Stores the current mesh in a rendering friendly data structure.
Esempio n. 1
0
        private void Form1_Load(object sender, EventArgs e)
        {
            oldClientSize = this.ClientSize;

            settings = new Settings();

            renderManager = new RenderManager();
            renderManager.CreateDefaultControl();

            /*
            if (!renderManager.CreateControl("MeshRenderer.SharpGL2.dll", new string[] { "SharpGL.dll" }))
            {
                renderManager.CreateDefaultControl();

                if (frmLog == null)
                {
                    frmLog = new FormLog();
                }

                frmLog.AddItem("Failed to initialize OpenGL.", true);
            }
            */

            var control = renderManager.RenderControl;

            if (control != null)
            {
                this.splitContainer1.Panel2.Controls.Add(control);

                // Initialize control
                control.BackColor = Color.Black;
                control.Dock = DockStyle.Fill;
                control.Font = new Font("Consolas", 8.25F, FontStyle.Regular, GraphicsUnit.Point, ((byte)(0)));
                control.Location = new System.Drawing.Point(0, 0);
                control.Name = "renderControl1";
                control.Size = new Size(703, 612);
                control.TabIndex = 0;
                control.Text = "meshRenderer1";

                renderManager.Initialize();
            }
            else
            {
                DarkMessageBox.Show("Ooops ...", "Failed to initialize renderer.");
            }

            renderData = new RenderData();
        }
Esempio n. 2
0
 public void SetData(RenderData data)
 {
     renderer.SetData(data);
 }
Esempio n. 3
0
 public void SetData(RenderData data)
 {
     renderer.SetData(data);
 }
Esempio n. 4
0
        /// <summary>
        /// Export the mesh to PNG format.
        /// </summary>
        /// <param name="mesh">The current mesh.</param>
        /// <param name="filename">The PNG filename.</param>
        /// <param name="width">The desired width (pixel) of the image.</param>
        public void Export(Mesh mesh, string filename, int width)
        {
            // Get mesh data -- TODO: Use RenderControl's RenderData
            RenderData data = new RenderData();
            data.SetMesh(mesh);

            // Check file name
            if (String.IsNullOrWhiteSpace(filename))
            {
                filename = String.Format("mesh-{0}.png", DateTime.Now.ToString("yyyy-M-d-hh-mm-ss"));
            }

            Bitmap bitmap;

            // Check if the specified width is reasonable
            if (width < 2 * Math.Sqrt(mesh.Vertices.Count))
            {
                bitmap = new Bitmap(400, 200);
                Graphics g = Graphics.FromImage(bitmap);
                g.Clear(colors.Background);

                string message = String.Format("Sorry, I won't render {0} points on such a small image!", mesh.Vertices.Count);

                SizeF sz = g.MeasureString(message, SystemFonts.DefaultFont);

                g.SmoothingMode = SmoothingMode.AntiAlias;
                g.DrawString(message, SystemFonts.DefaultFont, colors.Point,
                    200 - sz.Width / 2, 100 - sz.Height / 2);

                g.Dispose();
            }
            else
            {
                var bounds = data.Bounds;
                // World margin on each side
                float margin = (float)bounds.Height * 0.05f;
                float scale = width / ((float)bounds.Width + 2 * margin);

                var target = new Rectangle(0, 0, width, (int)((bounds.Height + 2 * margin) * scale));

                bitmap = new Bitmap(width, target.Height, PixelFormat.Format32bppPArgb);

                Zoom zoom = new Zoom();
                zoom.Initialize(target, bounds);

                Graphics g = Graphics.FromImage(bitmap);
                g.Clear(colors.Background);

                g.SmoothingMode = SmoothingMode.HighQuality;

                MeshRenderer meshRenderer = new MeshRenderer(data, colors);
                meshRenderer.Render(g, zoom);

                g.Dispose();
            }

            if (Path.GetExtension(filename) != ".png")
            {
                filename += ".png";
            }

            bitmap.Save(filename, ImageFormat.Png);
        }