Example #1
0
        void ApplyHeightMap()
        {
            //Random r = new Random(123);
            int    i = 0;
            double d = z_res / (z_res + 1);

            for (int y = 0; y < z_res; y++)
            {
                //for (int x = -x_res / 2; x < x_res / 2; x++)
                for (int x = 0; x < x_res; x++)
                {
                    int      pos    = y * x_res + x;
                    float    height = HeightColorToHeight(x, y);
                    Vector3d normal = MassiveTools.Vector3dFromVector3(Vertices[i]._position) + transform.Position - CurrentBody.Position;
                    normal.Normalize();
                    Vertices[i]._position += MassiveTools.Vector3FromVector3d(normal) * height;
                    Vertices[i]._normal    = MassiveTools.Vector3FromVector3d(normal);
                    heights[x, y]          = height;
                    ///Vertices[i]._position.Y = HeightColorToHeight(x, y);
                    i++;
                }
            }
        }
Example #2
0
        //TODO: Make work
        public void Render(Matrix4d viewproj, Matrix4d parentmodel)
        {
            Vector3[] positionArray = new Vector3[lines.Count];
            Vector4[] colorArray    = new Vector4[lines.Count];
            int       i;

            //Random r = new Random();
            if (lines.Count() == 0)
            {
                return;
            }

            for (i = 0; i < lines.Count; i++)
            {
                positionArray[i] = MassiveTools.Vector3FromVector3d(lines[i].Position - Globals.GlobalOffset);
                colorArray[i]    = lines[i].Color;
            }
            lines.Clear();
            vertexCount = positionArray.Length;

            //GL.ClearColor(new Color4(0, 0, 0, 0.5f));
            //GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);

            Matrix4 mvp   = MTransform.GetFloatMatrix(viewproj);
            Matrix4 model = MTransform.GetFloatMatrix(parentmodel);

            GL.UseProgram(shaderProgram);

            int loc = GL.GetUniformLocation(shaderProgram, "mvp");

            GL.UniformMatrix4(loc, false, ref mvp);
            loc = GL.GetUniformLocation(shaderProgram, "model");
            GL.UniformMatrix4(loc, false, ref model);

            lineVertexBuffer = GL.GenBuffer();
            if (Globals.Avatar.Target == null)
            {
                return;
            }
            Vector3 tp = MassiveTools.Vector3FromVector3d(Globals.Avatar.Target.transform.Position);

            //Vector3[] lineVertices = { new Vector3(0, 0, 0), new Vector3((float)r.NextDouble(), .5f, 0.5f) - MassiveTools.FromV3d(Globals.GlobalOffset)};
            //vertexCount = lineVertices.Length;

            GL.BindBuffer(BufferTarget.ArrayBuffer, lineVertexBuffer);
            GL.BufferData(BufferTarget.ArrayBuffer, System.Runtime.InteropServices.Marshal.SizeOf(positionArray[0]) * vertexCount,
                          positionArray, BufferUsageHint.StreamDraw);
            vertexInfo = GL.GenVertexArray();
            GL.BindVertexArray(vertexInfo);
            int locVPosition = GL.GetAttribLocation(shaderProgram, "vPosition");

            GL.EnableVertexAttribArray(locVPosition);
            GL.VertexAttribPointer(locVPosition, 3, VertexAttribPointerType.Float, false,
                                   System.Runtime.InteropServices.Marshal.SizeOf(positionArray[0]), 0);
            //GL.BindVertexArray(0);
            //GL.BindBuffer(BufferTarget.ArrayBuffer, 0);
            //GL.UseProgram(0);
            //GL.ClearColor(Color4.Black);
            GL.Clear(ClearBufferMask.DepthBufferBit);

            int loca = GL.GetUniformLocation(shaderProgram, "mcolor");

            if (UserColorCoding == true)
            {
                for (int ri = 0; ri <= positionArray.Count() - 2; ri += 2)
                {
                    Vector4 v = colorArray[ri];
                    GL.Uniform4(loca, ref v);
                    GL.DrawArrays(PrimitiveType.LineStrip, ri, 2);
                }
            }
            else
            {
                Vector4 v = new Vector4(1, 1, 1, 0.9f);
                GL.Uniform4(loca, ref v);
                GL.DrawArrays(PrimitiveType.LineStrip, 0, positionArray.Count());
            }



            //GL.DrawArrays(PrimitiveType.LineStrip, ri, vertexCount);


            GL.BindVertexArray(0);
            GL.BindBuffer(BufferTarget.ArrayBuffer, 0);
            GL.UseProgram(0);
        }