void RenderableWater_WriteNextFrameEvent(Vector3 camerapos) { double xmultiplier = scale.x / numsectors; double ymultiplier = scale.y / numsectors; GraphicsHelperGl g = new GraphicsHelperGl(); g.SetMaterialColor(new double[] { 0, 0.2, 0.8, 0.6 }); g.EnableBlendSrcAlpha(); g.EnableModulate(); g.DisableTexture2d(); // note to self: could add texture??? (or vertex fragment) Gl.glDisable( Gl.GL_CULL_FACE ); // water has two sides? g.Normal(new Vector3(0, 0, 1)); for (int x = 0; x < numsectors; x++) { Gl.glBegin(Gl.GL_TRIANGLE_STRIP); for (int y = 0; y <= numsectors; y++) { Vector3 posoffset = new Vector3( x * xmultiplier, y * ymultiplier, 0 ); Vector3 vertexpos = pos + posoffset; //Console.WriteLine(vertexpos); g.Vertex(vertexpos); vertexpos.x += xmultiplier; //Console.WriteLine(vertexpos); g.Vertex(vertexpos); } Gl.glEnd(); } Gl.glEnable( Gl.GL_CULL_FACE ); Gl.glDisable( Gl.GL_BLEND ); g.SetMaterialColor(new double[] { 1, 1, 1, 1 }); }
void RenderableWater_WriteNextFrameEvent(Vector3 camerapos) { double xmultiplier = scale.x / numsectors; double ymultiplier = scale.y / numsectors; GraphicsHelperGl g = new GraphicsHelperGl(); g.SetMaterialColor(new double[] { 0, 0.2, 0.8, 0.6 }); g.EnableBlendSrcAlpha(); g.EnableModulate(); g.DisableTexture2d(); // note to self: could add texture??? (or vertex fragment) Gl.glDisable(Gl.GL_CULL_FACE); // water has two sides? g.Normal(new Vector3(0, 0, 1)); for (int x = 0; x < numsectors; x++) { Gl.glBegin(Gl.GL_TRIANGLE_STRIP); for (int y = 0; y <= numsectors; y++) { Vector3 posoffset = new Vector3(x * xmultiplier, y * ymultiplier, 0); Vector3 vertexpos = pos + posoffset; //Console.WriteLine(vertexpos); g.Vertex(vertexpos); vertexpos.x += xmultiplier; //Console.WriteLine(vertexpos); g.Vertex(vertexpos); } Gl.glEnd(); } Gl.glEnable(Gl.GL_CULL_FACE); Gl.glDisable(Gl.GL_BLEND); g.SetMaterialColor(new double[] { 1, 1, 1, 1 }); }
// note to self: move this to subscriber? void DrawMinimap() { TerrainModel terrain = MetaverseClient.GetInstance().worldstorage.terrainmodel; if (DateTime.Now.Subtract(LastMinimapUpdate).TotalMilliseconds > 1000) //if( true ) { List<RendererPass> rendererpasses = new List<RendererPass>(); bool multipass = true; // force multipass for now for simplicity int maxtexels = RendererSdl.GetInstance().MaxTexelUnits; if (multipass) { for (int i = 0; i < terrain.texturestages.Count; i++) { MapTextureStageModel maptexturestage = terrain.texturestages[i]; int numtexturestagesrequired = maptexturestage.NumTextureStagesRequired; if (numtexturestagesrequired > 0) // exclude Nops { RendererPass rendererpass = new RendererPass(maxtexels); for (int j = 0; j < maptexturestage.NumTextureStagesRequired; j++) { rendererpass.AddStage(new RendererTextureStage(maptexturestage, j, true, mapwidth, mapheight)); } rendererpasses.Add(rendererpass); } } } GraphicsHelperGl g = new GraphicsHelperGl(); //g.ApplyOrtho(windowwidth, windowheight, RendererSdl.GetInstance().OuterWindowWidth, RendererSdl.GetInstance().OuterWindowHeight); g.EnableBlendSrcAlpha(); Gl.glDepthFunc(Gl.GL_LEQUAL); int chunkwidth = minimapwidth / numchunks; int chunkheight = minimapheight / numchunks; float[] ambientLight = new float[] { 0.4f, 0.4f, 0.4f, 1.0f }; float[] diffuseLight = new float[] { 0.6f, 0.6f, 0.6f, 1.0f }; float[] specularLight = new float[] { 0.2f, 0.2f, 0.2f, 1.0f }; float[] position = new float[] { -1.0f, 0.2f, -0.4f, 1.0f }; Gl.glLightfv(Gl.GL_LIGHT0, Gl.GL_AMBIENT, ambientLight); Gl.glLightfv(Gl.GL_LIGHT0, Gl.GL_DIFFUSE, diffuseLight); Gl.glLightfv(Gl.GL_LIGHT0, Gl.GL_SPECULAR, specularLight); Gl.glLightfv(Gl.GL_LIGHT0, Gl.GL_POSITION, position); foreach (RendererPass rendererpass in rendererpasses) { rendererpass.Apply(); for (int x = 0; x + chunkwidth < minimapwidth; x += chunkwidth) { for (int y = 0; y + chunkheight < minimapheight; y += chunkheight) { Gl.glBegin(Gl.GL_QUADS); //double ul = 0; //double ur = mapwidth * Terrain.SquareSize; //double vt = 0; //double vb = mapheight * Terrain.SquareSize; double ul = (double)x / minimapwidth * mapwidth; double ur = (double)(x + chunkwidth) / minimapwidth * mapwidth; double vt = (double)y / minimapheight * mapheight; double vb = (double)(y + chunkheight) / minimapheight * mapheight; double xl = minimapx + x; double xr = minimapx + x + minimapwidth / (double)numchunks; double yt = minimapy + y; double yb = minimapy + y + minimapheight / (double)numchunks; Gl.glTexCoord2d(ul, vt); Gl.glMultiTexCoord2dARB(Gl.GL_TEXTURE1_ARB, ul, vt); g.Normal(renderableheightmap.GetNormal(x * mapwidth / minimapwidth, y * mapheight / minimapheight)); //g.Normal(renderableheightmap.normalsperquad[, ]); Gl.glVertex2d(xl, yt); Gl.glTexCoord2d(ul, vb); Gl.glMultiTexCoord2dARB(Gl.GL_TEXTURE1_ARB, ul, vb); g.Normal(renderableheightmap.GetNormal(x * mapwidth / minimapwidth, (y + chunkheight) * mapheight / minimapheight)); //g.Normal( renderableheightmap.normalsperquad[x * mapwidth / minimapwidth, (y + 1) * mapheight / minimapheight ] ); Gl.glVertex2d(xl, yb); Gl.glTexCoord2d(ur, vb); Gl.glMultiTexCoord2dARB(Gl.GL_TEXTURE1_ARB, ur, vb); g.Normal(renderableheightmap.GetNormal((x + chunkwidth) * mapwidth / minimapwidth, (y + chunkheight) * mapheight / minimapheight)); //g.Normal(renderableheightmap.normalsperquad[(x + 1) * mapwidth / minimapwidth, (y + 1) * mapheight / minimapheight]); Gl.glVertex2d(xr, yb); Gl.glTexCoord2d(ur, vt); Gl.glMultiTexCoord2dARB(Gl.GL_TEXTURE1_ARB, ur, vt); g.Normal(renderableheightmap.GetNormal((x + chunkwidth) * mapwidth / minimapwidth, y * mapheight / minimapheight)); //g.Normal(renderableheightmap.normalsperquad[(x + 1) * mapwidth / minimapwidth, y * mapheight / minimapheight]); Gl.glVertex2d(xr, yt); Gl.glEnd(); } } } g.ActiveTexture(0); Gl.glBindTexture(Gl.GL_TEXTURE_2D, minimaptexture); Gl.glCopyTexImage2D(Gl.GL_TEXTURE_2D, 0, Gl.GL_RGBA8, minimapx, RendererSdl.GetInstance().WindowHeight - minimapy - minimapsize, minimapsize, minimapsize, 0); Gl.glTexParameteri(Gl.GL_TEXTURE_2D, Gl.GL_TEXTURE_MIN_FILTER, Gl.GL_NEAREST); LastMinimapUpdate = DateTime.Now; // g.RemoveOrtho(); g.ActiveTexture(1); g.DisableTexture2d(); g.SetTextureScale(1); g.ActiveTexture(0); g.SetTextureScale(1); g.EnableModulate(); Gl.glDisable(Gl.GL_BLEND); } else { GraphicsHelperGl g = new GraphicsHelperGl(); //Gl.glMatrixMode(Gl.GL_PROJECTION); //Gl.glPushMatrix(); //Gl.glLoadIdentity(); //Gl.glOrtho(0, windowwidth, windowheight - RendererSdl.GetInstance().OuterWindowHeight, 0, -1, 1); // we'll just draw the minimap directly onto our display //Gl.glOrtho(0, windowwidth, windowheight, windowheight - RendererSdl.GetInstance().OuterWindowHeight, -1, 1); // we'll just draw the minimap directly onto our display //Gl.glMatrixMode(Gl.GL_MODELVIEW); //Gl.glPushMatrix(); //Gl.glLoadIdentity(); g.ActiveTexture(0); g.EnableTexture2d(); Gl.glBindTexture(Gl.GL_TEXTURE_2D, minimaptexture); //Gl.glBindTexture(Gl.GL_TEXTURE_2D, (terrain.texturestages[0].texture as GlTexture).GlReference); Gl.glDisable(Gl.GL_LIGHTING); Gl.glBegin(Gl.GL_QUADS); Gl.glTexCoord2d(0, 1); Gl.glVertex2i(minimapx, minimapy); Gl.glTexCoord2d(0, 1 - minimapwidth / (double)minimapsize); Gl.glVertex2i(minimapx, minimapy + minimapheight); Gl.glTexCoord2d(minimapwidth / (double)minimapsize, 1 - minimapheight / (double)minimapsize); Gl.glVertex2i(minimapx + minimapwidth, minimapy + minimapheight); Gl.glTexCoord2d(minimapwidth / (double)minimapsize, 1); Gl.glVertex2i(minimapx + minimapwidth, minimapy); Gl.glEnd(); Gl.glEnable(Gl.GL_LIGHTING); //Gl.glMatrixMode(Gl.GL_PROJECTION); //Gl.glPopMatrix(); //Gl.glMatrixMode(Gl.GL_MODELVIEW); //Gl.glPopMatrix(); } }
// note to self: move this to subscriber? void DrawMinimap() { TerrainModel terrain = MetaverseClient.GetInstance().worldstorage.terrainmodel; if (DateTime.Now.Subtract(LastMinimapUpdate).TotalMilliseconds > 1000) //if( true ) { List <RendererPass> rendererpasses = new List <RendererPass>(); bool multipass = true; // force multipass for now for simplicity int maxtexels = RendererSdl.GetInstance().MaxTexelUnits; if (multipass) { for (int i = 0; i < terrain.texturestages.Count; i++) { MapTextureStageModel maptexturestage = terrain.texturestages[i]; int numtexturestagesrequired = maptexturestage.NumTextureStagesRequired; if (numtexturestagesrequired > 0) // exclude Nops { RendererPass rendererpass = new RendererPass(maxtexels); for (int j = 0; j < maptexturestage.NumTextureStagesRequired; j++) { rendererpass.AddStage(new RendererTextureStage(maptexturestage, j, true, mapwidth, mapheight)); } rendererpasses.Add(rendererpass); } } } GraphicsHelperGl g = new GraphicsHelperGl(); //g.ApplyOrtho(windowwidth, windowheight, RendererSdl.GetInstance().OuterWindowWidth, RendererSdl.GetInstance().OuterWindowHeight); g.EnableBlendSrcAlpha(); Gl.glDepthFunc(Gl.GL_LEQUAL); int chunkwidth = minimapwidth / numchunks; int chunkheight = minimapheight / numchunks; float[] ambientLight = new float[] { 0.4f, 0.4f, 0.4f, 1.0f }; float[] diffuseLight = new float[] { 0.6f, 0.6f, 0.6f, 1.0f }; float[] specularLight = new float[] { 0.2f, 0.2f, 0.2f, 1.0f }; float[] position = new float[] { -1.0f, 0.2f, -0.4f, 1.0f }; Gl.glLightfv(Gl.GL_LIGHT0, Gl.GL_AMBIENT, ambientLight); Gl.glLightfv(Gl.GL_LIGHT0, Gl.GL_DIFFUSE, diffuseLight); Gl.glLightfv(Gl.GL_LIGHT0, Gl.GL_SPECULAR, specularLight); Gl.glLightfv(Gl.GL_LIGHT0, Gl.GL_POSITION, position); foreach (RendererPass rendererpass in rendererpasses) { rendererpass.Apply(); for (int x = 0; x + chunkwidth < minimapwidth; x += chunkwidth) { for (int y = 0; y + chunkheight < minimapheight; y += chunkheight) { Gl.glBegin(Gl.GL_QUADS); //double ul = 0; //double ur = mapwidth * Terrain.SquareSize; //double vt = 0; //double vb = mapheight * Terrain.SquareSize; double ul = (double)x / minimapwidth * mapwidth; double ur = (double)(x + chunkwidth) / minimapwidth * mapwidth; double vt = (double)y / minimapheight * mapheight; double vb = (double)(y + chunkheight) / minimapheight * mapheight; double xl = minimapx + x; double xr = minimapx + x + minimapwidth / (double)numchunks; double yt = minimapy + y; double yb = minimapy + y + minimapheight / (double)numchunks; Gl.glTexCoord2d(ul, vt); Gl.glMultiTexCoord2dARB(Gl.GL_TEXTURE1_ARB, ul, vt); g.Normal(renderableheightmap.GetNormal(x * mapwidth / minimapwidth, y * mapheight / minimapheight)); //g.Normal(renderableheightmap.normalsperquad[, ]); Gl.glVertex2d(xl, yt); Gl.glTexCoord2d(ul, vb); Gl.glMultiTexCoord2dARB(Gl.GL_TEXTURE1_ARB, ul, vb); g.Normal(renderableheightmap.GetNormal(x * mapwidth / minimapwidth, (y + chunkheight) * mapheight / minimapheight)); //g.Normal( renderableheightmap.normalsperquad[x * mapwidth / minimapwidth, (y + 1) * mapheight / minimapheight ] ); Gl.glVertex2d(xl, yb); Gl.glTexCoord2d(ur, vb); Gl.glMultiTexCoord2dARB(Gl.GL_TEXTURE1_ARB, ur, vb); g.Normal(renderableheightmap.GetNormal((x + chunkwidth) * mapwidth / minimapwidth, (y + chunkheight) * mapheight / minimapheight)); //g.Normal(renderableheightmap.normalsperquad[(x + 1) * mapwidth / minimapwidth, (y + 1) * mapheight / minimapheight]); Gl.glVertex2d(xr, yb); Gl.glTexCoord2d(ur, vt); Gl.glMultiTexCoord2dARB(Gl.GL_TEXTURE1_ARB, ur, vt); g.Normal(renderableheightmap.GetNormal((x + chunkwidth) * mapwidth / minimapwidth, y * mapheight / minimapheight)); //g.Normal(renderableheightmap.normalsperquad[(x + 1) * mapwidth / minimapwidth, y * mapheight / minimapheight]); Gl.glVertex2d(xr, yt); Gl.glEnd(); } } } g.ActiveTexture(0); Gl.glBindTexture(Gl.GL_TEXTURE_2D, minimaptexture); Gl.glCopyTexImage2D(Gl.GL_TEXTURE_2D, 0, Gl.GL_RGBA8, minimapx, RendererSdl.GetInstance().WindowHeight - minimapy - minimapsize, minimapsize, minimapsize, 0); Gl.glTexParameteri(Gl.GL_TEXTURE_2D, Gl.GL_TEXTURE_MIN_FILTER, Gl.GL_NEAREST); LastMinimapUpdate = DateTime.Now; // g.RemoveOrtho(); g.ActiveTexture(1); g.DisableTexture2d(); g.SetTextureScale(1); g.ActiveTexture(0); g.SetTextureScale(1); g.EnableModulate(); Gl.glDisable(Gl.GL_BLEND); } else { GraphicsHelperGl g = new GraphicsHelperGl(); //Gl.glMatrixMode(Gl.GL_PROJECTION); //Gl.glPushMatrix(); //Gl.glLoadIdentity(); //Gl.glOrtho(0, windowwidth, windowheight - RendererSdl.GetInstance().OuterWindowHeight, 0, -1, 1); // we'll just draw the minimap directly onto our display //Gl.glOrtho(0, windowwidth, windowheight, windowheight - RendererSdl.GetInstance().OuterWindowHeight, -1, 1); // we'll just draw the minimap directly onto our display //Gl.glMatrixMode(Gl.GL_MODELVIEW); //Gl.glPushMatrix(); //Gl.glLoadIdentity(); g.ActiveTexture(0); g.EnableTexture2d(); Gl.glBindTexture(Gl.GL_TEXTURE_2D, minimaptexture); //Gl.glBindTexture(Gl.GL_TEXTURE_2D, (terrain.texturestages[0].texture as GlTexture).GlReference); Gl.glDisable(Gl.GL_LIGHTING); Gl.glBegin(Gl.GL_QUADS); Gl.glTexCoord2d(0, 1); Gl.glVertex2i(minimapx, minimapy); Gl.glTexCoord2d(0, 1 - minimapwidth / (double)minimapsize); Gl.glVertex2i(minimapx, minimapy + minimapheight); Gl.glTexCoord2d(minimapwidth / (double)minimapsize, 1 - minimapheight / (double)minimapsize); Gl.glVertex2i(minimapx + minimapwidth, minimapy + minimapheight); Gl.glTexCoord2d(minimapwidth / (double)minimapsize, 1); Gl.glVertex2i(minimapx + minimapwidth, minimapy); Gl.glEnd(); Gl.glEnable(Gl.GL_LIGHTING); //Gl.glMatrixMode(Gl.GL_PROJECTION); //Gl.glPopMatrix(); //Gl.glMatrixMode(Gl.GL_MODELVIEW); //Gl.glPopMatrix(); } }