Beispiel #1
0
            public void Render(PickableObjectRenderType rendertype)
            {
                if (rendertype == PickableObjectRenderType.Picking)
                {
                    GL.Color3(PickColor);
                    GL.Begin(PrimitiveType.Triangles);
                    foreach (Vector3d v in Vertices)
                    {
                        GL.Vertex3(v);
                    }
                    GL.End();
                }
                else
                {
                    if (rendertype != PickableObjectRenderType.NoColor)
                    {
                        GL.Color4(ParentCollisionHeader.PolygonTypes[PolygonType].RenderColor);
                    }

                    foreach (Vector3d v in Vertices)
                    {
                        GL.Vertex3(v);
                    }
                }
            }
Beispiel #2
0
 public void Render(PickableObjectRenderType rendertype)
 {
     GL.PushAttrib(AttribMask.AllAttribBits);
     if (rendertype == PickableObjectRenderType.Picking)
     {
         GL.Color3(PickColor);
         GL.CallList(PickGLID);
     }
     GL.PopAttrib();
 }
Beispiel #3
0
 public void Render(PickableObjectRenderType rendertype)
 {
     if (rendertype == PickableObjectRenderType.Picking)
     {
         GL.Color3(PickColor);
         GL.Begin(PrimitiveType.Quads);
         RenderVertices();
         GL.End();
     }
     else
     {
         RenderVertices();
     }
 }
Beispiel #4
0
            public void Render(PickableObjectRenderType rendertype)
            {
                GL.PushAttrib(AttribMask.AllAttribBits);

                GL.PushMatrix();
                GL.Translate(X, Y, Z);
                GL.Scale(12.0, 12.0, 12.0);

                if (rendertype != PickableObjectRenderType.Picking)
                {
                    GL.Color3(0.25, 0.5, 1.0);
                    StockObjects.DownArrow.Render();

                    if (rendertype == PickableObjectRenderType.Selected)
                    {
                        StockObjects.SimpleAxisMarker.Render();
                        GL.Color3(1.0, 0.5, 0.0);
                    }
                    else
                    {
                        GL.Color3(0.0, 0.0, 0.0);
                    }

                    GL.LineWidth(4.0f);
                    GL.PolygonMode(MaterialFace.FrontAndBack, PolygonMode.Line);
                    StockObjects.DownArrow.Render();
                }
                else
                {
                    GL.Color3(PickColor);
                    StockObjects.DownArrow.Render();
                }

                GL.PopMatrix();
                GL.PopAttrib();
            }
Beispiel #5
0
            public void Render(PickableObjectRenderType rendertype)
            {
                GL.PushAttrib(AttribMask.AllAttribBits);

                GL.PushMatrix();
                GL.Translate(Position);
                GL.Rotate(Rotation.Z / 182.0444444, 0.0, 0.0, 1.0);
                GL.Rotate(Rotation.Y / 182.0444444, 0.0, 1.0, 0.0);
                GL.Rotate(Rotation.X / 182.0444444, 1.0, 0.0, 0.0);

                GL.Scale(12.0, 12.0, 12.0);

                /* Determine render mode */
                if (rendertype == PickableObjectRenderType.Picking)
                {
                    /* Picking, so set color to PickColor and render the PickModel */
                    GL.Color3(PickColor);
                    Definition.PickModel.Render();
                }
                else
                {
                    /* Not picking, so first render the DisplayModel */
                    Definition.DisplayModel.Render();

                    GL.LineWidth(4.0f);

                    /* Now determine outline color */
                    if (rendertype == PickableObjectRenderType.Normal)
                    {
                        /* Outline depends on actor type */
                        if (IsSpawnPoint)
                        {
                            GL.Color4(Color4.Green);
                        }
                        else if (IsTransitionActor)
                        {
                            GL.Color4(Color4.Purple);
                        }
                        else
                        {
                            GL.Color4(Color4.Black);
                        }
                    }
                    else
                    {
                        /* Orange outline */
                        GL.Color3(1.0, 0.5, 0.0);
                    }

                    /* Set line mode, then render PickModel (as that's more likely to not have colors baked in) */
                    GL.PolygonMode(MaterialFace.FrontAndBack, PolygonMode.Line);
                    Definition.PickModel.Render();

                    /* When rendering selected actor, make sure to render axis marker too */
                    if (rendertype == PickableObjectRenderType.Selected)
                    {
                        /* And if a FrontOffset is given in definition, rotate before rendering the marker */
                        if (Definition.FrontOffset != 0.0)
                        {
                            GL.Rotate(Definition.FrontOffset, 0.0, 1.0, 0.0);
                        }

                        StockObjects.AxisMarker.Render();
                    }
                }

                GL.PopMatrix();
                GL.PopAttrib();
            }
Beispiel #6
0
 public void Render(PickableObjectRenderType rendertype)
 {
     if (rendertype == PickableObjectRenderType.Picking)
     {
         GL.Color3(PickColor);
         GL.Begin(PrimitiveType.Quads);
         RenderVertices();
         GL.End();
     }
     else
         RenderVertices();
 }
Beispiel #7
0
            public void Render(PickableObjectRenderType rendertype)
            {
                if (rendertype == PickableObjectRenderType.Picking)
                {
                    GL.Color3(PickColor);
                    GL.Begin(PrimitiveType.Triangles);
                    foreach (Vector3d v in Vertices) GL.Vertex3(v);
                    GL.End();
                }
                else
                {
                    if (rendertype != PickableObjectRenderType.NoColor)
                        GL.Color4(ParentCollisionHeader.PolygonTypes[PolygonType].RenderColor);

                    foreach (Vector3d v in Vertices) GL.Vertex3(v);
                }
            }
Beispiel #8
0
            public void Render(PickableObjectRenderType rendertype)
            {
                GL.PushAttrib(AttribMask.AllAttribBits);

                GL.PushMatrix();
                GL.Translate(X, Y, Z);
                GL.Scale(12.0, 12.0, 12.0);

                if (rendertype != PickableObjectRenderType.Picking)
                {
                    GL.Color3(0.25, 0.5, 1.0);
                    StockObjects.DownArrow.Render();

                    if (rendertype == PickableObjectRenderType.Selected)
                    {
                        StockObjects.SimpleAxisMarker.Render();
                        GL.Color3(1.0, 0.5, 0.0);
                    }
                    else
                        GL.Color3(0.0, 0.0, 0.0);

                    GL.LineWidth(4.0f);
                    GL.PolygonMode(MaterialFace.FrontAndBack, PolygonMode.Line);
                    StockObjects.DownArrow.Render();
                }
                else
                {
                    GL.Color3(PickColor);
                    StockObjects.DownArrow.Render();
                }

                GL.PopMatrix();
                GL.PopAttrib();
            }
Beispiel #9
0
 public void Render(PickableObjectRenderType rendertype)
 {
     GL.PushAttrib(AttribMask.AllAttribBits);
     if (rendertype == PickableObjectRenderType.Picking)
     {
         GL.Color3(PickColor);
         GL.CallList(PickGLID);
     }
     GL.PopAttrib();
 }
Beispiel #10
0
            public void Render(PickableObjectRenderType rendertype)
            {
                GL.PushAttrib(AttribMask.AllAttribBits);

                GL.PushMatrix();
                GL.Translate(Position);
                GL.Rotate(Rotation.Z / 182.0444444, 0.0, 0.0, 1.0);
                GL.Rotate(Rotation.Y / 182.0444444, 0.0, 1.0, 0.0);
                GL.Rotate(Rotation.X / 182.0444444, 1.0, 0.0, 0.0);

                GL.Scale(12.0, 12.0, 12.0);

                /* Determine render mode */
                if (rendertype == PickableObjectRenderType.Picking)
                {
                    /* Picking, so set color to PickColor and render the PickModel */
                    GL.Color3(PickColor);
                    Definition.PickModel.Render();
                }
                else
                {
                    /* Not picking, so first render the DisplayModel */
                    Definition.DisplayModel.Render();

                    GL.LineWidth(4.0f);

                    /* Now determine outline color */
                    if (rendertype == PickableObjectRenderType.Normal)
                    {
                        /* Outline depends on actor type */
                        if (IsSpawnPoint) GL.Color4(Color4.Green);
                        else if (IsTransitionActor) GL.Color4(Color4.Purple);
                        else GL.Color4(Color4.Black);
                    }
                    else
                    {
                        /* Orange outline */
                        GL.Color3(1.0, 0.5, 0.0);
                    }

                    /* Set line mode, then render PickModel (as that's more likely to not have colors baked in) */
                    GL.PolygonMode(MaterialFace.FrontAndBack, PolygonMode.Line);
                    Definition.PickModel.Render();

                    /* When rendering selected actor, make sure to render axis marker too */
                    if (rendertype == PickableObjectRenderType.Selected)
                    {
                        /* And if a FrontOffset is given in definition, rotate before rendering the marker */
                        if (Definition.FrontOffset != 0.0) GL.Rotate(Definition.FrontOffset, 0.0, 1.0, 0.0);

                        StockObjects.AxisMarker.Render();
                    }
                }

                GL.PopMatrix();
                GL.PopAttrib();
            }