示例#1
0
        public unsafe void DrawGeometry(Brush brush, Pen pen, Geometry geometry)
        {
            BrushShader shader = brush.GetShaderInternal(geometry);

            gl.EnableClientState(gl.GL_VERTEX_ARRAY);

            fixed (Color* colors = shader.Colors)
            {
                fixed (TextureCoordinate* texCoords = shader.TextureCoordinates)
                {
                    if (colors != null)
                    {
                        gl.EnableClientState(gl.GL_COLOR_ARRAY);
                        gl.ColorPointer(4, gl.GL_FLOAT, 0, (IntPtr)colors);
                    }

                    if (texCoords != null && shader.ImageSource != null)
                    {
                        gl.EnableClientState(gl.GL_TEXTURE_COORD_ARRAY);
                        gl.Enable(gl.GL_TEXTURE_2D);
                        gl.BindTexture(gl.GL_TEXTURE_2D, shader.ImageSource.myName);
                        gl.TexCoordPointer(2, gl.GL_FLOAT, 0, (IntPtr)texCoords);
                    }

                    if (shader.Color != null)
                    {
                        Color color = shader.Color.Value;
                        gl.Color4f(color.ScR, color.ScG, color.ScB, color.ScA);
                    }

                    fixed (short* indices = geometry.Indices)
                    {
                        fixed (Point* points = geometry.Points)
                        {
                            gl.VertexPointer(3, gl.GL_FLOAT, 0, (IntPtr)points);
                            if (geometry.Indices != null)
                                gl.DrawElements((uint)geometry.GeometryType, geometry.Indices.Length, gl.GL_UNSIGNED_SHORT, (IntPtr)indices);
                            else
                                gl.DrawArrays((uint)geometry.GeometryType, 0, geometry.Points.Length);
                        }
                    }

                    if (shader.Color != null)
                        gl.Color4f(1, 1, 1, 1);

                    if (texCoords != null && shader.ImageSource != null)
                        gl.Disable(gl.GL_TEXTURE_2D);

                    if (colors != null)
                        gl.DisableClientState(gl.GL_COLOR_ARRAY);
                }
            }

            gl.DisableClientState(gl.GL_VERTEX_ARRAY);
        }