Example #1
0
        private void openGLControl1_OpenGLDraw(object sender, RenderEventArgs e)
        {
            //  Get the OpenGL object, just to clean up the code.
            PassedCount = 0;
            //OpenGL gl = this.openGLControl1.OpenGL;
            sw.Start();


            gl.Clear(OpenGL.GL_COLOR_BUFFER_BIT | OpenGL.GL_DEPTH_BUFFER_BIT);  // Clear The Screen And The Depth Buffer


            //  Set the projection matrix.
            gl.MatrixMode(OpenGL.GL_PROJECTION);
            gl.LoadIdentity();                  // Reset The View
            //  Create a perspective transformation.
            gl.Perspective(60.0f, (double)openGLControl1.Width / (double)openGLControl1.Height, 0.01, 25000.0);
            //  Use the 'look at' helper function to position and aim the camera.
            float vX = offsetDistance * (float)Math.Cos(angle * Vector3.Deg2Rad);
            float vZ = offsetDistance * (float)Math.Sin(angle * Vector3.Deg2Rad);

            gl.LookAt(center.x + vX,
                      center.y,
                      center.z + vZ,
                      center.x, center.y, center.z,
                      0, 1, 0);

            //  Set the modelview matrix.
            gl.MatrixMode(OpenGL.GL_MODELVIEW);
            //gl.Translate(-1.5f, 0.0f, -6.0f);

            gl.Begin(OpenGL.GL_TRIANGLES);              // Start Drawing The Pyramid

            gl.Color(1.0f, 0.0f, 0.0f);                 // Red
            gl.Vertex(0.0f, 1.0f, 0.0f);                // Top Of Triangle (Front)
            gl.Color(0.0f, 1.0f, 0.0f);                 // Green
            gl.Vertex(-1.0f, -1.0f, 1.0f);              // Left Of Triangle (Front)
            gl.Color(0.0f, 0.0f, 1.0f);                 // Blue
            gl.Vertex(1.0f, -1.0f, 1.0f);               // Right Of Triangle (Front)

            gl.Color(1.0f, 0.0f, 0.0f);                 // Red
            gl.Vertex(0.0f, 1.0f, 0.0f);                // Top Of Triangle (Right)
            gl.Color(0.0f, 0.0f, 1.0f);                 // Blue
            gl.Vertex(1.0f, -1.0f, 1.0f);               // Left Of Triangle (Right)
            gl.Color(0.0f, 1.0f, 0.0f);                 // Green
            gl.Vertex(1.0f, -1.0f, -1.0f);              // Right Of Triangle (Right)

            gl.Color(1.0f, 0.0f, 0.0f);                 // Red
            gl.Vertex(0.0f, 1.0f, 0.0f);                // Top Of Triangle (Back)
            gl.Color(0.0f, 1.0f, 0.0f);                 // Green
            gl.Vertex(1.0f, -1.0f, -1.0f);              // Left Of Triangle (Back)
            gl.Color(0.0f, 0.0f, 1.0f);                 // Blue
            gl.Vertex(-1.0f, -1.0f, -1.0f);             // Right Of Triangle (Back)

            gl.Color(1.0f, 0.0f, 0.0f);                 // Red
            gl.Vertex(0.0f, 1.0f, 0.0f);                // Top Of Triangle (Left)
            gl.Color(0.0f, 0.0f, 1.0f);                 // Blue
            gl.Vertex(-1.0f, -1.0f, -1.0f);             // Left Of Triangle (Left)
            gl.Color(0.0f, 1.0f, 0.0f);                 // Green
            gl.Vertex(-1.0f, -1.0f, 1.0f);              // Right Of Triangle (Left)
            gl.End();                                   // Done Drawing The Pyramid

            gl.LineWidth(2f);
            if (OurMap != null)
            {
                gl.Color(1.0f, 1.0f, 1.0f, 1.0f);
                //gl.Translate((double)DistanceValX.Value, (double)DistanceValY.Value, (double)DistanceValZ.Value);
                gl.Begin(OpenGL.GL_LINES);

                for (int q = 0; q < OurMap.lineDefs.Count; q++)
                {
                    Linedef ld = OurMap.lineDefs[q];

                    VertexDef v1 = OurMap.vertices[ld.v1],
                              v2 = OurMap.vertices[ld.v2];



                    Vector3 ldFrontBottomV1 = new Vector3(v1.position.x, 0, v1.position.y);
                    Vector3 ldBackBottomV1  = ldFrontBottomV1;
                    Vector3 ldFrontBottomV2 = new Vector3(v2.position.x, 0, v2.position.y);
                    Vector3 ldBackBottomV2  = ldFrontBottomV2;
                    if (v1.floorOffset != null)
                    {
                        ldFrontBottomV1.y = ldBackBottomV1.y = v1.floorOffset.Value;
                    }
                    else
                    {
                        if (ld.sideBack != -1)
                        {
                            ldBackBottomV1.y = OurMap.sectors[OurMap.sideDefs[ld.sideBack].sector].heightFloor;
                        }
                        if (ld.sideFront != -1)
                        {
                            ldFrontBottomV1.y = OurMap.sectors[OurMap.sideDefs[ld.sideFront].sector].heightFloor;
                        }
                    }


                    if (v2.floorOffset != null)
                    {
                        ldFrontBottomV2.y = ldBackBottomV2.y = v2.floorOffset.Value;
                    }
                    else
                    {
                        if (ld.sideBack != -1)
                        {
                            ldBackBottomV2.y = OurMap.sectors[OurMap.sideDefs[ld.sideBack].sector].heightFloor;
                        }
                        if (ld.sideFront != -1)
                        {
                            ldFrontBottomV2.y = OurMap.sectors[OurMap.sideDefs[ld.sideFront].sector].heightFloor;
                        }
                    }

                    Vector3 ldFrontTopV1 = new Vector3(v1.position.x, 0, v1.position.y);
                    Vector3 ldBackTopV1  = ldFrontTopV1;
                    Vector3 ldFrontTopV2 = new Vector3(v2.position.x, 0, v2.position.y);
                    Vector3 ldBackTopV2  = ldFrontTopV2;

                    if (v1.ceilingOffset != null)
                    {
                        ldFrontTopV1.y = ldBackTopV1.y = v1.ceilingOffset.Value;
                    }
                    else
                    {
                        if (ld.sideBack != -1)
                        {
                            ldBackTopV1.y = OurMap.sectors[OurMap.sideDefs[ld.sideBack].sector].heightCeiling;
                        }
                        if (ld.sideFront != -1)
                        {
                            ldFrontTopV1.y = OurMap.sectors[OurMap.sideDefs[ld.sideFront].sector].heightCeiling;
                        }
                    }


                    if (v2.ceilingOffset != null)
                    {
                        ldFrontTopV2.y = ldBackTopV2.y = v2.ceilingOffset.Value;
                    }
                    else
                    {
                        if (ld.sideBack != -1)
                        {
                            ldBackTopV2.y = OurMap.sectors[OurMap.sideDefs[ld.sideBack].sector].heightCeiling;
                        }
                        if (ld.sideFront != -1)
                        {
                            ldFrontTopV2.y = OurMap.sectors[OurMap.sideDefs[ld.sideFront].sector].heightCeiling;
                        }
                    }



                    if (ld.sideBack != -1)
                    {
                        gl.Color(0.3f, 1.0f, 0.3f, 1.0f);

                        if (RB_Copy_FtC.Checked)
                        {
                            ldBackTopV1.y = ldBackBottomV1.y;
                            ldBackTopV2.y = ldBackBottomV2.y;
                        }
                        else if (RB_Copy_CtF.Checked)
                        {
                            ldBackBottomV1.y = ldBackTopV1.y;
                            ldBackBottomV2.y = ldBackTopV2.y;
                        }
                        else if (RB_Swap.Checked)
                        {
                            float tB = ldBackBottomV1.y;
                            ldBackBottomV1.y = ldBackTopV1.y;
                            ldBackTopV1.y    = tB;

                            tB = ldBackBottomV2.y;
                            ldBackBottomV2.y = ldBackTopV2.y;
                            ldBackTopV2.y    = tB;
                        }


                        ldBackTopV1.y    = ldBackTopV1.y * ((float)CeilingMult.Value) + ((float)CeilingOffs.Value);
                        ldBackTopV2.y    = ldBackTopV2.y * ((float)CeilingMult.Value) + ((float)CeilingOffs.Value);
                        ldBackBottomV1.y = ldBackBottomV1.y * ((float)FloorMult.Value) + ((float)FloorOffs.Value);
                        ldBackBottomV2.y = ldBackBottomV2.y * ((float)FloorMult.Value) + ((float)FloorOffs.Value);

                        GLVertexV3(ldBackBottomV1);
                        GLVertexV3(ldBackBottomV2);

                        gl.Color(.3f, .3f, 1.0f, 1.0f);

                        GLVertexV3(ldBackTopV1);
                        GLVertexV3(ldBackTopV2);
                    }

                    if (ld.sideFront != -1)
                    {
                        if (RB_Copy_FtC.Checked)
                        {
                            ldFrontTopV1.y = ldFrontBottomV1.y;
                            ldFrontTopV2.y = ldFrontBottomV2.y;
                        }
                        else if (RB_Copy_CtF.Checked)
                        {
                            ldFrontBottomV1.y = ldFrontTopV1.y;
                            ldFrontBottomV2.y = ldFrontTopV2.y;
                        }
                        else if (RB_Swap.Checked)
                        {
                            float tB = ldFrontBottomV1.y;
                            ldFrontBottomV1.y = ldFrontTopV1.y;
                            ldFrontTopV1.y    = tB;

                            tB = ldFrontBottomV2.y;
                            ldFrontBottomV2.y = ldFrontTopV2.y;
                            ldFrontTopV2.y    = tB;
                        }

                        ldFrontTopV1.y    = ldFrontTopV1.y * ((float)CeilingMult.Value) + ((float)CeilingOffs.Value);
                        ldFrontTopV2.y    = ldFrontTopV2.y * ((float)CeilingMult.Value) + ((float)CeilingOffs.Value);
                        ldFrontBottomV1.y = ldFrontBottomV1.y * ((float)FloorMult.Value) + ((float)FloorOffs.Value);
                        ldFrontBottomV2.y = ldFrontBottomV2.y * ((float)FloorMult.Value) + ((float)FloorOffs.Value);

                        gl.Color(0.3f, 1.0f, 0.3f, 1.0f);

                        GLVertexV3(ldFrontBottomV2);
                        GLVertexV3(ldFrontBottomV1);



                        gl.Color(0.3f, 0.3f, 1.0f, 1.0f);

                        GLVertexV3(ldFrontTopV2);
                        GLVertexV3(ldFrontTopV1);
                    }



                    if (q == 0 && !threw)
                    {
                        threw = true;
                        Console.WriteLine(ldFrontTopV1);
                        Console.WriteLine(ldFrontTopV2);
                        Console.WriteLine(ldBackTopV1);
                        Console.WriteLine(ldBackTopV2);
                        Console.WriteLine(ldFrontBottomV1);
                        Console.WriteLine(ldFrontBottomV2);
                        Console.WriteLine(ldBackBottomV1);
                        Console.WriteLine(ldBackBottomV2);
                    }
                }
                gl.End();
            }

            if (threw && determinePass)
            {
                Console.WriteLine("Determined?");

                determinePass = false;
                //DistanceValY.Value =(decimal) ( min.y + (max.y - min.y) / 2f);
                //DistanceValX.Value = (decimal)(min.x + (max.x - min.x) / 2f);
                center = new Vector3(
                    (min.x + ((max.x - min.x) / 2f)),
                    (min.y + ((max.y - min.y) / 2f)),
                    (min.z + ((max.z - min.z) / 2f))
                    );
                Console.WriteLine("Min: " + min + " Max: " + max + " Center: " + center);
                offsetDistance = (max.x - min.x) * 1.5f;
                float zDistance = (max.z - min.z) * 1.5f;
                if (zDistance > offsetDistance)
                {
                    offsetDistance = zDistance;
                }
            }

            gl.Flush();
            ServicedVerticesLabel.Text = "Passed vertices: " + PassedCount.ToString();
            sw.Stop();
            deltaTime = ((float)sw.ElapsedMilliseconds) / 1000f;
            sw.Reset();
            angle += 35f * deltaTime;
            if (angle > 360)
            {
                angle = 0f;
            }

            /*
             * // gl.Color(1.0f, 1.0f, 1.0f);
             * // gl.FontBitmaps.DrawText(gl, 0, 0, "Arial", "Argh");
             *
             *
             *
             * gl.Translate(-1.5f, 0.0f, -6.0f);				// Move Left And Into The Screen
             *
             * gl.Rotate(rtri, 0.0f, 1.0f, 0.0f);				// Rotate The Pyramid On It's Y Axis
             *
             * gl.Begin(OpenGL.GL_TRIANGLES);					// Start Drawing The Pyramid
             *
             * gl.Color(1.0f, 0.0f, 0.0f);			// Red
             * gl.Vertex(0.0f, 1.0f, 0.0f);			// Top Of Triangle (Front)
             * gl.Color(0.0f, 1.0f, 0.0f);			// Green
             * gl.Vertex(-1.0f, -1.0f, 1.0f);			// Left Of Triangle (Front)
             * gl.Color(0.0f, 0.0f, 1.0f);			// Blue
             * gl.Vertex(1.0f, -1.0f, 1.0f);			// Right Of Triangle (Front)
             *
             * gl.Color(1.0f, 0.0f, 0.0f);			// Red
             * gl.Vertex(0.0f, 1.0f, 0.0f);			// Top Of Triangle (Right)
             * gl.Color(0.0f, 0.0f, 1.0f);			// Blue
             * gl.Vertex(1.0f, -1.0f, 1.0f);			// Left Of Triangle (Right)
             * gl.Color(0.0f, 1.0f, 0.0f);			// Green
             * gl.Vertex(1.0f, -1.0f, -1.0f);			// Right Of Triangle (Right)
             *
             * gl.Color(1.0f, 0.0f, 0.0f);			// Red
             * gl.Vertex(0.0f, 1.0f, 0.0f);			// Top Of Triangle (Back)
             * gl.Color(0.0f, 1.0f, 0.0f);			// Green
             * gl.Vertex(1.0f, -1.0f, -1.0f);			// Left Of Triangle (Back)
             * gl.Color(0.0f, 0.0f, 1.0f);			// Blue
             * gl.Vertex(-1.0f, -1.0f, -1.0f);			// Right Of Triangle (Back)
             *
             * gl.Color(1.0f, 0.0f, 0.0f);			// Red
             * gl.Vertex(0.0f, 1.0f, 0.0f);			// Top Of Triangle (Left)
             * gl.Color(0.0f, 0.0f, 1.0f);			// Blue
             * gl.Vertex(-1.0f, -1.0f, -1.0f);			// Left Of Triangle (Left)
             * gl.Color(0.0f, 1.0f, 0.0f);			// Green
             * gl.Vertex(-1.0f, -1.0f, 1.0f);			// Right Of Triangle (Left)
             * gl.End();						// Done Drawing The Pyramid
             *
             * gl.LoadIdentity();
             * gl.Translate(1.5f, 0.0f, -7.0f);				// Move Right And Into The Screen
             *
             * gl.Rotate(rquad, 1.0f, 1.0f, 1.0f);			// Rotate The Cube On X, Y & Z
             *
             * gl.Begin(OpenGL.GL_QUADS);					// Start Drawing The Cube
             *
             * gl.Color(0.0f, 1.0f, 0.0f);			// Set The Color To Green
             * gl.Vertex(1.0f, 1.0f, -1.0f);			// Top Right Of The Quad (Top)
             * gl.Vertex(-1.0f, 1.0f, -1.0f);			// Top Left Of The Quad (Top)
             * gl.Vertex(-1.0f, 1.0f, 1.0f);			// Bottom Left Of The Quad (Top)
             * gl.Vertex(1.0f, 1.0f, 1.0f);			// Bottom Right Of The Quad (Top)
             *
             *
             * gl.Color(1.0f, 0.5f, 0.0f);			// Set The Color To Orange
             * gl.Vertex(1.0f, -1.0f, 1.0f);			// Top Right Of The Quad (Bottom)
             * gl.Vertex(-1.0f, -1.0f, 1.0f);			// Top Left Of The Quad (Bottom)
             * gl.Vertex(-1.0f, -1.0f, -1.0f);			// Bottom Left Of The Quad (Bottom)
             * gl.Vertex(1.0f, -1.0f, -1.0f);			// Bottom Right Of The Quad (Bottom)
             *
             * gl.Color(1.0f, 0.0f, 0.0f);			// Set The Color To Red
             * gl.Vertex(1.0f, 1.0f, 1.0f);			// Top Right Of The Quad (Front)
             * gl.Vertex(-1.0f, 1.0f, 1.0f);			// Top Left Of The Quad (Front)
             * gl.Vertex(-1.0f, -1.0f, 1.0f);			// Bottom Left Of The Quad (Front)
             * gl.Vertex(1.0f, -1.0f, 1.0f);			// Bottom Right Of The Quad (Front)
             *
             * gl.Color(1.0f, 1.0f, 0.0f);			// Set The Color To Yellow
             * gl.Vertex(1.0f, -1.0f, -1.0f);			// Bottom Left Of The Quad (Back)
             * gl.Vertex(-1.0f, -1.0f, -1.0f);			// Bottom Right Of The Quad (Back)
             * gl.Vertex(-1.0f, 1.0f, -1.0f);			// Top Right Of The Quad (Back)
             * gl.Vertex(1.0f, 1.0f, -1.0f);			// Top Left Of The Quad (Back)
             *
             * gl.Color(0.0f, 0.0f, 1.0f);			// Set The Color To Blue
             * gl.Vertex(-1.0f, 1.0f, 1.0f);			// Top Right Of The Quad (Left)
             * gl.Vertex(-1.0f, 1.0f, -1.0f);			// Top Left Of The Quad (Left)
             * gl.Vertex(-1.0f, -1.0f, -1.0f);			// Bottom Left Of The Quad (Left)
             * gl.Vertex(-1.0f, -1.0f, 1.0f);			// Bottom Right Of The Quad (Left)
             *
             * gl.Color(1.0f, 0.0f, 1.0f);			// Set The Color To Violet
             * gl.Vertex(1.0f, 1.0f, -1.0f);			// Top Right Of The Quad (Right)
             * gl.Vertex(1.0f, 1.0f, 1.0f);			// Top Left Of The Quad (Right)
             * gl.Vertex(1.0f, -1.0f, 1.0f);			// Bottom Left Of The Quad (Right)
             * gl.Vertex(1.0f, -1.0f, -1.0f);			// Bottom Right Of The Quad (Right)
             * gl.End();                       // Done Drawing The Q
             *
             * gl.Flush();
             *
             * rtri += 3.0f;// 0.2f;						// Increase The Rotation Variable For The Triangle
             * rquad -= 3.0f;// 0.15f;						// Decrease The Rotation Variable For The Quad */
        }
        public static UDMFConverted ReadFile(List <string> file)
        {
            /*foreach(string m in file)
             * {
             *  Debug.Log(m);
             * }
             * return new UDMFConverted();*/
            if (file.Count > 0)
            {
                UDMFConverted dConv = new UDMFConverted();

                List <VertexDef> vertices = new List <VertexDef>();
                List <Sector>    sectors  = new List <Sector>();
                List <SideDef>   sideDefs = new List <SideDef>();
                List <Linedef>   lineDefs = new List <Linedef>();
                List <Thing>     things   = new List <Thing>();
                //			CRd current= CRd.core;
                for (int ln = 0; ln < file.Count; ln++)
                {
                    //int ePos=ln;
                    if (Regex.IsMatch(file[ln], @"thing.*\n{", RegexOptions.IgnoreCase))
                    {
                        //Debug.Log("thing:"+file[ln]);
                        Thing tn = new Thing();
                        tn.FormFromList(file[ln].Split(new char[] { '\n' }, StringSplitOptions.None));
                        things.Add(tn);
                    }
                    else if (Regex.IsMatch(file[ln], @"vertex.*\n{", RegexOptions.IgnoreCase))
                    {
                        //Debug.Log("vertex:"+file[ln]);
                        VertexDef vect = new VertexDef();
                        vect.FormFromList(file[ln].Split(new char[] { '\n' }, StringSplitOptions.None));
                        //Vector2 vect = StrUtils.FormVector2FromList(file[ln].Split(new char[] { '\n' }, StringSplitOptions.None));
                        vertices.Add(vect);
                    }
                    else if (Regex.IsMatch(file[ln], @"linedef.*\n{", RegexOptions.IgnoreCase))
                    {
                        //Debug.Log("linedef:"+file[ln]);
                        Linedef ld = new Linedef();
                        ld.FormFromList(file[ln].Split(new char[] { '\n' }, StringSplitOptions.None));
                        lineDefs.Add(ld);
                    }
                    else if (Regex.IsMatch(file[ln], @"sidedef.*\n{", RegexOptions.IgnoreCase))
                    {
                        //Debug.Log("sidedef:"+file[ln]);
                        SideDef sd = new SideDef();
                        sd.FormFromList(file[ln].Split(new char[] { '\n' }, StringSplitOptions.None));
                        sideDefs.Add(sd);
                    }
                    else if (Regex.IsMatch(file[ln], @"sector.*\n{", RegexOptions.IgnoreCase))
                    {
                        //Debug.Log("sector:"+file[ln]);
                        Sector sec = new Sector();
                        sec.FormFromList(file[ln].Split(new char[] { '\n' }, StringSplitOptions.None));
                        sectors.Add(sec);
                    }


                    //if(ePos!=ln) ln=ePos;
                }


                dConv.things   = things;
                dConv.vertices = vertices;
                dConv.sectors  = sectors;
                dConv.sideDefs = sideDefs;
                dConv.lineDefs = lineDefs;



                return(dConv);
            }

            return(null);
        }