Esempio n. 1
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        /// <summary>
        /// This is the main function of the class, it'll create a triangulated polygon
        /// from and SceneObject.
        /// </summary>
        /// <param name="gl">The gl.</param>
        /// <param name="sourceObject">The object to convert.</param>
        /// <param name="guarenteedView">A camera that can see the whole object.</param>
        /// <returns>
        /// A polygon created from 'sourceObject'.
        /// </returns>
        public Polygon CreatePolygon(OpenGL gl, IRenderable sourceObject, Camera guarenteedView)
        {
            //	Save the current camera data.
            gl.MatrixMode(OpenGL.GL_PROJECTION);
            gl.PushMatrix();

            //	Look through the camera that can see the object.
            guarenteedView.Project(gl);

            //	Start triangulation.
            Begin(gl);

            //	Draw the object.
            sourceObject.Render(gl, RenderMode.Design);

            //	End triangulation.
            End(gl);

            Polygon newPoly = Triangle;
            newPoly.Name = (sourceObject is SceneElement ? ((SceneElement)sourceObject).Name : "Object") + " (Triangulated Poly)";
            return newPoly;
        }
Esempio n. 2
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File: Scene.cs Progetto: mind0n/hive
		/// <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(Camera camera = null)
		{
            //  TODO: we must decide what to do about drawing - are 
            //  cameras completely outside of the responsibility of the scene?
            //  If no camera has been provided, use the current one.
            if (camera == null)
                camera = currentCamera;

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

            //  Reproject.
            if (camera != null)
                camera.Project(gl);

			//	Clear.
            gl.Clear(OpenGL.GL_COLOR_BUFFER_BIT | OpenGL.GL_DEPTH_BUFFER_BIT |
                OpenGL.GL_STENCIL_BUFFER_BIT);

            //gl.BindTexture(OpenGL.GL_TEXTURE_2D, 0);

            //  Render the root element, this will then render the whole
            //  of the scene tree.
            RenderElement(sceneContainer, RenderMode.Design);

            //  TODO: Adding this code here re-enables textures- it should work without it but it
            //  doesn't, look into this.
            //gl.BindTexture(OpenGL.GL_TEXTURE_2D, 0);
            //gl.Enable(OpenGL.GL_TEXTURE_2D);
                        
			gl.Flush();
		}
Esempio n. 3
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        protected virtual void InternalInitialise(SceneType sceneType)
        {
            //	Add the default camera.
            currentCamera = new CameraPerspective();
            currentCamera.Translate = new Vertex(-5.0f, 8.0f, 10.0f);
            cameras.Add(currentCamera);

            //	Find out how many lights OpenGL can support.
            int [] umaxlights = new int[1];
            gl.GetInteger(OpenGL.MAX_LIGHTS, umaxlights);

            //	Now create as many lights as we can.
            for(uint u = 0; u < umaxlights[0]; u++)
            {
                Light light = new Light();
                light.GLCode = OpenGL.LIGHT0 + u;
                light.Name = "Light " + u.ToString();
                if(u == 0)
                {
                    light.Ambient = new GLColor(1.0f, 1.0f, 1.0f, 0.0f);
                    light.Diffuse  = new GLColor(1.0f, 1.0f, 1.0f, 0.0f);
                    light.On = true;
                }
                lights.Add(light);
            }

            //	Set the scene type.
            SetSceneType(sceneType);

            //	Initialise stock drawing.
            gl.InitialiseStockDrawing();

            //	Set the Scene OpenGL for the quadrics and nurbs.
            Quadric.SceneOpenGL = OpenGL;
            NURBSBase.SceneOpenGL = OpenGL;
        }
Esempio n. 4
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        /// <summary>
        /// Renders the specified scene.
        /// </summary>
        /// <param name="scene">The scene.</param>
        /// <param name="camera">The camera.</param>
        /// <returns>
        /// The scene rendered with raytracing.
        /// </returns>
        public Image Render(Scene scene, Camera camera)
        {
            //  Useful references.
            OpenGL gl = scene.OpenGL;

            //	First, we need the matricies and viewport.
            double[] modelview = new double[16];
            double[] projection = new double[16];
            int[] viewport = new int[4];
            gl.GetDouble(OpenGL.GL_MODELVIEW_MATRIX, modelview);
            gl.GetDouble(OpenGL.GL_PROJECTION_MATRIX, projection);
            gl.GetInteger(OpenGL.GL_VIEWPORT, viewport);
            int screenwidth = viewport[2];
            int screenheight = viewport[3];

            //	From frustum data, we make a screen origin, and s/t vectors.
            Vertex s = new Vertex(0, 0.03f, 0);
            Vertex t = new Vertex(0, 0, 0.05f);
            Vertex vScreenOrigin = new Vertex(0, 0, 5);

            //	Go through every pixel we have, and convert it into a screen pixel.
            ScreenPixel[] pixels = new ScreenPixel[viewport[2] * viewport[3]];

            for (int y = 0; y < screenheight; y++)
            {
                for (int x = 0; x < screenwidth; x++)
                {
                    //	Get plane coordinates first of all.
                    int planeX = x - (screenwidth / 2);
                    int planeY = y - (screenwidth / 2);

                    float worldX = vScreenOrigin.X + (planeX * t.X) + (planeY * s.X);
                    float worldY = vScreenOrigin.Y + (planeX * t.Y) + (planeY * s.Y);
                    float worldZ = vScreenOrigin.Z + (planeX * t.Z) + (planeY * s.Z);

                    //	Finally, pack all that data into a ScreenPixel.
                    ScreenPixel pixel = new ScreenPixel();
                    pixel.x = x;
                    pixel.y = y;
                    pixel.worldpos = new Vertex(worldX, worldY, worldZ);
                    pixel.ray.origin = camera.Position;
                    pixel.ray.direction = pixel.worldpos - camera.Position;

                    pixels[(y * viewport[2]) + x] = pixel;
                }
            }

            //  Create the resulting bitmap.
            System.Drawing.Bitmap bmp = new System.Drawing.Bitmap(viewport[2], viewport[3]);

            //	Now go through every ray and test for intersections.
            int pixelcounter = 0;
            int pixelcount = viewport[2] * viewport[3];
            foreach (ScreenPixel pix in pixels)
            {
                //	Raytrace the polygons.
                Intersection closest = new Intersection();
                foreach (var raytracable in scene.SceneContainer.Traverse(se => se is IRayTracable))
                {
                    Intersection i = ((IRayTracable)raytracable).Raytrace(pix.ray, scene);
                    if (i.intersected && (closest.intersected == false || i.closeness < closest.closeness))
                        closest = i;
                }

                if (closest.intersected == true)
                {
                    System.Console.WriteLine("i = {0}, only {1} left!\n",
                        closest.closeness, pixelcount - pixelcounter);
                }
                bmp.SetPixel(pix.x, pix.y, pix.ray.light);
                pixelcounter++;


            }

            //  Return the ray traced imag.
            return bmp;
        }
 public SetCameraToSceneViewCommand(SceneViewport sceneViewport, Camera camera)
 {
     _sceneViewport = sceneViewport;
     _camera = camera;
 }
 private static bool CamerasEqual(Camera x, Camera y)
 {
     if (x == null || y == null)
         return false;
     return x.Position.Equals(y.Position) && DoubleEqual(x.AspectRatio, y.AspectRatio);
 }