private void LoadingScreenLoop() { GL.MatrixMode(MatrixMode.Projection); GL.PushMatrix(); GL.LoadIdentity(); GL.Ortho(0.0, (double)Screen.Width, (double)Screen.Height, 0.0, -1.0, 1.0); GL.Viewport(0, 0, Screen.Width, Screen.Height); while (!Loading.Complete && !Loading.Cancel) { CPreciseTimer.GetElapsedTime(); this.ProcessEvents(); if (this.IsExiting) { Loading.Cancel = true; } Renderer.DrawLoadingScreen(); Program.currentGameWindow.SwapBuffers(); if (Loading.JobAvailable) { while (jobs.Count > 0) { lock (jobLock) { var currentJob = jobs.Dequeue(); var locker = locks.Dequeue(); currentJob(); lock (locker) { Monitor.Pulse(locker); } } } Loading.JobAvailable = false; } double time = CPreciseTimer.GetElapsedTime(); double wait = 1000.0 / 60.0 - time * 1000 - 50; if (wait > 0) { Thread.Sleep((int)(wait)); } } if (!Loading.Cancel) { GL.PopMatrix(); GL.MatrixMode(MatrixMode.Projection); SetupSimulation(); } else { this.Exit(); } }
// Penguin private void GlcontrolOnPaint(object sender, System.Windows.Forms.PaintEventArgs e) { this.glcontrol.MakeCurrent(); GL.MatrixMode(OpenTK.Graphics.OpenGL.MatrixMode.Projection); GL.LoadIdentity(); float halfWidth = (float)(this.glcontrol.Width / 2); float halfHeight = (float)(this.glcontrol.Height / 2); GL.Ortho(-halfWidth, halfWidth, halfHeight, -halfHeight, 1000, -1000); GL.Viewport(this.glcontrol.Size); this.renderer.Render(); GL.Finish(); this.glcontrol.SwapBuffers(); this.frames++; }
public void DrawGraph() { if (!_canvasReady) { return; } CanvasManager.SimpleShader2D.UseProgram(); GL.MatrixMode(OpenTK.Graphics.OpenGL.MatrixMode.Modelview); GL.Clear(ClearBufferMask.ColorBufferBit); GL.Viewport((int)CanvasManager.CanvasLocationX, (int)CanvasManager.CanvasLocationY, (int)CanvasManager.CanvasWidth, (int)CanvasManager.CanvasHeight); GL.Scissor((int)CanvasManager.CanvasLocationX, (int)CanvasManager.CanvasLocationY, (int)CanvasManager.CanvasWidth, (int)CanvasManager.CanvasHeight); GL.Enable(EnableCap.ScissorTest); var scale = new GraphScaleData(_scaleData); if (_transitionState == 1) //reposition { float factor = _transitionCounter / Interval; //x difference scale.XShift = _scaleData.XShift + (_transitionCanvas.ScaleData.XShift - _scaleData.XShift) * factor; //scale difference scale.BaseScale = _scaleData.BaseScale + (_transitionCanvas.ScaleData.BaseScale - _scaleData.BaseScale) * factor; } else if (_transitionState == 2) { scale.XShift = _transitionCanvas.ScaleData.XShift; scale.BaseScale = _transitionCanvas.ScaleData.BaseScale; } else { scale.XShift = _scaleData.XShift; scale.BaseScale = _scaleData.BaseScale; } if (_transitionState == 2) //blend colors { //DataVolume.AlphaBlend = 1 - _transitionCounter / Interval; //PacketCount.AlphaBlend = 1 - _transitionCounter / Interval; CanvasCollection.AlphaBlend(1 - _transitionCounter / Interval); } _background.Draw(scale.XShift); ////draw data volume //DataVolume.Draw(scale); ////draw packet count //PacketCount.Draw(scale); // CanvasCollection.DrawCollection(scale); if (_transitionState == 2) { //DataVolume.DrawBackBuffer(scale.BaseScale, _transitionCanvas.ScaleData.MaxData, scale.XShift); //PacketCount.DrawBackBuffer(scale.BaseScale, _transitionCanvas.ScaleData.MaxCount, scale.XShift); CanvasCollection.DrawCollectionBackBuffer(scale); } //////reset viewport GL.Viewport(0, 0, CanvasManager.ControlWidth, CanvasManager.ControlHeight); GL.Disable(EnableCap.ScissorTest); Matrix4 transform = CanvasManager.ViewportTransform; GL.UniformMatrix4(CanvasManager.SimpleShader2D.UniformTransform, false, ref transform); GL.Uniform4(CanvasManager.SimpleShader2D.UniformColor, Color4.Black); GL.LineWidth(2f); Border.BeginDraw(); Border.Draw(BeginMode.LineLoop); Border.EndDraw(); //transform.Invert(); //float left = -(transform.M11 - transform.M41); //float right = transform.M11 + transform.M41; _yAxis.Draw(_scaleData.MaxData); _xAxis.Draw(scale.XShift, scale.BaseScale); }