forked from bit/DotRecastNetSim
view model!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
This commit is contained in:
parent
9748312b2c
commit
ba397fb735
|
@ -1,15 +1,8 @@
|
||||||
using System;
|
using System;
|
||||||
using System.Buffers;
|
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using System.IO;
|
using System.IO;
|
||||||
using System.Linq;
|
|
||||||
using System.Runtime.InteropServices;
|
|
||||||
using DotRecast.Core;
|
|
||||||
using ImGuiNET;
|
|
||||||
using Microsoft.DotNet.PlatformAbstractions;
|
|
||||||
using Silk.NET.OpenGL;
|
using Silk.NET.OpenGL;
|
||||||
using Silk.NET.Windowing;
|
using DotRecast.Core;
|
||||||
using Buffer = Silk.NET.OpenGL.Buffer;
|
|
||||||
|
|
||||||
namespace DotRecast.Recast.Demo.Draw;
|
namespace DotRecast.Recast.Demo.Draw;
|
||||||
|
|
||||||
|
@ -76,17 +69,17 @@ public class ModernOpenGLDraw : OpenGLDraw
|
||||||
|
|
||||||
program = _gl.CreateProgram();
|
program = _gl.CreateProgram();
|
||||||
uint vert_shdr = _gl.CreateShader(GLEnum.VertexShader);
|
uint vert_shdr = _gl.CreateShader(GLEnum.VertexShader);
|
||||||
uint frag_shdr = _gl.CreateShader(GLEnum.FragmentShader);
|
|
||||||
_gl.ShaderSource(vert_shdr, vertex_shader);
|
_gl.ShaderSource(vert_shdr, vertex_shader);
|
||||||
_gl.ShaderSource(frag_shdr, fragment_shader);
|
|
||||||
_gl.CompileShader(vert_shdr);
|
_gl.CompileShader(vert_shdr);
|
||||||
_gl.CompileShader(frag_shdr);
|
|
||||||
_gl.GetShader(vert_shdr, GLEnum.CompileStatus, out var status);
|
_gl.GetShader(vert_shdr, GLEnum.CompileStatus, out var status);
|
||||||
if (status != (int)GLEnum.True)
|
if (status != (int)GLEnum.True)
|
||||||
{
|
{
|
||||||
throw new InvalidOperationException();
|
throw new InvalidOperationException();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
uint frag_shdr = _gl.CreateShader(GLEnum.FragmentShader);
|
||||||
|
_gl.ShaderSource(frag_shdr, fragment_shader);
|
||||||
|
_gl.CompileShader(frag_shdr);
|
||||||
_gl.GetShader(frag_shdr, GLEnum.CompileStatus, out status);
|
_gl.GetShader(frag_shdr, GLEnum.CompileStatus, out status);
|
||||||
if (status != (int)GLEnum.True)
|
if (status != (int)GLEnum.True)
|
||||||
{
|
{
|
||||||
|
@ -101,6 +94,11 @@ public class ModernOpenGLDraw : OpenGLDraw
|
||||||
{
|
{
|
||||||
throw new InvalidOperationException();
|
throw new InvalidOperationException();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
_gl.DetachShader(program, vert_shdr);
|
||||||
|
_gl.DetachShader(program, frag_shdr);
|
||||||
|
_gl.DeleteShader(vert_shdr);
|
||||||
|
_gl.DeleteShader(frag_shdr);
|
||||||
|
|
||||||
uniformTexture = _gl.GetUniformLocation(program, "Texture");
|
uniformTexture = _gl.GetUniformLocation(program, "Texture");
|
||||||
uniformUseTexture = _gl.GetUniformLocation(program, "UseTexture");
|
uniformUseTexture = _gl.GetUniformLocation(program, "UseTexture");
|
||||||
|
@ -109,46 +107,49 @@ public class ModernOpenGLDraw : OpenGLDraw
|
||||||
uniformFogEnd = _gl.GetUniformLocation(program, "FogEnd");
|
uniformFogEnd = _gl.GetUniformLocation(program, "FogEnd");
|
||||||
uniformProjectionMatrix = _gl.GetUniformLocation(program, "ProjMtx");
|
uniformProjectionMatrix = _gl.GetUniformLocation(program, "ProjMtx");
|
||||||
uniformViewMatrix = _gl.GetUniformLocation(program, "ViewMtx");
|
uniformViewMatrix = _gl.GetUniformLocation(program, "ViewMtx");
|
||||||
|
|
||||||
uint attrib_pos = (uint)_gl.GetAttribLocation(program, "Position");
|
uint attrib_pos = (uint)_gl.GetAttribLocation(program, "Position");
|
||||||
uint attrib_uv = (uint)_gl.GetAttribLocation(program, "TexCoord");
|
uint attrib_uv = (uint)_gl.GetAttribLocation(program, "TexCoord");
|
||||||
uint attrib_col = (uint)_gl.GetAttribLocation(program, "Color");
|
uint attrib_col = (uint)_gl.GetAttribLocation(program, "Color");
|
||||||
|
|
||||||
// buffer setup
|
// buffer setup
|
||||||
_gl.GenBuffers(1, out vbo);
|
vao = _gl.GenVertexArray();
|
||||||
_gl.GenBuffers(1, out ebo);
|
vbo = _gl.GenBuffer();
|
||||||
_gl.GenVertexArrays(1, out vao);
|
ebo = _gl.GenBuffer();
|
||||||
|
|
||||||
_gl.BindVertexArray(vao);
|
_gl.BindVertexArray(vao);
|
||||||
_gl.BindBuffer(GLEnum.ArrayBuffer, vbo);
|
_gl.BindBuffer(GLEnum.ArrayBuffer, vbo);
|
||||||
_gl.BindBuffer(GLEnum.ElementArrayBuffer, ebo);
|
_gl.BindBuffer(GLEnum.ElementArrayBuffer, ebo);
|
||||||
|
|
||||||
|
|
||||||
_gl.EnableVertexAttribArray(attrib_pos);
|
_gl.EnableVertexAttribArray(attrib_pos);
|
||||||
_gl.EnableVertexAttribArray(attrib_uv);
|
_gl.EnableVertexAttribArray(attrib_uv);
|
||||||
_gl.EnableVertexAttribArray(attrib_col);
|
_gl.EnableVertexAttribArray(attrib_col);
|
||||||
|
|
||||||
// _gl.VertexAttribP3(attrib_pos, GLEnum.Float, false, 24);
|
// _gl.VertexAttribP3(attrib_pos, GLEnum.Float, false, 24);
|
||||||
// _gl.VertexAttribP2(attrib_pos, GLEnum.Float, false, 24);
|
// _gl.VertexAttribP2(attrib_uv, GLEnum.Float, false, 24);
|
||||||
// _gl.VertexAttribP4(attrib_pos, GLEnum.UnsignedByte, true, 24);
|
// _gl.VertexAttribP4(attrib_col, GLEnum.UnsignedByte, true, 24);
|
||||||
IntPtr pointer1 = 0;
|
IntPtr pointer1 = 0;
|
||||||
IntPtr pointer2 = 12;
|
IntPtr pointer2 = 12;
|
||||||
IntPtr pointer3 = 20;
|
IntPtr pointer3 = 20;
|
||||||
// _gl.VertexAttribPointer(attrib_pos, 3, GLEnum.Float, false, 24, pointer1.ToPointer());
|
_gl.VertexAttribPointer(attrib_pos, 3, VertexAttribPointerType.Float, false, 24, pointer1.ToPointer());
|
||||||
// _gl.VertexAttribPointer(attrib_uv, 2, GLEnum.Float, false, 24, pointer2.ToPointer());
|
_gl.VertexAttribPointer(attrib_uv, 2, VertexAttribPointerType.Float, false, 24, pointer2.ToPointer());
|
||||||
// _gl.VertexAttribPointer(attrib_col, 4, GLEnum.UnsignedByte, true, 24, pointer3.ToPointer());
|
_gl.VertexAttribPointer(attrib_col, 4, VertexAttribPointerType.UnsignedByte, true, 24, pointer3.ToPointer());
|
||||||
_gl.VertexAttribPointer(attrib_pos, 3, GLEnum.Float, false, 24, (void*)0);
|
|
||||||
_gl.VertexAttribPointer(attrib_uv, 2, GLEnum.Float, false, 24, (void*)12);
|
// _gl.VertexAttribPointer(attrib_pos, 3, GLEnum.Float, false, 24, (void*)0);
|
||||||
_gl.VertexAttribPointer(attrib_col, 4, GLEnum.UnsignedByte, true, 24, (void*)20);
|
// _gl.VertexAttribPointer(attrib_uv, 2, GLEnum.Float, false, 24, (void*)12);
|
||||||
|
// _gl.VertexAttribPointer(attrib_col, 4, GLEnum.UnsignedByte, true, 24, (void*)20);
|
||||||
|
|
||||||
|
|
||||||
// _gl.VertexAttribP3(attrib_pos, GLEnum.Float, false, 0);
|
// _gl.VertexAttribP3(attrib_pos, GLEnum.Float, false, 0);
|
||||||
// _gl.VertexAttribP2(attrib_uv, GLEnum.Float, false, 12);
|
// _gl.VertexAttribP2(attrib_uv, GLEnum.Float, false, 12);
|
||||||
// _gl.VertexAttribP4(attrib_col, GLEnum.UnsignedByte, true, 20);
|
// _gl.VertexAttribP4(attrib_col, GLEnum.UnsignedByte, true, 20);
|
||||||
|
|
||||||
|
|
||||||
_gl.BindTexture(GLEnum.Texture2D, 0);
|
_gl.BindTexture(GLEnum.Texture2D, 0);
|
||||||
|
|
||||||
|
_gl.BindVertexArray(0);
|
||||||
_gl.BindBuffer(GLEnum.ArrayBuffer, 0);
|
_gl.BindBuffer(GLEnum.ArrayBuffer, 0);
|
||||||
_gl.BindBuffer(GLEnum.ElementArrayBuffer, 0);
|
_gl.BindBuffer(GLEnum.ElementArrayBuffer, 0);
|
||||||
_gl.BindVertexArray(0);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public void clear()
|
public void clear()
|
||||||
|
@ -190,20 +191,20 @@ public class ModernOpenGLDraw : OpenGLDraw
|
||||||
// glBufferData(GL_ARRAY_BUFFER, MAX_VERTEX_BUFFER, GL_STREAM_DRAW);
|
// glBufferData(GL_ARRAY_BUFFER, MAX_VERTEX_BUFFER, GL_STREAM_DRAW);
|
||||||
// glBufferData(GL_ELEMENT_ARRAY_BUFFER, MAX_ELEMENT_BUFFER, GL_STREAM_DRAW);
|
// glBufferData(GL_ELEMENT_ARRAY_BUFFER, MAX_ELEMENT_BUFFER, GL_STREAM_DRAW);
|
||||||
|
|
||||||
int vboSize = vertices.Count * 24;
|
uint vboSize = (uint)vertices.Count * 24;
|
||||||
int eboSize = currentPrim == DebugDrawPrimitives.QUADS ? vertices.Count * 6 : vertices.Count * 4;
|
uint eboSize = currentPrim == DebugDrawPrimitives.QUADS ? (uint)vertices.Count * 6 : (uint)vertices.Count * 4;
|
||||||
|
|
||||||
_gl.BufferData(GLEnum.ArrayBuffer, (nuint)vboSize, IntPtr.Zero, GLEnum.StreamDraw);
|
_gl.BufferData(GLEnum.ArrayBuffer, vboSize, null, GLEnum.StreamDraw);
|
||||||
_gl.BufferData(GLEnum.ElementArrayBuffer, (nuint)eboSize, IntPtr.Zero, GLEnum.StreamDraw);
|
_gl.BufferData(GLEnum.ElementArrayBuffer, eboSize, null, GLEnum.StreamDraw);
|
||||||
// load draw vertices & elements directly into vertex + element buffer
|
// load draw vertices & elements directly into vertex + element buffer
|
||||||
|
|
||||||
{
|
{
|
||||||
byte* pVerts = (byte*)_gl.MapBuffer(GLEnum.ArrayBuffer, GLEnum.WriteOnly);
|
byte* pVerts = (byte*)_gl.MapBuffer(GLEnum.ArrayBuffer, GLEnum.WriteOnly);
|
||||||
byte* pElems = (byte*)_gl.MapBuffer(GLEnum.ElementArrayBuffer, GLEnum.WriteOnly);
|
byte* pElems = (byte*)_gl.MapBuffer(GLEnum.ElementArrayBuffer, GLEnum.WriteOnly);
|
||||||
|
|
||||||
using var unmanagedVerts = new UnmanagedMemoryStream(pVerts, vboSize, vboSize, FileAccess.Write);
|
using var unmanagedVerts = new UnmanagedMemoryStream(pVerts, vboSize, vboSize, FileAccess.Write);
|
||||||
using var unmanagedElems = new UnmanagedMemoryStream(pElems, eboSize, eboSize, FileAccess.Write);
|
using var unmanagedElems = new UnmanagedMemoryStream(pElems, eboSize, eboSize, FileAccess.Write);
|
||||||
|
|
||||||
using var verts = new BinaryWriter(unmanagedVerts);
|
using var verts = new BinaryWriter(unmanagedVerts);
|
||||||
using var elems = new BinaryWriter(unmanagedElems);
|
using var elems = new BinaryWriter(unmanagedElems);
|
||||||
|
|
||||||
|
@ -224,7 +225,6 @@ public class ModernOpenGLDraw : OpenGLDraw
|
||||||
elems.Write(i);
|
elems.Write(i);
|
||||||
elems.Write(i + 2);
|
elems.Write(i + 2);
|
||||||
elems.Write(i + 3);
|
elems.Write(i + 3);
|
||||||
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
|
@ -235,6 +235,7 @@ public class ModernOpenGLDraw : OpenGLDraw
|
||||||
elems.Write(i);
|
elems.Write(i);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
verts.Flush();
|
verts.Flush();
|
||||||
elems.Flush();
|
elems.Flush();
|
||||||
|
|
||||||
|
@ -254,25 +255,25 @@ public class ModernOpenGLDraw : OpenGLDraw
|
||||||
switch (currentPrim)
|
switch (currentPrim)
|
||||||
{
|
{
|
||||||
case DebugDrawPrimitives.POINTS:
|
case DebugDrawPrimitives.POINTS:
|
||||||
_gl.DrawElements(GLEnum.Points, (uint)vertices.Count, GLEnum.UnsignedInt, 0);
|
_gl.DrawElements(GLEnum.Points, (uint)vertices.Count, GLEnum.UnsignedInt, (void*)0);
|
||||||
break;
|
break;
|
||||||
case DebugDrawPrimitives.LINES:
|
case DebugDrawPrimitives.LINES:
|
||||||
_gl.DrawElements(GLEnum.Lines, (uint)vertices.Count, GLEnum.UnsignedInt, 0);
|
_gl.DrawElements(GLEnum.Lines, (uint)vertices.Count, GLEnum.UnsignedInt, (void*)0);
|
||||||
break;
|
break;
|
||||||
case DebugDrawPrimitives.TRIS:
|
case DebugDrawPrimitives.TRIS:
|
||||||
_gl.DrawElements(GLEnum.Triangles, (uint)vertices.Count, GLEnum.UnsignedInt, 0);
|
_gl.DrawElements(GLEnum.Triangles, (uint)vertices.Count, GLEnum.UnsignedInt, (void*)0);
|
||||||
break;
|
break;
|
||||||
case DebugDrawPrimitives.QUADS:
|
case DebugDrawPrimitives.QUADS:
|
||||||
_gl.DrawElements(GLEnum.Triangles, (uint)(vertices.Count * 6 / 4), GLEnum.UnsignedInt, 0);
|
_gl.DrawElements(GLEnum.Triangles, (uint)(vertices.Count * 6 / 4), GLEnum.UnsignedInt, (void*)0);
|
||||||
break;
|
break;
|
||||||
default:
|
default:
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
|
||||||
_gl.UseProgram(0);
|
_gl.UseProgram(0);
|
||||||
|
_gl.BindVertexArray(0);
|
||||||
_gl.BindBuffer(GLEnum.ArrayBuffer, 0);
|
_gl.BindBuffer(GLEnum.ArrayBuffer, 0);
|
||||||
_gl.BindBuffer(GLEnum.ElementArrayBuffer, 0);
|
_gl.BindBuffer(GLEnum.ElementArrayBuffer, 0);
|
||||||
_gl.BindVertexArray(0);
|
|
||||||
vertices.Clear();
|
vertices.Clear();
|
||||||
_gl.LineWidth(1.0f);
|
_gl.LineWidth(1.0f);
|
||||||
_gl.PointSize(1.0f);
|
_gl.PointSize(1.0f);
|
||||||
|
|
|
@ -53,6 +53,5 @@ public class OpenGLVertex
|
||||||
writer.Write(u);
|
writer.Write(u);
|
||||||
writer.Write(v);
|
writer.Write(v);
|
||||||
writer.Write(color);
|
writer.Write(color);
|
||||||
|
|
||||||
}
|
}
|
||||||
}
|
}
|
Loading…
Reference in New Issue