/// <summary> /// Renders the object in a viewport /// </summary> private void RenderObject(DisplayObject obj, Rhino.DocObjects.ViewportInfo viewport, bool isInstance) { // If the object is invisible, return. if (!obj.IsVisible) return; // If the layer that the object is on is turned off, return. if (!Model.LayerIsVisibleAtIndex (obj.LayerIndex)) return; DisplayMesh displayMesh = isInstance ? ((DisplayInstanceMesh)obj).Mesh : (DisplayMesh)obj; if (displayMesh.WillFitOnGPU == false) return; uint vertex_buffer = 0; uint index_buffer = 0; if (displayMesh != null) { // Material setup, if necessary... displayMesh.Material.AmbientColor = new [] { 0.0f, 0.0f, 0.0f, 1.0f }; //We want to ignore the ambient color if (CurrentMaterial.RuntimeId != displayMesh.Material.RuntimeId) ActiveShader.SetupMaterial (displayMesh.Material); CurrentMaterial = displayMesh.Material; if (displayMesh.IndexBufferHandle == Globals.UNSET_HANDLE) { // Generate the Index VBO GL.GenBuffers (1, out index_buffer); GL.BindBuffer (BufferTarget.ElementArrayBuffer, index_buffer); displayMesh.IndexBufferHandle = index_buffer; } if (displayMesh.VertexBufferHandle == Globals.UNSET_HANDLE) { // Generate the VertexBuffer GL.GenBuffers (1, out vertex_buffer); GL.BindBuffer (BufferTarget.ArrayBuffer, vertex_buffer); displayMesh.VertexBufferHandle = vertex_buffer; displayMesh.LoadDataForVBOs (displayMesh.Mesh); // If CheckGLError turns up an error (likely an OutOfMemory warning because the mesh won't fit on the GPU) // we need to delete the buffers associated with that displayMesh and mark it as too big. bool causesGLError = CheckGLError ("GL.BufferData"); if (causesGLError) { GL.DeleteBuffers (1, ref vertex_buffer); GL.DeleteBuffers (1, ref index_buffer); displayMesh.WillFitOnGPU = false; GC.Collect (); } else { displayMesh.WillFitOnGPU = true; } // If we have drawn all the partitions associated with the underlying openNURBS mesh in the ModelFile, we can delete it... if (displayMesh.Mesh.PartitionCount == displayMesh.PartitionIndex + 1) Model.ModelFile.Objects.Delete (displayMesh.FileObjectId); displayMesh.Mesh = null; } if (displayMesh.WillFitOnGPU == false) return; // Vertices // ORDER MATTERS...if you don't do things in this order, you will get very frusterated. // First, enable the VertexAttribArray for positions int rglVertex = ActiveShader.RglVertexIndex; GL.EnableVertexAttribArray (rglVertex); // Second, Bind the ArrayBuffer GL.BindBuffer (BufferTarget.ArrayBuffer, displayMesh.VertexBufferHandle); // Third, tell GL where to look for the data... GL.VertexAttribPointer (rglVertex, 3, VertexAttribPointerType.Float, false, displayMesh.Stride, IntPtr.Zero); CheckGLError ("GL.VertexAttribPointer"); // Normals if (displayMesh.HasVertexNormals) { int rglNormal = ActiveShader.RglNormalIndex; GL.EnableVertexAttribArray (rglNormal); GL.VertexAttribPointer (rglNormal, 3, VertexAttribPointerType.Float, false, displayMesh.Stride, (IntPtr)(Marshal.SizeOf (typeof(Rhino.Geometry.Point3f)))); CheckGLError ("GL.VertexAttribPointer"); } // Colors if (displayMesh.HasVertexColors) { int rglColor = ActiveShader.RglColorIndex; GL.EnableVertexAttribArray (rglColor); GL.VertexAttribPointer (rglColor, 4, VertexAttribPointerType.Float, false, displayMesh.Stride, (IntPtr)(Marshal.SizeOf (typeof(Rhino.Display.Color4f)))); CheckGLError ("GL.VertexAttribPointer"); } if (isInstance) { if (!FastDrawing) { // Check for inversions on transforms, but only if we are drawing the final "high-quality" frame // (because our PerPixel shader does not flip normals based on modelView matrices). if ((obj as DisplayInstanceMesh).XForm.Determinant < -Globals.ON_ZERO_TOLERANCE) { // an inversion (happens in mirrored instances, etc.) // this means the transformation will turn the mesh // inside out, so we have to reverse our front face // convention. GL.FrontFace (FrontFaceDirection.Cw); } else { GL.FrontFace (FrontFaceDirection.Ccw); } } ActiveShader.SetModelViewMatrix ((obj as DisplayInstanceMesh).XForm); } // Bind Indices GL.BindBuffer (BufferTarget.ElementArrayBuffer, displayMesh.IndexBufferHandle); CheckGLError ("GL.BindBuffer"); // Draw... #if __ANDROID__ GL.DrawElements (All.Triangles, displayMesh.IndexBufferLength, All.UnsignedShort, IntPtr.Zero); #endif #if __IOS__ GL.DrawElements (BeginMode.Triangles, displayMesh.IndexBufferLength, DrawElementsType.UnsignedShort, IntPtr.Zero); #endif // Disable any and all arrays and buffers we might have used... GL.BindBuffer (BufferTarget.ArrayBuffer, displayMesh.VertexBufferHandle); GL.DisableVertexAttribArray (ActiveShader.RglColorIndex); GL.DisableVertexAttribArray (ActiveShader.RglNormalIndex); GL.DisableVertexAttribArray (ActiveShader.RglVertexIndex); GL.BindBuffer (BufferTarget.ElementArrayBuffer, displayMesh.IndexBufferHandle); GL.BindBuffer (BufferTarget.ArrayBuffer, 0); GL.BindBuffer (BufferTarget.ElementArrayBuffer, 0); } }