private static void DrawWithWireOverlay(Mesh meshToRender, RenderTypes renderType)
        {
            GLMeshTrianglePlugin glMeshPlugin = GLMeshTrianglePlugin.Get(meshToRender);

            GL.Enable(EnableCap.PolygonOffsetFill);
            GL.PolygonOffset(1, 1);

            DrawToGL(meshToRender);

            GL.Color4(0, 0, 0, 255);

            GL.PolygonOffset(0, 0);
            GL.Disable(EnableCap.PolygonOffsetFill);
            GL.Disable(EnableCap.Lighting);

            GL.DisableClientState(ArrayCap.TextureCoordArray);
            GLMeshWirePlugin glWireMeshPlugin = null;

            if (renderType == RenderTypes.Outlines)
            {
                glWireMeshPlugin = GLMeshWirePlugin.Get(meshToRender, MathHelper.Tau / 8);
            }
            else
            {
                glWireMeshPlugin = GLMeshWirePlugin.Get(meshToRender);
            }

            VectorPOD <WireVertexData> edegLines = glWireMeshPlugin.edgeLinesData;

            GL.EnableClientState(ArrayCap.VertexArray);

#if true
            unsafe
            {
                fixed(WireVertexData *pv = edegLines.Array)
                {
                    GL.VertexPointer(3, VertexPointerType.Float, 0, new IntPtr(pv));
                    GL.DrawArrays(BeginMode.Lines, 0, edegLines.Count);
                }
            }
#else
            GL.InterleavedArrays(InterleavedArrayFormat.V3f, 0, edegLines.Array);
            GL.DrawArrays(BeginMode.Lines, 0, edegLines.Count);
#endif

            GL.DisableClientState(ArrayCap.VertexArray);
            GL.Enable(EnableCap.Lighting);
        }
示例#2
0
        public static void EnsureUpdated(Mesh meshToRender, Matrix4X4 transform)
        {
            var faces = meshToRender.Faces;

            if (faces?.Count < 1)
            {
                return;
            }

            if (!meshToRender.PropertyBag.ContainsKey("Face0WorldZAngle"))
            {
                meshToRender.PropertyBag.Add("Face0WorldZAngle", new NormalZ());
            }

            var normalZ = meshToRender.PropertyBag["Face0WorldZAngle"] as NormalZ;

            var face0Normal = faces[0].normal.TransformNormal(transform).GetNormal();

            var error = .0001;

            if (normalZ.z < face0Normal.Z - error ||
                normalZ.z > face0Normal.Z + error)
            {
                meshToRender.MarkAsChanged();
                normalZ.z = face0Normal.Z;
            }

            // change the color to be the right thing per face normal
            GLMeshTrianglePlugin.Get(
                meshToRender,
                (normal) =>
            {
                normal = normal.TransformNormal(transform).GetNormal();

                double startColor = 223.0 / 360.0;
                double endColor   = 5.0 / 360.0;
                double delta      = endColor - startColor;

                var polyColor = ColorF.FromHSL(startColor, .99, .49).ToColor();
                if (normal.Z < 0)
                {
                    polyColor = ColorF.FromHSL(startColor - delta * normal.Z, .99, .49).ToColor();
                }

                return(polyColor);
            });
        }
示例#3
0
        private static void DrawToGL(Mesh meshToRender, bool isTransparent, Matrix4X4?meshToViewTransform, bool blendTexture = true, bool allowBspRendering = true)
        {
            if (!blendTexture)
            {
                // Turn off default GL_MODULATE mode
                GL.TexEnv(TextureEnvironmentTarget.TextureEnv, TextureEnvParameter.TextureEnvMode, GL_REPLACE);
            }

            if (meshToViewTransform != null &&
                isTransparent &&
                meshToRender.FaceBspTree != null &&
                meshToRender.Faces.Count > 0 &&
                allowBspRendering)
            {
                var invMeshToViewTransform = meshToViewTransform.Value;
                invMeshToViewTransform.Invert();
                DrawToGLZSorted(meshToRender, meshToViewTransform.Value, invMeshToViewTransform);

                if (!blendTexture)
                {
                    // Restore default GL_MODULATE mode
                    GL.TexEnv(TextureEnvironmentTarget.TextureEnv, TextureEnvParameter.TextureEnvMode, GL_MODULATE);
                }

                return;
            }

            var glMeshPlugin = GLMeshTrianglePlugin.Get(meshToRender);

            for (int i = 0; i < glMeshPlugin.subMeshs.Count; i++)
            {
                SubTriangleMesh subMesh = glMeshPlugin.subMeshs[i];
                // Make sure the GLMeshPlugin has a reference to hold onto the image so it does not go away before this.
                if (subMesh.texture != null)
                {
                    if (subMesh.texture.HasTransparency)
                    {
                        GL.Enable(EnableCap.Blend);
                    }

                    var glPlugin = ImageGlPlugin.GetImageGlPlugin(subMesh.texture, true);
                    GL.Enable(EnableCap.Texture2D);
                    GL.BindTexture(TextureTarget.Texture2D, glPlugin.GLTextureHandle);
                    GL.EnableClientState(ArrayCap.TextureCoordArray);
                }
                else
                {
                    GL.Disable(EnableCap.Texture2D);
                    GL.DisableClientState(ArrayCap.TextureCoordArray);
                }

                if (subMesh.UseVertexColors)
                {
                    GL.EnableClientState(ArrayCap.ColorArray);
                }

                GL.EnableClientState(ArrayCap.NormalArray);
                GL.EnableClientState(ArrayCap.VertexArray);
                unsafe
                {
                    fixed(VertexTextureData *pTextureData = subMesh.textureData.Array)
                    {
                        fixed(VertexColorData *pColorData = subMesh.colorData.Array)
                        {
                            fixed(VertexNormalData *pNormalData = subMesh.normalData.Array)
                            {
                                fixed(VertexPositionData *pPosition = subMesh.positionData.Array)
                                {
                                    GL.VertexPointer(3, VertexPointerType.Float, 0, new IntPtr(pPosition));
                                    GL.NormalPointer(NormalPointerType.Float, 0, new IntPtr(pNormalData));
                                    GL.TexCoordPointer(2, TexCordPointerType.Float, 0, new IntPtr(pTextureData));
                                    if (pColorData != null)
                                    {
                                        GL.ColorPointer(3, ColorPointerType.UnsignedByte, 0, new IntPtr(pColorData));
                                    }

                                    GL.DrawArrays(BeginMode.Triangles, 0, subMesh.positionData.Count);
                                }
                            }
                        }
                    }
                }

                GL.DisableClientState(ArrayCap.NormalArray);
                GL.DisableClientState(ArrayCap.VertexArray);
                GL.DisableClientState(ArrayCap.TextureCoordArray);
                GL.DisableClientState(ArrayCap.ColorArray);

                GL.TexCoordPointer(2, TexCordPointerType.Float, 0, new IntPtr(0));
                GL.ColorPointer(3, ColorPointerType.UnsignedByte, 0, new IntPtr(0));
                GL.NormalPointer(NormalPointerType.Float, 0, new IntPtr(0));
                GL.VertexPointer(3, VertexPointerType.Float, 0, new IntPtr(0));

                if (subMesh.texture != null)
                {
                    GL.DisableClientState(ArrayCap.TextureCoordArray);
                }
            }

            if (!blendTexture)
            {
                // Restore default GL_MODULATE mode
                GL.TexEnv(TextureEnvironmentTarget.TextureEnv, TextureEnvParameter.TextureEnvMode, GL_MODULATE);
            }
        }
        private static void DrawToGL(Mesh meshToRender)
        {
            GLMeshTrianglePlugin glMeshPlugin = GLMeshTrianglePlugin.Get(meshToRender);

            for (int i = 0; i < glMeshPlugin.subMeshs.Count; i++)
            {
                SubTriangleMesh subMesh = glMeshPlugin.subMeshs[i];
                // Make sure the GLMeshPlugin has a reference to hold onto the image so it does not go away before this.
                if (subMesh.texture != null)
                {
                    ImageGlPlugin glPlugin = ImageGlPlugin.GetImageGlPlugin(subMesh.texture, true);
                    GL.Enable(EnableCap.Texture2D);
                    GL.BindTexture(TextureTarget.Texture2D, glPlugin.GLTextureHandle);
                    GL.EnableClientState(ArrayCap.TextureCoordArray);
                }
                else
                {
                    GL.Disable(EnableCap.Texture2D);
                    GL.DisableClientState(ArrayCap.TextureCoordArray);
                }

#if true
                GL.EnableClientState(ArrayCap.NormalArray);
                GL.EnableClientState(ArrayCap.VertexArray);
                unsafe
                {
                    fixed(VertexTextureData *pTextureData = subMesh.textrueData.Array)
                    {
                        fixed(VertexNormalData *pNormalData = subMesh.normalData.Array)
                        {
                            fixed(VertexPositionData *pPosition = subMesh.positionData.Array)
                            {
                                GL.TexCoordPointer(2, TexCordPointerType.Float, 0, new IntPtr(pTextureData));
                                GL.NormalPointer(NormalPointerType.Float, 0, new IntPtr(pNormalData));
                                GL.VertexPointer(3, VertexPointerType.Float, 0, new IntPtr(pPosition));
                                GL.DrawArrays(BeginMode.Triangles, 0, subMesh.positionData.Count);
                            }
                        }
                    }
                }
#else
                GL.InterleavedArrays(InterleavedArrayFormat.T2fN3fV3f, 0, subMesh.vertexDatas.Array);
                if (subMesh.texture != null)
                {
                    //GL.TexCoordPointer(2, TexCoordPointerType.Float, VertexData.Stride, subMesh.vertexDatas.Array);
                    //GL.EnableClientState(ArrayCap.TextureCoordArray);
                }
                else
                {
                    GL.DisableClientState(ArrayCap.TextureCoordArray);
                }
#endif

                GL.DisableClientState(ArrayCap.NormalArray);
                GL.DisableClientState(ArrayCap.VertexArray);
                GL.DisableClientState(ArrayCap.TextureCoordArray);

                GL.TexCoordPointer(2, TexCordPointerType.Float, 0, new IntPtr(0));
                GL.NormalPointer(NormalPointerType.Float, 0, new IntPtr(0));
                GL.VertexPointer(3, VertexPointerType.Float, 0, new IntPtr(0));

                if (subMesh.texture != null)
                {
                    GL.DisableClientState(ArrayCap.TextureCoordArray);
                }
            }
        }