示例#1
0
        public void RenderBackground(RenderTexture screen)
        {
            switch (background)
            {
            case BackgroundType.None:
                GL.Clear(true, true, ourMonitor.emptyColorValue);
                break;

            case BackgroundType.Camera:
                GL.Clear(true, true, ourMonitor.emptyColorValue);
                if (!cameraObject.Render())
                {
                    if (ourMonitor.noSignalTexture != null)
                    {
                        Graphics.DrawTexture(new Rect(0, 0, screen.width, screen.height), ourMonitor.noSignalTexture);
                    }
                }
                break;

            case BackgroundType.Texture:
                //call clear before redraw of textures
                GL.Clear(true, true, ourMonitor.emptyColorValue);
                Graphics.DrawTexture(new Rect(0, 0, screen.width, screen.height), backgroundTexture);
                break;

            case BackgroundType.Handler:
                //No clear here as it would interfere with the handlers(Causing effects such as VesselViewer to blink)
                // If there's a handler references method, it gets called before each render.
                if (backgroundHandlerS.getHandlerReferences != null)
                {
                    backgroundHandlerS.getHandlerReferences(pageHandlerModule, backgroundHandlerModule);
                }

                if (!backgroundHandlerMethod(screen, cameraAspect))
                {
                    if (ourMonitor.noSignalTexture != null && showNoSignal)
                    {
                        Graphics.DrawTexture(new Rect(0, 0, screen.width, screen.height), ourMonitor.noSignalTexture);
                    }
                    else
                    {
                        GL.Clear(true, true, ourMonitor.emptyColorValue);
                    }
                }
                break;
            }
            // If the handlers aren't missing their popmatrix, it should be alright.
            if (interlayTexture != null)
            {
                Graphics.DrawTexture(new Rect(0, 0, screen.width, screen.height), interlayTexture);
            }
        }
示例#2
0
        public bool RenderCamera(RenderTexture screen, float cameraAspect)
        {
            // Just in case.
            if (!HighLogic.LoadedSceneIsFlight)
            {
                return(false);
            }

            if (cameras.Count < 1)
            {
                return(false);
            }

            var activeCamera = cameras[currentCamera];

            if (string.IsNullOrEmpty(activeCamera.cameraTransform))
            {
                return(false);
            }

            if (cameraObject == null)
            {
                cameraObject = new FlyingCamera(part, screen, cameraAspect);
                cameraObject.PointCamera(activeCamera.cameraTransform, activeCamera.currentFoV);
            }

            cameraObject.FOV = activeCamera.currentFoV;

            // Negate pitch - the camera object treats a negative pitch as "up"
            if (cameraObject.Render(activeCamera.currentYaw, -activeCamera.currentPitch))
            {
                ITargetable target = FlightGlobals.fetch.VesselTarget;

                bool drawSomething = ((gizmoTexture != null && target != null && showTargetIcon) || homeCrosshairMaterial.color.a > 0);

                if (drawSomething)
                {
                    GL.PushMatrix();
                    GL.LoadPixelMatrix(0, screen.width, screen.height, 0);
                }

                if (gizmoTexture != null && target != null && showTargetIcon)
                {
                    // Figure out which direction the target is.
                    Vector3 targetDisplacement = target.GetTransform().position - cameraObject.GetTransform().position;
                    targetDisplacement.Normalize();

                    // Transform it using the active camera's rotation.
                    var targetDisp = GetNormalizedScreenPosition(activeCamera, targetDisplacement, cameraAspect);

                    var iconCenter = new Vector2(screen.width * targetDisp.x, screen.height * targetDisp.y);

                    // Apply some clamping values to force the icon to stay on screen
                    iconCenter.x = Math.Max(iconPixelSize * 0.5f, iconCenter.x);
                    iconCenter.x = Math.Min(screen.width - iconPixelSize * 0.5f, iconCenter.x);
                    iconCenter.y = Math.Max(iconPixelSize * 0.5f, iconCenter.y);
                    iconCenter.y = Math.Min(screen.height - iconPixelSize * 0.5f, iconCenter.y);

                    var position = new Rect(iconCenter.x - iconPixelSize * 0.5f, iconCenter.y - iconPixelSize * 0.5f, iconPixelSize, iconPixelSize);

                    Graphics.DrawTexture(position, gizmoTexture, GizmoIcons.GetIconLocation(GizmoIcons.IconType.TARGETPLUS), 0, 0, 0, 0, iconMaterial);
                }

                if (homeCrosshairMaterial.color.a > 0)
                {
                    // Mihara: Reference point cameras are different enough to warrant it.
                    var cameraForward   = cameraObject.GetTransformForward();
                    var crossHairCenter = GetNormalizedScreenPosition(activeCamera, cameraForward, cameraAspect);
                    crossHairCenter.x *= screen.width;
                    crossHairCenter.y *= screen.height;
                    crossHairCenter.x  = Math.Max(iconPixelSize * 0.5f, crossHairCenter.x);
                    crossHairCenter.x  = Math.Min(screen.width - iconPixelSize * 0.5f, crossHairCenter.x);
                    crossHairCenter.y  = Math.Max(iconPixelSize * 0.5f, crossHairCenter.y);
                    crossHairCenter.y  = Math.Min(screen.height - iconPixelSize * 0.5f, crossHairCenter.y);

                    float zoomAdjustedIconSize = iconPixelSize * Mathf.Tan(Mathf.Deg2Rad * activeCamera.fovLimits.y * 0.5f) / Mathf.Tan(Mathf.Deg2Rad * activeCamera.currentFoV * 0.5f);

                    homeCrosshairMaterial.SetPass(0);
                    GL.Begin(GL.LINES);
                    GL.Vertex3(crossHairCenter.x - zoomAdjustedIconSize * 0.5f, crossHairCenter.y, 0.0f);
                    GL.Vertex3(crossHairCenter.x + zoomAdjustedIconSize * 0.5f, crossHairCenter.y, 0.0f);
                    GL.Vertex3(crossHairCenter.x, crossHairCenter.y - zoomAdjustedIconSize * 0.5f, 0.0f);
                    GL.Vertex3(crossHairCenter.x, crossHairCenter.y + zoomAdjustedIconSize * 0.5f, 0.0f);
                    GL.End();
                }

                if (drawSomething)
                {
                    GL.PopMatrix();
                }

                return(true);
            }
            return(false);
        }
示例#3
0
        public bool RenderHUD(RenderTexture screen, float cameraAspect)
        {
            if (screen == null || !startupComplete || HighLogic.LoadedSceneIsEditor)
            {
                return(false);
            }

            if (!firstRenderComplete)
            {
                firstRenderComplete        = true;
                hudCamera.orthographicSize = (float)(screen.height) * 0.5f;
                hudCamera.aspect           = (float)screen.width / (float)screen.height;
                InitializeRenderables(screen);
            }

            RPMVesselComputer comp = RPMVesselComputer.Instance(vessel);

            for (int i = 0; i < verticalBars.Count; ++i)
            {
                verticalBars[i].Update(comp);
            }
            for (int i = 0; i < horizontalBars.Count; ++i)
            {
                horizontalBars[i].Update(comp);
            }

            GL.Clear(true, true, backgroundColorValue);

            // Draw the camera's view, if configured.
            if (cameraObject != null)
            {
                cameraObject.Render();
            }

            hudCamera.targetTexture = screen;

            // MOARdV TODO: I don't think this does anything...
            GL.Color(Color.white);

            Quaternion rotationVesselSurface = comp.RotationVesselSurface;

            if (headingMesh != null)
            {
                UpdateHeading(rotationVesselSurface, comp);
                JUtil.ShowHide(true, headingMesh);
            }

            if (ladderMesh != null)
            {
                // Viewport doesn't work with this, AFAICT.
                // Anyway, these numbers aren't right for the redesigned HUD.
                //JUtil.LogMessage(this, "screen is {0} x {1}, horizon size is {2} x {3}, making a rectangle at {4} x {5} with size of {6} x {7}",
                //    screen.width,screen.height,
                //    horizonSize.x, horizonSize.y,
                //    (screen.width - horizonSize.x) * 0.5f, (screen.height - horizonSize.y) * 0.5f,
                //    horizonSize.x, horizonSize.y);
                //GL.Viewport(new Rect((screen.width - horizonSize.x) * 0.5f, (screen.height - horizonSize.y) * 0.5f, horizonSize.x, horizonSize.y));
                // Fix up UVs, apply rotation.
                UpdateLadder(rotationVesselSurface, comp);
                JUtil.ShowHide(true, ladderMesh);
                //hudCamera.Render();
                //JUtil.ShowHide(false, ladderMesh);
                //GL.Viewport(new Rect(0, 0, screen.width, screen.height));
            }

            if (overlayMesh != null)
            {
                JUtil.ShowHide(true, overlayMesh);
            }

            hudCamera.Render();

            JUtil.ShowHide(false, overlayMesh, ladderMesh, headingMesh, progradeLadderIcon, progradeHeadingIcon);
            for (int i = 0; i < verticalBars.Count; ++i)
            {
                JUtil.ShowHide(false, verticalBars[i].barObject);
            }
            for (int i = 0; i < horizontalBars.Count; ++i)
            {
                JUtil.ShowHide(false, horizontalBars[i].barObject);
            }

            return(true);
        }
示例#4
0
        public bool RenderCamera(RenderTexture screen, float cameraAspect)
        {
            // Just in case.
            if (HighLogic.LoadedSceneIsEditor)
            {
                return(false);
            }

            if (cameras.Count < 1)
            {
                return(false);
            }

            var activeCamera = cameras[currentCamera];

            if (string.IsNullOrEmpty(activeCamera.cameraTransform))
            {
                return(false);
            }

            if (cameraObject == null)
            {
                cameraObject = new FlyingCamera(part, cameraAspect);
                cameraObject.PointCamera(activeCamera.cameraTransform, activeCamera.currentFoV);
            }

            cameraObject.FOV = activeCamera.currentFoV;

            if (rentexWidth == 0)
            {
                rentexWidth  = screen.width;
                rentexHeight = screen.height;

                // Note to self: when rentex dims != screen dims, the FOV seems to be wrong (like FOV is smaller).
            }
            if (renderTex == null)
            {
                renderTex = new RenderTexture(rentexWidth, rentexHeight, screen.depth);
                renderTex.Create();
            }

            // Negate pitch - the camera object treats a negative pitch as "up"
            if (cameraObject.Render(renderTex, activeCamera.currentYaw, -activeCamera.currentPitch))
            {
                if (cameraEffectMaterial != null)
                {
                    cameraEffectMaterial.SetVector("_ImageDims", new Vector4((float)renderTex.width, (float)renderTex.height, 1.0f / (float)renderTex.width, 1.0f / (float)renderTex.height));

                    for (int i = 0; i < ceVariables.Count; ++i)
                    {
                        float value = ceVariables[i].value.AsFloat();
                        cameraEffectMaterial.SetFloat(ceVariables[i].variable, value);
                    }

                    Graphics.Blit(renderTex, screen, cameraEffectMaterial);
                }
                else
                {
                    Graphics.Blit(renderTex, screen);
                }
                renderTex.DiscardContents();

                ITargetable target = FlightGlobals.fetch.VesselTarget;

                bool drawSomething = ((gizmoTexture != null && target != null && showTargetIcon) || homeCrosshairMaterial.color.a > 0);

                if (drawSomething)
                {
                    GL.PushMatrix();
                    GL.LoadPixelMatrix(0, screen.width, screen.height, 0);
                }

                if (gizmoTexture != null && target != null && showTargetIcon)
                {
                    // Figure out which direction the target is.
                    Vector3 targetDisplacement = target.GetTransform().position - cameraObject.GetTransform().position;
                    targetDisplacement.Normalize();

                    // Transform it using the active camera's rotation.
                    var targetDisp = GetNormalizedScreenPosition(activeCamera, targetDisplacement, cameraAspect);

                    var iconCenter = new Vector2(screen.width * targetDisp.x, screen.height * targetDisp.y);

                    // Apply some clamping values to force the icon to stay on screen
                    iconCenter.x = Math.Max(iconPixelSize * 0.5f, iconCenter.x);
                    iconCenter.x = Math.Min(screen.width - iconPixelSize * 0.5f, iconCenter.x);
                    iconCenter.y = Math.Max(iconPixelSize * 0.5f, iconCenter.y);
                    iconCenter.y = Math.Min(screen.height - iconPixelSize * 0.5f, iconCenter.y);

                    var position = new Rect(iconCenter.x - iconPixelSize * 0.5f, iconCenter.y - iconPixelSize * 0.5f, iconPixelSize, iconPixelSize);

                    Graphics.DrawTexture(position, gizmoTexture, GizmoIcons.GetIconLocation(GizmoIcons.IconType.TARGETPLUS), 0, 0, 0, 0, iconMaterial);
                }

                if (homeCrosshairMaterial.color.a > 0)
                {
                    // Mihara: Reference point cameras are different enough to warrant it.
                    var cameraForward   = cameraObject.GetTransformForward();
                    var crossHairCenter = GetNormalizedScreenPosition(activeCamera, cameraForward, cameraAspect);
                    crossHairCenter.x *= screen.width;
                    crossHairCenter.y *= screen.height;
                    crossHairCenter.x  = Math.Max(iconPixelSize * 0.5f, crossHairCenter.x);
                    crossHairCenter.x  = Math.Min(screen.width - iconPixelSize * 0.5f, crossHairCenter.x);
                    crossHairCenter.y  = Math.Max(iconPixelSize * 0.5f, crossHairCenter.y);
                    crossHairCenter.y  = Math.Min(screen.height - iconPixelSize * 0.5f, crossHairCenter.y);

                    float zoomAdjustedIconSize = iconPixelSize * Mathf.Tan(Mathf.Deg2Rad * activeCamera.fovLimits.y * 0.5f) / Mathf.Tan(Mathf.Deg2Rad * activeCamera.currentFoV * 0.5f);

                    homeCrosshairMaterial.SetPass(0);
                    GL.Begin(GL.LINES);
                    GL.Vertex3(crossHairCenter.x - zoomAdjustedIconSize * 0.5f, crossHairCenter.y, 0.0f);
                    GL.Vertex3(crossHairCenter.x + zoomAdjustedIconSize * 0.5f, crossHairCenter.y, 0.0f);
                    GL.Vertex3(crossHairCenter.x, crossHairCenter.y - zoomAdjustedIconSize * 0.5f, 0.0f);
                    GL.Vertex3(crossHairCenter.x, crossHairCenter.y + zoomAdjustedIconSize * 0.5f, 0.0f);
                    GL.End();
                }

                if (drawSomething)
                {
                    GL.PopMatrix();
                }

                return(true);
            }
            else if (skipMissingCameras)
            {
                // This will handle cameras getting ejected while in use.
                SelectNextCamera();
            }

            return(false);
        }
示例#5
0
        public bool RenderHUD(RenderTexture screen, float cameraAspect)
        {
            if (screen == null || !startupComplete || HighLogic.LoadedSceneIsEditor)
            {
                return(false);
            }

            // Clear the background, if configured.
            GL.Clear(true, true, backgroundColorValue);

            // Configure the camera, if configured.
            // MOARdV: Might be worthwhile to refactor the flying camera so
            // it is created in Start (like new FlyingCamera(part, cameraTransform)),
            // and pass the screen, FoV, and aspect ratio (or just screen and
            // FoV) as Render parameters, so there's no need to test if the
            // camera's been created every render call.
            if (cameraObject == null && !string.IsNullOrEmpty(cameraTransform))
            {
                cameraObject = new FlyingCamera(part, screen, cameraAspect);
                cameraObject.PointCamera(cameraTransform, hudFov);
            }

            // Draw the camera's view, if configured.
            if (cameraObject != null)
            {
                cameraObject.Render();
            }

            // Configure the matrix so that the origin is the center of the screen.
            GL.PushMatrix();

            // Draw the HUD ladder
            // MOARdV note, 2014/03/19: swapping the y values, to invert the
            // coordinates so the prograde icon is right-side up.
            GL.LoadPixelMatrix(-horizonSize.x * 0.5f, horizonSize.x * 0.5f, horizonSize.y * 0.5f, -horizonSize.y * 0.5f);
            GL.Viewport(new Rect((screen.width - horizonSize.x) * 0.5f, (screen.height - horizonSize.y) * 0.5f, horizonSize.x, horizonSize.y));

            Vector3 coM     = vessel.findWorldCenterOfMass();
            Vector3 up      = (coM - vessel.mainBody.position).normalized;
            Vector3 forward = vessel.GetTransform().up;
            Vector3 right   = vessel.GetTransform().right;
            Vector3 top     = Vector3.Cross(right, forward);
            Vector3 north   = Vector3.Exclude(up, (vessel.mainBody.position + (Vector3d)vessel.mainBody.transform.up * vessel.mainBody.Radius) - coM).normalized;

            Vector3d velocityVesselSurface     = vessel.orbit.GetVel() - vessel.mainBody.getRFrmVel(coM);
            Vector3  velocityVesselSurfaceUnit = velocityVesselSurface.normalized;

            if (ladderMaterial)
            {
                // Figure out the texture coordinate scaling for the ladder.
                float ladderTextureOffset = horizonTextureSize.y / ladderMaterial.mainTexture.height;

                float cosUp   = Vector3.Dot(forward, up);
                float cosRoll = Vector3.Dot(top, up);
                float sinRoll = Vector3.Dot(right, up);

                var normalizedRoll = new Vector2(cosRoll, sinRoll);
                normalizedRoll.Normalize();
                if (normalizedRoll.magnitude < 0.99f)
                {
                    // If we're hitting +/- 90 nearly perfectly, the sin and cos will
                    // be too far out of whack to normalize.  Arbitrarily pick
                    // a roll of 0.0.
                    normalizedRoll.x = 1.0f;
                    normalizedRoll.y = 0.0f;
                }
                cosRoll = normalizedRoll.x;
                sinRoll = normalizedRoll.y;

                // Mihara: I'm pretty sure this was negative of what it should actually be, at least according to my mockup.
                float pitch = -(Mathf.Asin(cosUp) * Mathf.Rad2Deg);

                float ladderMidpointCoord;
                if (use360horizon)
                {
                    // Straight up is texture coord 0.75;
                    // Straight down is TC 0.25;
                    ladderMidpointCoord = JUtil.DualLerp(0.25f, 0.75f, -90f, 90f, pitch);
                }
                else
                {
                    // Straight up is texture coord 1.0;
                    // Straight down is TC 0.0;
                    ladderMidpointCoord = JUtil.DualLerp(0.0f, 1.0f, -90f, 90f, pitch);
                }

                ladderMaterial.SetPass(0);
                GL.Begin(GL.QUADS);

                // transform -x -y
                GL.TexCoord2(0.5f + horizonTextureSize.x, ladderMidpointCoord - ladderTextureOffset);
                GL.Vertex3(cosRoll * horizonSize.x + sinRoll * horizonSize.y, -sinRoll * horizonSize.x + cosRoll * horizonSize.y, 0.0f);

                // transform +x -y
                GL.TexCoord2(0.5f - horizonTextureSize.x, ladderMidpointCoord - ladderTextureOffset);
                GL.Vertex3(-cosRoll * horizonSize.x + sinRoll * horizonSize.y, sinRoll * horizonSize.x + cosRoll * horizonSize.y, 0.0f);

                // transform +x +y
                GL.TexCoord2(0.5f - horizonTextureSize.x, ladderMidpointCoord + ladderTextureOffset);
                GL.Vertex3(-cosRoll * horizonSize.x - sinRoll * horizonSize.y, sinRoll * horizonSize.x - cosRoll * horizonSize.y, 0.0f);

                // transform -x +y
                GL.TexCoord2(0.5f + horizonTextureSize.x, ladderMidpointCoord + ladderTextureOffset);
                GL.Vertex3(cosRoll * horizonSize.x - sinRoll * horizonSize.y, -sinRoll * horizonSize.x - cosRoll * horizonSize.y, 0.0f);
                GL.End();

                float AoA = velocityVesselSurfaceUnit.AngleInPlane(right, forward);
                float AoATC;
                if (use360horizon)
                {
                    // Straight up is texture coord 0.75;
                    // Straight down is TC 0.25;
                    AoATC = JUtil.DualLerp(0.25f, 0.75f, -90f, 90f, pitch + AoA);
                }
                else
                {
                    // Straight up is texture coord 1.0;
                    // Straight down is TC 0.0;
                    AoATC = JUtil.DualLerp(0.0f, 1.0f, -90f, 90f, pitch + AoA);
                }

                float Ypos = JUtil.DualLerp(
                    -horizonSize.y, horizonSize.y,
                    ladderMidpointCoord - ladderTextureOffset, ladderMidpointCoord + ladderTextureOffset,
                    AoATC);

                // Placing the icon on the (0, Ypos) location, so simplify the transform.
                DrawIcon(-sinRoll * Ypos, -cosRoll * Ypos, GizmoIcons.GetIconLocation(GizmoIcons.IconType.PROGRADE), progradeColorValue);
            }

            // Draw the rest of the HUD stuff (0,0) is the top left corner of the screen.
            GL.LoadPixelMatrix(0, screen.width, screen.height, 0);
            GL.Viewport(new Rect(0, 0, screen.width, screen.height));

            if (headingMaterial != null)
            {
                Quaternion rotationSurface       = Quaternion.LookRotation(north, up);
                Quaternion rotationVesselSurface = Quaternion.Inverse(Quaternion.Euler(90, 0, 0) * Quaternion.Inverse(vessel.GetTransform().rotation) * rotationSurface);
                float      headingTexture        = JUtil.DualLerp(0f, 1f, 0f, 360f, rotationVesselSurface.eulerAngles.y);
                float      headingTextureOffset  = (headingBarWidth / headingMaterial.mainTexture.width) / 2;

                headingMaterial.SetPass(0);
                GL.Begin(GL.QUADS);
                GL.TexCoord2(headingTexture - headingTextureOffset, 1.0f);
                GL.Vertex3(headingBarPosition.x, headingBarPosition.y, 0.0f);
                GL.TexCoord2(headingTexture + headingTextureOffset, 1.0f);
                GL.Vertex3(headingBarPosition.x + headingBarPosition.z, headingBarPosition.y, 0.0f);
                GL.TexCoord2(headingTexture + headingTextureOffset, 0.0f);
                GL.Vertex3(headingBarPosition.x + headingBarPosition.z, headingBarPosition.y + headingBarPosition.w, 0.0f);
                GL.TexCoord2(headingTexture - headingTextureOffset, 0.0f);
                GL.Vertex3(headingBarPosition.x, headingBarPosition.y + headingBarPosition.w, 0.0f);
                GL.End();

                if (showHeadingBarPrograde)
                {
                    float slipAngle = velocityVesselSurfaceUnit.AngleInPlane(up, forward);
                    float slipTC    = JUtil.DualLerp(0f, 1f, 0f, 360f, rotationVesselSurface.eulerAngles.y + slipAngle);
                    float slipIconX = JUtil.DualLerp(headingBarPosition.x, headingBarPosition.x + headingBarPosition.z, headingTexture - headingTextureOffset, headingTexture + headingTextureOffset, slipTC);
                    DrawIcon(slipIconX, headingBarPosition.y + headingBarPosition.w * 0.5f, GizmoIcons.GetIconLocation(GizmoIcons.IconType.PROGRADE), progradeColorValue);
                }
            }

            if (vertBar1Material != null)
            {
                float value = comp.ProcessVariable(vertBar1Variable).MassageToFloat();
                if (float.IsNaN(value))
                {
                    value = 0.0f;
                }

                if (vertBar1UseLog10)
                {
                    value = JUtil.PseudoLog10(value);
                }

                float vertBar1TexCoord = JUtil.DualLerp(vertBar1TextureLimit.x, vertBar1TextureLimit.y, vertBar1Limit.x, vertBar1Limit.y, value);

                vertBar1Material.SetPass(0);
                GL.Begin(GL.QUADS);
                GL.TexCoord2(0.0f, vertBar1TexCoord + vertBar1TextureSize);
                GL.Vertex3(vertBar1Position.x, vertBar1Position.y, 0.0f);
                GL.TexCoord2(1.0f, vertBar1TexCoord + vertBar1TextureSize);
                GL.Vertex3(vertBar1Position.x + vertBar1Position.z, vertBar1Position.y, 0.0f);
                GL.TexCoord2(1.0f, vertBar1TexCoord - vertBar1TextureSize);
                GL.Vertex3(vertBar1Position.x + vertBar1Position.z, vertBar1Position.y + vertBar1Position.w, 0.0f);
                GL.TexCoord2(0.0f, vertBar1TexCoord - vertBar1TextureSize);
                GL.Vertex3(vertBar1Position.x, vertBar1Position.y + vertBar1Position.w, 0.0f);
                GL.End();
            }

            if (vertBar2Material != null)
            {
                float value = comp.ProcessVariable(vertBar2Variable).MassageToFloat();
                if (float.IsNaN(value))
                {
                    value = 0.0f;
                }

                if (vertBar2UseLog10)
                {
                    value = JUtil.PseudoLog10(value);
                }

                float vertBar2TexCoord = JUtil.DualLerp(vertBar2TextureLimit.x, vertBar2TextureLimit.y, vertBar2Limit.x, vertBar2Limit.y, value);

                vertBar2Material.SetPass(0);
                GL.Begin(GL.QUADS);
                GL.TexCoord2(0.0f, vertBar2TexCoord + vertBar2TextureSize);
                GL.Vertex3(vertBar2Position.x, vertBar2Position.y, 0.0f);
                GL.TexCoord2(1.0f, vertBar2TexCoord + vertBar2TextureSize);
                GL.Vertex3(vertBar2Position.x + vertBar2Position.z, vertBar2Position.y, 0.0f);
                GL.TexCoord2(1.0f, vertBar2TexCoord - vertBar2TextureSize);
                GL.Vertex3(vertBar2Position.x + vertBar2Position.z, vertBar2Position.y + vertBar2Position.w, 0.0f);
                GL.TexCoord2(0.0f, vertBar2TexCoord - vertBar2TextureSize);
                GL.Vertex3(vertBar2Position.x, vertBar2Position.y + vertBar2Position.w, 0.0f);
                GL.End();
            }

            if (overlayMaterial != null)
            {
                overlayMaterial.SetPass(0);
                GL.Begin(GL.QUADS);
                GL.TexCoord2(0.0f, 1.0f);
                GL.Vertex3(0.0f, 0.0f, 0.0f);
                GL.TexCoord2(1.0f, 1.0f);
                GL.Vertex3(screen.width, 0.0f, 0.0f);
                GL.TexCoord2(1.0f, 0.0f);
                GL.Vertex3(screen.width, screen.height, 0.0f);
                GL.TexCoord2(0.0f, 0.0f);
                GL.Vertex3(0.0f, screen.height, 0.0f);
                GL.End();
            }

            GL.PopMatrix();

            return(true);
        }
示例#6
0
        public bool RenderHUD(RenderTexture screen, float cameraAspect)
        {
            if (screen == null || !startupComplete || HighLogic.LoadedSceneIsEditor)
            {
                return(false);
            }

            if (!firstRenderComplete)
            {
                firstRenderComplete        = true;
                hudCamera.orthographicSize = (float)(screen.height) * 0.5f;
                hudCamera.aspect           = (float)screen.width / (float)screen.height;
                InitializeRenderables(screen);
            }

            for (int i = 0; i < verticalBars.Count; ++i)
            {
                verticalBars[i].Update();
            }
            for (int i = 0; i < horizontalBars.Count; ++i)
            {
                horizontalBars[i].Update();
            }

            GL.Clear(true, true, backgroundColorValue);

            // Draw the camera's view, if configured.
            if (cameraObject != null)
            {
                if (renderTex == null)
                {
                    renderTex = new RenderTexture(screen.width, screen.height, screen.depth);
                    renderTex.Create();
                }

                if (cameraObject.Render(renderTex, 0.0f, 0.0f))
                {
                    if (cameraEffectMaterial != null)
                    {
                        cameraEffectMaterial.SetVector("_ImageDims", new Vector4((float)renderTex.width, (float)renderTex.height, 1.0f / (float)renderTex.width, 1.0f / (float)renderTex.height));

                        for (int i = 0; i < ceVariables.Count; ++i)
                        {
                            float value = ceVariables[i].value.AsFloat();
                            cameraEffectMaterial.SetFloat(ceVariables[i].variable, value);
                        }

                        Graphics.Blit(renderTex, screen, cameraEffectMaterial);
                    }
                    else
                    {
                        Graphics.Blit(renderTex, screen);
                    }
                    renderTex.DiscardContents();
                }
            }

            hudCamera.targetTexture = screen;

            // MOARdV TODO: I don't think this does anything...
            GL.Color(Color.white);

            RPMVesselComputer comp = RPMVesselComputer.Instance(vessel);
            Quaternion        rotationVesselSurface = comp.RotationVesselSurface;

            if (headingMesh != null)
            {
                UpdateHeading(rotationVesselSurface);
                JUtil.ShowHide(true, headingMesh);
            }

            if (ladderMesh != null)
            {
                // Fix up UVs, apply rotation.
                UpdateLadder(rotationVesselSurface, comp);
                ladderMaterial.SetVector("_CropBound", cropBound);

                bool enable = (horizonEnable == null || horizonEnable.IsInRange());
                JUtil.ShowHide(enable, ladderMesh);
            }

            if (overlayMesh != null)
            {
                JUtil.ShowHide(true, overlayMesh);
            }

            hudCamera.Render();

            JUtil.ShowHide(false, overlayMesh, ladderMesh, headingMesh, progradeLadderIcon, progradeHeadingIcon);
            for (int i = 0; i < verticalBars.Count; ++i)
            {
                JUtil.ShowHide(false, verticalBars[i].barObject);
            }
            for (int i = 0; i < horizontalBars.Count; ++i)
            {
                JUtil.ShowHide(false, horizontalBars[i].barObject);
            }

            return(true);
        }