Ejemplo n.º 1
0
        /// <summary>
        /// Show the window in the current application, starting a new application if required.
        /// </summary>
        public void Show()
        {
            // Ignore request if already shown
            if (_isShown)
            {
                return;
            }

            // Ensure application is running and if not start it although we are not resposible for the main loop
            if (App.CurrentApplication == null)
            {
                new App();
            }
            App app = App.CurrentApplication;

            if (!app.IsStarted)
            {
                app.Startup();
            }

            // Create our surface and shell surfaces accordingly - we trust App is initialised correctly
            Registry registry = app.Registry;

            _surface = registry.Compositor.CreateShellSurface(registry.SharedMemory, registry.Shell);
            _surface.RenderTarget = this;
            _surface.StartRenderingEvents();

            // Mark as initialised
            _isShown = true;
        }
Ejemplo n.º 2
0
        private void drawNonAlpha(ShellSurface surface, GLSL glsl)
        {
            var mats = surface.RenderLists;

            int max = mats.Count;

            // draw non-alpha material
//			GLES20.GlEnable(GLES20.GlCullFace);
            GLES20.GlEnable(2884);
            GLES20.GlCullFace(GLES20.GlBack);
            GLES20.GlDisable(GLES20.GlBlend);
            for (int r = 0; r < max; r++)
            {
                var     mat = mats[r];
                TexInfo tb  = null;
                if (mat.material.texture != null)
                {
                    tb = TextureFile.FetchTexInfo(mat.material.texture);
                }
                if (mat.material.diffuse_color[3] >= 1.0 && (tb == null || !tb.has_alpha))
                {
                    drawOneMaterial(glsl, surface, mat);
                }
            }
        }
Ejemplo n.º 3
0
        private void bindBuffer(ShellSurface surface, GLSL glsl)
        {
            GLES20.GlEnableVertexAttribArray(glsl.maPositionHandle);
//			GLES20.GlVertexAttribPointer (glsl.maPositionHandle, 3, GLES20.GlFloat, false, 0, surface.VertexBuffer);
            surface.VertNormUvBuffer.Position(0);
            GLES20.GlVertexAttribPointer(glsl.maPositionHandle, 3, GLES20.GlFloat, false, 8 * sizeof(float), surface.VertNormUvBuffer);

            GLES20.GlEnableVertexAttribArray(glsl.maNormalHandle);
            surface.VertNormUvBuffer.Position(3);
            GLES20.GlVertexAttribPointer(glsl.maNormalHandle, 3, GLES20.GlFloat, false, 8 * sizeof(float), surface.VertNormUvBuffer);
//			GLES20.GlVertexAttribPointer (glsl.maNormalHandle, 3, GLES20.GlFloat, false, 0, surface.NormalBuffer);

            GLES20.GlEnableVertexAttribArray(glsl.maUvHandle);
            surface.VertNormUvBuffer.Position(6);
            GLES20.GlVertexAttribPointer(glsl.maUvHandle, 2, GLES20.GlFloat, false, 8 * sizeof(float), surface.VertNormUvBuffer);
//			GLES20.GlVertexAttribPointer (glsl.maUvHandle, 2, GLES20.GlFloat, false, 0, surface.UvBuffer);

            surface.VertNormUvBuffer.Position(0);
            checkGlError("drawGLES20 VertexAttribPointer vertex");
        }
Ejemplo n.º 4
0
        private void drawOneMaterial(GLSL glsl, ShellSurface surface, RenderList mat)
        {
            // set motion
            if (surface.Animation)
            {
                if (mat.bone_inv_map == null)
                {
                    for (int j = 0; j < surface.RenderBones.Count; j++)
                    {
                        var b = surface.RenderBones[j];
                        if (b != null)
                        {
                            Array.Copy(b.matrix, 0, mBoneMatrix, j * 16, 16);
                        }
                    }
                }
                else
                {
                    for (int j = 0; j < mat.bone_inv_map.Length; j++)
                    {
                        int inv = mat.bone_inv_map[j];
                        if (inv >= 0)
                        {
                            var b = surface.RenderBones[inv];
                            Array.Copy(b.matrix, 0, mBoneMatrix, j * 16, 16);
                        }
                    }
                }
                GLES20.GlUniformMatrix4fv(glsl.muMBone, mat.bone_num, false, mBoneMatrix, 0);

                GLES20.GlEnableVertexAttribArray(glsl.maBlendHandle);
                GLES20.GlVertexAttribPointer(glsl.maBlendHandle, 3, GLES20.GlUnsignedByte, false, 0, mat.weight);
            }

            // initialize color
            for (int i = 0; i < mDifAmb.Count(); i++)
            {
                mDifAmb[i] = 1.0f;
            }

            // diffusion and ambient
            float wi = 0.6f;                    // light color = (0.6, 0.6, 0.6)

            for (int i = 0; i < 3; i++)
            {
                mDifAmb[i] *= mat.material.diffuse_color[i] * wi + mat.material.emmisive_color[i];
            }
            mDifAmb[3] *= mat.material.diffuse_color[3];
            Vector.min(mDifAmb, 1.0f);
            GLES20.GlUniform4fv(glsl.muDif, 1, mDifAmb, 0);

            // speculation
            if (glsl.muPow >= 0)
            {
                GLES20.GlUniform4f(glsl.muSpec, mat.material.specular_color[0], mat.material.specular_color[1], mat.material.specular_color[2], 0);
                GLES20.GlUniform1f(glsl.muPow, mat.material.power);
            }

            // toon
            GLES20.GlUniform1i(glsl.msToonSampler, 0);
            GLES20.GlActiveTexture(GLES20.GlTexture0);
            GLES20.GlBindTexture(GLES20.GlTexture2d, TextureFile.FetchTexInfo(surface.toon_name[mat.material.toon_index]).tex);

            // texture
            GLES20.GlUniform1i(glsl.msTextureSampler, 1);
            GLES20.GlActiveTexture(GLES20.GlTexture1);
            if (mat.material.texture != null)
            {
                TexInfo tb = TextureFile.FetchTexInfo(mat.material.texture);
                if (tb != null)
                {
                    GLES20.GlBindTexture(GLES20.GlTexture2d, tb.tex);
                }
                else                                                                                              // avoid crash
                {
                    GLES20.GlBindTexture(GLES20.GlTexture2d, TextureFile.FetchTexInfo(surface.toon_name[0]).tex); // white texture using toon0.bmp
                    for (int i = 0; i < 3; i++)                                                                   // for emulate premultiplied alpha
                    {
                        mDifAmb[i] *= mat.material.diffuse_color[3];
                    }
                }
            }
            else
            {
                GLES20.GlBindTexture(GLES20.GlTexture2d, TextureFile.FetchTexInfo(surface.toon_name[0]).tex); // white texture using toon0.bmp
                for (int i = 0; i < 3; i++)                                                                   // for emulate premultiplied alpha
                {
                    mDifAmb[i] *= mat.material.diffuse_color[3];
                }
            }

            // sphere(sph)
            GLES20.GlUniform1i(glsl.msSphSampler, 2);
            GLES20.GlActiveTexture(GLES20.GlTexture2);
            if (mat.material.sph != null)
            {
                TexInfo tb = TextureFile.FetchTexInfo(mat.material.sph);
                if (tb != null)
                {
                    GLES20.GlBindTexture(GLES20.GlTexture2d, tb.tex);
                }
                else                                                                                               // avoid crash
                {
                    GLES20.GlBindTexture(GLES20.GlTexture2d, TextureFile.FetchTexInfo(surface.toon_name [0]).tex); // white texture using toon0.bmp
                }
            }
            else
            {
                GLES20.GlBindTexture(GLES20.GlTexture2d, TextureFile.FetchTexInfo(surface.toon_name[0]).tex);                   // white texture using toon0.bmp
            }

            // sphere(spa)
            GLES20.GlUniform1i(glsl.msSpaSampler, 3);
            GLES20.GlActiveTexture(GLES20.GlTexture3);
            if (mat.material.spa != null)
            {
                TexInfo tb = TextureFile.FetchTexInfo(mat.material.spa);
                if (tb != null)
                {
                    GLES20.GlBindTexture(GLES20.GlTexture2d, tb.tex);
                }
            }

            // draw
            surface.IndexBuffer.Position(mat.face_vert_offset);
            GLES20.GlDrawElements(GLES20.GlTriangles, mat.face_vert_count, GLES20.GlUnsignedShort, surface.IndexBuffer);
            checkGlError("glDrawElements");
        }
Ejemplo n.º 5
0
        private void drawAlpha(ShellSurface surface, GLSL glsl, bool alpha_test)
        {
            int max = surface.RenderLists.Count();

            // draw alpha material
            GLES20.GlEnable(GLES20.GlBlend);
            for (int r = 0; r < max; r++)
            {
                var     mat = surface.RenderLists[r];
                TexInfo tb  = null;
                if (mat.material.texture != null)
                {
                    tb = TextureFile.FetchTexInfo(mat.material.texture);
                }
                if (alpha_test)
                {
                    if (tb != null && tb.needs_alpha_test)
                    {
                        if (mat.material.diffuse_color[3] < 1.0)
                        {
//							GLES20.GlDisable(GLES20.GL_CULL_FACE);
                            GLES20.GlDisable(2884);
                        }
                        else
                        {
//							GLES20.GlEnable(GLES20.GL_CULL_FACE);
                            GLES20.GlEnable(2884);
                        }
                        drawOneMaterial(glsl, surface, mat);
                    }
                }
                else
                {
                    if (tb != null)                      // has texture
                    {
                        if (!tb.needs_alpha_test)
                        {
                            if (tb.has_alpha)
                            {
                                if (mat.material.diffuse_color[3] < 1.0)
                                {
//									GLES20.GlDisable(GLES20.GL_CULL_FACE);
                                    GLES20.GlDisable(2884);
                                }
                                else
                                {
//									GLES20.GlEnable(GLES20.GL_CULL_FACE);
                                    GLES20.GlEnable(2884);
                                }
                                drawOneMaterial(glsl, surface, mat);
                            }
                            else if (mat.material.diffuse_color[3] < 1.0)
                            {
//								GLES20.GlDisable(GLES20.GL_CULL_FACE);
                                GLES20.GlDisable(2884);
                                drawOneMaterial(glsl, surface, mat);
                            }
                        }
                    }
                    else
                    {
                        if (mat.material.diffuse_color[3] < 1.0)
                        {
//							GLES20.GlDisable(GLES20.GL_CULL_FACE);
                            GLES20.GlDisable(2884);
                            drawOneMaterial(glsl, surface, mat);
                        }
                    }
                }
            }
        }