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GPU.cs
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GPU.cs
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Runtime.InteropServices;
using System.Text;
using System.Threading.Tasks;
using Tao.OpenGl;
using Assimp;
using GlmNet;
namespace Graphics
{
class GPU
{
static public uint GenerateBuffer(float[] data)
{
uint BufferID = 0;
uint[] vbo = { 0 };
Gl.glGenBuffers(1, vbo);
BufferID = vbo[0];
Gl.glBindBuffer(Gl.GL_ARRAY_BUFFER, BufferID);
GCHandle Handle = GCHandle.Alloc(data, GCHandleType.Pinned);
IntPtr Ptr = Handle.AddrOfPinnedObject();
var size = Marshal.SizeOf(typeof(float)) * data.Length;
Gl.glBufferData(Gl.GL_ARRAY_BUFFER, (IntPtr)size, Ptr, Gl.GL_STATIC_DRAW);
Handle.Free();
return BufferID;
}
static public uint GenerateBuffer(List<vec3> vec)
{
uint BufferID = 0;
uint[] vbo = { 0 };
Gl.glGenBuffers(1, vbo);
BufferID = vbo[0];
Gl.glBindBuffer(Gl.GL_ARRAY_BUFFER, BufferID);
float[] data = new float[vec.Count * 3];
int i = 0;
foreach (var v in vec)
{
data[i++] = v.x;
data[i++] = v.y;
data[i++] = v.z;
}
GCHandle Handle = GCHandle.Alloc(data, GCHandleType.Pinned);
IntPtr Ptr = Handle.AddrOfPinnedObject();
var size = Marshal.SizeOf(typeof(float))* data.Length;
Gl.glBufferData(Gl.GL_ARRAY_BUFFER, (IntPtr)size, Ptr, Gl.GL_STATIC_DRAW);
Handle.Free();
return BufferID;
}
static public uint GenerateBuffer(List<vec2> vec)
{
uint BufferID = 0;
uint[] vbo = { 0 };
Gl.glGenBuffers(1, vbo);
BufferID = vbo[0];
Gl.glBindBuffer(Gl.GL_ARRAY_BUFFER, BufferID);
float[] data = new float[vec.Count * 2];
int i = 0;
foreach (var v in vec)
{
data[i++] = v.x;
data[i++] = v.y;
}
GCHandle Handle = GCHandle.Alloc(data, GCHandleType.Pinned);
IntPtr Ptr = Handle.AddrOfPinnedObject();
var size = Marshal.SizeOf(typeof(float)) * data.Length;
Gl.glBufferData(Gl.GL_ARRAY_BUFFER, (IntPtr)size, Ptr, Gl.GL_STATIC_DRAW);
Handle.Free();
return BufferID;
}
static public uint GenerateElementBuffer(ushort[] data)
{
uint BufferID = 0;
uint[] vbo = { 0 };
Gl.glGenBuffers(1, vbo);
BufferID = vbo[0];
Gl.glBindBuffer(Gl.GL_ELEMENT_ARRAY_BUFFER, BufferID);
GCHandle Handle = GCHandle.Alloc(data, GCHandleType.Pinned);
IntPtr Ptr = Handle.AddrOfPinnedObject();
var size = Marshal.SizeOf(typeof(ushort)) * data.Length;
Gl.glBufferData(Gl.GL_ELEMENT_ARRAY_BUFFER, (IntPtr)size, Ptr, Gl.GL_STATIC_DRAW);
Handle.Free();
return BufferID;
}
static public uint GenerateElementBuffer(List<int> indices)
{
uint BufferID = 0;
uint[] vbo = { 0 };
Gl.glGenBuffers(1, vbo);
BufferID = vbo[0];
Gl.glBindBuffer(Gl.GL_ELEMENT_ARRAY_BUFFER, BufferID);
ushort[] data = new ushort[indices.Count];
for (int i = 0; i < indices.Count; i++)
{
data[i] = (ushort)indices[i];
}
GCHandle Handle = GCHandle.Alloc(data, GCHandleType.Pinned);
IntPtr Ptr = Handle.AddrOfPinnedObject();
var size = Marshal.SizeOf(typeof(ushort)) * data.Length;
Gl.glBufferData(Gl.GL_ELEMENT_ARRAY_BUFFER, (IntPtr)size, Ptr, Gl.GL_STATIC_DRAW);
Handle.Free();
return BufferID;
}
static public void UpdateBuffer(List<vec3> vec,uint BufferID)
{
Gl.glBindBuffer(Gl.GL_ARRAY_BUFFER, BufferID);
float[] data = new float[vec.Count * 3];
int i = 0;
for (int j = 0; j < vec.Count; j++)
{
data[i++] = vec[j].x;
data[i++] = vec[j].y;
data[i++] = vec[j].z;
}
GCHandle Handle = GCHandle.Alloc(data, GCHandleType.Pinned);
IntPtr Ptr = Handle.AddrOfPinnedObject();
var size = Marshal.SizeOf(typeof(float)) * data.Length;
Gl.glBufferData(Gl.GL_ARRAY_BUFFER, (IntPtr)size, Ptr, Gl.GL_STATIC_DRAW);
//Gl.glBufferSubData(Gl.GL_ARRAY_BUFFER,(IntPtr)0 ,(IntPtr)size, Ptr);
Handle.Free();
}
static public void UpdateBuffer(List<vec2> vec, uint BufferID)
{
Gl.glBindBuffer(Gl.GL_ARRAY_BUFFER, BufferID);
float[] data = new float[vec.Count * 2];
int i = 0;
for (int j = 0; j < vec.Count; j++)
{
data[i++] = vec[j].x;
data[i++] = vec[j].y;
}
GCHandle Handle = GCHandle.Alloc(data, GCHandleType.Pinned);
IntPtr Ptr = Handle.AddrOfPinnedObject();
var size = Marshal.SizeOf(typeof(float)) * data.Length;
Gl.glBufferData(Gl.GL_ARRAY_BUFFER, (IntPtr)size, Ptr, Gl.GL_STATIC_DRAW);
Handle.Free();
}
static public void UpdateBuffer(float[] data, uint BufferID)
{
Gl.glBindBuffer(Gl.GL_ARRAY_BUFFER, BufferID);
GCHandle Handle = GCHandle.Alloc(data, GCHandleType.Pinned);
IntPtr Ptr = Handle.AddrOfPinnedObject();
var size = Marshal.SizeOf(typeof(float)) * data.Length;
Gl.glBufferData(Gl.GL_ARRAY_BUFFER, (IntPtr)size, Ptr, Gl.GL_STATIC_DRAW);
//Gl.glBufferSubData(Gl.GL_ARRAY_BUFFER,(IntPtr)0 ,(IntPtr)size, Ptr);
Handle.Free();
}
static public void BindBuffer(uint bufferID)
{
Gl.glBindBuffer(Gl.GL_ARRAY_BUFFER, bufferID);
}
}
}