コード例 #1
0
ファイル: RenderTerrain.cs プロジェクト: somsomsomi/radegast
        public void ResetTerrain(bool removeImage)
        {
            if (terrainImage != null)
            {
                terrainImage.Dispose();
                terrainImage = null;
            }

            if (terrainVBO != -1)
            {
                Compat.DeleteBuffer(terrainVBO);
                terrainVBO = -1;
            }

            if (terrainIndexVBO != -1)
            {
                Compat.DeleteBuffer(terrainIndexVBO);
                terrainIndexVBO = -1;
            }

            if (removeImage)
            {
                if (terrainTexture != -1)
                {
                    GL.DeleteTexture(terrainTexture);
                    terrainTexture = -1;
                }
            }

            fetchingTerrainTexture = false;
            Modified = true;
        }
コード例 #2
0
        public void EndSimpleQuery()
        {
            if (!RenderSettings.OcclusionCullingEnabled)
            {
                return;
            }

            if (SimpleQueryID > 0)
            {
                Compat.EndQuery(QueryTarget.SamplesPassed);
            }
        }
コード例 #3
0
 /// <summary>
 /// Dispose VBOs if we have them in graphics card memory
 /// </summary>
 public void Dispose()
 {
     if (VertexVBO != -1)
     {
         Compat.DeleteBuffer(VertexVBO);
     }
     if (IndexVBO != -1)
     {
         Compat.DeleteBuffer(IndexVBO);
     }
     VertexVBO = -1;
     IndexVBO  = -1;
 }
コード例 #4
0
        public void StartSimpleQuery()
        {
            if (!RenderSettings.OcclusionCullingEnabled)
            {
                return;
            }

            if (SimpleQueryID == -1)
            {
                Compat.GenQueries(out SimpleQueryID);
            }
            if (SimpleQueryID > 0)
            {
                Compat.BeginQuery(QueryTarget.SamplesPassed, SimpleQueryID);
            }
        }
コード例 #5
0
        public bool Occluded()
        {
            if (!RenderSettings.OcclusionCullingEnabled)
            {
                return(false);
            }

            if (HasInvisibleFaces)
            {
                return(false);
            }

            if ((SimpleQueryID == -1 && AlphaQueryID == -1))
            {
                return(false);
            }

            if ((!HasAlphaFaces && !HasSimpleFaces))
            {
                return(true);
            }

            int samples = 1;

            if (HasSimpleFaces && SimpleQueryID > 0)
            {
                Compat.GetQueryObject(SimpleQueryID, GetQueryObjectParam.QueryResult, out samples);
            }
            if (HasSimpleFaces && samples > 0)
            {
                return(false);
            }

            samples = 1;
            if (HasAlphaFaces && AlphaQueryID > 0)
            {
                Compat.GetQueryObject(AlphaQueryID, GetQueryObjectParam.QueryResult, out samples);
            }
            if (HasAlphaFaces && samples > 0)
            {
                return(false);
            }

            return(true);
        }
コード例 #6
0
        /// <summary>
        /// Checks if VBOs are created, if they are, bind them, if not create new
        /// </summary>
        /// <param name="face">Which face's mesh is uploaded in this VBO</param>
        /// <returns>True, if face data was successfully uploaded to the graphics card memory</returns>
        public bool CheckVBO(Face face)
        {
            if (VertexVBO == -1)
            {
                Vertex[] vArray = face.Vertices.ToArray();
                Compat.GenBuffers(out VertexVBO);
                Compat.BindBuffer(BufferTarget.ArrayBuffer, VertexVBO);
                Compat.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(vArray.Length * VertexSize), vArray, BufferUsageHint.StaticDraw);
                if (Compat.BufferSize(BufferTarget.ArrayBuffer) != vArray.Length * VertexSize)
                {
                    VBOFailed = true;
                    Compat.BindBuffer(BufferTarget.ArrayBuffer, 0);
                    Compat.DeleteBuffer(VertexVBO);
                    VertexVBO = -1;
                    return(false);
                }
            }

            if (IndexVBO == -1)
            {
                ushort[] iArray = face.Indices.ToArray();
                Compat.GenBuffers(out IndexVBO);
                Compat.BindBuffer(BufferTarget.ElementArrayBuffer, IndexVBO);
                Compat.BufferData(BufferTarget.ElementArrayBuffer, (IntPtr)(iArray.Length * sizeof(ushort)), iArray, BufferUsageHint.StaticDraw);
                if (Compat.BufferSize(BufferTarget.ElementArrayBuffer) != iArray.Length * sizeof(ushort))
                {
                    VBOFailed = true;
                    Compat.BindBuffer(BufferTarget.ElementArrayBuffer, 0);
                    Compat.DeleteBuffer(IndexVBO);
                    IndexVBO = -1;
                    return(false);
                }
            }

            return(true);
        }
コード例 #7
0
ファイル: RenderTerrain.cs プロジェクト: somsomsomi/radegast
        public override void Render(RenderPass pass, int pickingID, SceneWindow scene, float time)
        {
            terrainTimeSinceUpdate += time;

            if (Modified && terrainTimeSinceUpdate > RenderSettings.MinimumTimeBetweenTerrainUpdated)
            {
                if (!terrainInProgress)
                {
                    terrainInProgress = true;
                    ResetTerrain(false);
                    UpdateTerrain();
                }
            }

            if (terrainTextureNeedsUpdate)
            {
                UpdateTerrainTexture();
            }

            if (terrainIndices == null || terrainVertices == null)
            {
                return;
            }

            GL.Color3(1f, 1f, 1f);
            GL.EnableClientState(ArrayCap.VertexArray);
            GL.EnableClientState(ArrayCap.TextureCoordArray);
            GL.EnableClientState(ArrayCap.NormalArray);
            if (pass == RenderPass.Picking)
            {
                GL.EnableClientState(ArrayCap.ColorArray);
                GL.ShadeModel(ShadingModel.Flat);
            }

            if (terrainImage != null)
            {
                if (terrainTexture != -1)
                {
                    GL.DeleteTexture(terrainTexture);
                }

                terrainTexture = RHelp.GLLoadImage(terrainImage, false);
                terrainImage.Dispose();
                terrainImage = null;
            }

            if (pass != RenderPass.Picking && terrainTexture != -1)
            {
                GL.Enable(EnableCap.Texture2D);
                GL.BindTexture(TextureTarget.Texture2D, terrainTexture);
            }

            if (!RenderSettings.UseVBO || terrainVBOFailed)
            {
                unsafe
                {
                    fixed(float *normalPtr = &terrainVertices[0].Vertex.Normal.X)
                    fixed(float *texPtr  = &terrainVertices[0].Vertex.TexCoord.X)
                    fixed(byte *colorPtr = &terrainVertices[0].Color.R)
                    {
                        GL.NormalPointer(NormalPointerType.Float, ColorVertex.Size, (IntPtr)normalPtr);
                        GL.TexCoordPointer(2, TexCoordPointerType.Float, ColorVertex.Size, (IntPtr)texPtr);
                        GL.VertexPointer(3, VertexPointerType.Float, ColorVertex.Size, terrainVertices);
                        if (pass == RenderPass.Picking)
                        {
                            GL.ColorPointer(4, ColorPointerType.UnsignedByte, ColorVertex.Size, (IntPtr)colorPtr);
                        }
                        GL.DrawElements(BeginMode.Triangles, terrainIndices.Length, DrawElementsType.UnsignedInt, terrainIndices);
                    }
                }
            }
            else
            {
                if (terrainVBO == -1)
                {
                    Compat.GenBuffers(out terrainVBO);
                    Compat.BindBuffer(BufferTarget.ArrayBuffer, terrainVBO);
                    Compat.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(terrainVertices.Length * ColorVertex.Size), terrainVertices, BufferUsageHint.StaticDraw);
                    if (Compat.BufferSize(BufferTarget.ArrayBuffer) != terrainVertices.Length * ColorVertex.Size)
                    {
                        terrainVBOFailed = true;
                        Compat.BindBuffer(BufferTarget.ArrayBuffer, 0);
                        terrainVBO = -1;
                    }
                }
                else
                {
                    Compat.BindBuffer(BufferTarget.ArrayBuffer, terrainVBO);
                }

                if (terrainIndexVBO == -1)
                {
                    Compat.GenBuffers(out terrainIndexVBO);
                    Compat.BindBuffer(BufferTarget.ElementArrayBuffer, terrainIndexVBO);
                    Compat.BufferData(BufferTarget.ElementArrayBuffer, (IntPtr)(terrainIndices.Length * sizeof(uint)), terrainIndices, BufferUsageHint.StaticDraw);
                    if (Compat.BufferSize(BufferTarget.ElementArrayBuffer) != terrainIndices.Length * sizeof(uint))
                    {
                        terrainVBOFailed = true;
                        Compat.BindBuffer(BufferTarget.ElementArrayBuffer, 0);
                        terrainIndexVBO = -1;
                    }
                }
                else
                {
                    Compat.BindBuffer(BufferTarget.ElementArrayBuffer, terrainIndexVBO);
                }

                if (!terrainVBOFailed)
                {
                    GL.NormalPointer(NormalPointerType.Float, ColorVertex.Size, (IntPtr)12);
                    GL.TexCoordPointer(2, TexCoordPointerType.Float, ColorVertex.Size, (IntPtr)(24));
                    if (pass == RenderPass.Picking)
                    {
                        GL.ColorPointer(4, ColorPointerType.UnsignedByte, ColorVertex.Size, (IntPtr)32);
                    }
                    GL.VertexPointer(3, VertexPointerType.Float, ColorVertex.Size, (IntPtr)(0));

                    GL.DrawElements(BeginMode.Triangles, terrainIndices.Length, DrawElementsType.UnsignedInt, IntPtr.Zero);
                }

                Compat.BindBuffer(BufferTarget.ArrayBuffer, 0);
                Compat.BindBuffer(BufferTarget.ElementArrayBuffer, 0);
            }

            if (pass == RenderPass.Picking)
            {
                GL.DisableClientState(ArrayCap.ColorArray);
                GL.ShadeModel(ShadingModel.Smooth);
            }
            else
            {
                GL.BindTexture(TextureTarget.Texture2D, 0);
            }
            GL.DisableClientState(ArrayCap.VertexArray);
            GL.DisableClientState(ArrayCap.TextureCoordArray);
            GL.DisableClientState(ArrayCap.NormalArray);
        }
コード例 #8
0
        /// <summary>
        /// Render Primitive
        /// </summary>
        /// <param name="pass">Which pass are we currently in</param>
        /// <param name="pickingID">ID used to identify which object was picked</param>
        /// <param name="scene">Main scene renderer</param>
        /// <param name="time">Time it took to render the last frame</param>
        public override void Render(RenderPass pass, int pickingID, SceneWindow scene, float time)
        {
            if (!RenderSettings.AvatarRenderingEnabled && Attached)
            {
                return;
            }

            // Individual prim matrix
            GL.PushMatrix();

            // Prim roation and position and scale
            GL.MultMatrix(Math3D.CreateSRTMatrix(Prim.Scale, RenderRotation, RenderPosition));

            // Do we have animated texture on this face
            bool animatedTexture = false;

            // Initialise flags tracking what type of faces this prim has
            if (pass == RenderPass.Simple)
            {
                HasSimpleFaces = false;
            }
            else if (pass == RenderPass.Alpha)
            {
                HasAlphaFaces = false;
            }
            else if (pass == RenderPass.Invisible)
            {
                HasInvisibleFaces = false;
            }

            // Draw the prim faces
            for (int j = 0; j < Faces.Count; j++)
            {
                Primitive.TextureEntryFace teFace = Prim.Textures.GetFace((uint)j);
                Face     face = Faces[j];
                FaceData data = (FaceData)face.UserData;

                if (data == null)
                {
                    continue;
                }

                if (teFace == null)
                {
                    continue;
                }

                // Don't render transparent faces
                Color4 RGBA = teFace.RGBA;

                if (data.TextureInfo.FullAlpha || RGBA.A <= 0.01f)
                {
                    continue;
                }

                bool switchedLightsOff = false;

                if (pass == RenderPass.Picking)
                {
                    data.PickingID = pickingID;
                    var primNrBytes = Utils.UInt16ToBytes((ushort)pickingID);
                    var faceColor   = new byte[] { primNrBytes[0], primNrBytes[1], (byte)j, 255 };
                    GL.Color4(faceColor);
                }
                else if (pass == RenderPass.Invisible)
                {
                    if (!data.TextureInfo.IsInvisible)
                    {
                        continue;
                    }
                    HasInvisibleFaces = true;
                }
                else
                {
                    if (data.TextureInfo.IsInvisible)
                    {
                        continue;
                    }
                    bool belongToAlphaPass = (RGBA.A < 0.99f) || (data.TextureInfo.HasAlpha && !data.TextureInfo.IsMask);

                    if (belongToAlphaPass && pass != RenderPass.Alpha)
                    {
                        continue;
                    }
                    if (!belongToAlphaPass && pass == RenderPass.Alpha)
                    {
                        continue;
                    }

                    if (pass == RenderPass.Simple)
                    {
                        HasSimpleFaces = true;
                    }
                    else if (pass == RenderPass.Alpha)
                    {
                        HasAlphaFaces = true;
                    }

                    if (teFace.Fullbright)
                    {
                        GL.Disable(EnableCap.Lighting);
                        switchedLightsOff = true;
                    }

                    float shiny = 0f;
                    switch (teFace.Shiny)
                    {
                    case Shininess.High:
                        shiny = 0.96f;
                        break;

                    case Shininess.Medium:
                        shiny = 0.64f;
                        break;

                    case Shininess.Low:
                        shiny = 0.24f;
                        break;
                    }

                    if (shiny > 0f)
                    {
                        scene.StartShiny();
                    }
                    GL.Material(MaterialFace.Front, MaterialParameter.Shininess, shiny);
                    var faceColor = new float[] { RGBA.R, RGBA.G, RGBA.B, RGBA.A };
                    GL.Color4(faceColor);

                    GL.Material(MaterialFace.Front, MaterialParameter.Specular, new float[] { 0.5f, 0.5f, 0.5f, 1f });

                    if (data.TextureInfo.TexturePointer == 0)
                    {
                        TextureInfo teInfo;
                        if (scene.TryGetTextureInfo(teFace.TextureID, out teInfo))
                        {
                            data.TextureInfo = teInfo;
                        }
                    }

                    if (data.TextureInfo.TexturePointer == 0)
                    {
                        GL.Disable(EnableCap.Texture2D);
                        if (!data.TextureInfo.FetchFailed)
                        {
                            scene.DownloadTexture(new TextureLoadItem()
                            {
                                Prim   = this.Prim,
                                TeFace = teFace,
                                Data   = data
                            }, false);
                        }
                    }
                    else
                    {
                        // Is this face using texture animation
                        if ((Prim.TextureAnim.Flags & Primitive.TextureAnimMode.ANIM_ON) != 0 &&
                            (Prim.TextureAnim.Face == j || Prim.TextureAnim.Face == 255))
                        {
                            if (data.AnimInfo == null)
                            {
                                data.AnimInfo = new TextureAnimationInfo();
                            }
                            data.AnimInfo.PrimAnimInfo = Prim.TextureAnim;
                            data.AnimInfo.Step(time);
                            animatedTexture = true;
                        }
                        else if (data.AnimInfo != null) // Face texture not animated. Do we have previous anim setting?
                        {
                            data.AnimInfo = null;
                        }

                        GL.Enable(EnableCap.Texture2D);
                        GL.BindTexture(TextureTarget.Texture2D, data.TextureInfo.TexturePointer);
                    }
                }

                if (!RenderSettings.UseVBO || data.VBOFailed)
                {
                    Vertex[] verts   = face.Vertices.ToArray();
                    ushort[] indices = face.Indices.ToArray();

                    unsafe
                    {
                        fixed(float *normalPtr = &verts[0].Normal.X)
                        fixed(float *texPtr = &verts[0].TexCoord.X)
                        {
                            GL.NormalPointer(NormalPointerType.Float, FaceData.VertexSize, (IntPtr)normalPtr);
                            GL.TexCoordPointer(2, TexCoordPointerType.Float, FaceData.VertexSize, (IntPtr)texPtr);
                            GL.VertexPointer(3, VertexPointerType.Float, FaceData.VertexSize, verts);
                            GL.DrawElements(BeginMode.Triangles, indices.Length, DrawElementsType.UnsignedShort, indices);
                        }
                    }
                }
                else
                {
                    if (data.CheckVBO(face))
                    {
                        Compat.BindBuffer(BufferTarget.ArrayBuffer, data.VertexVBO);
                        Compat.BindBuffer(BufferTarget.ElementArrayBuffer, data.IndexVBO);
                        GL.NormalPointer(NormalPointerType.Float, FaceData.VertexSize, (IntPtr)12);
                        GL.TexCoordPointer(2, TexCoordPointerType.Float, FaceData.VertexSize, (IntPtr)(24));
                        GL.VertexPointer(3, VertexPointerType.Float, FaceData.VertexSize, (IntPtr)(0));

                        GL.DrawElements(BeginMode.Triangles, face.Indices.Count, DrawElementsType.UnsignedShort, IntPtr.Zero);
                    }
                    Compat.BindBuffer(BufferTarget.ArrayBuffer, 0);
                    Compat.BindBuffer(BufferTarget.ElementArrayBuffer, 0);
                }

                if (switchedLightsOff)
                {
                    GL.Enable(EnableCap.Lighting);
                    switchedLightsOff = false;
                }
            }

            GL.BindTexture(TextureTarget.Texture2D, 0);
            RHelp.ResetMaterial();

            // Reset texture coordinates if we modified them in texture animation
            if (animatedTexture)
            {
                GL.MatrixMode(MatrixMode.Texture);
                GL.LoadIdentity();
                GL.MatrixMode(MatrixMode.Modelview);
            }

            // Pop the prim matrix
            GL.PopMatrix();

            base.Render(pass, pickingID, scene, time);
        }