/// <summary> /// Render this slice Faces /// </summary> /// <param name="context"></param> protected void RenderAsFace(ref RenderingContext context) { PrimitiveType oldPrim = m_Primitive; context.ApplyFaceDefault(); m_Primitive = PrimitiveType.TriangleStrip; base.Render(ref context); m_Primitive = oldPrim; }
private void Render(object sender, PaintEventArgs e) { if (!loaded) { return; } MakeCurrent(); SetupViewport(); //double size = Scene.Size(); double size = Scene.Max.Y - Scene.Min.Y; double SceneYOffset = -size / 2f; double defaultzoom = (double)Math.Sqrt(Math.Pow(TableRadius, 2) + Math.Pow(TableHeight, 2)); GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit); GL.LoadIdentity(); var aspect_ratio = Width / (double)Height; var projection = Matrix4d.CreatePerspectiveFieldOfView( MathHelper.PiOver4, double.Parse(aspect_ratio.ToString()), 1f, 1024); // var modelview = Matrix4d.LookAt(0, size / 2 , - DragZoom * defaultzoom * 2f, // 0,TableHeight/2, 0, 0, size, 0); var viewHeight = (TableHeight / 2.50) + SceneYOffset; var modelview = Matrix4d.LookAt(0, viewHeight, Math.Max(0.00000001f, -(-Drag.Zoom * defaultzoom * 1.5f)), 0, viewHeight, 0, 0, size, 0); GL.MatrixMode(MatrixMode.Projection); if (Projection) { GL.LoadMatrix(ref projection); } else { GL.LoadIdentity(); double x = Math.Max(TableRadius * 2, TableHeight) * Drag.Zoom / 2.0; double y = x * ((double)Height / (double)Width); GL.Ortho(-x, x, -y, y, 0.0, 10000.0); } GL.MatrixMode(MatrixMode.Modelview); GL.LoadMatrix(ref modelview); #region LIGHT //if (Lightning) { float[] lightPos = new float[] { (float)(-TableRadius * 2f), (float)TableRadius * 2f, (float)TableHeight * 2f, 1.0f }; GL.PointSize(5); GL.Disable(EnableCap.Lighting); GL.Begin(PrimitiveType.Points); GL.Color3(Color.Yellow); GL.Vertex3(lightPos); GL.End(); GL.PointSize(1); float[] light_ambient = { 0.2f, 0.2f, 0.2f, 1.0f }; float[] light_diffuse = { 1.0f, 1.0f, 1.0f, 1.0f }; float[] light_specular = { 1.0f, 1.0f, 1.0f, 1.0f }; float[] spotdirection = { 0.5f, -1.0f, -1.0f }; GL.Light(LightName.Light0, LightParameter.Ambient, light_ambient); GL.Light(LightName.Light0, LightParameter.Diffuse, light_diffuse); GL.Light(LightName.Light0, LightParameter.Specular, light_specular); GL.Enable(EnableCap.Lighting); GL.Light(LightName.Light0, LightParameter.Position, lightPos); GL.Enable(EnableCap.Light0); //GL.Light(LightName.Light0, LightParameter.SpotDirection, spotdirection); //GL.Light(LightName.Light0, LightParameter.SpotCutoff, 20); } #endregion GL.Translate(Drag.Pane.X, -Drag.Pane.Y, 0); Matrix4d m = MatrixFromYawPitchRoll(-Math.PI * Drag.Angle.X / 360.0f, -Math.PI * Drag.Angle.Y / 360.0f, 0); GL.MultMatrix(ref m); // Model space #region Box/Axis GL.Disable(EnableCap.Lighting); Vector3d scannerCenter = new Vector3d(0, -size / 2f, 0); Axis(new Vector3d(scannerCenter.X - TableRadius, scannerCenter.Y, scannerCenter.Z + TableRadius), 10); #endregion ; GL.Translate(0, SceneYOffset, 0); if (BoundingBox) { DrawBoundingBox(Color.Red, Scene.Min, Scene.Max); } if (Lightning) { GL.Enable(EnableCap.Lighting); GL.ColorMaterial(MaterialFace.FrontAndBack, ColorMaterialParameter.AmbientAndDiffuse); GL.Enable(EnableCap.ColorMaterial); } GL.PointSize(2); GL.LineWidth(2); RenderingContext context = RenderingContext.From(ViewerConfig); context.ApplyFaceDefault(); GL.ShadeModel(Smooth ? ShadingModel.Smooth : ShadingModel.Flat); GL.Enable(EnableCap.CullFace); GL.CullFace(CullFaceMode.Back); Scene.Render(ref context); GL.Translate(0, -SceneYOffset, 0); DrawScannerTable(scannerCenter); SwapBuffers(); using (Graphics g = Graphics.FromHwnd(this.Handle)) { using (SolidBrush bg = new SolidBrush(this.BackColor)) { using (SolidBrush bf = new SolidBrush(this.ForeColor)) { string text = String.Format("{0} points", Scene.GetNumVertices().ToString("N0")); SizeF s = g.MeasureString(text, this.Font); RectangleF rect = new RectangleF(0, 0, s.Width, s.Height); rect.Y = this.Height - s.Height; g.FillRectangle(bg, rect); g.DrawString(text, this.Font, bf, rect.Location); } } } // this.Label.Text = String.Format("{0} points", Scene.GetNumVertices()); }