private void glControl_Paint(object sender, PaintEventArgs e) { Gl.glClear(Gl.GL_COLOR_BUFFER_BIT | Gl.GL_DEPTH_BUFFER_BIT); Gl.glLoadIdentity(); // Setup wireframe or solid fill drawing mode if (Wireframe) { Gl.glPolygonMode(Gl.GL_FRONT_AND_BACK, Gl.GL_LINE); } else { Gl.glPolygonMode(Gl.GL_FRONT, Gl.GL_FILL); } Vector3 center = Vector3.Zero; Glu.gluLookAt( center.X, (double)scrollZoom.Value * 0.1d + center.Y, center.Z, center.X, center.Y, center.Z, 0d, 0d, 1d); // Push the world matrix Gl.glPushMatrix(); Gl.glEnableClientState(Gl.GL_VERTEX_ARRAY); Gl.glEnableClientState(Gl.GL_TEXTURE_COORD_ARRAY); // World rotations Gl.glRotatef((float)scrollRoll.Value, 1f, 0f, 0f); Gl.glRotatef((float)scrollPitch.Value, 0f, 1f, 0f); Gl.glRotatef((float)scrollYaw.Value, 0f, 0f, 1f); if (Prims != null) { for (int i = 0; i < Prims.Count; i++) { Primitive prim = Prims[i].Prim; if (i == cboPrim.SelectedIndex) { Gl.glColor3f(1f, 0f, 0f); } else { Gl.glColor3f(1f, 1f, 1f); } // Individual prim matrix Gl.glPushMatrix(); // The root prim position is sim-relative, while child prim positions are // parent-relative. We want to apply parent-relative translations but not // sim-relative ones if (Prims[i].Prim.ParentID != 0) { // Apply prim translation and rotation Gl.glMultMatrixf(Math3D.CreateTranslationMatrix(prim.Position)); Gl.glMultMatrixf(Math3D.CreateRotationMatrix(prim.Rotation)); } // Prim scaling Gl.glScalef(prim.Scale.X, prim.Scale.Y, prim.Scale.Z); // Draw the prim faces for (int j = 0; j < Prims[i].Faces.Count; j++) { if (i == cboPrim.SelectedIndex) { // This prim is currently selected in the dropdown //Gl.glColor3f(0f, 1f, 0f); Gl.glColor3f(1f, 1f, 1f); if (j == cboFace.SelectedIndex) { // This face is currently selected in the dropdown } else { // This face is not currently selected in the dropdown } } else { // This prim is not currently selected in the dropdown Gl.glColor3f(1f, 1f, 1f); } #region Texturing Face face = Prims[i].Faces[j]; FaceData data = (FaceData)face.UserData; if (data.TexturePointer != 0) { // Set the color to solid white so the texture is not altered //Gl.glColor3f(1f, 1f, 1f); // Enable texturing for this face Gl.glEnable(Gl.GL_TEXTURE_2D); } else { Gl.glDisable(Gl.GL_TEXTURE_2D); } // Bind the texture Gl.glBindTexture(Gl.GL_TEXTURE_2D, data.TexturePointer); #endregion Texturing Gl.glTexCoordPointer(2, Gl.GL_FLOAT, 0, data.TexCoords); Gl.glVertexPointer(3, Gl.GL_FLOAT, 0, data.Vertices); Gl.glDrawElements(Gl.GL_TRIANGLES, data.Indices.Length, Gl.GL_UNSIGNED_SHORT, data.Indices); } // Pop the prim matrix Gl.glPopMatrix(); } } // Pop the world matrix Gl.glPopMatrix(); Gl.glDisableClientState(Gl.GL_TEXTURE_COORD_ARRAY); Gl.glDisableClientState(Gl.GL_VERTEX_ARRAY); Gl.glFlush(); }
private void openPrimXMLToolStripMenuItem1_Click(object sender, EventArgs e) { Prims = null; OpenFileDialog dialog = new OpenFileDialog(); dialog.Filter = "Prim Package (*.zip)|*.zip"; if (dialog.ShowDialog() == DialogResult.OK) { string tempPath = System.IO.Path.Combine(System.IO.Path.GetTempPath(), System.IO.Path.GetRandomFileName()); try { // Create a temporary directory Directory.CreateDirectory(tempPath); FastZip fastzip = new FastZip(); fastzip.ExtractZip(dialog.FileName, tempPath, String.Empty); } catch (Exception ex) { MessageBox.Show(ex.Message); return; } // Check for the prims.xml file string primsFile = System.IO.Path.Combine(tempPath, "prims.xml"); if (!File.Exists(primsFile)) { MessageBox.Show("prims.xml not found in the archive"); return; } LLSD llsd = null; try { llsd = LLSDParser.DeserializeXml(File.ReadAllText(primsFile)); } catch (Exception ex) { MessageBox.Show(ex.Message); } if (llsd != null && llsd.Type == LLSDType.Map) { List <Primitive> primList = Helpers.LLSDToPrimList(llsd); Prims = new List <FacetedMesh>(primList.Count); for (int i = 0; i < primList.Count; i++) { // TODO: Can't render sculpted prims without the textures if (primList[i].Sculpt.SculptTexture != UUID.Zero) { continue; } Primitive prim = primList[i]; FacetedMesh mesh = Render.Plugin.GenerateFacetedMesh(prim, DetailLevel.Highest); // Create a FaceData struct for each face that stores the 3D data // in a Tao.OpenGL friendly format for (int j = 0; j < mesh.Faces.Count; j++) { Face face = mesh.Faces[j]; FaceData data = new FaceData(); // Vertices for this face data.Vertices = new float[face.Vertices.Count * 3]; for (int k = 0; k < face.Vertices.Count; k++) { data.Vertices[k * 3 + 0] = face.Vertices[k].Position.X; data.Vertices[k * 3 + 1] = face.Vertices[k].Position.Y; data.Vertices[k * 3 + 2] = face.Vertices[k].Position.Z; } // Indices for this face data.Indices = face.Indices.ToArray(); // Texture transform for this face Primitive.TextureEntryFace teFace = prim.Textures.GetFace((uint)j); Render.Plugin.TransformTexCoords(face.Vertices, face.Center, teFace); // Texcoords for this face data.TexCoords = new float[face.Vertices.Count * 2]; for (int k = 0; k < face.Vertices.Count; k++) { data.TexCoords[k * 2 + 0] = face.Vertices[k].TexCoord.X; data.TexCoords[k * 2 + 1] = face.Vertices[k].TexCoord.Y; } // Texture for this face if (LoadTexture(tempPath, teFace.TextureID, ref data.Texture)) { Bitmap bitmap = new Bitmap(data.Texture); bitmap.RotateFlip(RotateFlipType.RotateNoneFlipY); Rectangle rectangle = new Rectangle(0, 0, bitmap.Width, bitmap.Height); BitmapData bitmapData = bitmap.LockBits(rectangle, ImageLockMode.ReadOnly, PixelFormat.Format24bppRgb); Gl.glGenTextures(1, out data.TexturePointer); Gl.glBindTexture(Gl.GL_TEXTURE_2D, data.TexturePointer); Gl.glTexParameteri(Gl.GL_TEXTURE_2D, Gl.GL_TEXTURE_MIN_FILTER, Gl.GL_LINEAR_MIPMAP_LINEAR); Gl.glTexParameteri(Gl.GL_TEXTURE_2D, Gl.GL_TEXTURE_MAG_FILTER, Gl.GL_LINEAR); Gl.glTexParameteri(Gl.GL_TEXTURE_2D, Gl.GL_TEXTURE_WRAP_S, Gl.GL_REPEAT); Gl.glTexParameteri(Gl.GL_TEXTURE_2D, Gl.GL_TEXTURE_WRAP_T, Gl.GL_REPEAT); Gl.glTexParameteri(Gl.GL_TEXTURE_2D, Gl.GL_GENERATE_MIPMAP, Gl.GL_TRUE); Glu.gluBuild2DMipmaps(Gl.GL_TEXTURE_2D, Gl.GL_RGB8, bitmap.Width, bitmap.Height, Gl.GL_BGR, Gl.GL_UNSIGNED_BYTE, bitmapData.Scan0); bitmap.UnlockBits(bitmapData); bitmap.Dispose(); } // Set the UserData for this face to our FaceData struct face.UserData = data; mesh.Faces[j] = face; } Prims.Add(mesh); } // Setup the dropdown list of prims PopulatePrimCombobox(); glControl.Invalidate(); } else { MessageBox.Show("Failed to load LLSD formatted primitive data from " + dialog.FileName); } Directory.Delete(tempPath); } }
private void LoadMesh(FacetedMesh mesh, string basePath) { // Create a FaceData struct for each face that stores the 3D data // in a Tao.OpenGL friendly format for (int j = 0; j < mesh.Faces.Count; j++) { Face face = mesh.Faces[j]; FaceData data = new FaceData(); // Vertices for this face data.Vertices = new float[face.Vertices.Count * 3]; for (int k = 0; k < face.Vertices.Count; k++) { data.Vertices[k * 3 + 0] = face.Vertices[k].Position.X; data.Vertices[k * 3 + 1] = face.Vertices[k].Position.Y; data.Vertices[k * 3 + 2] = face.Vertices[k].Position.Z; } // Indices for this face data.Indices = face.Indices.ToArray(); // Texture transform for this face Primitive.TextureEntryFace teFace = mesh.Prim.Textures.GetFace((uint)j); Render.Plugin.TransformTexCoords(face.Vertices, face.Center, teFace); // Texcoords for this face data.TexCoords = new float[face.Vertices.Count * 2]; for (int k = 0; k < face.Vertices.Count; k++) { data.TexCoords[k * 2 + 0] = face.Vertices[k].TexCoord.X; data.TexCoords[k * 2 + 1] = face.Vertices[k].TexCoord.Y; } // Texture for this face if (!String.IsNullOrEmpty(basePath) && LoadTexture(basePath, teFace.TextureID, ref data.Texture)) { Bitmap bitmap = new Bitmap(data.Texture); bitmap.RotateFlip(RotateFlipType.RotateNoneFlipY); Rectangle rectangle = new Rectangle(0, 0, bitmap.Width, bitmap.Height); BitmapData bitmapData = bitmap.LockBits(rectangle, ImageLockMode.ReadOnly, PixelFormat.Format24bppRgb); Gl.glGenTextures(1, out data.TexturePointer); Gl.glBindTexture(Gl.GL_TEXTURE_2D, data.TexturePointer); Gl.glTexParameteri(Gl.GL_TEXTURE_2D, Gl.GL_TEXTURE_MIN_FILTER, Gl.GL_LINEAR_MIPMAP_LINEAR); Gl.glTexParameteri(Gl.GL_TEXTURE_2D, Gl.GL_TEXTURE_MAG_FILTER, Gl.GL_LINEAR); Gl.glTexParameteri(Gl.GL_TEXTURE_2D, Gl.GL_TEXTURE_WRAP_S, Gl.GL_REPEAT); Gl.glTexParameteri(Gl.GL_TEXTURE_2D, Gl.GL_TEXTURE_WRAP_T, Gl.GL_REPEAT); Gl.glTexParameteri(Gl.GL_TEXTURE_2D, Gl.GL_GENERATE_MIPMAP, Gl.GL_TRUE); Glu.gluBuild2DMipmaps(Gl.GL_TEXTURE_2D, Gl.GL_RGB8, bitmap.Width, bitmap.Height, Gl.GL_BGR, Gl.GL_UNSIGNED_BYTE, bitmapData.Scan0); bitmap.UnlockBits(bitmapData); bitmap.Dispose(); } // Set the UserData for this face to our FaceData struct face.UserData = data; mesh.Faces[j] = face; } Prims.Add(mesh); }
private void openPrimXMLToolStripMenuItem1_Click(object sender, EventArgs e) { Prims = null; OpenFileDialog dialog = new OpenFileDialog(); dialog.Filter = "Prim Package (*.zip)|*.zip"; if (dialog.ShowDialog() == DialogResult.OK) { string tempPath = System.IO.Path.Combine(System.IO.Path.GetTempPath(), System.IO.Path.GetRandomFileName()); try { // Create a temporary directory Directory.CreateDirectory(tempPath); FastZip fastzip = new FastZip(); fastzip.ExtractZip(dialog.FileName, tempPath, String.Empty); } catch (Exception ex) { MessageBox.Show(ex.Message); return; } // Check for the prims.xml file string primsFile = System.IO.Path.Combine(tempPath, "prims.xml"); if (!File.Exists(primsFile)) { MessageBox.Show("prims.xml not found in the archive"); return; } OSD osd = null; try { osd = OSDParser.DeserializeLLSDXml(File.ReadAllText(primsFile)); } catch (Exception ex) { MessageBox.Show(ex.Message); } if (osd != null && osd.Type == OSDType.Map) { List<Primitive> primList = Helpers.OSDToPrimList(osd); Prims = new List<FacetedMesh>(primList.Count); for (int i = 0; i < primList.Count; i++) { // TODO: Can't render sculpted prims without the textures if (primList[i].Sculpt.SculptTexture != UUID.Zero) continue; Primitive prim = primList[i]; FacetedMesh mesh = Render.Plugin.GenerateFacetedMesh(prim, DetailLevel.Highest); // Create a FaceData struct for each face that stores the 3D data // in a Tao.OpenGL friendly format for (int j = 0; j < mesh.Faces.Count; j++) { Face face = mesh.Faces[j]; FaceData data = new FaceData(); // Vertices for this face data.Vertices = new float[face.Vertices.Count * 3]; for (int k = 0; k < face.Vertices.Count; k++) { data.Vertices[k * 3 + 0] = face.Vertices[k].Position.X; data.Vertices[k * 3 + 1] = face.Vertices[k].Position.Y; data.Vertices[k * 3 + 2] = face.Vertices[k].Position.Z; } // Indices for this face data.Indices = face.Indices.ToArray(); // Texture transform for this face Primitive.TextureEntryFace teFace = prim.Textures.GetFace((uint)j); Render.Plugin.TransformTexCoords(face.Vertices, face.Center, teFace); // Texcoords for this face data.TexCoords = new float[face.Vertices.Count * 2]; for (int k = 0; k < face.Vertices.Count; k++) { data.TexCoords[k * 2 + 0] = face.Vertices[k].TexCoord.X; data.TexCoords[k * 2 + 1] = face.Vertices[k].TexCoord.Y; } // Texture for this face if (LoadTexture(tempPath, teFace.TextureID, ref data.Texture)) { Bitmap bitmap = new Bitmap(data.Texture); bitmap.RotateFlip(RotateFlipType.RotateNoneFlipY); Rectangle rectangle = new Rectangle(0, 0, bitmap.Width, bitmap.Height); BitmapData bitmapData = bitmap.LockBits(rectangle, ImageLockMode.ReadOnly, PixelFormat.Format24bppRgb); Gl.glGenTextures(1, out data.TexturePointer); Gl.glBindTexture(Gl.GL_TEXTURE_2D, data.TexturePointer); Gl.glTexParameteri(Gl.GL_TEXTURE_2D, Gl.GL_TEXTURE_MIN_FILTER, Gl.GL_LINEAR_MIPMAP_LINEAR); Gl.glTexParameteri(Gl.GL_TEXTURE_2D, Gl.GL_TEXTURE_MAG_FILTER, Gl.GL_LINEAR); Gl.glTexParameteri(Gl.GL_TEXTURE_2D, Gl.GL_TEXTURE_WRAP_S, Gl.GL_REPEAT); Gl.glTexParameteri(Gl.GL_TEXTURE_2D, Gl.GL_TEXTURE_WRAP_T, Gl.GL_REPEAT); Gl.glTexParameteri(Gl.GL_TEXTURE_2D, Gl.GL_GENERATE_MIPMAP, Gl.GL_TRUE); Glu.gluBuild2DMipmaps(Gl.GL_TEXTURE_2D, Gl.GL_RGB8, bitmap.Width, bitmap.Height, Gl.GL_BGR, Gl.GL_UNSIGNED_BYTE, bitmapData.Scan0); bitmap.UnlockBits(bitmapData); bitmap.Dispose(); } // Set the UserData for this face to our FaceData struct face.UserData = data; mesh.Faces[j] = face; } Prims.Add(mesh); } // Setup the dropdown list of prims PopulatePrimCombobox(); glControl.Invalidate(); } else { MessageBox.Show("Failed to load LLSD formatted primitive data from " + dialog.FileName); } Directory.Delete(tempPath); } }
private void LoadMesh(FacetedMesh mesh, string basePath) { // Create a FaceData struct for each face that stores the 3D data // in a Tao.OpenGL friendly format for (int j = 0; j < mesh.Faces.Count; j++) { Face face = mesh.Faces[j]; FaceData data = new FaceData(); // Vertices for this face data.Vertices = new float[face.Vertices.Count * 3]; for (int k = 0; k < face.Vertices.Count; k++) { data.Vertices[k * 3 + 0] = face.Vertices[k].Position.X; data.Vertices[k * 3 + 1] = face.Vertices[k].Position.Y; data.Vertices[k * 3 + 2] = face.Vertices[k].Position.Z; } // Indices for this face data.Indices = face.Indices.ToArray(); // Texture transform for this face Primitive.TextureEntryFace teFace = mesh.Prim.Textures.GetFace((uint)j); Render.Plugin.TransformTexCoords(face.Vertices, face.Center, teFace, mesh.Prim.Scale); // Texcoords for this face data.TexCoords = new float[face.Vertices.Count * 2]; for (int k = 0; k < face.Vertices.Count; k++) { data.TexCoords[k * 2 + 0] = face.Vertices[k].TexCoord.X; data.TexCoords[k * 2 + 1] = face.Vertices[k].TexCoord.Y; } // Texture for this face if (!String.IsNullOrEmpty(basePath) && LoadTexture(basePath, teFace.TextureID, ref data.Texture)) { Bitmap bitmap = new Bitmap(data.Texture); bitmap.RotateFlip(RotateFlipType.RotateNoneFlipY); Rectangle rectangle = new Rectangle(0, 0, bitmap.Width, bitmap.Height); BitmapData bitmapData = bitmap.LockBits(rectangle, ImageLockMode.ReadOnly, PixelFormat.Format24bppRgb); Gl.glGenTextures(1, out data.TexturePointer); Gl.glBindTexture(Gl.GL_TEXTURE_2D, data.TexturePointer); Gl.glTexParameteri(Gl.GL_TEXTURE_2D, Gl.GL_TEXTURE_MIN_FILTER, Gl.GL_LINEAR_MIPMAP_LINEAR); Gl.glTexParameteri(Gl.GL_TEXTURE_2D, Gl.GL_TEXTURE_MAG_FILTER, Gl.GL_LINEAR); Gl.glTexParameteri(Gl.GL_TEXTURE_2D, Gl.GL_TEXTURE_WRAP_S, Gl.GL_REPEAT); Gl.glTexParameteri(Gl.GL_TEXTURE_2D, Gl.GL_TEXTURE_WRAP_T, Gl.GL_REPEAT); Gl.glTexParameteri(Gl.GL_TEXTURE_2D, Gl.GL_GENERATE_MIPMAP, Gl.GL_TRUE); Glu.gluBuild2DMipmaps(Gl.GL_TEXTURE_2D, Gl.GL_RGB8, bitmap.Width, bitmap.Height, Gl.GL_BGR, Gl.GL_UNSIGNED_BYTE, bitmapData.Scan0); bitmap.UnlockBits(bitmapData); bitmap.Dispose(); } // Set the UserData for this face to our FaceData struct face.UserData = data; mesh.Faces[j] = face; } Prims.Add(mesh); }