Beispiel #1
0
        public static void CreateVAO(this StaticBackground background, VertexLayout vertexLayout, BaseRenderer renderer)
        {
            try
            {
                float y0, y1;

                if (background.KeepAspectRatio)
                {
                    int    tw = background.Texture.Width;
                    int    th = background.Texture.Height;
                    double hh = System.Math.PI * background.BackgroundImageDistance * th / (tw * background.Repetition);
                    y0 = (float)(-0.5 * hh);
                    y1 = (float)(1.5 * hh);
                }
                else
                {
                    y0 = (float)(-0.125 * background.BackgroundImageDistance);
                    y1 = (float)(0.375 * background.BackgroundImageDistance);
                }

                const int    n              = 32;
                Vector3f[]   bottom         = new Vector3f[n];
                Vector3f[]   top            = new Vector3f[n];
                double       angleValue     = 2.61799387799149 - 3.14159265358979 / n;
                const double angleIncrement = 6.28318530717958 / n;

                /*
                 * To ensure that the whole background cylinder is rendered inside the viewing frustum,
                 * the background is rendered before the scene with z-buffer writes disabled. Then,
                 * the actual distance from the camera is irrelevant as long as it is inside the frustum.
                 * */
                for (int i = 0; i < n; i++)
                {
                    float x = (float)(background.BackgroundImageDistance * System.Math.Cos(angleValue));
                    float z = (float)(background.BackgroundImageDistance * System.Math.Sin(angleValue));
                    bottom[i]   = new Vector3f(x, y0, z);
                    top[i]      = new Vector3f(x, y1, z);
                    angleValue += angleIncrement;
                }

                float textureStart     = 0.5f * (float)background.Repetition / n;
                float textureIncrement = -(float)background.Repetition / n;
                float textureX         = textureStart;

                List <LibRenderVertex> vertexData = new List <LibRenderVertex>();
                List <ushort>          indexData  = new List <ushort>();

                for (int i = 0; i < n; i++)
                {
                    int j           = (i + 1) % n;
                    int indexOffset = vertexData.Count;

                    // side wall
                    vertexData.Add(new LibRenderVertex
                    {
                        Position = top[i],
                        UV       = new Vector2f(textureX, 0.005f),
                        Color    = Color128.White
                    });

                    vertexData.Add(new LibRenderVertex
                    {
                        Position = bottom[i],
                        UV       = new Vector2f(textureX, 0.995f),
                        Color    = Color128.White
                    });

                    vertexData.Add(new LibRenderVertex
                    {
                        Position = bottom[j],
                        UV       = new Vector2f(textureX + textureIncrement, 0.995f),
                        Color    = Color128.White
                    });

                    vertexData.Add(new LibRenderVertex
                    {
                        Position = top[j],
                        UV       = new Vector2f(textureX + textureIncrement, 0.005f),
                        Color    = Color128.White
                    });

                    indexData.AddRange(new[] { 0, 1, 2, 3 }.Select(x => x + indexOffset).Select(x => (ushort)x));

                    // top cap
                    vertexData.Add(new LibRenderVertex
                    {
                        Position = new Vector3f(0.0f, top[i].Y, 0.0f),
                        UV       = new Vector2f(textureX + 0.5f * textureIncrement, 0.1f),
                        Color    = Color128.White
                    });

                    indexData.AddRange(new[] { 0, 3, 4 }.Select(x => x + indexOffset).Select(x => (ushort)x));

                    // bottom cap
                    vertexData.Add(new LibRenderVertex
                    {
                        Position = new Vector3f(0.0f, bottom[i].Y, 0.0f),
                        UV       = new Vector2f(textureX + 0.5f * textureIncrement, 0.9f),
                        Color    = Color128.White
                    });

                    indexData.AddRange(new[] { 5, 2, 1 }.Select(x => x + indexOffset).Select(x => (ushort)x));

                    // finish
                    textureX += textureIncrement;
                }

                VertexArrayObject VAO = (VertexArrayObject)background.VAO;
                VAO?.UnBind();
                VAO?.Dispose();

                VAO = new VertexArrayObject();
                VAO.Bind();
                VAO.SetVBO(new VertexBufferObject(vertexData.ToArray(), BufferUsageHint.StaticDraw));
                VAO.SetIBO(new IndexBufferObjectU(indexData.ToArray(), BufferUsageHint.StaticDraw));
                VAO.SetAttributes(vertexLayout);
                VAO.UnBind();
                background.VAO = VAO;
            }
            catch (Exception e)
            {
                renderer.ForceLegacyOpenGL = true;
                renderer.currentHost.AddMessage(MessageType.Error, false, "Creating VAO failed with the following error: " + e);
            }
        }
Beispiel #2
0
        /// <summary>Create an OpenGL/OpenTK VAO for a mesh</summary>
        /// <param name="isDynamic"></param>
        public static void CreateVAO(ref Mesh mesh, bool isDynamic, VertexLayout vertexLayout, BaseRenderer renderer)
        {
            try
            {
                var hint = isDynamic ? BufferUsageHint.DynamicDraw : BufferUsageHint.StaticDraw;

                var vertexData = new List <LibRenderVertex>();
                var indexData  = new List <uint>();

                var normalsVertexData = new List <LibRenderVertex>();
                var normalsIndexData  = new List <uint>();

                for (int i = 0; i < mesh.Faces.Length; i++)
                {
                    mesh.Faces[i].IboStartIndex        = indexData.Count;
                    mesh.Faces[i].NormalsIboStartIndex = normalsIndexData.Count;

                    foreach (var vertex in mesh.Faces[i].Vertices)
                    {
                        var data = new LibRenderVertex
                        {
                            Position = mesh.Vertices[vertex.Index].Coordinates,
                            Normal   = vertex.Normal,
                            UV       = new Vector2f(mesh.Vertices[vertex.Index].TextureCoordinates)
                        };

                        var coloredVertex = mesh.Vertices[vertex.Index] as ColoredVertex;

                        if (coloredVertex != null)
                        {
                            data.Color = coloredVertex.Color;
                        }
                        else
                        {
                            data.Color = Color128.Transparent;
                        }

                        vertexData.Add(data);

                        var normalsData = new LibRenderVertex[2];
                        normalsData[0].Position = data.Position;
                        normalsData[1].Position = data.Position + data.Normal;

                        for (int j = 0; j < normalsData.Length; j++)
                        {
                            normalsData[j].Color = Color128.White;
                        }

                        normalsVertexData.AddRange(normalsData);
                    }

                    indexData.AddRange(Enumerable.Range(mesh.Faces[i].IboStartIndex, mesh.Faces[i].Vertices.Length).Select(x => (uint)x));
                    normalsIndexData.AddRange(Enumerable.Range(mesh.Faces[i].NormalsIboStartIndex, mesh.Faces[i].Vertices.Length * 2).Select(x => (uint)x));
                }

                VertexArrayObject VAO = (VertexArrayObject)mesh.VAO;
                VAO?.UnBind();
                VAO?.Dispose();

                VAO = new VertexArrayObject();
                VAO.Bind();
                VAO.SetVBO(new VertexBufferObject(vertexData.ToArray(), hint));
                if (indexData.Count > 65530)
                {
                    //Marginal headroom, although it probably doesn't matter
                    VAO.SetIBO(new IndexBufferObjectI(indexData.ToArray(), hint));
                }
                else
                {
                    VAO.SetIBO(new IndexBufferObjectU(indexData.Select(x => (ushort)x).ToArray(), hint));
                }

                VAO.SetAttributes(vertexLayout);
                VAO.UnBind();
                mesh.VAO = VAO;
                VertexArrayObject NormalsVAO = (VertexArrayObject)mesh.NormalsVAO;
                NormalsVAO?.UnBind();
                NormalsVAO?.Dispose();

                NormalsVAO = new VertexArrayObject();
                NormalsVAO.Bind();
                NormalsVAO.SetVBO(new VertexBufferObject(normalsVertexData.ToArray(), hint));
                if (normalsIndexData.Count > 65530)
                {
                    //Marginal headroom, although it probably doesn't matter
                    NormalsVAO.SetIBO(new IndexBufferObjectI(normalsIndexData.ToArray(), hint));
                }
                else
                {
                    NormalsVAO.SetIBO(new IndexBufferObjectU(normalsIndexData.Select(x => (ushort)x).ToArray(), hint));
                }

                NormalsVAO.SetAttributes(vertexLayout);
                NormalsVAO.UnBind();
                mesh.NormalsVAO = NormalsVAO;
            }
            catch (Exception e)
            {
                renderer.ForceLegacyOpenGL = true;
                renderer.currentHost.AddMessage(MessageType.Error, false, "Creating VAO failed with the following error: " + e);
            }
        }