Esempio n. 1
0
        void RenderGraphObject(GraphObject graphObject, RenderFlags renderFlags)
        {
            // visibility check
            if (!graphObject.Visible)
            {
                return;
            }

            // render-flag check
            if (!renderFlags.HasFlag(RenderFlags.Ceilings) && graphObject.HasRenderFlag(GraphObjectRenderFlags.Ceiling))
            {
                return;
            }
            if (!renderFlags.HasFlag(RenderFlags.FourthWalls) && graphObject.HasRenderFlag(GraphObjectRenderFlags.FourthWall))
            {
                return;
            }

            // matrix transformations
            GL.PushMatrix();
            TransformMatrix(graphObject.Position, graphObject.Rotation, graphObject.Scale);

            // bounding box
            if (renderFlags.HasFlag(RenderFlags.BoundingBox))
            {
                GL.Disable(EnableCap.Lighting);
                GL.Disable(EnableCap.Texture2D);
                GL.Color3(Color.Yellow);
                GLUtility.WireCube(graphObject.BoundingBox * GlobalScaleReciprocal);
                GL.Color3(Color.White);
                GL.Enable(EnableCap.Texture2D);
                GL.Enable(EnableCap.Lighting);
            }

            if (graphObject.HasRenderFlag(GraphObjectRenderFlags.FullBright))
            {
                GL.Disable(EnableCap.Lighting);
            }

            // Render parts.
            foreach (var part in graphObject)
            {
                if (shaders[part.ShaderIndex].Tint.A > 0 && ((shaders[part.ShaderIndex].Tint.A == Color.Opaque && renderFlags.HasFlag(RenderFlags.Opaque)) || (shaders[part.ShaderIndex].Tint.A < Color.Opaque && renderFlags.HasFlag(RenderFlags.Translucent))))
                {
                    RenderPart(part, renderFlags);
                }
            }

            GL.Enable(EnableCap.Lighting);

            // Render children.
            for (int childIndex = graphObject.ChildIndex; childIndex >= 0; childIndex = graphObjects[childIndex].NextIndex)
            {
                RenderGraphObject(graphObjects[childIndex], renderFlags);
            }

            GL.PopMatrix();
        }
Esempio n. 2
0
        void RenderGrid(int gridSize)
        {
            GL.Disable(EnableCap.Lighting);
            GLUtility.DisableTexture2D();
            GL.Begin(BeginMode.Lines);

            for (int z = -gridSize; z <= gridSize; z++)
            {
                GL.Color3(Color.White);
                GL.Vertex3(-gridSize, 0.0f, z);
                GL.Vertex3(gridSize, 0.0f, z);
            }

            for (int x = -gridSize; x <= gridSize; x++)
            {
                GL.Color3(Color.White);
                GL.Vertex3(x, 0.0f, -gridSize);
                GL.Vertex3(x, 0.0f, gridSize);
            }

            GL.End();
            GLUtility.EnableTexture2D();
            GL.Enable(EnableCap.Lighting);
        }
Esempio n. 3
0
        void RenderPart(Part part, RenderFlags renderFlags)
        {
            GL.Material(MaterialFace.Front, MaterialParameter.Diffuse, shaders[part.ShaderIndex].Tint.ToColor4());
            var batch = batches[part.BatchIndex];

            if (batch.UseNBT)             // Render with bump map.
            {
                int binormalAttribute = GL.GetAttribLocation(Program.EmbossProgram, "inBinormal");
                int tangentAttribute  = GL.GetAttribLocation(Program.EmbossProgram, "inTangent");
                int diffuseMap        = GL.GetUniformLocation(Program.EmbossProgram, "diffuseMap");
                int bumpMap           = GL.GetUniformLocation(Program.EmbossProgram, "bumpMap");
                int embossFactor      = GL.GetUniformLocation(Program.EmbossProgram, "embossScale");

                Program.EmbossProgram.Use();

                GL.ActiveTexture(TextureUnit.Texture0 + 0);
                GL.Enable(EnableCap.Texture2D);
                GL.BindTexture(TextureTarget.Texture2D, glTextures[materials[shaders[part.ShaderIndex].MaterialIndex[0]].textureIndex]);
                GLUtility.SetTexture2DWrapModeS(materials[shaders[part.ShaderIndex].MaterialIndex[0]].wrapS);
                GLUtility.SetTexture2DWrapModeT(materials[shaders[part.ShaderIndex].MaterialIndex[0]].wrapT);
                GL.Uniform1(diffuseMap, 0);

                GL.ActiveTexture(TextureUnit.Texture0 + 1);
                GL.Enable(EnableCap.Texture2D);
                GL.BindTexture(TextureTarget.Texture2D, glTextures[materials[shaders[part.ShaderIndex].MaterialIndex[1]].textureIndex]);
                GLUtility.SetTexture2DWrapModeS(materials[shaders[part.ShaderIndex].MaterialIndex[1]].wrapS);
                GLUtility.SetTexture2DWrapModeT(materials[shaders[part.ShaderIndex].MaterialIndex[1]].wrapT);
                GL.Uniform1(bumpMap, 1);

                GL.Uniform1(embossFactor, 2.0f);

                foreach (var primitive in batch)
                {
                    GL.Begin(primitive.GLType);

                    foreach (var vertex in primitive)
                    {
                        GL.MultiTexCoord2(TextureUnit.Texture0 + 0, ref texCoord0s[vertex.UVIndex[0].Value]);
                        GL.MultiTexCoord2(TextureUnit.Texture0 + 1, ref texCoord1s[vertex.UVIndex[1].Value]);
                        GL.Normal3(normals[vertex.NormalIndex.Value]);
                        GL.VertexAttrib3(tangentAttribute, ref normals[vertex.BinormalIndex.Value + 1]);
                        GL.VertexAttrib3(binormalAttribute, ref normals[vertex.TangentIndex.Value + 2]);
                        GL.Vertex3(positions[vertex.PositionIndex.Value]);
                    }

                    GL.End();
                }

                GL.UseProgram(0);
            }
            else             // Render without bump map.
            {
                for (int texUnit = 0; texUnit < 8; texUnit++)
                {
                    if (shaders[part.ShaderIndex].MaterialIndex[texUnit] < 0)
                    {
                        continue;
                    }

                    var material = materials[shaders[part.ShaderIndex].MaterialIndex[texUnit]];
                    GL.ActiveTexture(TextureUnit.Texture0 + texUnit);
                    GL.Enable(EnableCap.Texture2D);
                    GL.BindTexture(TextureTarget.Texture2D, glTextures[material.textureIndex]);
                    GLUtility.SetTexture2DWrapModeS(material.wrapS);
                    GLUtility.SetTexture2DWrapModeT(material.wrapT);
                }

                foreach (var primitive in batch)
                {
                    GL.Begin(primitive.GLType);

                    foreach (var vertex in primitive)
                    {
                        if (vertex.UVIndex[0] != null)
                        {
                            GL.MultiTexCoord2(TextureUnit.Texture0, ref texCoord0s[vertex.UVIndex[0].Value]);
                        }

                        if (vertex.NormalIndex != null)
                        {
                            GL.Normal3(normals[vertex.NormalIndex.Value]);
                        }

                        GL.Vertex3(positions[vertex.PositionIndex.Value]);
                    }

                    GL.End();
                }
            }

            GLUtility.DisableTexture2D();

            // normals
            if (renderFlags.HasFlag(RenderFlags.NBT))
            {
                const float normalLength = 0.0625f;

                GL.Disable(EnableCap.Lighting);
                GL.Begin(BeginMode.Lines);

                foreach (var primitive in batch)
                {
                    foreach (var vertex in primitive)
                    {
                        if (vertex.NormalIndex != null)
                        {
                            GL.Color4(Color.Red.ToColor4());
                            GL.Vertex3(positions[vertex.PositionIndex.Value]);
                            GL.Vertex3(positions[vertex.PositionIndex.Value] + normals[vertex.NormalIndex.Value] * normalLength);
                        }

                        if (vertex.TangentIndex != null)
                        {
                            GL.Color4(Color.Green.ToColor4());
                            GL.Vertex3(positions[vertex.PositionIndex.Value]);
                            GL.Vertex3(positions[vertex.PositionIndex.Value] + normals[vertex.TangentIndex.Value + 2] * normalLength);
                        }

                        if (vertex.BinormalIndex != null)
                        {
                            GL.Color4(Color.Blue.ToColor4());
                            GL.Vertex3(positions[vertex.PositionIndex.Value]);
                            GL.Vertex3(positions[vertex.PositionIndex.Value] + normals[vertex.BinormalIndex.Value + 1] * normalLength);
                        }
                    }
                }

                GL.End();
                GL.Enable(EnableCap.Lighting);
            }
        }
Esempio n. 4
0
        void Render()
        {
            // Refresh.
            GL.ClearColor(0.0f, 0.0f, 0.0f, 1.0f);
            GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);

            // Enable crap.
            GL.Enable(EnableCap.Blend);
            GL.Enable(EnableCap.CullFace);
            GL.Enable(EnableCap.DepthTest);
            GL.Enable(EnableCap.LineSmooth);
            GLUtility.EnableTexture2D();

            GL.BlendFunc(BlendingFactor.SrcAlpha, BlendingFactor.OneMinusSrcAlpha);
            GL.FrontFace(FrontFaceDirection.Cw);
            GL.Hint(HintTarget.LineSmoothHint, HintMode.Nicest);
            GL.LineWidth(1.0f);
            GL.PolygonMode(MaterialFace.Front, polygonMode);
            GL.ShadeModel(ShadingModel.Smooth);

            // Set the viewpoint.
            GL.MatrixMode(MatrixMode.Modelview);
            GL.LoadIdentity();

            Matrix4 cameraMatrix = CameraMatrix;

            GL.Rotate(camera.rot.Z, Vector3.UnitZ);
            GL.Rotate(camera.rot.X, Vector3.UnitX);
            GL.Rotate(camera.rot.Y, Vector3.UnitY);
            GL.Scale(1.0f, 1.0f, 1.0f);
            GL.MultMatrix(ref cameraMatrix);

            // Set up lighting.
            GL.Enable(EnableCap.Lighting);
            GL.Light(LightName.Light0, LightParameter.Ambient, new Color(127).ToColor4());
            GL.Light(LightName.Light0, LightParameter.Position, new Vector4(camera.pos.ToVector3(), 1.0f));
            GL.Enable(EnableCap.Light0);

            // Render models (opaque first, then translucent).
            if (HasModelsLoaded)
            {
                RenderFlags flags = RenderFlags.None;
                if (showBoundingBoxes)
                {
                    flags |= RenderFlags.BoundingBox;
                }
                if (showCeilings)
                {
                    flags |= RenderFlags.Ceilings;
                }
                if (showFourthWalls)
                {
                    flags |= RenderFlags.FourthWalls;
                }
                if (showNBT)
                {
                    flags |= RenderFlags.NBT;
                }

                loadedModels.ForEach(model => model.Render(RenderFlags.Opaque | flags));
                loadedModels.ForEach(model => model.Render(RenderFlags.Translucent | flags));
            }

            // Render grid.
            if (showGrid)
            {
                RenderGrid(20);
            }

            // Swap the front and back buffers.
            gl_frame.SwapBuffers();
        }