Пример #1
0
        public void Render(FrustumCuller culler)
        {
            if (visible)
            {
                // render the array in reverse order, first boxes then labels
                float sliceX, sliceY, sliceZ;
                sliceX    = this.position.X;
                sliceY    = this.position.Y;
                sliceZ    = this.position.Z;
                cullCount = 0;

                GL.PushMatrix();
                MoveIntoPosition(false);
                FileNode.SetBoxState(isDimmed);
                for (int i = fileNodes.Length - 1; i >= 0; i--)
                {
                    float nodeZ = sliceZ + fileNodes[i].Position.Z;
                    float nodeX = sliceX + fileNodes[i].Position.X - 2.1f;
                    float nodeY = sliceY + fileNodes[i].Position.Y;
                    if ((nodeZ > parentWindow.GetCamera().Position.Z) &&
                        (culler.isBoxVisible(nodeX, nodeY, nodeZ, 3f, 8f)))
                    {
                        fileNodes[i].culled = false;
                        fileNodes[i].DrawBox(i);
                    }
                    else
                    {
                        fileNodes[i].culled = true;
                        cullCount++;
                    }
                }
                FileNode.UnsetBoxState(isDimmed);

                FileNode.SetTextState(isDimmed);
                for (int i = fileNodes.Length - 1; i >= 0; i--)
                {
                    if (!fileNodes[i].culled)
                    {
                        fileNodes[i].DrawLabel();
                    }
                }
                FileNode.UnsetTextState(isDimmed);
                GL.PopMatrix();
            }
        }
Пример #2
0
 public SliceManager(MainWindow parent)
 {
     parentWindow = parent;
     culler       = new FrustumCuller();
 }
Пример #3
0
        public void Render(FrustumCuller culler)
        {
            if(visible) {
                // render the array in reverse order, first boxes then labels
                float sliceX, sliceY, sliceZ;
                sliceX = this.position.X;
                sliceY = this.position.Y;
                sliceZ = this.position.Z;
                cullCount = 0;

                GL.PushMatrix();
                MoveIntoPosition(false);
                FileNode.SetBoxState(isDimmed);
                for(int i = fileNodes.Length-1; i >= 0; i--) {
                    float nodeZ = sliceZ + fileNodes[i].Position.Z;
                    float nodeX = sliceX + fileNodes[i].Position.X - 2.1f;
                    float nodeY = sliceY + fileNodes[i].Position.Y;
                    if( (nodeZ > parentWindow.GetCamera().Position.Z) &&
                       (culler.isBoxVisible(nodeX, nodeY, nodeZ, 3f, 8f)) ) {

                        fileNodes[i].culled = false;
                        fileNodes[i].DrawBox(i);
                    } else {
                        fileNodes[i].culled = true;
                        cullCount++;
                    }
                }
                FileNode.UnsetBoxState(isDimmed);

                FileNode.SetTextState(isDimmed);
                for(int i = fileNodes.Length-1; i >= 0; i--) {
                    if(!fileNodes[i].culled) {
                        fileNodes[i].DrawLabel();
                    }
                }
                FileNode.UnsetTextState(isDimmed);
                GL.PopMatrix();
            }
        }
Пример #4
0
        public void Render(FrustumCuller culler)
        {
            if (visible)
            {
                // render the array in reverse order, first boxes then labels
                float sliceX, sliceY, sliceZ;
                sliceX    = this.position.X;
                sliceY    = this.position.Y;
                sliceZ    = this.position.Z;
                cullCount = 0;

                /*
                 * // GROUND PLANE
                 * GL.PushMatrix();
                 *
                 * GL.Disable (EnableCap.DepthTest);
                 * GL.Enable (EnableCap.Texture2D);
                 * // bind texture to texture unit 0
                 * GL.ActiveTexture(TextureUnit.Texture0);
                 * GL.BindTexture(TextureTarget.Texture2D, texture);
                 * GL.Begin(PrimitiveType.Quads);
                 * float numberOfTextureRepeats = 30.0f;
                 * float mSize = 500.0f;
                 * GL.Normal3( -1.0f, 1.0f, -1.0f);
                 * float cameraPositionZ = parentWindow.GetCamera().Position.Z;
                 * float cameraPositionX = parentWindow.GetCamera().Position.X;
                 * GL.TexCoord2(numberOfTextureRepeats, numberOfTextureRepeats); GL.Vertex3( (float)(cameraPositionX + mSize/2f), sliceY, (cameraPositionZ + mSize/2f));
                 * GL.Normal3( -1.0f, 1.0f, 1.0f);
                 * GL.TexCoord2(numberOfTextureRepeats, 0.0f); GL.Vertex3(  (float)(cameraPositionX + mSize/2f), sliceY, (cameraPositionZ - mSize/2f));
                 * GL.Normal3( 1.0f, 1.0f, 1.0f);
                 * GL.TexCoord2(0.0f, 0.0f); GL.Vertex3( (float)(cameraPositionX -mSize/2f), sliceY, (cameraPositionZ - mSize/2f));
                 * GL.Normal3( 1.0f, 1.0f, -1.0f);
                 * GL.TexCoord2(0.0f, numberOfTextureRepeats); GL.Vertex3( (float)(cameraPositionX -mSize/2f), sliceY,  (cameraPositionZ + mSize/2f));
                 * GL.Disable (EnableCap.Texture2D);
                 * GL.Enable(EnableCap.DepthTest);
                 * GL.End ();
                 *
                 * GL.PopMatrix();
                 */

                fileSliceModelMatrix = parentWindow.GetCamera().CameraModelMatrix;

                MoveIntoPosition(false, ref fileSliceModelMatrix);
                Node.SetBoxState(isDimmed);
                for (int i = fileNodes.Length - 1; i >= 0; i--)
                {
                    float nodeZ = sliceZ + fileNodes[i].Position.Z;
                    float nodeX = sliceX + fileNodes [i].Position.X - 2.1f;
                    float nodeY = sliceY + fileNodes[i].Position.Y;
                    if (/*(nodeZ > parentWindow.GetCamera().Position.Z) && */ //If you don't want to show all the boxes that are behind you - uncomment this line; For VR we need every box to be visible
                        (culler.isBoxVisible(nodeX, nodeY, nodeZ, 3f, 8f)))   //TODO: correct culler

                    {
                        fileNodes[i].culled = false;
                        fileNodes[i].DrawBox(i, parentWindow.FrameDelta);                               //the main boxes drawing method
                    }
                    else
                    {
                        fileNodes[i].culled = true;
                        cullCount++;
                    }
                }
                Node.UnsetBoxState(isDimmed);

                Node.SetTextState(isDimmed);
                for (int i = fileNodes.Length - 1; i >= 0; i--)
                {
                    if (!fileNodes[i].culled)
                    {
                        fileNodes[i].DrawLabel();
                    }
                }
                Node.UnsetTextState(isDimmed);
            }
        }
Пример #5
0
 public SliceManager(MainWindow parent)
 {
     parentWindow = parent;
     culler = new FrustumCuller();
 }