Setup() public méthode

public Setup ( ) : void
Résultat void
Exemple #1
0
        private void MeshControl_Load(object sender, EventArgs e)
        {
            meshControl.MakeCurrent();

            Console.WriteLine("OpenGL version: " + GL.GetString(StringName.Version));
            Console.WriteLine("OpenGL vendor: " + GL.GetString(StringName.Vendor));
            Console.WriteLine("GLSL version: " + GL.GetString(StringName.ShadingLanguageVersion));

            CheckOpenGL();
            LoadBoundingBox();

            GL.Enable(EnableCap.CullFace);
            GL.Enable(EnableCap.DepthTest);

            GL.ClearColor(Settings.BackgroundColor);

            GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);

            InitializeInputTick();

            // If no defaul camera was found, make one up
            if (ActiveCamera == null)
            {
                ActiveCamera = Camera.FromBoundingBox(MinBounds, MaxBounds);
            }

            cameraBox.Items.Add(ActiveCamera, true);

            // Set camera viewport size
            ActiveCamera.SetViewportSize(meshControl.Width, meshControl.Width);

            foreach (var cameraInfo in cameras)
            {
                var camera = new Camera(cameraInfo.Item2, cameraInfo.Item1);
                cameraBox.Items.Add(camera);
            }

            ActiveAnimation = Animations.Count > 0 ? Animations[0] : null;
            animationBox.Items.AddRange(Animations.ToArray());

            foreach (var obj in MeshesToRender)
            {
                obj.LoadFromResource(MaterialLoader);
            }

            // Gather render modes
            var renderModes = MeshesToRender
                              .SelectMany(mesh => mesh.DrawCalls.SelectMany(drawCall => drawCall.Shader.RenderModes))
                              .Distinct()
                              .ToArray();

            if (SubjectType == RenderSubject.Model)
            {
                renderModeComboBox.Items.Clear();
                renderModeComboBox.Items.Add("Change render mode...");
                renderModeComboBox.Items.AddRange(renderModes);
                renderModeComboBox.SelectedIndex = 0;
            }

#if DEBUG
            Debug.Setup();
#endif

            // Create animation texture
            AnimationTexture = GL.GenTexture();
            GL.BindTexture(TextureTarget.Texture2D, AnimationTexture);
            // Set clamping to edges
            GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, (int)TextureWrapMode.ClampToEdge);
            GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, (int)TextureWrapMode.ClampToEdge);
            // Set nearest-neighbor sampling since we don't want to interpolate matrix rows
            GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Nearest);
            GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)TextureMinFilter.Nearest);
            //Unbind texture again
            GL.BindTexture(TextureTarget.Texture2D, 0);

            // TODO: poor hack
            FileExtensions.ClearCache();

            Loaded = true;

            Console.WriteLine("{0} draw calls total", MeshesToRender.Sum(x => x.DrawCalls.Count));
        }
        private void MeshControl_Load(object sender, EventArgs e)
        {
            meshControl.MakeCurrent();

            Console.WriteLine("OpenGL version: " + GL.GetString(StringName.Version));
            Console.WriteLine("OpenGL vendor: " + GL.GetString(StringName.Vendor));
            Console.WriteLine("GLSL version: " + GL.GetString(StringName.ShadingLanguageVersion));

            CheckOpenGL();
            LoadBoundingBox();

            GL.Enable(EnableCap.CullFace);
            GL.Enable(EnableCap.DepthTest);

            GL.ClearColor(Settings.BackgroundColor);

            GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);

            InitializeInputTick();

            ActiveCamera = new Camera(tabs.Width, tabs.Height, MinBounds, MaxBounds);
            cameraBox.Items.Add(ActiveCamera, true);

            foreach (var cameraInfo in cameras)
            {
                var camera = new Camera(tabs.Width, tabs.Height, cameraInfo.Item2, cameraInfo.Item1);
                cameraBox.Items.Add(camera);
            }

            ActiveAnimation = Animations.Count > 0 ? Animations[0] : null;
            animationBox.Items.AddRange(Animations.ToArray());

            foreach (var obj in MeshesToRender)
            {
                obj.LoadFromResource(MaterialLoader);
            }

#if DEBUG
            Debug.Setup();
            //Skeleton.DebugDraw(Debug);
#endif

            // Create animation texture
            AnimationTexture = GL.GenTexture();
            GL.BindTexture(TextureTarget.Texture2D, AnimationTexture);
            // Set clamping to edges
            GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, (int)TextureWrapMode.ClampToEdge);
            GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, (int)TextureWrapMode.ClampToEdge);
            // Set nearest-neighbor sampling since we don't want to interpolate matrix rows
            GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Nearest);
            GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)TextureMinFilter.Nearest);
            //Unbind texture again
            GL.BindTexture(TextureTarget.Texture2D, 0);

            // TODO: poor hack
            FileExtensions.ClearCache();

            Loaded = true;

            Console.WriteLine("{0} draw calls total", MeshesToRender.Sum(x => x.DrawCalls.Count));
        }