示例#1
0
        // For 'action', first set the TypeFilter and call Init. If picking is true and pickManipulatorOnly
        // is true, then only the currently active manipulator is tested against, which is a huge speed-up.
        private void Render(IRenderAction action, bool picking, bool pickManipulatorOnly)
        {
            base.BeginPaint(picking);

            action.Title          = Camera.ViewTypeName;
            action.ViewportWidth  = Width;
            action.ViewportHeight = Height;

            // If we're doing a picking operation, then we don't need to display the results to the user, etc.
            if (picking)
            {
                RenderState pickState = new RenderState(m_renderState);
                pickState.RenderMode        &= ~(RenderMode.Textured | RenderMode.Lit | RenderMode.Alpha);
                pickState.OverrideChildState = RenderMode.Textured | RenderMode.Lit | RenderMode.Alpha;
                pickState.InheritState       = 0;

                RenderStateGuardian.Reset();

                // Manipulator picking can be further optimized to only render the manipulator.
                if (pickManipulatorOnly &&
                    m_manipulator != null &&
                    m_manipulatorNode != null)
                {
                    // Replace the scene node's children temporarily with just our one child of interest.
                    // Replacing the children is easier than creating a new Scene because the manipulators
                    //  need the HitRecord.GraphPath to have the full correct Scene, not a temp Scene.
                    List <SceneNode> originalChildren = new List <SceneNode>(m_scene.Children);
                    m_scene.Children.Clear();
                    m_scene.Children.Add(m_manipulatorNode);

                    m_scene.StateStack.Push(pickState);
                    action.PushMatrix(m_manipulatorParentToWorld, false);
                    action.Dispatch(m_scene, Camera);
                    action.PopMatrix();
                    m_scene.StateStack.Pop();

                    m_scene.Children.Clear();
                    foreach (SceneNode node in originalChildren)
                    {
                        m_scene.Children.Add(node);
                    }
                }
                else
                {   //Regular picking. Render the whole scene.
                    m_scene.StateStack.Push(pickState);
                    action.Dispatch(m_scene, Camera);
                    m_scene.StateStack.Pop();
                }

                // When picking, we don't want to display this buffer, so don't swap OpenGl buffers.
                // This property gets reset by base.EndPaint().
                SwapBuffers = false;
            }
            else
            {
                m_scene.StateStack.Push(m_renderState);
                RenderStateGuardian.Reset();
                action.Dispatch(m_scene, Camera);
                RenderAxisSystem(action);
                m_scene.StateStack.Pop();
            }

            base.EndPaint();
        }
示例#2
0
 /// <summary>
 /// Called after post visiting the SceneNode specified by the graph path</summary>
 /// <param name="graphPath">The graph path</param>
 /// <param name="action">The render action</param>
 /// <param name="camera">The camera</param>
 /// <param name="list">The traverse list</param>
 /// <returns></returns>
 public override TraverseState PostTraverse(Stack<SceneNode> graphPath, IRenderAction action, Camera camera, ICollection<TraverseNode> list)
 {
     action.PopMatrix();
     return TraverseState.Continue;
 }
示例#3
0
        // For 'action', first set the TypeFilter and call Init. If picking is true and pickManipulatorOnly
        // is true, then only the currently active manipulator is tested against, which is a huge speed-up.
        private void Render(IRenderAction action, bool picking, bool pickManipulatorOnly)
        {
            base.BeginPaint(picking);

            action.Title = Camera.ViewTypeName;
            action.ViewportWidth = Width;
            action.ViewportHeight = Height;
            
            // If we're doing a picking operation, then we don't need to display the results to the user, etc.
            if (picking)
            {
                RenderState pickState = new RenderState(m_renderState);
                pickState.RenderMode &= ~(RenderMode.Textured | RenderMode.Lit | RenderMode.Alpha);
                pickState.OverrideChildState = RenderMode.Textured | RenderMode.Lit | RenderMode.Alpha;
                pickState.InheritState = 0;

                RenderStateGuardian.Reset();

                // Manipulator picking can be further optimized to only render the manipulator.
                if (pickManipulatorOnly &&
                    m_manipulator != null &&
                    m_manipulatorNode != null)
                {
                    // Replace the scene node's children temporarily with just our one child of interest.
                    // Replacing the children is easier than creating a new Scene because the manipulators
                    //  need the HitRecord.GraphPath to have the full correct Scene, not a temp Scene.
                    List<SceneNode> originalChildren = new List<SceneNode>(m_scene.Children);
                    m_scene.Children.Clear();
                    m_scene.Children.Add(m_manipulatorNode);

                    m_scene.StateStack.Push(pickState);
                    action.PushMatrix(m_manipulatorParentToWorld, false);
                    action.Dispatch(m_scene, Camera);
                    action.PopMatrix();
                    m_scene.StateStack.Pop();

                    m_scene.Children.Clear();
                    foreach (SceneNode node in originalChildren)
                        m_scene.Children.Add(node);
                }
                else
                {   //Regular picking. Render the whole scene.
                    m_scene.StateStack.Push(pickState);
                    action.Dispatch(m_scene, Camera);
                    m_scene.StateStack.Pop();
                }

                // When picking, we don't want to display this buffer, so don't swap OpenGl buffers.
                // This property gets reset by base.EndPaint().
                SwapBuffers = false;
            }
            else
            {
                m_scene.StateStack.Push(m_renderState);
                RenderStateGuardian.Reset();
                action.Dispatch(m_scene, Camera);
                RenderAxisSystem(action);
                m_scene.StateStack.Pop();
            }

            base.EndPaint();
        }
示例#4
0
 /// <summary>
 /// Called after post visiting the SceneNode specified by the graph path</summary>
 /// <param name="graphPath">The graph path</param>
 /// <param name="action">The render action</param>
 /// <param name="camera">The camera</param>
 /// <param name="list">The traverse list</param>
 /// <returns></returns>
 public override TraverseState PostTraverse(Stack <SceneNode> graphPath, IRenderAction action, Camera camera, ICollection <TraverseNode> list)
 {
     action.PopMatrix();
     return(TraverseState.Continue);
 }