本文整理汇总了C#中VertexBuffer.Bind方法的典型用法代码示例。如果您正苦于以下问题:C# VertexBuffer.Bind方法的具体用法?C# VertexBuffer.Bind怎么用?C# VertexBuffer.Bind使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类VertexBuffer
的用法示例。
在下文中一共展示了VertexBuffer.Bind方法的4个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: FromBuffer
public static VertexIndices FromBuffer(VertexBuffer indexBuffer, int count, DrawElementsType indexType)
{
return new VertexIndices((t) =>
{
indexBuffer.Bind(BufferTarget.ElementArrayBuffer, (b) =>
GL.DrawElements(t, count, indexType, IntPtr.Zero));
});
}
示例2: CreateBuffer
private IVertexBuffer CreateBuffer()
{
var result = new VertexBuffer<Vertex>(36, gl);
// Set up every face omn the cube
// Top
result[0] = new Vertex { Position = new Vector3f(-1, 1, 1), Normal = new Vector3f(0, 1, 0)};
result[1] = new Vertex { Position = new Vector3f( 1, 1, 1), Normal = new Vector3f(0, 1, 0) };
result[2] = new Vertex { Position = new Vector3f(-1, 1, -1), Normal = new Vector3f(0, 1, 0) };
result[3] = new Vertex { Position = new Vector3f(-1, 1, -1), Normal = new Vector3f(0, 1, 0) };
result[4] = new Vertex { Position = new Vector3f( 1, 1, 1), Normal = new Vector3f(0, 1, 0) };
result[5] = new Vertex { Position = new Vector3f( 1, 1, -1), Normal = new Vector3f(0, 1, 0) };
// Bottom
result[6] = new Vertex { Position = new Vector3f(-1, -1, 1), Normal = new Vector3f(0, -1, 0) };
result[7] = new Vertex { Position = new Vector3f(-1, -1, -1), Normal = new Vector3f(0, -1, 0) };
result[8] = new Vertex { Position = new Vector3f( 1, -1, 1), Normal = new Vector3f(0, -1, 0) };
result[9] = new Vertex { Position = new Vector3f(-1, -1, -1), Normal = new Vector3f(0, -1, 0) };
result[10] = new Vertex { Position = new Vector3f(1, -1, -1), Normal = new Vector3f(0, -1, 0) };
result[11] = new Vertex { Position = new Vector3f( 1, -1, 1), Normal = new Vector3f(0, -1, 0) };
// Left
result[12] = new Vertex { Position = new Vector3f(-1, 1, 1), Normal = new Vector3f(-1, 0, 0)};
result[13] = new Vertex { Position = new Vector3f(-1, 1, -1), Normal = new Vector3f(-1, 0, 0) };
result[14] = new Vertex { Position = new Vector3f(-1, -1, -1), Normal = new Vector3f(-1, 0, 0) };
result[15] = new Vertex { Position = new Vector3f(-1, 1, 1), Normal = new Vector3f(-1, 0, 0) };
result[16] = new Vertex { Position = new Vector3f(-1, -1, -1), Normal = new Vector3f(-1, 0, 0) };
result[17] = new Vertex { Position = new Vector3f(-1, -1, 1), Normal = new Vector3f(-1, 0, 0) };
// Right
result[18] = new Vertex { Position = new Vector3f(1, 1, 1), Normal = new Vector3f(1, 0, 0) };
result[19] = new Vertex { Position = new Vector3f(1, -1, -1), Normal = new Vector3f(1, 0, 0) };
result[20] = new Vertex { Position = new Vector3f(1, 1, -1), Normal = new Vector3f(1, 0, 0) };
result[21] = new Vertex { Position = new Vector3f(1, 1, 1), Normal = new Vector3f(1, 0, 0) };
result[22] = new Vertex { Position = new Vector3f(1, -1, 1), Normal = new Vector3f(1, 0, 0) };
result[23] = new Vertex { Position = new Vector3f(1, -1, -1), Normal = new Vector3f(1, 0, 0) };
// Front
result[24] = new Vertex {Position = new Vector3f(-1, 1, 1), Normal = new Vector3f(0, 0, 1)};
result[25] = new Vertex { Position = new Vector3f(1, -1, 1), Normal = new Vector3f(0, 0, 1) };
result[26] = new Vertex { Position = new Vector3f(1, 1, 1), Normal = new Vector3f(0, 0, 1) };
result[27] = new Vertex { Position = new Vector3f(-1, 1, 1), Normal = new Vector3f(0, 0, 1) };
result[29] = new Vertex { Position = new Vector3f(1, -1, 1), Normal = new Vector3f(0, 0, 1) };
result[28] = new Vertex { Position = new Vector3f(-1, -1, 1), Normal = new Vector3f(0, 0, 1) };
// Back
result[30] = new Vertex { Position = new Vector3f(-1, 1, -1), Normal = new Vector3f(0, 0, -1) };
result[32] = new Vertex { Position = new Vector3f(1, -1, -1), Normal = new Vector3f(0, 0, -1) };
result[31] = new Vertex { Position = new Vector3f(1, 1, -1), Normal = new Vector3f(0, 0, -1) };
result[33] = new Vertex { Position = new Vector3f(-1, 1, -1), Normal = new Vector3f(0, 0, -1) };
result[34] = new Vertex { Position = new Vector3f(1, -1, -1), Normal = new Vector3f(0, 0, -1) };
result[35] = new Vertex { Position = new Vector3f(-1, -1, -1), Normal = new Vector3f(0, 0, -1) };
using (result.Bind())
{
result.BufferData(BufferUsage.StaticDraw);
}
return result;
}
示例3: Build
public static Terrain Build(IOpenGL33 gl, int columns, int rows, float width, float depth)
{
var noise = new PerlinNoise();
var noise2 = new PerlinNoise();
var vertexBuffer = new VertexBuffer<PositionNormalTexCoord>((columns + 1) * (rows + 1), gl);
var indexBuffer = new ElementBuffer<uint>(columns * rows * 6 , gl);
float fx = - width / 2;
float fy = -depth / 2;
float dx = width / columns;
float dy = depth / rows;
int i = 0;
for (int y = 0; y < (rows + 1); y++)
{
for (int x = 0; x < (columns + 1); x++, i++)
{
float ix = fx + x * dx;
float iy = fy + y * dy;
const float detail = 0.25f;
const float detailScale = 0.2f;
const float macro = 0.008f;
const float macroScale = 4f;
var fUp = (float)((noise.Noise(x * detail, 0, (y + 1) * detail) - noise2.Noise(x * detail, 0, (y + 1) * detail) * 0.25f) * detailScale + noise.Noise(x * macro, 0, (y + 1) * macro) * macroScale) ;
var fDown = (float)((noise.Noise(x * detail, 0, (y - 1) * detail) - noise2.Noise(x * detail, 0, (y - 1) * detail) * 0.25f) * detailScale + noise.Noise(x * macro, 0, (y - 1) * macro) * macroScale) ;
var fLeft = (float)((noise.Noise((x - 1) * detail, 0, y * detail) - noise2.Noise((x - 1) * detail, 0, y * detail) * 0.25f) * detailScale + noise.Noise((x - 1) * macro, 0, y * macro) * macroScale);
var fRight = (float)((noise.Noise((x + 1) * detail, 0, y * detail) - noise2.Noise((x + 1) * detail, 0, y * detail) * 0.25f) * detailScale + noise.Noise((x + 1) * macro, 0, y * macro) * macroScale);
var fThis = (float)((noise.Noise(x * detail, 0, y * detail) - noise2.Noise(x * detail, 0, y * detail) * 0.25f) * detailScale + noise.Noise(x * macro, 0, y * macro) * macroScale);
var vUp = new Vector3f(ix, fUp, iy - dy);
var vDown = new Vector3f(ix, fDown, iy + dy);
var vLeft = new Vector3f(ix - 1, fLeft, iy);
var vRight = new Vector3f(ix + 1, fRight, iy);
var vThis = new Vector3f(ix, fThis, iy);
var upperLeft = CalculateNormal(vLeft, vUp, vThis);
var upperRight = CalculateNormal(vUp, vRight, vThis);
var lowerRight = CalculateNormal(vRight, vDown, vThis);
var lowerLeft = CalculateNormal(vDown, vLeft, vThis);
var normal = upperLeft + upperRight + lowerLeft + lowerRight;
normal = new Vector3f(normal.X * 0.25f, normal.Y * 0.25f, normal.Z * 0.25f);
vertexBuffer[i] = new PositionNormalTexCoord { Normal = normal.Normalize(), Position = vThis, TexCoord = new Vector2f(vThis.X, vThis.Z)};
}
}
int offset = 0;
foreach(var index in Enumerable.Range(0, columns * rows + columns).Where(index => (index % (columns + 1)) != columns))
{
indexBuffer[offset] = (uint)index;
indexBuffer[offset + 1] = (uint)(index + (columns + 1) + 1);
indexBuffer[offset + 2] = (uint)index + 1;
indexBuffer[offset + 3] = (uint)index;
indexBuffer[offset + 4] = (uint)(index + (columns + 1));
indexBuffer[offset + 5] = (uint)(index + (columns + 1) + 1);
offset += 6;
}
using(vertexBuffer.Bind())
vertexBuffer.BufferData(BufferUsage.StaticDraw);
using(indexBuffer.Bind())
indexBuffer.BufferData(BufferUsage.StaticDraw);
var vertexArray = new VertexArray(gl, new[] {vertexBuffer}, new[] {PositionNormalTexCoord.Descriptor});
var shader = new TerrainShader(gl);
return new Terrain(gl, vertexArray, vertexBuffer, indexBuffer, shader);
}
示例4: CreateVerticesForSquare
/// <summary>
/// Creates the geometry for the square, also creating the vertex buffer array.
/// </summary>
/// <param name="gl">The OpenGL instance.</param>
private void CreateVerticesForSquare(OpenGL gl)
{
var vertices = new float[18];
var colors = new float[18]; // Colors for our vertices
vertices[0] = -0.5f; vertices[1] = -0.5f; vertices[2] = 0.0f; // Bottom left corner
colors[0] = 1.0f; colors[1] = 1.0f; colors[2] = 1.0f; // Bottom left corner
vertices[3] = -0.5f; vertices[4] = 0.5f; vertices[5] = 0.0f; // Top left corner
colors[3] = 1.0f; colors[4] = 0.0f; colors[5] = 0.0f; // Top left corner
vertices[6] = 0.5f; vertices[7] = 0.5f; vertices[8] = 0.0f; // Top Right corner
colors[6] = 0.0f; colors[7] = 1.0f; colors[8] = 0.0f; // Top Right corner
vertices[9] = 0.5f; vertices[10] = -0.5f; vertices[11] = 0.0f; // Bottom right corner
colors[9] = 0.0f; colors[10] = 0.0f; colors[11] = 1.0f; // Bottom right corner
vertices[12] = -0.5f; vertices[13] = -0.5f; vertices[14] = 0.0f; // Bottom left corner
colors[12] = 1.0f; colors[13] = 1.0f; colors[14] = 1.0f; // Bottom left corner
vertices[15] = 0.5f; vertices[16] = 0.5f; vertices[17] = 0.0f; // Top Right corner
colors[15] = 0.0f; colors[16] = 1.0f; colors[17] = 0.0f; // Top Right corner
// Create the vertex array object.
vertexBufferArray = new VertexBufferArray();
vertexBufferArray.Create(gl);
vertexBufferArray.Bind(gl);
// Create a vertex buffer for the vertex data.
var vertexDataBuffer = new VertexBuffer();
vertexDataBuffer.Create(gl);
vertexDataBuffer.Bind(gl);
vertexDataBuffer.SetData(gl, 0, vertices, false, 3);
// Now do the same for the colour data.
var colourDataBuffer = new VertexBuffer();
colourDataBuffer.Create(gl);
colourDataBuffer.Bind(gl);
colourDataBuffer.SetData(gl, 1, colors, false, 3);
// Unbind the vertex array, we've finished specifying data for it.
vertexBufferArray.Unbind(gl);
}