Exemple #1
0
        /// <summary>
        /// Renders the object in a viewport
        /// </summary>
        private void RenderObject(DisplayObject obj, Rhino.DocObjects.ViewportInfo viewport, bool isInstance)
        {
            // If the object is invisible, return.
            if (!obj.IsVisible)
                return;

            // If the layer that the object is on is turned off, return.
            if (!Model.LayerIsVisibleAtIndex (obj.LayerIndex))
                return;

            DisplayMesh displayMesh = isInstance ? ((DisplayInstanceMesh)obj).Mesh : (DisplayMesh)obj;

            if (displayMesh.WillFitOnGPU == false)
                return;

            uint vertex_buffer = 0;
            uint index_buffer = 0;

            if (displayMesh != null) {
                // Material setup, if necessary...
                displayMesh.Material.AmbientColor = new [] { 0.0f, 0.0f, 0.0f, 1.0f }; //We want to ignore the ambient color
                if (CurrentMaterial.RuntimeId != displayMesh.Material.RuntimeId)
                    ActiveShader.SetupMaterial (displayMesh.Material);
                CurrentMaterial = displayMesh.Material;

                if (displayMesh.IndexBufferHandle == Globals.UNSET_HANDLE) {
                    // Generate the Index VBO
                    GL.GenBuffers (1, out index_buffer);
                    GL.BindBuffer (BufferTarget.ElementArrayBuffer, index_buffer);
                    displayMesh.IndexBufferHandle = index_buffer;
                }

                if (displayMesh.VertexBufferHandle == Globals.UNSET_HANDLE) {
                    // Generate the VertexBuffer
                    GL.GenBuffers (1, out vertex_buffer);
                    GL.BindBuffer (BufferTarget.ArrayBuffer, vertex_buffer);
                    displayMesh.VertexBufferHandle = vertex_buffer;

                    displayMesh.LoadDataForVBOs (displayMesh.Mesh);

                    // If CheckGLError turns up an error (likely an OutOfMemory warning because the mesh won't fit on the GPU)
                    // we need to delete the buffers associated with that displayMesh and mark it as too big.
              bool causesGLError = CheckGLError ("GL.BufferData");
                    if (causesGLError) {
                        GL.DeleteBuffers (1, ref vertex_buffer);
                        GL.DeleteBuffers (1, ref index_buffer);
                        displayMesh.WillFitOnGPU = false;
                        GC.Collect ();
                    } else {
                        displayMesh.WillFitOnGPU = true;
                    }

                    // If we have drawn all the partitions associated with the underlying openNURBS mesh in the ModelFile, we can delete it...
                    if (displayMesh.Mesh.PartitionCount == displayMesh.PartitionIndex + 1)
                        Model.ModelFile.Objects.Delete (displayMesh.FileObjectId);

                    displayMesh.Mesh = null;
                }

                if (displayMesh.WillFitOnGPU == false)
                    return;

                // Vertices
                // ORDER MATTERS...if you don't do things in this order, you will get very frusterated.
                // First, enable the VertexAttribArray for positions
                int rglVertex = ActiveShader.RglVertexIndex;
                GL.EnableVertexAttribArray (rglVertex);
                // Second, Bind the ArrayBuffer
                GL.BindBuffer (BufferTarget.ArrayBuffer, displayMesh.VertexBufferHandle);
                // Third, tell GL where to look for the data...
                GL.VertexAttribPointer (rglVertex, 3, VertexAttribPointerType.Float, false, displayMesh.Stride, IntPtr.Zero);

            CheckGLError ("GL.VertexAttribPointer");

                // Normals
                if (displayMesh.HasVertexNormals) {
                    int rglNormal = ActiveShader.RglNormalIndex;
                    GL.EnableVertexAttribArray (rglNormal);
                    GL.VertexAttribPointer (rglNormal, 3, VertexAttribPointerType.Float, false, displayMesh.Stride, (IntPtr)(Marshal.SizeOf (typeof(Rhino.Geometry.Point3f))));

              CheckGLError ("GL.VertexAttribPointer");
                }

                // Colors
                if (displayMesh.HasVertexColors) {
                    int rglColor = ActiveShader.RglColorIndex;
                    GL.EnableVertexAttribArray (rglColor);
                    GL.VertexAttribPointer (rglColor, 4, VertexAttribPointerType.Float, false, displayMesh.Stride, (IntPtr)(Marshal.SizeOf (typeof(Rhino.Display.Color4f))));

              CheckGLError ("GL.VertexAttribPointer");
                }

                if (isInstance) {
                    if (!FastDrawing) {
                        // Check for inversions on transforms, but only if we are drawing the final "high-quality" frame
                        // (because our PerPixel shader does not flip normals based on modelView matrices).
                        if ((obj as DisplayInstanceMesh).XForm.Determinant < -Globals.ON_ZERO_TOLERANCE) {
                            // an inversion (happens in mirrored instances, etc.)
                            // this means the transformation will turn the mesh
                            // inside out, so we have to reverse our front face
                            // convention.
                            GL.FrontFace (FrontFaceDirection.Cw);
                        } else {
                            GL.FrontFace (FrontFaceDirection.Ccw);
                        }
                    }

                    ActiveShader.SetModelViewMatrix ((obj as DisplayInstanceMesh).XForm);
                }

                // Bind Indices
                GL.BindBuffer (BufferTarget.ElementArrayBuffer, displayMesh.IndexBufferHandle);

            CheckGLError ("GL.BindBuffer");

                // Draw...
                #if __ANDROID__
            GL.DrawElements (All.Triangles, displayMesh.IndexBufferLength, All.UnsignedShort, IntPtr.Zero);
                #endif

                #if __IOS__
                GL.DrawElements (BeginMode.Triangles, displayMesh.IndexBufferLength, DrawElementsType.UnsignedShort, IntPtr.Zero);
                #endif

                // Disable any and all arrays and buffers we might have used...
                GL.BindBuffer (BufferTarget.ArrayBuffer, displayMesh.VertexBufferHandle);
                GL.DisableVertexAttribArray (ActiveShader.RglColorIndex);
                GL.DisableVertexAttribArray (ActiveShader.RglNormalIndex);
                GL.DisableVertexAttribArray (ActiveShader.RglVertexIndex);

                GL.BindBuffer (BufferTarget.ElementArrayBuffer, displayMesh.IndexBufferHandle);
                GL.BindBuffer (BufferTarget.ArrayBuffer, 0);
                GL.BindBuffer (BufferTarget.ElementArrayBuffer, 0);
            }
        }