Пример #1
0
 public static Comparison CompareTo(StaticMesh left, StaticMesh right)
 {
   int comparison = left.Id.CompareTo(right.Id);
   if (comparison > 0)
     return Comparison.Greater;
   else if (comparison < 0)
     return Comparison.Less;
   else
     return Comparison.Equal;
 }
Пример #2
0
        public static Comparison CompareTo(StaticMesh left, string right)
        {
            int comparison = left.Id.CompareTo(right);

            if (comparison > 0)
            {
                return(Comparison.Greater);
            }
            else if (comparison < 0)
            {
                return(Comparison.Less);
            }
            else
            {
                return(Comparison.Equal);
            }
        }
Пример #3
0
 /// <summary>Creates a static model from the ids provided.</summary>
 /// <param name="staticModelId">The id to represent this model as.</param>
 /// <param name="textures">An array of the texture ids for each sub-mesh of this model.</param>
 /// <param name="meshes">An array of each mesh id for this model.</param>
 /// <param name="meshNames">An array of mesh names for this specific instanc3e of a static model.</param>
 internal StaticModel(string staticModelId, string[] meshNames, string[] meshes, string[] textures)
 {
     if (textures.Length != meshes.Length && textures.Length != meshNames.Length)
     {
         throw new System.Exception("Attempting to create a static model with non-matching number of components.");
     }
     _id     = staticModelId;
     _meshes = new AvlTree_Linked <StaticMesh>(StaticMesh.CompareTo);
     for (int i = 0; i < textures.Length; i++)
     {
         StaticMesh mesh = StaticModelManager.GetMesh(meshes[i]);
         mesh.Texture = TextureManager.Get(textures[i]);
         _meshes.Add(mesh);
     }
     _shaderOverride = null;
     _position       = new Vector <float>(0, 0, 0);
     _scale          = new Vector <float>(1, 1, 1);
     _orientation    = Quaternion <float> .FactoryIdentity;
 }
Пример #4
0
 public static int CompareTo(StaticMesh left, string right)
 {
     return left.Id.CompareTo(right);
 }
Пример #5
0
 public static int CompareTo(StaticMesh left, StaticMesh right)
 {
     return left.Id.CompareTo(right.Id);
 }
Пример #6
0
    private static void DrawStaticModelPart(StaticMesh staticMesh)
    {
      // Make sure something will render
      if (staticMesh.VertexBufferHandle == 0 ||
        (staticMesh.ColorBufferHandle == 0 && staticMesh.TextureCoordinateBufferHandle == 0))
        return;

      // Push current Array Buffer state so we can restore it later
      GL.PushClientAttrib(ClientAttribMask.ClientVertexArrayBit);

      if (GL.IsEnabled(EnableCap.Lighting))
      {
        // Normal Array Buffer
        if (staticMesh.NormalBufferHandle != 0)
        {
          // Set up normals
          GL.BindBuffer(BufferTarget.ArrayBuffer, staticMesh.NormalBufferHandle);
          GL.NormalPointer(NormalPointerType.Float, 0, IntPtr.Zero);
          GL.EnableClientState(ArrayCap.NormalArray);
        }
      }
      else
      {
        // Color Array Buffer
        if (staticMesh.ColorBufferHandle != 0)
        {
          // Set up colors
          GL.BindBuffer(BufferTarget.ArrayBuffer, staticMesh.ColorBufferHandle);
          GL.ColorPointer(3, ColorPointerType.Float, 0, IntPtr.Zero);
          GL.EnableClientState(ArrayCap.ColorArray);
        }
      }

      // Texture Array Buffer
      if (GL.IsEnabled(EnableCap.Texture2D) && staticMesh.TextureCoordinateBufferHandle != 0)
      {
        // Select the texture and set up texture coordinates
        GL.BindTexture(TextureTarget.Texture2D, staticMesh.Texture.GpuHandle);
        GL.BindBuffer(BufferTarget.ArrayBuffer, staticMesh.TextureCoordinateBufferHandle);
        GL.TexCoordPointer(2, TexCoordPointerType.Float, 0, IntPtr.Zero);
        GL.EnableClientState(ArrayCap.TextureCoordArray);
      }
      else
        // Nothing will render if this branching is reached.
        return;

      // Set up verteces
      GL.BindBuffer(BufferTarget.ArrayBuffer, staticMesh.VertexBufferHandle);
      GL.VertexPointer(3, VertexPointerType.Float, 0, IntPtr.Zero);
      GL.EnableClientState(ArrayCap.VertexArray);

      if (staticMesh.ElementBufferHandle != 0)
      {
        // Set up indeces
        GL.BindBuffer(BufferTarget.ElementArrayBuffer, staticMesh.ElementBufferHandle);
        GL.IndexPointer(IndexPointerType.Int, 0, IntPtr.Zero);
        GL.EnableClientState(ArrayCap.IndexArray);
        
        // Ready to render using an index buffer
        int elements = 0;
        //GL.DrawElements(PrimitiveType.Triangles, staticMesh.VertexCount, DrawElementsType.UnsignedInt, ref elements);
        GL.DrawElements(BeginMode.Triangles, staticMesh.VertexCount, DrawElementsType.UnsignedInt, ref elements);
      }
      else
        // Ready to render
        //GL.DrawArrays(PrimitiveType.Triangles, 0, staticMesh.VertexCount);
        GL.DrawArrays(BeginMode.Triangles, 0, staticMesh.VertexCount);


      GL.PopClientAttrib();
    }
 private static void CopyMeshes(StaticMesh mesh, ListLinked<StaticMesh, string> meshes)
 {
     mesh.Texture.ExistingReferences++;
       mesh.StaticMeshInstance.ExistingReferences++;
       meshes.Add(new StaticMesh(mesh.Id, mesh.Texture, mesh.StaticMeshInstance));
 }