ReAddObjects() приватный статический Метод

private static ReAddObjects ( ) : void
Результат void
Пример #1
0
 /// <summary>Resizes the OpenGL viewport if the window is resized</summary>
 internal static void WindowResize(int newWidth, int newHeight)
 {
     Width  = newWidth;
     Height = newHeight;
     if (Loading.Complete)
     {
         MainLoop.UpdateViewport(MainLoop.ViewPortChangeMode.NoChange);
         World.InitializeCameraRestriction();
         if (Renderer.OptionBackfaceCulling)
         {
             GL.Enable(EnableCap.CullFace);
         }
         else
         {
             GL.Disable(EnableCap.CullFace);
         }
         Renderer.ReAddObjects();
     }
     else
     {
         GL.Viewport(0, 0, Width, Height);
         GL.MatrixMode(MatrixMode.Projection);
         GL.LoadIdentity();
         GL.Ortho(0.0, (double)Width, (double)Height, 0.0, -1.0, 1.0);
     }
 }
Пример #2
0
 /// <summary>Changes to or from fullscreen mode.</summary>
 internal static void ToggleFullscreen()
 {
     Fullscreen = !Fullscreen;
     // begin HACK //
     Renderer.ClearDisplayLists();
     if (World.MouseGrabEnabled)
     {
         SDL.SDL_SetRelativeMouseMode(SDL.SDL_bool.SDL_FALSE);
     }
     GL.Disable(EnableCap.Fog);
     Renderer.FogEnabled = false;
     GL.Disable(EnableCap.Lighting);
     Renderer.LightingEnabled = false;
     Textures.UnloadAllTextures();
     if (Fullscreen)
     {
         SDL.SDL_SetWindowSize(Window, Options.Current.FullscreenWidth, Options.Current.FullscreenHeight);
         SDL.SDL_SetWindowFullscreen(Window, (uint)SDL.SDL_WindowFlags.SDL_WINDOW_FULLSCREEN);
         Width  = Options.Current.FullscreenWidth;
         Height = Options.Current.FullscreenHeight;
     }
     else
     {
         SDL.SDL_SetWindowSize(Window, Options.Current.WindowWidth, Options.Current.WindowHeight);
         SDL.SDL_SetWindowFullscreen(Window, 0);
         Width  = Options.Current.WindowWidth;
         Height = Options.Current.WindowHeight;
     }
     Renderer.InitializeLighting();
     MainLoop.UpdateViewport(MainLoop.ViewPortChangeMode.NoChange);
     MainLoop.InitializeMotionBlur();
     Timetable.CreateTimetable();
     Timetable.UpdateCustomTimetable(null, null);
     if (World.MouseGrabEnabled)
     {
         SDL.SDL_SetRelativeMouseMode(SDL.SDL_bool.SDL_TRUE);
     }
     World.MouseGrabTarget     = new OpenBveApi.Math.Vector2D(0.0, 0.0);
     World.MouseGrabIgnoreOnce = true;
     World.InitializeCameraRestriction();
     if (Renderer.OptionBackfaceCulling)
     {
         GL.Enable(EnableCap.CullFace);
     }
     else
     {
         GL.Disable(EnableCap.CullFace);
     }
     Renderer.ReAddObjects();
     // end HACK //
 }
Пример #3
0
 /// <summary>Changes to or from fullscreen mode.</summary>
 internal static void ToggleFullscreen()
 {
     Fullscreen = !Fullscreen;
     // begin HACK //
     Renderer.ClearDisplayLists();
     if (World.MouseGrabEnabled)
     {
         Sdl.SDL_WM_GrabInput(Sdl.SDL_GRAB_OFF);
     }
     Gl.glDisable(Gl.GL_FOG);
     Renderer.FogEnabled = false;
     Gl.glDisable(Gl.GL_LIGHTING);
     Renderer.LightingEnabled = false;
     Textures.UnloadAllTextures();
     if (Fullscreen)
     {
         Sdl.SDL_SetVideoMode(Interface.CurrentOptions.FullscreenWidth, Interface.CurrentOptions.FullscreenHeight, Interface.CurrentOptions.FullscreenBits, Sdl.SDL_OPENGL | Sdl.SDL_DOUBLEBUF | Sdl.SDL_FULLSCREEN);
         Width  = Interface.CurrentOptions.FullscreenWidth;
         Height = Interface.CurrentOptions.FullscreenHeight;
     }
     else
     {
         Sdl.SDL_SetVideoMode(Interface.CurrentOptions.WindowWidth, Interface.CurrentOptions.WindowHeight, 32, Sdl.SDL_OPENGL | Sdl.SDL_DOUBLEBUF);
         Width  = Interface.CurrentOptions.WindowWidth;
         Height = Interface.CurrentOptions.WindowHeight;
     }
     Renderer.InitializeLighting();
     MainLoop.UpdateViewport(MainLoop.ViewPortChangeMode.NoChange);
     MainLoop.InitializeMotionBlur();
     Timetable.CreateTimetable();
     Timetable.UpdateCustomTimetable(null, null);
     if (World.MouseGrabEnabled)
     {
         Sdl.SDL_WM_GrabInput(Sdl.SDL_GRAB_ON);
     }
     World.MouseGrabTarget     = new World.Vector2D(0.0, 0.0);
     World.MouseGrabIgnoreOnce = true;
     World.InitializeCameraRestriction();
     if (Renderer.OptionBackfaceCulling)
     {
         Gl.glEnable(Gl.GL_CULL_FACE);
     }
     else
     {
         Gl.glDisable(Gl.GL_CULL_FACE);
     }
     Renderer.ReAddObjects();
     // end HACK //
 }
Пример #4
0
        /// <summary>Changes to or from fullscreen mode.</summary>
        internal static void ToggleFullscreen()
        {
            Fullscreen = !Fullscreen;
            // begin HACK //
            Renderer.ClearDisplayLists();

            GL.Disable(EnableCap.Fog);
            GL.Disable(EnableCap.Lighting);
            Renderer.LightingEnabled = false;
            if (Fullscreen)
            {
                IList <DisplayResolution> resolutions = OpenTK.DisplayDevice.Default.AvailableResolutions;

                for (int i = 0; i < resolutions.Count; i++)
                {
                    //Test each resolution
                    if (resolutions[i].Width == Interface.CurrentOptions.FullscreenWidth &&
                        resolutions[i].Height == Interface.CurrentOptions.FullscreenHeight &&
                        resolutions[i].BitsPerPixel == Interface.CurrentOptions.FullscreenBits)
                    {
                        OpenTK.DisplayDevice.Default.ChangeResolution(resolutions[i]);
                        Program.currentGameWindow.Width  = resolutions[i].Width;
                        Program.currentGameWindow.Height = resolutions[i].Height;
                        Screen.Width  = Interface.CurrentOptions.FullscreenWidth;
                        Screen.Height = Interface.CurrentOptions.FullscreenHeight;
                        Program.currentGameWindow.WindowState = WindowState.Fullscreen;
                        break;
                    }
                }
                System.Threading.Thread.Sleep(20);
                if (Program.currentGameWindow.WindowState != WindowState.Fullscreen)
                {
                    MessageBox.Show(Interface.GetInterfaceString("errors_fullscreen_switch1") + System.Environment.NewLine +
                                    Interface.GetInterfaceString("errors_fullscreen_switch2"), Application.ProductName, MessageBoxButtons.OK, MessageBoxIcon.Hand);
                    Fullscreen = false;
                }
            }
            else
            {
                OpenTK.DisplayDevice.Default.RestoreResolution();
                Program.currentGameWindow.WindowState = WindowState.Normal;
                Program.currentGameWindow.Width       = Interface.CurrentOptions.WindowWidth;
                Program.currentGameWindow.Height      = Interface.CurrentOptions.WindowHeight;

                Screen.Width  = Interface.CurrentOptions.WindowWidth;
                Screen.Height = Interface.CurrentOptions.WindowHeight;
            }
            Renderer.InitializeLighting();
            MainLoop.UpdateViewport(MainLoop.ViewPortChangeMode.NoChange);
            Renderer.InitializeMotionBlur();
            Timetable.CreateTimetable();
            Timetable.UpdateCustomTimetable(null, null);

            World.InitializeCameraRestriction();
            if (Renderer.OptionBackfaceCulling)
            {
                GL.Enable(EnableCap.CullFace);
            }
            else
            {
                GL.Disable(EnableCap.CullFace);
            }
            Renderer.ReAddObjects();
            // end HACK //

            //Reset the camera when switching between fullscreen and windowed mode
            //Otherwise, if the aspect ratio changes distortion will occur until the view is changed or the camera reset
            if (World.CameraMode == World.CameraViewMode.Interior | World.CameraMode == World.CameraViewMode.InteriorLookAhead)
            {
                World.CameraCurrentAlignment.Position = new OpenBveApi.Math.Vector3(0.0, 0.0, 0.0);
            }
            World.CameraCurrentAlignment.Yaw   = 0.0;
            World.CameraCurrentAlignment.Pitch = 0.0;
            World.CameraCurrentAlignment.Roll  = 0.0;
        }