示例#1
0
        public void Render(double time, float width, float height)
        {
            HUDData _dat = Data;

            if (!UseHUD && !_dat.Paused)
            {
                return;
            }

            Program.Use();
            Update(time, 0);

            // GL.BindFramebuffer(FramebufferTarget.Framebuffer, 0);
            GL.Enable(EnableCap.Blend);
            GL.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.OneMinusSrcAlpha);
            GL.BlendEquation(BlendEquationMode.FuncAdd);
            GL.Viewport(0, 0, (int)width, (int)height);
            GL.LineWidth(1);
            GL.PointSize(1);
            GL.VertexAttrib1(WINDOW_TIME, time);
            GL.Uniform1(WINDOW_WIDTH, width);
            GL.Uniform1(WINDOW_HEIGHT, height);
            GL.Uniform1(WINDOW_PAUSED, _dat.Paused && _dat.UseEffect ? 1 : 0);
            GL.Uniform1(HUD_INUSE, UseHUD ? 1 : 0);

            if (LastHUD is Bitmap b)
            {
                int            w   = b.Width;
                int            h   = b.Height;
                SDI.BitmapData dat = b.LockBits(new Rectangle(0, 0, w, h), SDI.ImageLockMode.ReadOnly, b.PixelFormat);

                GL.ActiveTexture(TextureUnit.Texture0);
                GL.BindTexture(TextureTarget.Texture2D, RenderedGDIHUDTextureID);
                GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.Rgba, w, h, 0, PixelFormat.Bgra, PixelType.UnsignedByte, dat.Scan0);
                GL.Uniform1(_hudtex, 0);

                b.UnlockBits(dat);

                if (_dat.Paused && PauseScreen is HUDControl c)
                {
                    GL.Uniform4(HUD_EXCLUDE_EFFECT, new Vector4(
                                    (c.AbsoluteX - 1) / _dat.Width,
                                    (c.AbsoluteY - 1) / _dat.Height,
                                    (c.Width + 2) / _dat.Width,
                                    (c.Height + 2) / _dat.Height
                                    ));
                }
                else
                {
                    GL.Uniform4(HUD_EXCLUDE_EFFECT, Vector4.Zero);
                }

                _todisp?.Dispose();
                _todisp = null;
            }

            GL.BindVertexArray(_vertexarr);
            GL.DrawArrays(PrimitiveType.Triangles, 0, _vertices.Length);
            GL.Disable(EnableCap.Blend);
        }
示例#2
0
        public void Update(double time, double delta, float aspectratio)
        {
            PlayerCamera cam   = Window.Camera;
            Point        mouse = Cursor.Position;

            Data = new HUDData
            {
                Width      = Window.ClientRectangle.Width,
                Height     = Window.ClientRectangle.Height,
                Time       = time,
                Delta      = delta,
                Paused     = Window.IsPaused,
                UseEffect  = Window.Scene.UsePostEffect,
                HDirection = cam.HorizontalAngle,
                VDirection = cam.VerticalAngle,
                Position   = cam.Position,
                Anaglyph   = cam.IsStereoscopic,
                Mouse      = new HUDMouseData
                {
                    Pressed = Mouse.GetState().LeftButton == OpenTK.Input.ButtonState.Pressed,
                    X       = mouse.X - Window.ClientRectangle.Width + Window.Width + Window.X,
                    Y       = mouse.Y - Window.ClientRectangle.Height + Window.Height + Window.Y,
                }
            };
        }
示例#3
0
        private void PaintHUD()
        {
            while (!_disposed)
            {
                HUDData _dat = Data;

                if ((UseHUD || _dat.Paused) && ((_dat.Width > 0) || (_dat.Height > 0)))
                {
                    Bitmap bmp = new Bitmap(_dat.Width, _dat.Height, SDI.PixelFormat.Format32bppPArgb);

                    using (Graphics g = Graphics.FromImage(bmp))
                    {
                        void DrawCenteredString(string s, Font f, Brush b, float x, float y)
                        {
                            SizeF sz = g.MeasureString(s, f);

                            g.DrawString(s, f, b, x - sz.Width / 2, y - sz.Height / 2);
                        }

                        g.TextRenderingHint  = TextRenderingHint.ClearTypeGridFit;
                        g.SmoothingMode      = SmoothingMode.HighQuality;
                        g.CompositingMode    = CompositingMode.SourceOver;
                        g.CompositingQuality = CompositingQuality.HighQuality;
                        g.InterpolationMode  = InterpolationMode.HighQualityBilinear;

                        if (UseHUD)
                        {
                            int       w           = bmp.Width;
                            int       h           = bmp.Height;
                            float     w2          = w / 2f;
                            float     h2          = h / 2f;
                            const int crosshairsz = 15;
                            const int circlesz    = 40;

                            g.DrawLine(_penfg, w2 - crosshairsz, h2, w2 + crosshairsz, h2);
                            g.DrawLine(_penfg, w2, h2 - crosshairsz, w2, h2 + crosshairsz);
                            g.DrawEllipse(_penfg, w2 - circlesz, h2 - circlesz, circlesz * 2, circlesz * 2);
                            g.DrawLine(_penfg, w2 - crosshairsz - circlesz, h2, w2 - circlesz, h2);
                            g.DrawLine(_penfg, w2 + crosshairsz + circlesz, h2, w2 + circlesz, h2);
                            g.DrawLine(_penfg, w2, h2 - crosshairsz - circlesz, w2, h2 - circlesz);
                            g.DrawLine(_penfg, w2, h2 + crosshairsz + circlesz, w2, h2 + circlesz);

                            g.DrawString($"[{_dat.Position.X:F2}, {_dat.Position.Y:F2}, {_dat.Position.Z:F2}]", _fontfg, Brushes.WhiteSmoke, 20, 20);
                            DrawCenteredString($"{_dat.HDirection * 180 / PI:F2}°", _fontfg, Brushes.WhiteSmoke, w2, 30);
                            g.DrawString($"{_dat.VDirection * 90,6:F2}°", _fontfg, Brushes.WhiteSmoke, 20, h2);

                            const float bardist = 20;

                            { // y scale
                                float ybar    = h2 + (float)_dat.VDirection * h2;
                                int   ybarcnt = (int)(h2 / bardist) + 1;

                                for (int i = -ybarcnt; i <= ybarcnt + 1; ++i)
                                {
                                    float yoffs = ybar + i * bardist;
                                    int   len   = Abs(i % 4) == 1 ? 20 : Abs(i % 2) == 0 ? 10 : 5;

                                    if ((yoffs >= bardist) && (yoffs < h))
                                    {
                                        g.DrawLine(_penfg, 0, yoffs, len, yoffs);
                                        g.DrawLine(_penfg, w - len, yoffs, w, yoffs);
                                    }
                                }
                            }
                            { // x scale
                                float xbar    = w2 + (float)((_dat.HDirection % (2 * PI)) * w2 / PI);
                                int   xbarcnt = (int)(w2 / bardist) + 1;

                                float xoffs = w2 + ((xbar - w2) % (bardist * 4));

                                for (int i = -xbarcnt; i <= xbarcnt + 1; ++i)
                                {
                                    float _x  = xoffs + (i * bardist);
                                    int   len = Abs(i % 4) == 1 ? 20 : Abs(i % 2) == 0 ? 10 : 5;

                                    if (_x > bardist)
                                    {
                                        g.DrawLine(_penfg, _x, 0, _x, len);
                                        g.DrawLine(_penfg, _x, h - len, _x, h);
                                    }
                                }
                            }

                            //if (_dat.Anaglyph)
                            //    g.DrawImage(Resources.anaglyph, 0, 0);
                        }

                        if (_dat.Paused)
                        {
                            bool hover = PauseScreen?.Render(g, _dat.Mouse) ?? false;

                            g.DrawImage(hover ? Resources.aero_hand : Resources.aero_arrow, _dat.Mouse.X - 15, _dat.Mouse.Y, 32, 32);
                        }
                    }

                    _todisp = LastHUD;
                    LastHUD = bmp;
                }
                else
                {
                    Thread.Sleep(100);
                }
            }
        }