コード例 #1
0
        /// <summary>
        /// The render thread. This is the owner of the GLControl and does the actual loop for reblitting.
        /// </summary>
        private void rendererMain()
        {
            //Make the GLControl current on this thread
            GLControl.MakeCurrent();

            //Enable all necessary GL captions
            GL.Enable(EnableCap.DepthTest);
            GL.DepthFunc(DepthFunction.Lequal);
            GL.Enable(EnableCap.ColorMaterial);
            GL.Light(LightName.Light0, LightParameter.Diffuse, OpenTK.Graphics.Color4.White);
            GL.Light(LightName.Light0, LightParameter.Position, new Vector4(8.0f, 8.0f, -1.0f, 1.0f));
            GL.Enable(EnableCap.Light0);

            setupViewport();

            //Create the VAOs for several graphic objects
            cubeHandle    = new DataStructures.VBOHandle(DataStructures.ObjectName.Cube);
            pyramidHandle = new DataStructures.VBOHandle(DataStructures.ObjectName.Pyramid);
            gridHandle    = new DataStructures.VBOHandle(DataStructures.ObjectName.Grid, map.xSizeCache, map.ySizeCache, map.zSizeCache);
            sizeOfGrid    = new Tuple <int, int, int>(map.xSizeCache, map.ySizeCache, map.zSizeCache);
            selectorGrid  = new DataStructures.VBOHandle(DataStructures.ObjectName.Grid, 1, 1, 1, 1.3f, 1.3f, 1.3f);

            RMessage current;

            //The main loop for rendering. Check and wait for messages and process them
            do
            {
                lock (messageQueue)
                {
                    while (!messageQueue.Any())
                    {
                        System.Threading.Monitor.Wait(messageQueue);
                    }
                    current = messageQueue.Dequeue();
                }

                switch (current)
                {
                case RMessage.Reblit:
                    reblit();
                    break;
                }
            }while (!(current == RMessage.Abort));

            //Release VAOs
            cubeHandle.Dispose();
            pyramidHandle.Dispose();
            gridHandle.Dispose();
            selectorGrid.Dispose();
        }
コード例 #2
0
        /// <summary>
        /// Renders the entire scene and updates it on the screen.
        /// </summary>
        private void reblit()
        {
            GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);

            GL.Color3(0.4, 0.4, 0.4);

            //Resize the grid and adjust the camera if necessary
            if (map.xSizeCache != sizeOfGrid.Item1 || map.ySizeCache != sizeOfGrid.Item2 || map.zSizeCache != sizeOfGrid.Item3)
            {
                gridHandle.Dispose();
                gridHandle = new DataStructures.VBOHandle(DataStructures.ObjectName.Grid, map.xSizeCache, map.ySizeCache, map.zSizeCache);
                sizeOfGrid = new Tuple <int, int, int>(map.xSizeCache, map.ySizeCache, map.zSizeCache);

                lock (map)
                {
                    camera.moveCamera(new Vector3d((double)map.xSizeCache / 2, (double)map.ySizeCache / 2, (double)map.zSizeCache / 2 + map.xSizeCache + CAMERA_HEIGHT_PADDING));
                    camera.changeTarget(new Vector3d((double)map.xSizeCache / 2, (double)map.ySizeCache / 2, (double)map.zSizeCache / 2));
                }
                Matrix4d cameraCache = camera.cameraMatrix;
                GL.LoadMatrix(ref cameraCache);
            }

            GL.BindVertexArray(gridHandle.VAOName);

            GL.Translate((float)map.xSizeCache / 2, (float)map.ySizeCache / 2, (float)map.zSizeCache / 2);
            GL.DrawElements(BeginMode.Lines, gridHandle.NumberOfElements, DrawElementsType.UnsignedShort, IntPtr.Zero);
            GL.Translate((float)-map.xSizeCache / 2, (float)-map.ySizeCache / 2, (float)-map.zSizeCache / 2);

            GL.Enable(EnableCap.Lighting);
            GL.BindVertexArray(cubeHandle.VAOName);

            lock (map)
            {
                GL.Color3(0.0, 0.0, 1.0);
                foreach (WorldMap.BlockInfo info in map)
                {
                    if (info.status.HasFlag(MapNode.Status.isWall))
                    {
                        GL.Translate(info.x + 0.5, info.y + 0.5, info.z + 0.5);
                        GL.DrawElements(BeginMode.Triangles, cubeHandle.NumberOfElements, DrawElementsType.UnsignedShort, IntPtr.Zero);
                        GL.Translate(-info.x - 0.5, -info.y - 0.5, -info.z - 0.5);
                    }
                }
                if (map.start != null)
                {
                    GL.BindVertexArray(pyramidHandle.VAOName);
                    GL.Translate(map.start.Item1 + 0.5, map.start.Item2 + 0.5, map.start.Item3 + 0.5);
                    GL.Color3(1.0, 0.0, 0.0);
                    GL.DrawElements(BeginMode.Triangles, pyramidHandle.NumberOfElements, DrawElementsType.UnsignedShort, IntPtr.Zero);
                    GL.Translate(-map.start.Item1 - 0.5, -map.start.Item2 - 0.5, -map.start.Item3 - 0.5);
                }

                if (map.goal != null)
                {
                    //This should be much cheaper than just binding the VAO again.
                    if (map.start == null)
                    {
                        GL.BindVertexArray(pyramidHandle.VAOName);
                    }

                    GL.Translate(map.goal.Item1 + 0.5, map.goal.Item2 + 0.5, map.goal.Item3 + 0.5);
                    GL.Color3(0.0, 1.0, 0.0);
                    GL.DrawElements(BeginMode.Triangles, pyramidHandle.NumberOfElements, DrawElementsType.UnsignedShort, IntPtr.Zero);
                    GL.Translate(-map.goal.Item1 - 0.5, -map.goal.Item2 - 0.5, -map.goal.Item3 - 0.5);
                }

                GL.Color3(1.0, 0.0, 0.0);
                GL.Disable(EnableCap.Lighting);
                if (map.path.Any())
                {
                    LinkedListNode <WorldMap.BlockInfo> cache = map.path.First;
                    while (cache.Next != null)
                    {
                        GL.Begin(BeginMode.Lines);
                        GL.Vertex3(cache.Value.x + 0.5, cache.Value.y + 0.5, cache.Value.z + 0.5);
                        GL.Vertex3(cache.Next.Value.x + 0.5, cache.Next.Value.y + 0.5, cache.Next.Value.z + 0.5);
                        GL.End();
                        cache = cache.Next;
                    }
                }
            }
            //Cache the selector so it cannot change between the pair of GL.Translates
            Vector3d selectorCache = AstarInterface.selector;

            GL.Translate(selectorCache.X + 0.5, selectorCache.Y + 0.5, selectorCache.Z + 0.5);
            GL.Color3(1.0, 0.4, 0.4);
            GL.BindVertexArray(selectorGrid.VAOName);
            GL.DrawElements(BeginMode.Lines, selectorGrid.NumberOfElements, DrawElementsType.UnsignedShort, IntPtr.Zero);
            GL.Translate(-selectorCache.X - 0.5, -selectorCache.Y - 0.5, -selectorCache.Z - 0.5);

            GLControl.SwapBuffers();
            GL.BindVertexArray(0);
        }