/// <summary>
        ///
        /// </summary>
        /// <param name="arg"></param>
        /// <param name="x">mouse position(Left Down is (0, 0)).</param>
        /// <param name="y">mouse position(Left Down is (0, 0)).</param>
        /// <param name="lastVertexId"></param>
        /// <param name="modernRenderer"></param>
        /// <returns></returns>
        internal override uint[] Search(RenderEventArgs arg,
                                        int x, int y,
                                        uint lastVertexId, ZeroIndexRenderer modernRenderer)
        {
            OneIndexBuffer buffer = GLBuffer.Create(IndexBufferElementType.UInt, 6, DrawMode.Lines, BufferUsage.StaticDraw);

            unsafe
            {
                var array = (uint *)buffer.MapBuffer(MapBufferAccess.WriteOnly);
                array[0] = lastVertexId - 2; array[1] = lastVertexId - 0;
                array[2] = lastVertexId - 4; array[3] = lastVertexId - 2;
                array[4] = lastVertexId - 0; array[5] = lastVertexId - 4;
                buffer.UnmapBuffer();
            }

            modernRenderer.Render4InnerPicking(arg, buffer);
            uint id = ColorCodedPicking.ReadStageVertexId(x, y);

            buffer.Dispose();

            if (id + 4 == lastVertexId)
            {
                return(new uint[] { id + 4, id, });
            }
            else
            {
                return(new uint[] { id - 2, id, });
            }
        }
Ejemplo n.º 2
0
        /// <summary>
        /// 在三角形图元中拾取指定位置的Line
        /// </summary>
        /// <param name="arg"></param>
        /// <param name="lastVertexId">三角形图元的最后一个顶点</param>
        /// <param name="picker"></param>
        /// <returns></returns>
        internal override uint[] Search(PickingEventArgs arg,
                                        uint lastVertexId, ZeroIndexPicker picker)
        {
            // 创建临时索引
            OneIndexBuffer buffer = GLBuffer.Create(IndexBufferElementType.UInt, 6, DrawMode.Lines, BufferUsage.StaticDraw);

            unsafe
            {
                var array = (uint *)buffer.MapBuffer(MapBufferAccess.WriteOnly);
                array[0] = lastVertexId - 1; array[1] = lastVertexId - 0;
                array[2] = lastVertexId - 2; array[3] = lastVertexId - 1;
                array[4] = lastVertexId - 0; array[5] = lastVertexId - 2;
                buffer.UnmapBuffer();
            }
            // 用临时索引渲染此三角形图元(仅渲染此三角形图元)
            picker.Renderer.Render4InnerPicking(arg, buffer);
            // id是拾取到的Line的Last Vertex Id
            uint id = ColorCodedPicking.ReadStageVertexId(arg.X, arg.Y);

            buffer.Dispose();

            // 对比临时索引,找到那个Line
            if (id + 2 == lastVertexId)
            {
                return(new uint[] { id + 2, id, });
            }
            else
            {
                return(new uint[] { id - 1, id, });
            }
        }
        /// <summary>
        ///
        /// </summary>
        /// <param name="arg"></param>
        /// <param name="lastVertexId"></param>
        /// <param name="picker"></param>
        /// <returns></returns>
        internal override uint[] Search(PickingEventArgs arg,
                                        uint lastVertexId, ZeroIndexPicker picker)
        {
            OneIndexBuffer buffer = GLBuffer.Create(IndexBufferElementType.UInt, 8, DrawMode.Lines, BufferUsage.StaticDraw);

            unsafe
            {
                var array = (uint *)buffer.MapBuffer(MapBufferAccess.WriteOnly);
                array[0] = lastVertexId - 1; array[1] = lastVertexId - 0;
                array[2] = lastVertexId - 2; array[3] = lastVertexId - 1;
                array[4] = lastVertexId - 3; array[5] = lastVertexId - 2;
                array[6] = lastVertexId - 0; array[7] = lastVertexId - 3;
                buffer.UnmapBuffer();
            }
            picker.Node.Render4InnerPicking(arg, buffer);
            uint id = ColorCodedPicking.ReadStageVertexId(arg.X, arg.Y);

            buffer.Dispose();

            if (id + 3 == lastVertexId)
            {
                return(new uint[] { id + 3, id, });
            }
            else
            {
                return(new uint[] { id - 1, id, });
            }
        }
        /// <summary>
        ///
        /// </summary>
        /// <param name="arg"></param>
        /// <param name="lastVertexId"></param>
        /// <param name="picker"></param>
        /// <returns></returns>
        internal override uint[] Search(PickingEventArgs arg,
                                        uint lastVertexId, DrawArraysPicker picker)
        {
            IndexBuffer buffer = GLBuffer.Create(IndexBufferElementType.UInt, 6, BufferUsage.StaticDraw);

            unsafe
            {
                var array = (uint *)buffer.MapBuffer(MapBufferAccess.WriteOnly);
                array[0] = lastVertexId - 2; array[1] = lastVertexId - 0;
                array[2] = lastVertexId - 4; array[3] = lastVertexId - 2;
                array[4] = lastVertexId - 0; array[5] = lastVertexId - 4;
                buffer.UnmapBuffer();
            }
            var cmd = new DrawElementsCmd(buffer, DrawMode.Lines);

            picker.Node.Render4InnerPicking(arg, ControlMode.ByFrame, cmd);
            uint id = ColorCodedPicking.ReadStageVertexId(arg.X, arg.Y);

            buffer.Dispose();

            if (id + 4 == lastVertexId)
            {
                return(new uint[] { id + 4, id, });
            }
            else
            {
                return(new uint[] { id - 2, id, });
            }
        }
Ejemplo n.º 5
0
        /// <summary>
        ///
        /// </summary>
        /// <param name="arg"></param>
        /// <param name="flatColorVertexId"></param>
        /// <param name="picker"></param>
        /// <returns></returns>
        internal override uint[] Search(PickingEventArgs arg, uint flatColorVertexId, DrawArraysPicker picker)
        {
            var cmd = picker.DrawCommand as DrawArraysCmd;
            // when the temp index buffer could be long, it's no longer needed.
            // what a great OpenGL API design!
            DrawArraysCmd drawCmd = new DrawArraysCmd(DrawMode.LineLoop, cmd.FirstVertex, cmd.RenderingVertexCount, cmd.InstanceCount, cmd.FrameCount);

            picker.Node.Render4InnerPicking(arg, IndexAccessMode.ByFrame, drawCmd);
            uint id = ColorCodedPicking.ReadStageVertexId(arg.X, arg.Y);

            if (id == cmd.FirstVertex)
            {
                return(new uint[] { (uint)(cmd.FirstVertex + cmd.RenderingVertexCount - 1), id, });
            }
            else
            {
                return(new uint[] { id - 1, id, });
            }
        }
Ejemplo n.º 6
0
        /// <summary>
        ///
        /// </summary>
        /// <param name="arg"></param>
        /// <param name="lastVertexId"></param>
        /// <param name="picker"></param>
        /// <returns></returns>
        internal override uint[] Search(PickingEventArgs arg, uint lastVertexId, ZeroIndexPicker picker)
        {
            var zeroIndexBuffer = picker.Node.PickingRenderUnit.VertexArrayObject.IndexBuffer as ZeroIndexBuffer;
            // when the temp index buffer could be long, it's no longer needed.
            // what a great OpenGL API design!
            ZeroIndexBuffer indexBuffer = ZeroIndexBuffer.Create(DrawMode.LineLoop, zeroIndexBuffer.FirstVertex, zeroIndexBuffer.RenderingVertexCount, zeroIndexBuffer.InstanceCount);

            picker.Node.Render4InnerPicking(arg, indexBuffer);
            uint id = ColorCodedPicking.ReadStageVertexId(arg.X, arg.Y);

            indexBuffer.Dispose();

            if (id == zeroIndexBuffer.FirstVertex)
            {
                return(new uint[] { (uint)(zeroIndexBuffer.FirstVertex + zeroIndexBuffer.RenderingVertexCount - 1), id, });
            }
            else
            {
                return(new uint[] { id - 1, id, });
            }
        }
        /// <summary>
        ///
        /// </summary>
        /// <param name="arg"></param>
        /// <param name="x">mouse position(Left Down is (0, 0)).</param>
        /// <param name="y">mouse position(Left Down is (0, 0)).</param>
        /// <param name="lastVertexId"></param>
        /// <param name="modernRenderer"></param>
        /// <returns></returns>
        internal override uint[] Search(RenderEventArgs arg,
                                        int x, int y,
                                        uint lastVertexId, ZeroIndexRenderer modernRenderer)
        {
            ZeroIndexBuffer zeroIndexBuffer = modernRenderer.IndexBuffer;
            // when the temp index buffer could be long, it's no longer needed.
            // what a great OpenGL API design!
            ZeroIndexBuffer indexBuffer = ZeroIndexBuffer.Create(DrawMode.LineLoop, zeroIndexBuffer.FirstVertex, zeroIndexBuffer.RenderingVertexCount, zeroIndexBuffer.PrimCount);

            modernRenderer.Render4InnerPicking(arg, indexBuffer);
            uint id = ColorCodedPicking.ReadStageVertexId(x, y);

            indexBuffer.Dispose();

            if (id == zeroIndexBuffer.FirstVertex)
            {
                return(new uint[] { (uint)(zeroIndexBuffer.FirstVertex + zeroIndexBuffer.RenderingVertexCount - 1), id, });
            }
            else
            {
                return(new uint[] { id - 1, id, });
            }
        }