Example #1
0
        void RenderableMinimap_WriteNextFrameEvent(Vector3 camerapos)
        {
            //Console.WriteLine( "RenderableMinimap_WriteNextFrameEvent" );
            GetDimensions();

            GraphicsHelperGl g = new GraphicsHelperGl();

            g.CheckError();
            //LogFile.GetInstance().WriteLine( windowwidth + " " + windowheight + " " + RendererSdl.GetInstance().OuterWindowWidth + " " + RendererSdl.GetInstance().OuterWindowHeight );
            g.ApplyOrtho(windowwidth, windowheight, RendererSdl.GetInstance().OuterWindowWidth, RendererSdl.GetInstance().OuterWindowHeight);
            g.CheckError();
            DrawMinimap();
            g.CheckError();
            DrawFrustrum(camerapos);
            g.CheckError();
            if (Render != null)
            {
                Render(minimapx, minimapy, minimapwidth, minimapheight);
            }
            g.CheckError();
            g.RemoveOrtho();
            g.CheckError();
        }
        // what we need to do is to render the splatted texture in ortho mode with lighting off
        // or normals off (to be tested)
        // then to export the generated bitmap
        // viewport should be set to heightmapwidth x heightmapheight
        public void Export(string filepath)
        {
            Terrain terrain = Terrain.GetInstance();
            int picturewidth = terrain.MapWidth * Terrain.SquareSize;
            int pictureheight = terrain.MapHeight * Terrain.SquareSize;
            LogFile.GetInstance().WriteLine("Export to " + filepath + " picturewidth " + picturewidth + " pictureheight: " + pictureheight);
            //int windowwidth = RendererSdl.GetInstance().WindowWidth;
            //int windowheight = RendererSdl.GetInstance().WindowHeight;
            int windowwidth = 256;
            int windowheight = 256;

            Gl.glViewport(0, 0, windowwidth, windowheight);

            byte[] buffer = new byte[windowwidth * windowheight * 4];
            //System.Drawing.Bitmap bitmap = new System.Drawing.Bitmap( picturewidth, pictureheight );
            //byte[] imagedata = new byte[picturewidth * pictureheight * 4];
            Image image = new Image(picturewidth, pictureheight);

            List<RendererPass> rendererpasses = new List<RendererPass>();
            bool multipass = true; // force multipass for now for simplicity
            int maxtexels = RendererSdl.GetInstance().MaxTexelUnits;
            if (multipass)
            {
                for (int i = 0; i < terrain.texturestages.Count; i++)
                {
                    MapTextureStage maptexturestage = terrain.texturestages[i];
                    int numtexturestagesrequired = maptexturestage.NumTextureStagesRequired;
                    if (numtexturestagesrequired > 0) // exclude Nops
                    {
                        RendererPass rendererpass = new RendererPass(maxtexels);
                        for (int j = 0; j < maptexturestage.NumTextureStagesRequired; j++)
                        {
                            rendererpass.AddStage(new RendererTextureStage(maptexturestage, j, true, picturewidth, pictureheight));
                        }
                        rendererpasses.Add(rendererpass);
                    }
                }
            }

            GraphicsHelperGl g = new GraphicsHelperGl();

            Gl.glMatrixMode(Gl.GL_PROJECTION);
            Gl.glPushMatrix();
            Gl.glLoadIdentity();
            Gl.glOrtho(0, windowwidth, windowheight, 0, -1, 1);

            Gl.glMatrixMode(Gl.GL_MODELVIEW);
            Gl.glPushMatrix();
            Gl.glLoadIdentity();

            Gl.glDisable(Gl.GL_CULL_FACE);
            Gl.glDisable(Gl.GL_LIGHTING);

            g.EnableBlendSrcAlpha();
            Gl.glDepthFunc( Gl.GL_LEQUAL );

            for (int chunkx = 0; chunkx < Math.Ceiling((double)picturewidth / windowwidth); chunkx++)
            {
                for (int chunky = 0; chunky < Math.Ceiling((double)pictureheight / windowheight); chunky++)
                {
                    Console.WriteLine("chunkx " + chunkx + " chunky " + chunky);

                    Gl.glClear(Gl.GL_COLOR_BUFFER_BIT | Gl.GL_DEPTH_BUFFER_BIT);		// Clear The Screen And Depth Buffer

                    foreach (RendererPass rendererpass in rendererpasses)
                    {
                        rendererpass.Apply();

                        Gl.glBegin(Gl.GL_QUADS);

                        double ul = (chunkx * windowwidth);
                        double ur = (chunkx * windowwidth + windowwidth);
                        double vt = (chunky * windowheight);
                        double vb = (chunky * windowheight + windowheight);
                        Gl.glTexCoord2d( ul,vt );
                        Gl.glMultiTexCoord2dARB(Gl.GL_TEXTURE1_ARB,ul, vt);
                        Gl.glVertex2i(0, 0);

                        Gl.glTexCoord2d( ul,vb );
                        Gl.glMultiTexCoord2dARB(Gl.GL_TEXTURE1_ARB,ul, vb);
                        Gl.glVertex2i(0, windowheight);

                        Gl.glTexCoord2d( ur,vb );
                        Gl.glMultiTexCoord2dARB(Gl.GL_TEXTURE1_ARB,ur, vb);
                        Gl.glVertex2i(windowwidth, windowheight);

                        Gl.glTexCoord2d( ur,vt );
                        Gl.glMultiTexCoord2dARB(Gl.GL_TEXTURE1_ARB,ur, vt);
                        Gl.glVertex2i(windowwidth, 0);

                        Gl.glEnd();
                    }

                    IntPtr ptr = Marshal.AllocHGlobal(windowwidth * windowheight * 4);
                    Gl.glReadPixels(0, 0, windowwidth, windowheight, Gl.GL_RGBA, Gl.GL_UNSIGNED_BYTE, ptr);
                    Marshal.Copy(ptr, buffer, 0, windowwidth * windowheight * 4);
                    Marshal.FreeHGlobal(ptr);

                    for (int x = 0; x < windowwidth; x++)
                    {
                        for (int y = 0; y < windowheight; y++)
                        {
                            if ((chunky * windowheight + y < pictureheight) &&
                                (chunkx * windowwidth + x < picturewidth))
                            {
                                int pixeloffset = (windowheight - y - 1) * windowwidth * 4 + x * 4;
                                //bitmap.SetPixel(x + chunkx * windowwidth, y + chunky * windowheight, System.Drawing.Color.FromArgb(buffer[pixeloffset + 0],
                                    //buffer[pixeloffset + 1], buffer[pixeloffset + 2]));
                                image.SetPixel(x + chunkx * windowwidth, y + chunky * windowheight,
                                    buffer[pixeloffset + 0],
                                    buffer[pixeloffset + 1],
                                    buffer[pixeloffset + 2],
                                    255
                                    );
                            }
                        }
                    }
                }
            }
            if (File.Exists(filepath))
            {
                File.Delete(filepath);
            }
            image.Save(filepath);
            //DevIL.DevIL.SaveBitmap( filepath, bitmap);

            Gl.glPopMatrix();
            Gl.glMatrixMode(Gl.GL_PROJECTION);
            Gl.glPopMatrix();
            Gl.glMatrixMode(Gl.GL_MODELVIEW);

            Gl.glEnable(Gl.GL_LIGHTING);

            g.ActiveTexture(1);
            g.DisableTexture2d();
            g.SetTextureScale(1);
            g.ActiveTexture(0);
            g.SetTextureScale(1);

            Gl.glEnable(Gl.GL_CULL_FACE);
            Gl.glEnable(Gl.GL_LIGHTING);
            Gl.glDisable(Gl.GL_BLEND);

            g.EnableModulate();

            Gl.glViewport(0, 0, RendererSdl.GetInstance().OuterWindowWidth, RendererSdl.GetInstance().OuterWindowHeight);
            g.CheckError();

            MainUI.GetInstance().uiwindow.InfoMessage("Exported blended terrain texture to " + filepath);
        }
Example #3
0
        // returns byte buffer in raw RGBA format, 32bits per pixel
        // opengl needs to be initialized for this to run
        // normally the renderer is initialized before anything else (in MapDesigner.cs), so this should be ok
        public byte[] CreateUnitPic(string s3ofilepath, int width, int height)
        {
            int picturewidth  = 96;
            int pictureheight = 96;

            GraphicsHelperGl g = new GraphicsHelperGl();

            Unit unit = new S3oLoader().LoadS3o(s3ofilepath);

            Gl.glViewport(0, 0, picturewidth, pictureheight);                                   // Set Our Viewport (Match Texture Size)
            //Gl.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);				// Set The Clear Color To Medium Blue

            Gl.glMatrixMode(Gl.GL_PROJECTION);
            Gl.glPushMatrix();
            Gl.glLoadIdentity();
            Glu.gluPerspective(60.0, (float)picturewidth / (float)pictureheight, 0.1, 1000.0);
            Gl.glMatrixMode(Gl.GL_MODELVIEW);

            /*
             * float[] ambientLight = new float[] { 1.0f, 1.0f, 1.0f, 1.0f };
             * float[] diffuseLight = new float[] { 0.6f, 0.6f, 0.6f, 1.0f };
             * float[] specularLight = new float[] { 0.2f, 0.2f, 0.2f, 1.0f };
             * float[] position = new float[] { -1.5f, 1.0f, -4.0f, 1.0f };
             *
             * Gl.glLightfv(Gl.GL_LIGHT0, Gl.GL_AMBIENT, ambientLight);
             * Gl.glLightfv(Gl.GL_LIGHT0, Gl.GL_DIFFUSE, diffuseLight);
             * Gl.glLightfv(Gl.GL_LIGHT0, Gl.GL_SPECULAR, specularLight);
             * Gl.glLightfv(Gl.GL_LIGHT0, Gl.GL_POSITION, position);
             */
            Gl.glClear(Gl.GL_COLOR_BUFFER_BIT | Gl.GL_DEPTH_BUFFER_BIT);                // Clear The Screen And Depth Buffer

            Gl.glPushMatrix();
            Gl.glLoadIdentity();

            Gl.glRotated(-20, 0, 1, 0);
            Gl.glTranslated(-8, -8, -27);

            Gl.glRotated(-90, 1, 0, 0);

            Gl.glEnable(Gl.GL_LIGHTING);

            unit.Render();

            Gl.glPopMatrix();
            //g.Bind2DTexture(0);
            //Gl.glDeleteTextures(2, new int[] { unittexture1, unittexture2 });
            Gl.glViewport(0, 0, RendererSdl.GetInstance().OuterWindowWidth, RendererSdl.GetInstance().OuterWindowHeight);
            Gl.glMatrixMode(Gl.GL_PROJECTION);
            Gl.glPopMatrix();
            Gl.glMatrixMode(Gl.GL_MODELVIEW);
            g.CheckError();

            byte[] buffer = new byte[pictureheight * picturewidth * 4];
            IntPtr ptr    = Marshal.AllocHGlobal(picturewidth * pictureheight * 4);

            Gl.glReadPixels(0, 0, picturewidth, pictureheight, Gl.GL_RGBA, Gl.GL_UNSIGNED_BYTE, ptr);
            Marshal.Copy(ptr, buffer, 0, picturewidth * pictureheight * 4);
            Marshal.FreeHGlobal(ptr);

            // flip

            /* or not
             * byte[] newbuffer = new byte[pictureheight * picturewidth * 4];
             * for (int x = 0; x < picturewidth; x++)
             * {
             *  for (int y = 0; y < picturewidth; y++)
             *  {
             *      for (int i = 0; i < 4; i++)
             *      {
             *          newbuffer[( pictureheight - y - 1 ) * picturewidth * 4 + x * 4 + i] = buffer[y * picturewidth * 4 + x * 4 + i];
             *      }
             *  }
             * }
             */

            return(buffer);
        }
        // returns byte buffer in raw RGBA format, 32bits per pixel
        // opengl needs to be initialized for this to run
        // normally the renderer is initialized before anything else (in MapDesigner.cs), so this should be ok
        public byte[] CreateUnitPic(string s3ofilepath, int width, int height )
        {
            int picturewidth = 96;
            int pictureheight = 96;

            GraphicsHelperGl g = new GraphicsHelperGl();

            Unit unit = new S3oLoader().LoadS3o(s3ofilepath);

            Gl.glViewport(0, 0, picturewidth, pictureheight);					// Set Our Viewport (Match Texture Size)
            //Gl.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);				// Set The Clear Color To Medium Blue

            Gl.glMatrixMode(Gl.GL_PROJECTION);
            Gl.glPushMatrix();
            Gl.glLoadIdentity();
            Glu.gluPerspective(60.0, (float)picturewidth / (float)pictureheight, 0.1, 1000.0);
            Gl.glMatrixMode(Gl.GL_MODELVIEW);
            /*
            float[] ambientLight = new float[] { 1.0f, 1.0f, 1.0f, 1.0f };
            float[] diffuseLight = new float[] { 0.6f, 0.6f, 0.6f, 1.0f };
            float[] specularLight = new float[] { 0.2f, 0.2f, 0.2f, 1.0f };
            float[] position = new float[] { -1.5f, 1.0f, -4.0f, 1.0f };

            Gl.glLightfv(Gl.GL_LIGHT0, Gl.GL_AMBIENT, ambientLight);
            Gl.glLightfv(Gl.GL_LIGHT0, Gl.GL_DIFFUSE, diffuseLight);
            Gl.glLightfv(Gl.GL_LIGHT0, Gl.GL_SPECULAR, specularLight);
            Gl.glLightfv(Gl.GL_LIGHT0, Gl.GL_POSITION, position);
             */
            Gl.glClear(Gl.GL_COLOR_BUFFER_BIT | Gl.GL_DEPTH_BUFFER_BIT);		// Clear The Screen And Depth Buffer

            Gl.glPushMatrix();
            Gl.glLoadIdentity();

            Gl.glRotated(-20, 0, 1, 0);
            Gl.glTranslated(-8, -8, -27);

            Gl.glRotated(-90, 1, 0, 0);

            Gl.glEnable(Gl.GL_LIGHTING);

            unit.Render();

            Gl.glPopMatrix();
            //g.Bind2DTexture(0);
            //Gl.glDeleteTextures(2, new int[] { unittexture1, unittexture2 });
            Gl.glViewport(0, 0, RendererSdl.GetInstance().OuterWindowWidth, RendererSdl.GetInstance().OuterWindowHeight);
            Gl.glMatrixMode(Gl.GL_PROJECTION);
            Gl.glPopMatrix();
            Gl.glMatrixMode(Gl.GL_MODELVIEW);
            g.CheckError();

            byte[] buffer = new byte[pictureheight * picturewidth * 4];
            IntPtr ptr = Marshal.AllocHGlobal(picturewidth * pictureheight * 4);
            Gl.glReadPixels(0, 0, picturewidth, pictureheight, Gl.GL_RGBA, Gl.GL_UNSIGNED_BYTE, ptr);
            Marshal.Copy(ptr, buffer, 0, picturewidth * pictureheight * 4);
            Marshal.FreeHGlobal(ptr);

            // flip
            /* or not
            byte[] newbuffer = new byte[pictureheight * picturewidth * 4];
            for (int x = 0; x < picturewidth; x++)
            {
                for (int y = 0; y < picturewidth; y++)
                {
                    for (int i = 0; i < 4; i++)
                    {
                        newbuffer[( pictureheight - y - 1 ) * picturewidth * 4 + x * 4 + i] = buffer[y * picturewidth * 4 + x * 4 + i];
                    }
                }
            }
             */

            return buffer;
        }
Example #5
0
        // what we need to do is to render the splatted texture in ortho mode with lighting off
        // or normals off (to be tested)
        // then to export the generated bitmap
        // viewport should be set to heightmapwidth x heightmapheight
        public void Export(string filepath)
        {
            Terrain terrain       = Terrain.GetInstance();
            int     picturewidth  = terrain.MapWidth * Terrain.SquareSize;
            int     pictureheight = terrain.MapHeight * Terrain.SquareSize;

            LogFile.GetInstance().WriteLine("Export to " + filepath + " picturewidth " + picturewidth + " pictureheight: " + pictureheight);
            //int windowwidth = RendererSdl.GetInstance().WindowWidth;
            //int windowheight = RendererSdl.GetInstance().WindowHeight;
            int windowwidth  = 256;
            int windowheight = 256;

            Gl.glViewport(0, 0, windowwidth, windowheight);

            byte[] buffer = new byte[windowwidth * windowheight * 4];
            //System.Drawing.Bitmap bitmap = new System.Drawing.Bitmap( picturewidth, pictureheight );
            //byte[] imagedata = new byte[picturewidth * pictureheight * 4];
            Image image = new Image(picturewidth, pictureheight);

            List <RendererPass> rendererpasses = new List <RendererPass>();
            bool multipass = true; // force multipass for now for simplicity
            int  maxtexels = RendererSdl.GetInstance().MaxTexelUnits;

            if (multipass)
            {
                for (int i = 0; i < terrain.texturestages.Count; i++)
                {
                    MapTextureStage maptexturestage          = terrain.texturestages[i];
                    int             numtexturestagesrequired = maptexturestage.NumTextureStagesRequired;
                    if (numtexturestagesrequired > 0) // exclude Nops
                    {
                        RendererPass rendererpass = new RendererPass(maxtexels);
                        for (int j = 0; j < maptexturestage.NumTextureStagesRequired; j++)
                        {
                            rendererpass.AddStage(new RendererTextureStage(maptexturestage, j, true, picturewidth, pictureheight));
                        }
                        rendererpasses.Add(rendererpass);
                    }
                }
            }

            GraphicsHelperGl g = new GraphicsHelperGl();

            Gl.glMatrixMode(Gl.GL_PROJECTION);
            Gl.glPushMatrix();
            Gl.glLoadIdentity();
            Gl.glOrtho(0, windowwidth, windowheight, 0, -1, 1);

            Gl.glMatrixMode(Gl.GL_MODELVIEW);
            Gl.glPushMatrix();
            Gl.glLoadIdentity();

            Gl.glDisable(Gl.GL_CULL_FACE);
            Gl.glDisable(Gl.GL_LIGHTING);

            g.EnableBlendSrcAlpha();
            Gl.glDepthFunc(Gl.GL_LEQUAL);

            for (int chunkx = 0; chunkx < Math.Ceiling((double)picturewidth / windowwidth); chunkx++)
            {
                for (int chunky = 0; chunky < Math.Ceiling((double)pictureheight / windowheight); chunky++)
                {
                    Console.WriteLine("chunkx " + chunkx + " chunky " + chunky);

                    Gl.glClear(Gl.GL_COLOR_BUFFER_BIT | Gl.GL_DEPTH_BUFFER_BIT);                // Clear The Screen And Depth Buffer

                    foreach (RendererPass rendererpass in rendererpasses)
                    {
                        rendererpass.Apply();

                        Gl.glBegin(Gl.GL_QUADS);

                        double ul = (chunkx * windowwidth);
                        double ur = (chunkx * windowwidth + windowwidth);
                        double vt = (chunky * windowheight);
                        double vb = (chunky * windowheight + windowheight);
                        Gl.glTexCoord2d(ul, vt);
                        Gl.glMultiTexCoord2dARB(Gl.GL_TEXTURE1_ARB, ul, vt);
                        Gl.glVertex2i(0, 0);

                        Gl.glTexCoord2d(ul, vb);
                        Gl.glMultiTexCoord2dARB(Gl.GL_TEXTURE1_ARB, ul, vb);
                        Gl.glVertex2i(0, windowheight);

                        Gl.glTexCoord2d(ur, vb);
                        Gl.glMultiTexCoord2dARB(Gl.GL_TEXTURE1_ARB, ur, vb);
                        Gl.glVertex2i(windowwidth, windowheight);

                        Gl.glTexCoord2d(ur, vt);
                        Gl.glMultiTexCoord2dARB(Gl.GL_TEXTURE1_ARB, ur, vt);
                        Gl.glVertex2i(windowwidth, 0);

                        Gl.glEnd();
                    }

                    IntPtr ptr = Marshal.AllocHGlobal(windowwidth * windowheight * 4);
                    Gl.glReadPixels(0, 0, windowwidth, windowheight, Gl.GL_RGBA, Gl.GL_UNSIGNED_BYTE, ptr);
                    Marshal.Copy(ptr, buffer, 0, windowwidth * windowheight * 4);
                    Marshal.FreeHGlobal(ptr);

                    for (int x = 0; x < windowwidth; x++)
                    {
                        for (int y = 0; y < windowheight; y++)
                        {
                            if ((chunky * windowheight + y < pictureheight) &&
                                (chunkx * windowwidth + x < picturewidth))
                            {
                                int pixeloffset = (windowheight - y - 1) * windowwidth * 4 + x * 4;
                                //bitmap.SetPixel(x + chunkx * windowwidth, y + chunky * windowheight, System.Drawing.Color.FromArgb(buffer[pixeloffset + 0],
                                //buffer[pixeloffset + 1], buffer[pixeloffset + 2]));
                                image.SetPixel(x + chunkx * windowwidth, y + chunky * windowheight,
                                               buffer[pixeloffset + 0],
                                               buffer[pixeloffset + 1],
                                               buffer[pixeloffset + 2],
                                               255
                                               );
                            }
                        }
                    }
                }
            }
            if (File.Exists(filepath))
            {
                File.Delete(filepath);
            }
            image.Save(filepath);
            //DevIL.DevIL.SaveBitmap( filepath, bitmap);

            Gl.glPopMatrix();
            Gl.glMatrixMode(Gl.GL_PROJECTION);
            Gl.glPopMatrix();
            Gl.glMatrixMode(Gl.GL_MODELVIEW);

            Gl.glEnable(Gl.GL_LIGHTING);

            g.ActiveTexture(1);
            g.DisableTexture2d();
            g.SetTextureScale(1);
            g.ActiveTexture(0);
            g.SetTextureScale(1);

            Gl.glEnable(Gl.GL_CULL_FACE);
            Gl.glEnable(Gl.GL_LIGHTING);
            Gl.glDisable(Gl.GL_BLEND);

            g.EnableModulate();

            Gl.glViewport(0, 0, RendererSdl.GetInstance().OuterWindowWidth, RendererSdl.GetInstance().OuterWindowHeight);
            g.CheckError();

            MainUI.GetInstance().uiwindow.InfoMessage("Exported blended terrain texture to " + filepath);
        }
        void RenderableMinimap_WriteNextFrameEvent(Vector3 camerapos)
        {
            //Console.WriteLine( "RenderableMinimap_WriteNextFrameEvent" );
            GetDimensions();

            GraphicsHelperGl g = new GraphicsHelperGl();
            g.CheckError();
            //LogFile.GetInstance().WriteLine( windowwidth + " " + windowheight + " " + RendererSdl.GetInstance().OuterWindowWidth + " " + RendererSdl.GetInstance().OuterWindowHeight );
            g.ApplyOrtho( windowwidth, windowheight, RendererSdl.GetInstance().OuterWindowWidth, RendererSdl.GetInstance().OuterWindowHeight );
            g.CheckError();
            DrawMinimap();
            g.CheckError();
            DrawFrustrum(camerapos);
            g.CheckError();
            if (Render != null)
            {
                Render(minimapx, minimapy, minimapwidth, minimapheight);
            }
            g.CheckError();
            g.RemoveOrtho();
            g.CheckError();
        }