength(type), c = 0; c < count - 3 && indexID < indexLength - 3; indexID += 4, c += 4)
            {
                var group = new LinearInterpolationInfoGroup(4);
                for (int i = 0; i < 4; i++)
                {
                    uint gl_VertexID = GetVertexID(pointer, type, indexID + i);
                    vec4 gl_Position = gl_PositionArray[gl_VertexID];
                    vec3 fragCoord   = new vec3((gl_Position.x + 1) / 2.0f * viewport.z + viewport.x,
                                                (gl_Position.y + 1) / 2.0f * viewport.w + viewport.y,
                                                (gl_Position.z + 1) / 2.0f * (float)(this.depthRangeFar - this.depthRangeNear) + (float)this.depthRangeNear);
                    group.array[i] = new LinearInterpolationInfo(gl_VertexID, fragCoord);
                }

                if (groupList.Contains(group))
                {
                    continue;
                }                                            // discard the same line.
                else
                {
                    groupList.Add(group);
                }

                vec3 fragCoord0 = group.array[1].fragCoord, fragCoord1 = group.array[2].fragCoord;
                {
                    vec3 diff = (fragCoord0 - fragCoord1); // discard line that is too small.
                    if (Math.Abs(diff.x) < epsilon &&
                        Math.Abs(diff.y) < epsilon &&
                        Math.Abs(diff.z) < epsilon
                        )
                    {
                        continue;
                    }
                }

                FindFragmentsInLine(fragCoord0, fragCoord1, pointers, group, passBuffers, result);
            }

            for (int i = 0; i < passBuffers.Length; i++)
            {
                passBuffers[i].Unmapbuffer();
            }

            return(result);
        }
示例#3
0
 public static vec3 refract(vec3 I, vec3 normal, float ratio)
 {
     throw new NotImplementedException();
 }
示例#4
0
文件: vector.cs 项目: xinfushe/SoftGL
 public static vec3 normalize(vec3 v)
 {
     throw new NotImplementedException();
 }
示例#5
0
文件: vector.cs 项目: xinfushe/SoftGL
 public static vec3 mix(vec3 left, vec3 right, float alpha)
 {
     throw new NotImplementedException();
 }
示例#6
0
文件: vector.cs 项目: xinfushe/SoftGL
 public static vec3 cross(vec3 left, vec3 right)
 {
     throw new NotImplementedException();
 }
示例#7
0
文件: vector.cs 项目: xinfushe/SoftGL
 public static float length(vec3 v)
 {
     throw new NotImplementedException();
 }
示例#8
0
文件: vector.cs 项目: xinfushe/SoftGL
 public static float dot(vec3 left, vec3 right)
 {
     throw new NotImplementedException();
 }