Ejemplo n.º 1
0
        private static void Draw3DObject(msg3DObject obj3D, RenderingMode mode, bool selSubObjects, bool asHot)
        {
            msgAllTrianglesStruct trngls = obj3D.GetTriangles();

            bool Tex = false;

            if (mode == RenderingMode.GL_RENDER)
            {
                OpenGLControl.glPushAttrib(OpenGLControl.GL_ENABLE_BIT |
                                           OpenGLControl.GL_LINE_BIT |
                                           OpenGLControl.GL_CURRENT_BIT |
                                           OpenGLControl.GL_LIGHTING_BIT |
                                           OpenGLControl.GL_TEXTURE_BIT);

                OpenGLControl.glPushMatrix();
                if (obj3D.GetTempMatrix() != null)
                {
                    double[] transData = GetDoubles(obj3D.GetTempMatrix().GetTransparentData().values);
                    unsafe
                    {
                        fixed(double *matrixPtr = transData)
                        {
                            OpenGLControl.glMultMatrixd(matrixPtr);
                        }
                    }
                }

                unsafe
                {
                    double[] worldData = GetDoubles(obj3D.GetWorldMatrixData().values);
                    fixed(double *matrixPtr = worldData)
                    {
                        OpenGLControl.glMultMatrixd(matrixPtr);
                    }
                }

                if (trngls != null &&
                    (draw_triangles_regime || (obj3D.GetAttribute(msgObjectAttrEnum.SG_OA_DRAW_STATE) & (ushort)SG_OA_DRAW_STATEValuesEnum.SGDS_FULL) > 0))
                {
                    uint Face = 0;
                    if (obj3D.Get3DObjectType() == msg3DObjectTypeEnum.SG_BODY)
                    {
                        Face = OpenGLControl.GL_FRONT;
                        OpenGLControl.glEnable(OpenGLControl.GL_CULL_FACE);
                        OpenGLControl.glLightModelf(OpenGLControl.GL_LIGHT_MODEL_TWO_SIDE,
                                                    OpenGLControl.GL_FALSE);
                    }
                    else if (obj3D.Get3DObjectType() == msg3DObjectTypeEnum.SG_SURFACE)
                    {
                        Face = OpenGLControl.GL_FRONT_AND_BACK;
                        OpenGLControl.glDisable(OpenGLControl.GL_CULL_FACE);
                        OpenGLControl.glLightModelf(OpenGLControl.GL_LIGHT_MODEL_TWO_SIDE,
                                                    OpenGLControl.GL_TRUE);
                    }

                    float[] c_mat = new float[4];

                    float[] clrs = GetColorByIndex(obj3D.GetAttribute(msgObjectAttrEnum.SG_OA_COLOR));

                    c_mat[0] = clrs[0];                    //0.0f;
                    c_mat[1] = clrs[1];                    //0.5f;
                    c_mat[2] = clrs[2];                    //0.75f;
                    c_mat[3] = 1.0f;
                    OpenGLControl.glMaterialfv(Face, OpenGLControl.GL_AMBIENT, c_mat);
                    c_mat[0] = clrs[0];                    //0.0f;
                    c_mat[1] = clrs[1];                    //0.5f;
                    c_mat[2] = clrs[2];                    //1.0f;
                    c_mat[3] = 1.0f;
                    OpenGLControl.glMaterialfv(Face, OpenGLControl.GL_DIFFUSE, c_mat);
                    c_mat[0] = 0.6f;                    //0.2f;
                    c_mat[1] = 0.6f;                    //0.2f;
                    c_mat[2] = 0.6f;                    //0.2f;
                    c_mat[3] = 1.0f;
                    OpenGLControl.glMaterialfv(Face, OpenGLControl.GL_SPECULAR, c_mat);
                    OpenGLControl.glMaterialf(Face, OpenGLControl.GL_SHININESS, 128);
                    c_mat[0] = 0.0f;
                    c_mat[1] = 0.0f;
                    c_mat[2] = 0.0f;
                    c_mat[3] = 1.0f;
                    OpenGLControl.glMaterialfv(Face, OpenGLControl.GL_EMISSION, c_mat);

                    OpenGLControl.glHint(OpenGLControl.GL_LINE_SMOOTH_HINT,
                                         OpenGLControl.GL_NICEST);

                    OpenGLControl.glEnable(OpenGLControl.GL_NORMALIZE);
                    OpenGLControl.glEnable(OpenGLControl.GL_LIGHTING);

                    if (draw_triangles_regime)
                    {
                        OpenGLControl.glPolygonMode(OpenGLControl.GL_FRONT_AND_BACK, OpenGLControl.GL_LINE);
                    }

                    OpenGLControl.glBegin(OpenGLControl.GL_TRIANGLES);

                    OpenGLControl.glBegin(OpenGLControl.GL_TRIANGLES);
                    for (int i = 0; i < trngls.allVertex.Length; i += 3)
                    {
                        OpenGLControl.glNormal3d(trngls.allNormals[i].x, trngls.allNormals[i].y, trngls.allNormals[i].z);
                        OpenGLControl.glVertex3d(trngls.allVertex[i].x, trngls.allVertex[i].y, trngls.allVertex[i].z);

                        OpenGLControl.glNormal3d(trngls.allNormals[i + 1].x, trngls.allNormals[i + 1].y, trngls.allNormals[i + 1].z);
                        OpenGLControl.glVertex3d(trngls.allVertex[i + 1].x, trngls.allVertex[i + 1].y, trngls.allVertex[i + 1].z);

                        OpenGLControl.glNormal3d(trngls.allNormals[i + 2].x, trngls.allNormals[i + 2].y, trngls.allNormals[i + 2].z);
                        OpenGLControl.glVertex3d(trngls.allVertex[i + 2].x, trngls.allVertex[i + 2].y, trngls.allVertex[i + 2].z);
                    }
                    OpenGLControl.glEnd();

                    if (draw_triangles_regime)
                    {
                        OpenGLControl.glPolygonMode(OpenGLControl.GL_FRONT_AND_BACK, OpenGLControl.GL_FILL);
                    }
                }
            }
        }