Exemple #1
0
        /// <summary>
        /// This function draws all of the objects in the scene (i.e. every quadric
        /// in the quadrics arraylist etc).
        /// </summary>
        public virtual void Draw()
        {
            //	Create a performance monitor.
            PerformanceMonitor performance = new PerformanceMonitor();

            performance.Monitor("Clearing buffers");

            //	Set the clear color.
            float[] clear = clearColour;
            gl.ClearColor(clear[0], clear[1], clear[2], clear[3]);

            //  TODO: this is big overhead- one should only reproject when the camera moves.
            if (currentCamera != null)
            {
                currentCamera.Project(gl);
            }

            //	Clear.
            gl.Clear(OpenGL.COLOR_BUFFER_BIT | OpenGL.DEPTH_BUFFER_BIT |
                     OpenGL.STENCIL_BUFFER_BIT);

            gl.BindTexture(OpenGL.TEXTURE_2D, 0);
            gl.Enable(OpenGL.TEXTURE_2D);

            gl.Enable(OpenGL.LIGHTING);

            if (designMode)
            {
                performance.Monitor("Drawing Stock Scene");
                gl.StockDrawing.DrawGrid(gl);
            }

            performance.Monitor("Setting and drawing Lights");

            foreach (Light light in lights)
            {
                //	Set the lights properties into our OpenGL.
                light.Set(gl);

                //	Draw the light into OpenGL.
                if (designMode)
                {
                    light.Draw(gl);
                }
            }

            performance.Monitor("Drawing Custom Objects");

            //  TODO: Adding this code here re-enables textures- it should work without it but it
            //  doesn't, look into this.

            foreach (SceneObject ob in sceneObjects)
            {
                ob.Draw(gl);
            }

            performance.Monitor("Drawing Quadrics");

            //  TODO: Adding this code here re-enables textures- it should work without it but it
            //  doesn't, look into this.

            foreach (Quadric quad in quadrics)
            {
                quad.Draw(gl);
            }

            performance.Monitor("Drawing Evaluators");

            //  TODO: Adding this code here re-enables textures- it should work without it but it
            //  doesn't, look into this.

            foreach (Evaluator evaluator in evaluators)
            {
                evaluator.Draw(gl);
            }

            performance.Monitor("Drawing Cameras");

            foreach (Camera cam in cameras)
            {
                if (designMode)
                {
                    cam.Draw(gl);
                }
            }

            performance.Monitor("Drawing Polygons");

            //  TODO: Adding this code here re-enables textures- it should work without it but it
            //  doesn't, look into this.
            gl.BindTexture(OpenGL.TEXTURE_2D, 0);
            gl.Enable(OpenGL.TEXTURE_2D);

            foreach (Polygon poly in polygons)
            {
                //	Draw the polygon into OpenGL.
                poly.Draw(gl);

                if (poly.CastsShadow)
                {
                    poly.CastShadow(gl, lights);
                }
            }

            gl.Flush();

            performance.EndMonitor();

            if (drawPerformance)
            {
                performance.Draw(gl.GDIGraphics);
            }
        }