当前位置: 首页>>代码示例>>C#>>正文


C# OpenGL.DrawElements方法代码示例

本文整理汇总了C#中SharpGL.OpenGL.DrawElements方法的典型用法代码示例。如果您正苦于以下问题:C# OpenGL.DrawElements方法的具体用法?C# OpenGL.DrawElements怎么用?C# OpenGL.DrawElements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SharpGL.OpenGL的用法示例。


在下文中一共展示了OpenGL.DrawElements方法的8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: InitShader

        void IRenderable.Render(OpenGL gl, RenderMode renderMode)
        {
            if (positionBuffer == null || colorBuffer == null) { return; }

            if (this.shaderProgram == null)
            {
                this.shaderProgram = InitShader(gl, renderMode);
            }
            if (this.vertexArrayObject == null)
            {
                CreateVertexArrayObject(gl, renderMode);
            }

            BeforeRendering(gl, renderMode);

            if (this.RenderGridWireframe && this.vertexArrayObject != null)
            {
                //if (wireframeIndexBuffer != null)
                if (positionBuffer != null && colorBuffer != null && indexBuffer != null)
                {
                    shaderProgram.SetUniform1(gl, "renderingWireframe", 1.0f);// shader一律上白色。

                    gl.Disable(OpenGL.GL_LINE_STIPPLE);
                    gl.Disable(OpenGL.GL_POLYGON_STIPPLE);
                    gl.Enable(OpenGL.GL_LINE_SMOOTH);
                    gl.Enable(OpenGL.GL_POLYGON_SMOOTH);
                    gl.ShadeModel(SharpGL.Enumerations.ShadeModel.Smooth);
                    gl.Hint(SharpGL.Enumerations.HintTarget.LineSmooth, SharpGL.Enumerations.HintMode.Nicest);
                    gl.Hint(SharpGL.Enumerations.HintTarget.PolygonSmooth, SharpGL.Enumerations.HintMode.Nicest);
                    gl.PolygonMode(SharpGL.Enumerations.FaceMode.FrontAndBack, SharpGL.Enumerations.PolygonMode.Lines);

                    gl.Enable(OpenGL.GL_PRIMITIVE_RESTART);
                    gl.PrimitiveRestartIndex(uint.MaxValue);

                    gl.Enable(OpenGL.GL_BLEND);
                    gl.BlendFunc(SharpGL.Enumerations.BlendingSourceFactor.SourceAlpha, SharpGL.Enumerations.BlendingDestinationFactor.OneMinusSourceAlpha);

                    gl.BindVertexArray(this.vertexArrayObject[0]);
                    gl.BindBuffer(OpenGL.GL_ELEMENT_ARRAY_BUFFER, indexBuffer[0]);
                    gl.DrawElements(OpenGL.GL_QUAD_STRIP, this.indexBufferLength, OpenGL.GL_UNSIGNED_INT, IntPtr.Zero);
                    gl.BindVertexArray(0);

                    gl.Disable(OpenGL.GL_BLEND);

                    gl.Disable(OpenGL.GL_PRIMITIVE_RESTART);

                    gl.PolygonMode(SharpGL.Enumerations.FaceMode.FrontAndBack, SharpGL.Enumerations.PolygonMode.Filled);
                    gl.Disable(OpenGL.GL_POLYGON_SMOOTH);
                }
            }

            if (this.RenderGrid && this.vertexArrayObject != null)
            {
                if (positionBuffer != null && colorBuffer != null && indexBuffer != null)
                {
                    shaderProgram.SetUniform1(gl, "renderingWireframe", 0.0f);// shader根据uv buffer来上色。

                    gl.Enable(OpenGL.GL_PRIMITIVE_RESTART);
                    gl.PrimitiveRestartIndex(uint.MaxValue);

                    gl.Enable(OpenGL.GL_BLEND);
                    gl.BlendFunc(SharpGL.Enumerations.BlendingSourceFactor.SourceAlpha, SharpGL.Enumerations.BlendingDestinationFactor.OneMinusSourceAlpha);

                    gl.BindVertexArray(this.vertexArrayObject[0]);
                    gl.BindBuffer(OpenGL.GL_ELEMENT_ARRAY_BUFFER, indexBuffer[0]);
                    gl.DrawElements(OpenGL.GL_QUAD_STRIP, this.indexBufferLength, OpenGL.GL_UNSIGNED_INT, IntPtr.Zero);
                    gl.BindVertexArray(0);

                    gl.Disable(OpenGL.GL_BLEND);

                    gl.Disable(OpenGL.GL_PRIMITIVE_RESTART);
                }
            }

            AfterRendering(gl, renderMode);
        }
开发者ID:bitzhuwei,项目名称:CSharpGL,代码行数:76,代码来源:HexahedronGrid.cs

示例2: draw

        public void draw(OpenGL gl)
        {
            if (net)
                gl.CullFace(OpenGL.GL_FRONT);
            else
                gl.CullFace(OpenGL.GL_BACK);
            if (vertices != null)
            {
                gl.EnableClientState(OpenGL.GL_VERTEX_ARRAY);
                gl.VertexPointer(3, OpenGL.GL_FLOAT, 0, vertices);
            }
            if (normals != null)
            {
                gl.EnableClientState(OpenGL.GL_NORMAL_ARRAY);
                gl.NormalPointer(OpenGL.GL_FLOAT, 0, normals);
            }
            if (colors != null)
            {
                gl.EnableClientState(OpenGL.GL_COLOR_ARRAY);
                gl.ColorPointer(3, OpenGL.GL_UNSIGNED_BYTE, 0, colors);
            }
            if (textCoords != null)
            {
                gl.EnableClientState(OpenGL.GL_TEXTURE_COORD_ARRAY);
                gl.TexCoordPointer(2, OpenGL.GL_FLOAT, 0, textCoords);
            }
            gl.FrontFace(OpenGL.GL_CCW);
            if (lengths != null && strips != null)
                for (int i = 0; i < strips.Count; i++)
                {
                    gl.DrawElements(OpenGL.GL_TRIANGLE_STRIP, lengths[i], OpenGL.GL_UNSIGNED_INT, strips[i]);
                }
            if (doubleSurface)
            {
                if (doubleNormals != null)
                {
                    gl.NormalPointer(OpenGL.GL_FLOAT, 0, doubleNormals);
                }
                gl.FrontFace(OpenGL.GL_CW);

                for (int i = 0; i < strips.Count; i++)
                {
                    gl.DrawElements(OpenGL.GL_TRIANGLE_STRIP, lengths[i], OpenGL.GL_UNSIGNED_INT, strips[i]);
                }
            }

            gl.DisableClientState(OpenGL.GL_VERTEX_ARRAY);
            gl.DisableClientState(OpenGL.GL_COLOR_ARRAY);
            gl.DisableClientState(OpenGL.GL_NORMAL_ARRAY);
            gl.DisableClientState(OpenGL.GL_TEXTURE_COORD_ARRAY);
        }
开发者ID:MechanicsFromUSU,项目名称:SurfaceViever,代码行数:51,代码来源:Mesh.cs

示例3: BindAll

        public void BindAll(OpenGL gl)
        {
            UseProgram(gl, () =>
            {
                // Update uniforms.
                foreach (var action in ChangedUniforms)
                {
                    action.Invoke(gl);
                }
                ChangedUniforms.Clear();

                foreach (var group in BufferGroups)
                {
                    group.BindVAO(gl);
                    gl.DrawElements(OpenGL.GL_TRIANGLES, group.IndicesCount, OpenGL.GL_UNSIGNED_INT, IntPtr.Zero);
                    gl.BindVertexArray(0);
                }
            });
        }
开发者ID:jochemgeussens,项目名称:sharpgl,代码行数:19,代码来源:NormalMaterialProgram.cs

示例4: DrawTrefoilCelShaded

        private void DrawTrefoilCelShaded(OpenGL gl)
        {
            //  Use the shader program.
            gl.UseProgram(shaderProgram.ProgramObject);

            //  Set the variables for the shader program.
            gl.Uniform3(toonUniforms.DiffuseMaterial, 0f, 0.75f, 0.75f);
            gl.Uniform3(toonUniforms.AmbientMaterial, 0.04f, 0.04f, 0.04f);
            gl.Uniform3(toonUniforms.SpecularMaterial, 0.5f, 0.5f, 0.5f);
            gl.Uniform1(toonUniforms.Shininess, 50f);

            //  Set the light position.
            gl.Uniform3(toonUniforms.LightPosition, 1, new float[4] { 0.25f, 0.25f, 1f, 0f });

            //  Set the matrices.
            gl.UniformMatrix4(toonUniforms.Projection, 1, false, projection.AsColumnMajorArrayFloat);
            gl.UniformMatrix4(toonUniforms.Modelview, 1, false, modelView.AsColumnMajorArrayFloat);
            gl.UniformMatrix3(toonUniforms.NormalMatrix, 1, false, normalMatrix.AsColumnMajorArrayFloat);

            //  Bind the vertex and index buffer.
            gl.BindBuffer(OpenGL.GL_ARRAY_BUFFER, vertexBuffer);
            gl.BindBuffer(OpenGL.GL_ELEMENT_ARRAY_BUFFER, indexBuffer);

            gl.EnableVertexAttribArray(attrPosition);
            gl.EnableVertexAttribArray(attrNormal);

            //  Draw the geometry, straight from the vertex buffer.
            gl.VertexAttribPointer(attrPosition, 3, OpenGL.GL_FLOAT, false, Marshal.SizeOf(typeof(Vertex)), IntPtr.Zero);
            int normalOffset = Marshal.SizeOf(typeof(Vertex));
            gl.VertexAttribPointer(attrNormal, 3, OpenGL.GL_FLOAT, false, Marshal.SizeOf(typeof(Vertex)), IntPtr.Add(new IntPtr(0), normalOffset));

            gl.DrawElements(OpenGL.GL_TRIANGLES, (int)trefoilKnot.IndexCount, OpenGL.GL_UNSIGNED_SHORT, IntPtr.Zero);
        }
开发者ID:RFExplorer,项目名称:rfexplorer-1,代码行数:33,代码来源:MainWindow.xaml.cs

示例5: DrawTrefoilBuffers

        private void DrawTrefoilBuffers(OpenGL gl)
        {
            //  Bind the vertex and index buffer.
            gl.BindBuffer(OpenGL.GL_ARRAY_BUFFER, vertexBuffer);
            gl.BindBuffer(OpenGL.GL_ELEMENT_ARRAY_BUFFER, indexBuffer);

            gl.EnableVertexAttribArray(attrPosition);
            gl.EnableVertexAttribArray(attrNormal);

            //  Draw the geometry, straight from the vertex buffer.
            gl.VertexAttribPointer(attrPosition, 3, OpenGL.GL_FLOAT, false, Marshal.SizeOf(typeof(Vertex)), IntPtr.Zero);
            int normalOffset = Marshal.SizeOf(typeof(Vertex));
            gl.VertexAttribPointer(attrNormal, 3, OpenGL.GL_FLOAT, false, Marshal.SizeOf(typeof(Vertex)), IntPtr.Add(new IntPtr(0), normalOffset));

            gl.DrawElements(OpenGL.GL_LINES, (int)trefoilKnot.IndexCount, OpenGL.GL_UNSIGNED_SHORT, IntPtr.Zero);

        }
开发者ID:RFExplorer,项目名称:rfexplorer-1,代码行数:17,代码来源:MainWindow.xaml.cs

示例6: BindAll

        public void BindAll(OpenGL gl)
        {
            //return;
            UseProgram(gl, () =>
            {
                // Update uniforms.
                foreach (var action in ChangedUniforms)
                {
                    action.Invoke(gl);
                }
                ChangedUniforms.Clear();

                foreach (var group in BufferGroups)
                {
                    group.BindHTVAO(gl);

                    // Use draw elements if an index buffer is defined. Else use draw arrays.
                    if (group.IndicesCount > 0)
                        gl.DrawElements(OpenGL.GL_TRIANGLES, group.IndicesCount, OpenGL.GL_UNSIGNED_INT, IntPtr.Zero);
                }
            });
        }
开发者ID:jochemgeussens,项目名称:sharpgl,代码行数:22,代码来源:HitTestProgram.cs

示例7: DoRenderMatrix

        /// <summary>
        /// 渲染基质
        /// </summary>
        /// <param name="gl"></param>
        /// <param name="renderMode"></param>
        private void DoRenderMatrix(OpenGL gl, RenderMode renderMode)
        {
            if (this.positionBuffer == null || this.colorBuffer == null) { return; }

            if (this.RenderGrid && this.matrixVertexArrayObject != null)
            {
                shaderProgram.SetUniform1(gl, "renderingWireframe", 0.0f);
                shaderProgram.SetUniform1(gl, "opacity", this.Opacity);

                gl.Enable(OpenGL.GL_POLYGON_OFFSET_FILL);
                gl.PolygonOffset(1.0f, 1.0f);

                gl.Enable(OpenGL.GL_BLEND);
                gl.BlendFunc(SharpGL.Enumerations.BlendingSourceFactor.SourceAlpha, SharpGL.Enumerations.BlendingDestinationFactor.OneMinusSourceAlpha);

                gl.BindVertexArray(matrixVertexArrayObject[0]);

                switch (this.MatrixType)
                {
                    case MatrixFormat.Triangle:
                        gl.DrawArrays(this.matrixRenderMode, 0, this.MatrixVertexOrIndexCount);
                        break;
                    case MatrixFormat.Tetrahedron:
                        gl.Enable(OpenGL.GL_PRIMITIVE_RESTART);
                        gl.PrimitiveRestartIndex(uint.MaxValue);

                        gl.BindBuffer(OpenGL.GL_ELEMENT_ARRAY_BUFFER, this.matrixIndexBuffer[0]);
                        gl.DrawElements(this.matrixRenderMode, this.MatrixVertexOrIndexCount, OpenGL.GL_UNSIGNED_INT, IntPtr.Zero);
                        gl.Disable(OpenGL.GL_PRIMITIVE_RESTART);
                        break;
                    case MatrixFormat.TriangularPrism:
                        // 先渲染三棱柱的上下三角形
                        gl.DrawArrays(OpenGL.GL_TRIANGLES, 0, this.MatrixVertexOrIndexCount);
                        // 再渲染三棱柱的三个侧面
                        gl.Enable(OpenGL.GL_PRIMITIVE_RESTART);
                        gl.PrimitiveRestartIndex(uint.MaxValue);
                        gl.BindBuffer(OpenGL.GL_ELEMENT_ARRAY_BUFFER, this.matrixIndexBuffer[0]);
                        gl.DrawElements(this.matrixRenderMode, this.MatrixVertexOrIndexCount, OpenGL.GL_UNSIGNED_INT, IntPtr.Zero);
                        gl.Disable(OpenGL.GL_PRIMITIVE_RESTART);
                        break;
                    default:
                        break;
                }
                gl.BindVertexArray(0);
                gl.Disable(OpenGL.GL_BLEND);

                gl.Disable(OpenGL.GL_POLYGON_OFFSET_FILL);
            }

            if (this.RenderGridWireframe && this.matrixVertexArrayObject != null)
            {
                shaderProgram.SetUniform1(gl, "renderingWireframe", 1.0f);
                shaderProgram.SetUniform1(gl, "opacity", this.Opacity);
                gl.PolygonMode(SharpGL.Enumerations.FaceMode.FrontAndBack, SharpGL.Enumerations.PolygonMode.Lines);

                gl.Enable(OpenGL.GL_BLEND);
                gl.BlendFunc(SharpGL.Enumerations.BlendingSourceFactor.SourceAlpha, SharpGL.Enumerations.BlendingDestinationFactor.OneMinusSourceAlpha);

                gl.BindVertexArray(matrixVertexArrayObject[0]);
                switch (this.MatrixType)
                {
                    case MatrixFormat.Triangle:
                        gl.DrawArrays(this.matrixRenderMode, 0, this.MatrixVertexOrIndexCount);
                        break;
                    case MatrixFormat.Tetrahedron:
                        gl.Enable(OpenGL.GL_PRIMITIVE_RESTART);
                        gl.PrimitiveRestartIndex(uint.MaxValue);
                        gl.BindBuffer(OpenGL.GL_ELEMENT_ARRAY_BUFFER, this.matrixIndexBuffer[0]);
                        gl.DrawElements(this.matrixRenderMode, this.MatrixVertexOrIndexCount, OpenGL.GL_UNSIGNED_INT, IntPtr.Zero);
                        gl.Disable(OpenGL.GL_PRIMITIVE_RESTART);
                        break;
                    case MatrixFormat.TriangularPrism:
                        // 先渲染三棱柱的上下三角形
                        gl.DrawArrays(OpenGL.GL_TRIANGLES, 0, this.MatrixVertexOrIndexCount / 9 * 6);
                        // 再渲染三棱柱的三个侧面
                        gl.Enable(OpenGL.GL_PRIMITIVE_RESTART);
                        gl.PrimitiveRestartIndex(uint.MaxValue);
                        gl.BindBuffer(OpenGL.GL_ELEMENT_ARRAY_BUFFER, this.matrixIndexBuffer[0]);
                        gl.DrawElements(this.matrixRenderMode, this.MatrixVertexOrIndexCount, OpenGL.GL_UNSIGNED_INT, IntPtr.Zero);
                        gl.Disable(OpenGL.GL_PRIMITIVE_RESTART);
                        break;
                    default:
                        break;
                }
                gl.PolygonMode(SharpGL.Enumerations.FaceMode.FrontAndBack, SharpGL.Enumerations.PolygonMode.Filled);
                gl.BindVertexArray(0);

                gl.Disable(OpenGL.GL_BLEND);
            }
        }
开发者ID:bitzhuwei,项目名称:CSharpGL,代码行数:95,代码来源:DynamicUnstructureGrid.cs

示例8: RenderRetainedMode

        /// <summary>
        /// Renders the scene in retained mode.
        /// </summary>
        /// <param name="gl">The OpenGL instance.</param>
        /// <param name="useToonShader">if set to <c>true</c> use the toon shader, otherwise use a per-pixel shader.</param>
        public void RenderRetainedMode(OpenGL gl, bool useToonShader)
        {
            //  Get a reference to the appropriate shader.
            var shader = useToonShader ? shaderToon : shaderPerPixel;

            //  Use the shader program.
            shader.Bind(gl);

            //  Set the variables for the shader program.
            shader.SetUniform3(gl, "DiffuseMaterial", 0f, 0.75f, 0.75f);
            shader.SetUniform3(gl, "AmbientMaterial", 0.04f, 0.04f, 0.04f);
            shader.SetUniform3(gl, "SpecularMaterial", 0.5f, 0.5f, 0.5f);
            shader.SetUniform1(gl, "Shininess", 50f);

            //  Set the light position.
            shader.SetUniform3(gl, "LightPosition", 0.25f, 0.25f, 1f);

            //  Set the matrices.
            shader.SetUniformMatrix4(gl, "Projection", projectionMatrix.to_array());
            shader.SetUniformMatrix4(gl, "Modelview", modelviewMatrix.to_array());
            shader.SetUniformMatrix3(gl, "NormalMatrix", normalMatrix.to_array());

            //  Bind the vertex buffer array.
            trefoilKnot.VertexBufferArray.Bind(gl);
                        
            //  Draw the elements.
            gl.DrawElements(OpenGL.GL_TRIANGLES, trefoilKnot.Indices.Length, OpenGL.GL_UNSIGNED_SHORT, IntPtr.Zero);

            //  Unbind the shader.
            shader.Unbind(gl);
        }
开发者ID:rhynodegreat,项目名称:sharpgl,代码行数:36,代码来源:Scene.cs


注:本文中的SharpGL.OpenGL.DrawElements方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。