Exemple #1
0
        internal static void DrawCoordinateSystem(ref Matrix4 viewProjection)
        {
            if (CurrentWorld == null)
            {
                return;
            }

            CSScale = CurrentWorld.IsFirstPersonMode ? Vector3.Distance(CurrentWorld.GetFirstPersonObject().GetCenterPointForAllHitboxes(), CoordinateSystemCenter) : Vector3.Distance(CurrentWorld.GetCameraPosition(), CoordinateSystemCenter) / 6f;

            GL.UseProgram(RendererSimple.GetProgramId());
            Matrix4 _modelViewProjection;

            // Simple lines:
            CoordinateSystemMatrix = Matrix4.CreateScale(CSScale);
            Matrix4.Mult(ref CoordinateSystemMatrix, ref viewProjection, out _modelViewProjection);
            GL.UniformMatrix4(RendererSimple.GetUniformHandleMVP(), false, ref _modelViewProjection);
            foreach (string meshName in CoordinateSystem.Meshes.Keys)
            {
                GeoMesh mesh = CoordinateSystem.Meshes[meshName];

                GL.Uniform3(RendererSimple.GetUniformBaseColor(), mesh.Material.ColorDiffuse.X, mesh.Material.ColorDiffuse.Y, mesh.Material.ColorDiffuse.Z);

                GL.BindVertexArray(mesh.VAO);
                GL.BindBuffer(BufferTarget.ElementArrayBuffer, mesh.VBOIndex);
                GL.DrawElements(mesh.Primitive, mesh.IndexCount, DrawElementsType.UnsignedInt, 0);
                GL.BindBuffer(BufferTarget.ElementArrayBuffer, 0);

                GL.BindVertexArray(0);
            }

            // X
            CoordinateSystemMatrixX     = Matrix4.CreateScale(CSScale * 3f) * Matrix4.CreateFromQuaternion(HelperRotation.GetRotationForPoint(CoordinateSystemXOffset * CSScale, CurrentWorld.IsFirstPersonMode ? CurrentWorld.GetFirstPersonObject().GetCenterPointForAllHitboxes() : CurrentWorld.GetCameraPosition()));
            CoordinateSystemMatrixX.M41 = CoordinateSystemXOffset.X * CSScale * 1.05f;
            CoordinateSystemMatrixX.M42 = CoordinateSystemXOffset.Y;
            CoordinateSystemMatrixX.M43 = CoordinateSystemXOffset.Z;
            Matrix4.Mult(ref CoordinateSystemMatrixX, ref viewProjection, out _modelViewProjection);
            GL.UniformMatrix4(RendererSimple.GetUniformHandleMVP(), false, ref _modelViewProjection);
            foreach (string meshName in CoordinateSystemX.Meshes.Keys)
            {
                GeoMesh mesh = CoordinateSystemX.Meshes[meshName];

                GL.Uniform3(RendererSimple.GetUniformBaseColor(), mesh.Material.ColorDiffuse.X, mesh.Material.ColorDiffuse.Y, mesh.Material.ColorDiffuse.Z);

                GL.BindVertexArray(mesh.VAO);
                GL.BindBuffer(BufferTarget.ElementArrayBuffer, mesh.VBOIndex);
                GL.DrawElements(mesh.Primitive, mesh.IndexCount, DrawElementsType.UnsignedInt, 0);
                GL.BindBuffer(BufferTarget.ElementArrayBuffer, 0);

                GL.BindVertexArray(0);
            }

            // Y
            CoordinateSystemMatrixY     = Matrix4.CreateScale(CSScale * 3f) * Matrix4.CreateFromQuaternion(HelperRotation.GetRotationForPoint(CoordinateSystemYOffset * CSScale, CurrentWorld.IsFirstPersonMode ? CurrentWorld.GetFirstPersonObject().GetCenterPointForAllHitboxes() : CurrentWorld.GetCameraPosition()));
            CoordinateSystemMatrixY.M41 = CoordinateSystemYOffset.X;
            CoordinateSystemMatrixY.M42 = CoordinateSystemYOffset.Y * CSScale * 1.05f;
            CoordinateSystemMatrixY.M43 = CoordinateSystemYOffset.Z;
            Matrix4.Mult(ref CoordinateSystemMatrixY, ref viewProjection, out _modelViewProjection);
            GL.UniformMatrix4(RendererSimple.GetUniformHandleMVP(), false, ref _modelViewProjection);
            foreach (string meshName in CoordinateSystemY.Meshes.Keys)
            {
                GeoMesh mesh = CoordinateSystemY.Meshes[meshName];

                GL.Uniform3(RendererSimple.GetUniformBaseColor(), mesh.Material.ColorDiffuse.X, mesh.Material.ColorDiffuse.Y, mesh.Material.ColorDiffuse.Z);

                GL.BindVertexArray(mesh.VAO);
                GL.BindBuffer(BufferTarget.ElementArrayBuffer, mesh.VBOIndex);
                GL.DrawElements(mesh.Primitive, mesh.IndexCount, DrawElementsType.UnsignedInt, 0);
                GL.BindBuffer(BufferTarget.ElementArrayBuffer, 0);

                GL.BindVertexArray(0);
            }

            // Z
            CoordinateSystemMatrixZ     = Matrix4.CreateScale(CSScale * 3f) * Matrix4.CreateFromQuaternion(HelperRotation.GetRotationForPoint(CoordinateSystemZOffset * CSScale, CurrentWorld.IsFirstPersonMode ? CurrentWorld.GetFirstPersonObject().GetCenterPointForAllHitboxes() : CurrentWorld.GetCameraPosition()));
            CoordinateSystemMatrixZ.M41 = CoordinateSystemZOffset.X;
            CoordinateSystemMatrixZ.M42 = CoordinateSystemZOffset.Y;
            CoordinateSystemMatrixZ.M43 = CoordinateSystemZOffset.Z * CSScale * 1.05f;
            Matrix4.Mult(ref CoordinateSystemMatrixZ, ref viewProjection, out _modelViewProjection);
            GL.UniformMatrix4(RendererSimple.GetUniformHandleMVP(), false, ref _modelViewProjection);
            foreach (string meshName in CoordinateSystemZ.Meshes.Keys)
            {
                GeoMesh mesh = CoordinateSystemZ.Meshes[meshName];

                GL.Uniform3(RendererSimple.GetUniformBaseColor(), mesh.Material.ColorDiffuse.X, mesh.Material.ColorDiffuse.Y, mesh.Material.ColorDiffuse.Z);

                GL.BindVertexArray(mesh.VAO);
                GL.BindBuffer(BufferTarget.ElementArrayBuffer, mesh.VBOIndex);
                GL.DrawElements(mesh.Primitive, mesh.IndexCount, DrawElementsType.UnsignedInt, 0);
                GL.BindBuffer(BufferTarget.ElementArrayBuffer, 0);

                GL.BindVertexArray(0);
            }

            GL.UseProgram(0);
        }