simplify Renderer.cs
This commit is contained in:
@@ -13,6 +13,7 @@ using Keyboard = OpenTK.Input.Keyboard;
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using global::Pilz.Drawing.Drawing3D.OpenGLFactory.CameraN;
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using global::Pilz.Drawing.Drawing3D.OpenGLFactory.RenderingN;
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using global::Pilz.S3DFileParser;
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using RenderingN;
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namespace Pilz.Drawing.Drawing3D.OpenGLFactory.PreviewN
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{
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@@ -1,44 +1,51 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Data;
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using System.Diagnostics;
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using global::System.Drawing;
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using Bitmap = global::System.Drawing.Bitmap;
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using Color = global::System.Drawing.Color;
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using Image = global::System.Drawing.Image;
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using Bitmap = System.Drawing.Bitmap;
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using Color = System.Drawing.Color;
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using Image = System.Drawing.Image;
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using System.Globalization;
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using System.IO;
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using System.Linq;
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using System.Reflection;
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using System.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
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using System.Security;
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using System.Text;
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using global::System.Threading;
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using System.Threading.Tasks;
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using global::System.Windows.Forms;
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using System.Xml.Linq;
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using Microsoft.VisualBasic;
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using Microsoft.VisualBasic.CompilerServices;
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using global::OpenTK;
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using global::OpenTK.Graphics.OpenGL;
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using global::Pilz.S3DFileParser;
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using OpenTK;
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using OpenTK.Graphics.OpenGL;
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using Pilz.S3DFileParser;
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using Pilz.Drawing.Drawing3D.OpenGLFactory.RenderingN;
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namespace Pilz.Drawing.Drawing3D.OpenGLFactory.RenderingN
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namespace RenderingN
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{
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public class Renderer
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public partial class Renderer
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{
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private global::Pilz.S3DFileParser.Object3D obj3d;
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private Dictionary<Image, int> dicTextureIDs = new global::System.Collections.Generic.Dictionary<global::System.Drawing.Image, global::System.Int32>();
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private global::System.Collections.Generic.Dictionary<global::System.Drawing.Color, global::System.Int32> dicColorIDs = new global::System.Collections.Generic.Dictionary<global::System.Drawing.Color, global::System.Int32>();
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private global::System.Drawing.Bitmap emptyTexture = null;
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private global::System.Drawing.Bitmap lineTexture = null;
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private global::System.Drawing.Bitmap selectedLineTexture = null;
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private Object3D obj3d;
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private Dictionary<Image, int> dicTextureIDs = new Dictionary<Image, int>();
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private Dictionary<Color, int> dicColorIDs = new Dictionary<Color, int>();
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private Bitmap emptyTexture = null;
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private Bitmap lineTexture = null;
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private Bitmap selectedLineTexture = null;
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public float ModelScaling { get; set; } = 1.0f;
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public bool HasRendered { get; private set; } = false;
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public global::System.Collections.Generic.List<global::System.Object> SelectedElements { get; private set; }
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private global::System.Collections.Generic.Dictionary<global::Pilz.S3DFileParser.Mesh, global::System.Int32> VertexBuffers { get; set; } = new global::System.Collections.Generic.Dictionary<global::Pilz.S3DFileParser.Mesh, global::System.Int32>();
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private global::System.Collections.Generic.Dictionary<global::Pilz.S3DFileParser.Mesh, global::System.Collections.Generic.List<global::System.Int32>> IndicesBuffers { get; set; } = new global::System.Collections.Generic.Dictionary<global::Pilz.S3DFileParser.Mesh, global::System.Collections.Generic.List<global::System.Int32>>();
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private global::System.Collections.Generic.Dictionary<global::Pilz.S3DFileParser.Mesh, global::System.Int32> UVBuffers { get; set; } = new global::System.Collections.Generic.Dictionary<global::Pilz.S3DFileParser.Mesh, global::System.Int32>();
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private global::System.Collections.Generic.Dictionary<global::Pilz.S3DFileParser.Mesh, global::System.Int32> VertexColorBuffers { get; set; } = new global::System.Collections.Generic.Dictionary<global::Pilz.S3DFileParser.Mesh, global::System.Int32>();
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private global::System.Collections.Generic.Dictionary<global::Pilz.S3DFileParser.Mesh, global::System.Int32> NormalBuffers { get; set; } = new global::System.Collections.Generic.Dictionary<global::Pilz.S3DFileParser.Mesh, global::System.Int32>();
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public List<global::System.Object> SelectedElements { get; private set; }
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private Dictionary<Mesh, int> VertexBuffers { get; set; } = new Dictionary<Mesh, int>();
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private Dictionary<Mesh, List<int>> IndicesBuffers { get; set; } = new Dictionary<Mesh, List<int>>();
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private Dictionary<Mesh, int> UVBuffers { get; set; } = new Dictionary<Mesh, int>();
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private Dictionary<Mesh, int> VertexColorBuffers { get; set; } = new Dictionary<Mesh, int>();
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private Dictionary<Mesh, int> NormalBuffers { get; set; } = new Dictionary<Mesh, int>();
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public global::Pilz.S3DFileParser.Object3D Model
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public Object3D Model
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{
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get
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{
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@@ -46,23 +53,23 @@ namespace Pilz.Drawing.Drawing3D.OpenGLFactory.RenderingN
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}
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}
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public Renderer(global::Pilz.S3DFileParser.Object3D obj3d)
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public Renderer(Object3D obj3d)
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{
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this.obj3d = obj3d.ToOneMesh();
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// Set Texture used for faces without texture
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this.emptyTexture = (global::System.Drawing.Bitmap)this.ColorToTexture(global::System.Drawing.Color.LightGray);
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this.emptyTexture = (Bitmap)this.ColorToTexture(Color.LightGray);
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// Set Texture used for lines
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this.lineTexture = (global::System.Drawing.Bitmap)this.ColorToTexture(global::System.Drawing.Color.Black);
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this.lineTexture = (Bitmap)this.ColorToTexture(Color.Black);
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// Set Texture used for lines of selected faces
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this.selectedLineTexture = (global::System.Drawing.Bitmap)this.ColorToTexture(global::System.Drawing.Color.Orange);
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this.selectedLineTexture = (Bitmap)this.ColorToTexture(Color.Orange);
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}
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private global::System.Drawing.Image ColorToTexture(global::System.Drawing.Color color)
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private Image ColorToTexture(Color color)
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{
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var tex = new global::System.Drawing.Bitmap(1, 1);
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var tex = new Bitmap(1, 1);
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tex.SetPixel(0, 0, color);
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return tex;
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}
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@@ -72,11 +79,11 @@ namespace Pilz.Drawing.Drawing3D.OpenGLFactory.RenderingN
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/// </summary>
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/// <param name="m">The Mesh where the Vertex is listed.</param>
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/// <param name="v">The Vertex to update.</param>
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public void UpdateVertexData(global::Pilz.S3DFileParser.Mesh m, global::Pilz.S3DFileParser.Vertex v)
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public void UpdateVertexData(Mesh m, Vertex v)
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{
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global::OpenTK.Graphics.OpenGL.GL.BindBuffer(global::OpenTK.Graphics.OpenGL.BufferTarget.ArrayBuffer, this.VertexBuffers[m]);
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var argdata = new global::OpenTK.Vector3((global::System.Single)v.X, (global::System.Single)v.Y, (global::System.Single)v.Z);
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global::OpenTK.Graphics.OpenGL.GL.BufferSubData(global::OpenTK.Graphics.OpenGL.BufferTarget.ArrayBuffer, (global::System.IntPtr)((m.Vertices.IndexOf(v)) * (global::OpenTK.Vector3.SizeInBytes)), global::OpenTK.Vector3.SizeInBytes, ref argdata);
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GL.BindBuffer(BufferTarget.ArrayBuffer, this.VertexBuffers[m]);
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var vector = new Vector3((float)v.X, (float)v.Y, (float)v.Z);
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GL.BufferSubData(BufferTarget.ArrayBuffer, (IntPtr)((m.Vertices.IndexOf(v)) * (Vector3.SizeInBytes)), Vector3.SizeInBytes, ref vector);
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}
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/// <summary>
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@@ -84,11 +91,11 @@ namespace Pilz.Drawing.Drawing3D.OpenGLFactory.RenderingN
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/// </summary>
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/// <param name="m">The Mesh where the Vertex is listed.</param>
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/// <param name="n">The Normal to update.</param>
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public void UpdateNormalData(global::Pilz.S3DFileParser.Mesh m, global::Pilz.S3DFileParser.Normal n)
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public void UpdateNormalData(Mesh m, Normal n)
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{
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global::OpenTK.Graphics.OpenGL.GL.BindBuffer(global::OpenTK.Graphics.OpenGL.BufferTarget.ArrayBuffer, this.NormalBuffers[m]);
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var argdata = new global::OpenTK.Vector3(n.X, n.Y, n.Z);
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global::OpenTK.Graphics.OpenGL.GL.BufferSubData(global::OpenTK.Graphics.OpenGL.BufferTarget.ArrayBuffer, (global::System.IntPtr)((m.Normals.IndexOf(n)) * (global::OpenTK.Vector3.SizeInBytes)), global::OpenTK.Vector3.SizeInBytes, ref argdata);
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GL.BindBuffer(BufferTarget.ArrayBuffer, this.NormalBuffers[m]);
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var vector = new Vector3((float)n.X, (float)n.Y, (float)n.Z);
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GL.BufferSubData(BufferTarget.ArrayBuffer, (IntPtr)((m.Normals.IndexOf(n)) * (Vector3.SizeInBytes)), Vector3.SizeInBytes, ref vector);
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}
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/// <summary>
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@@ -96,11 +103,11 @@ namespace Pilz.Drawing.Drawing3D.OpenGLFactory.RenderingN
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/// </summary>
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/// <param name="m">The Mesh where the Vertex is listed.</param>
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/// <param name="vc">The Vertex Color to update.</param>
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public void UpdateVertexColorData(global::Pilz.S3DFileParser.Mesh m, global::Pilz.S3DFileParser.VertexColor vc)
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public void UpdateVertexColorData(Mesh m, VertexColor vc)
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{
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global::OpenTK.Graphics.OpenGL.GL.BindBuffer(global::OpenTK.Graphics.OpenGL.BufferTarget.ArrayBuffer, this.VertexColorBuffers[m]);
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var argdata = new global::OpenTK.Vector4(vc.R, vc.G, vc.B, vc.A);
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global::OpenTK.Graphics.OpenGL.GL.BufferSubData(global::OpenTK.Graphics.OpenGL.BufferTarget.ArrayBuffer, (global::System.IntPtr)((m.VertexColors.IndexOf(vc)) * (global::OpenTK.Vector4.SizeInBytes)), global::OpenTK.Vector4.SizeInBytes, ref argdata);
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GL.BindBuffer(BufferTarget.ArrayBuffer, this.VertexColorBuffers[m]);
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var vector = new Vector4(vc.R, vc.G, vc.B, vc.A);
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GL.BufferSubData(BufferTarget.ArrayBuffer, (IntPtr)((m.VertexColors.IndexOf(vc)) * (Vector4.SizeInBytes)), Vector4.SizeInBytes, ref vector);
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}
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/// <summary>
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@@ -108,11 +115,11 @@ namespace Pilz.Drawing.Drawing3D.OpenGLFactory.RenderingN
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/// </summary>
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/// <param name="m">The Mesh where the Vertex is listed.</param>
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/// <param name="uv">The UV to update.</param>
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public void UpdateUVData(global::Pilz.S3DFileParser.Mesh m, global::Pilz.S3DFileParser.UV uv)
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public void UpdateUVData(Mesh m, UV uv)
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{
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global::OpenTK.Graphics.OpenGL.GL.BindBuffer(global::OpenTK.Graphics.OpenGL.BufferTarget.ArrayBuffer, this.UVBuffers[m]);
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var argdata = new global::OpenTK.Vector2(uv.U, uv.V);
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global::OpenTK.Graphics.OpenGL.GL.BufferSubData(global::OpenTK.Graphics.OpenGL.BufferTarget.ArrayBuffer, (global::System.IntPtr)((m.UVs.IndexOf(uv)) * (global::OpenTK.Vector2.SizeInBytes)), global::OpenTK.Vector2.SizeInBytes, ref argdata);
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GL.BindBuffer(BufferTarget.ArrayBuffer, this.UVBuffers[m]);
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var vector = new Vector2(uv.U, uv.V);
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GL.BufferSubData(BufferTarget.ArrayBuffer, (IntPtr)((m.UVs.IndexOf(uv)) * (Vector2.SizeInBytes)), Vector2.SizeInBytes, ref vector);
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}
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/// <summary>
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@@ -120,13 +127,13 @@ namespace Pilz.Drawing.Drawing3D.OpenGLFactory.RenderingN
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/// </summary>
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/// <param name="m">The Mesh where the Vertex is listed.</param>
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/// <param name="f">The Face to update.</param>
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public void UpdateFaceIndicies(global::Pilz.S3DFileParser.Mesh m, global::Pilz.S3DFileParser.Face f)
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public void UpdateFaceIndicies(Mesh m, Face f)
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{
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global::System.Int32 faceIndex = m.Faces.IndexOf(f);
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global::System.Byte uintlen = (global::System.Byte)global::Microsoft.VisualBasic.Strings.Len(new uint());
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var indicies = new global::OpenTK.Vector3((global::System.Single)m.Vertices.IndexOf(f.Points[0].Vertex), (global::System.Single)m.Vertices.IndexOf(f.Points[1].Vertex), (global::System.Single)m.Vertices.IndexOf(f.Points[2].Vertex));
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global::OpenTK.Graphics.OpenGL.GL.BindBuffer(global::OpenTK.Graphics.OpenGL.BufferTarget.ArrayBuffer, this.IndicesBuffers[m][faceIndex]);
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global::OpenTK.Graphics.OpenGL.GL.BufferSubData(global::OpenTK.Graphics.OpenGL.BufferTarget.ArrayBuffer, (global::System.IntPtr)((global::System.Int32)(uintlen) * (faceIndex)), (global::System.Int32)uintlen, ref indicies);
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int faceIndex = m.Faces.IndexOf(f);
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byte uintlen = (byte)Strings.Len(new uint());
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var indicies = new Vector3(m.Vertices.IndexOf(f.Points[0].Vertex), m.Vertices.IndexOf(f.Points[1].Vertex), m.Vertices.IndexOf(f.Points[2].Vertex));
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GL.BindBuffer(BufferTarget.ArrayBuffer, this.IndicesBuffers[m][faceIndex]);
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GL.BufferSubData(BufferTarget.ArrayBuffer, (IntPtr)(uintlen * faceIndex), uintlen, ref indicies);
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}
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/// <summary>
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@@ -134,14 +141,14 @@ namespace Pilz.Drawing.Drawing3D.OpenGLFactory.RenderingN
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/// </summary>
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/// <param name="oldImage"></param>
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/// <param name="newImage"></param>
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public void UpdateTexture(global::System.Drawing.Image oldImage, global::System.Drawing.Image newImage)
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public void UpdateTexture(Image oldImage, Image newImage)
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{
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if (this.dicTextureIDs.ContainsKey(oldImage))
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{
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global::System.Int32 id = this.dicTextureIDs[oldImage];
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int id = this.dicTextureIDs[oldImage];
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this.dicTextureIDs.Remove(oldImage);
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this.dicTextureIDs.Add(newImage, id);
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global::Pilz.Drawing.Drawing3D.OpenGLFactory.RenderingN.ContentPipe.LoadTexture((global::System.Drawing.Bitmap)newImage, id);
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ContentPipe.LoadTexture((Bitmap)newImage, id);
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}
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}
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@@ -149,11 +156,11 @@ namespace Pilz.Drawing.Drawing3D.OpenGLFactory.RenderingN
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/// Updates an Image.
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/// </summary>
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/// <param name="image"></param>
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public void UpdateTexture(global::System.Drawing.Image image)
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public void UpdateTexture(Image image)
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{
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if (this.dicTextureIDs.ContainsKey(image))
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{
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global::Pilz.Drawing.Drawing3D.OpenGLFactory.RenderingN.ContentPipe.LoadTexture((this.dicTextureIDs[image]).ToString());
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ContentPipe.LoadTexture(this.dicTextureIDs[image].ToString());
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}
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}
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@@ -163,33 +170,33 @@ namespace Pilz.Drawing.Drawing3D.OpenGLFactory.RenderingN
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public void RenderModel()
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{
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this.ReleaseBuffers();
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foreach (global::Pilz.S3DFileParser.Mesh mesh in this.obj3d.Meshes)
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foreach (Mesh mesh in this.obj3d.Meshes)
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{
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var nibo = new global::System.Collections.Generic.List<global::System.Int32>();
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var nibo = new List<int>();
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global::System.Boolean enablecols = ((mesh.VertexColors.Count) > (0));
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global::System.Boolean enablenorms = (((!(enablecols))) && ((mesh.Normals.Count) > (0)));
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var verts = new global::System.Collections.Generic.List<global::OpenTK.Vector3>();
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var uvs = new global::System.Collections.Generic.List<global::OpenTK.Vector2>();
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var cols = new global::System.Collections.Generic.List<global::OpenTK.Vector4>();
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var norms = new global::System.Collections.Generic.List<global::OpenTK.Vector3>();
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var verts = new List<Vector3>();
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var uvs = new List<Vector2>();
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var cols = new List<Vector4>();
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var norms = new List<Vector3>();
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global::System.UInt64 curvi = 0UL;
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this.IndicesBuffers.Add(mesh, nibo);
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for (global::System.Int32 i = 0, loopTo = (mesh.Faces.Count) - (1); i <= loopTo; i++)
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for (int i = 0, loopTo = (mesh.Faces.Count) - (1); i <= loopTo; i++)
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{
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{
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var currentFace = mesh.Faces[i];
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var indices = new List<UInt32>();
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foreach (S3DFileParser.Point p in currentFace.Points)
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var withBlock = mesh.Faces[i];
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var indices = new List<global::System.UInt32>();
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foreach (Pilz.S3DFileParser.Point p in withBlock.Points)
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{
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indices.Add((global::System.UInt32)curvi);
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curvi = (global::System.UInt64)(curvi + 1m);
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if (p.Vertex is object)
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{
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verts.Add(new Vector3((Single)p.Vertex.X, (Single)p.Vertex.Y, (Single)p.Vertex.Z));
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verts.Add(new Vector3((float)p.Vertex.X, (float)p.Vertex.Y, (float)p.Vertex.Z));
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}
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else
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{
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verts.Add(new Vector3(0f, 0f, 0f));
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verts.Add(new Vector3(0, 0, 0));
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}
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if (p.UV is object)
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@@ -198,7 +205,7 @@ namespace Pilz.Drawing.Drawing3D.OpenGLFactory.RenderingN
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}
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else
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{
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uvs.Add(new Vector2(0f, 0f));
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uvs.Add(new Vector2(0, 0));
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}
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if (((enablecols) && p.VertexColor is object))
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@@ -207,272 +214,272 @@ namespace Pilz.Drawing.Drawing3D.OpenGLFactory.RenderingN
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}
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else
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{
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cols.Add(new Vector4(1f, 1f, 1f, 1f));
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cols.Add(new Vector4(1, 1, 1, 1));
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}
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if (((enablenorms) && p.Normal is object))
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{
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norms.Add(new global::OpenTK.Vector3(p.Normal.X, p.Normal.Y, p.Normal.Z));
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norms.Add(new Vector3(p.Normal.X, p.Normal.Y, p.Normal.Z));
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}
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else
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{
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norms.Add(new global::OpenTK.Vector3(1f, 1f, 1f));
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norms.Add(new Vector3(1, 1, 1));
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}
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}
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nibo.Add(GL.GenBuffer());
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GL.BindBuffer(BufferTarget.ElementArrayBuffer, nibo[i]);
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GL.BufferData(BufferTarget.ElementArrayBuffer, (IntPtr)((Strings.Len(new uint())) * (indices.Count)), indices.ToArray(), global::OpenTK.Graphics.OpenGL.BufferUsageHint.StaticDraw);
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if (currentFace.Material?.Image is object)
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GL.BufferData(BufferTarget.ElementArrayBuffer, (IntPtr)((Strings.Len(new uint())) * (indices.Count)), indices.ToArray(), BufferUsageHint.StaticDraw);
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if (withBlock.Material?.Image is object)
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{
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if (!(this.dicTextureIDs.ContainsKey(currentFace.Material.Image)))
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if (!(this.dicTextureIDs.ContainsKey(withBlock.Material.Image)))
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{
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this.dicTextureIDs.Add(currentFace.Material.Image, global::Pilz.Drawing.Drawing3D.OpenGLFactory.RenderingN.ContentPipe.LoadTexture((global::System.Drawing.Bitmap)currentFace.Material.Image));
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this.dicTextureIDs.Add(withBlock.Material.Image, ContentPipe.LoadTexture((Bitmap)withBlock.Material.Image));
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}
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}
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else if (currentFace.Material?.Color is object)
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else if (withBlock.Material?.Color is object)
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{
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if (!(this.dicColorIDs.ContainsKey((global::System.Drawing.Color)currentFace.Material.Color)))
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if (!(this.dicColorIDs.ContainsKey((Color)withBlock.Material.Color)))
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{
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this.dicColorIDs.Add((global::System.Drawing.Color)currentFace.Material.Color, global::Pilz.Drawing.Drawing3D.OpenGLFactory.RenderingN.ContentPipe.LoadTexture((global::System.Drawing.Bitmap)this.ColorToTexture((global::System.Drawing.Color)currentFace.Material.Color)));
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this.dicColorIDs.Add((Color)withBlock.Material.Color, ContentPipe.LoadTexture((Bitmap)ColorToTexture((Color)withBlock.Material.Color)));
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}
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}
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else if (!(this.dicTextureIDs.ContainsKey(this.emptyTexture)))
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{
|
||||
this.dicTextureIDs.Add(this.emptyTexture, global::Pilz.Drawing.Drawing3D.OpenGLFactory.RenderingN.ContentPipe.LoadTexture(this.emptyTexture));
|
||||
this.dicTextureIDs.Add(this.emptyTexture, ContentPipe.LoadTexture(this.emptyTexture));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
global::System.Int32 nvbo = global::OpenTK.Graphics.OpenGL.GL.GenBuffer();
|
||||
int nvbo = GL.GenBuffer();
|
||||
this.VertexBuffers.Add(mesh, nvbo);
|
||||
global::OpenTK.Graphics.OpenGL.GL.BindBuffer(global::OpenTK.Graphics.OpenGL.BufferTarget.ArrayBuffer, nvbo);
|
||||
global::OpenTK.Graphics.OpenGL.GL.BufferData(global::OpenTK.Graphics.OpenGL.BufferTarget.ArrayBuffer, (global::System.IntPtr)((global::OpenTK.Vector3.SizeInBytes) * (verts.Count)), verts.ToArray(), global::OpenTK.Graphics.OpenGL.BufferUsageHint.StaticDraw);
|
||||
global::System.Int32 ntbo = global::OpenTK.Graphics.OpenGL.GL.GenBuffer();
|
||||
GL.BindBuffer(BufferTarget.ArrayBuffer, nvbo);
|
||||
GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)((Vector3.SizeInBytes) * (verts.Count)), verts.ToArray(), BufferUsageHint.StaticDraw);
|
||||
int ntbo = GL.GenBuffer();
|
||||
this.UVBuffers.Add(mesh, ntbo);
|
||||
global::OpenTK.Graphics.OpenGL.GL.BindBuffer(global::OpenTK.Graphics.OpenGL.BufferTarget.ArrayBuffer, ntbo);
|
||||
global::OpenTK.Graphics.OpenGL.GL.BufferData(global::OpenTK.Graphics.OpenGL.BufferTarget.ArrayBuffer, (global::System.IntPtr)((global::OpenTK.Vector2.SizeInBytes) * (uvs.Count)), uvs.ToArray(), global::OpenTK.Graphics.OpenGL.BufferUsageHint.StaticDraw);
|
||||
GL.BindBuffer(BufferTarget.ArrayBuffer, ntbo);
|
||||
GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)((Vector2.SizeInBytes) * (uvs.Count)), uvs.ToArray(), BufferUsageHint.StaticDraw);
|
||||
if (enablecols)
|
||||
{
|
||||
global::System.Int32 ncbo = global::OpenTK.Graphics.OpenGL.GL.GenBuffer();
|
||||
int ncbo = GL.GenBuffer();
|
||||
this.VertexColorBuffers.Add(mesh, ncbo);
|
||||
global::OpenTK.Graphics.OpenGL.GL.BindBuffer(global::OpenTK.Graphics.OpenGL.BufferTarget.ArrayBuffer, ncbo);
|
||||
global::OpenTK.Graphics.OpenGL.GL.BufferData(global::OpenTK.Graphics.OpenGL.BufferTarget.ArrayBuffer, (global::System.IntPtr)((global::OpenTK.Vector4.SizeInBytes) * (cols.Count)), cols.ToArray(), global::OpenTK.Graphics.OpenGL.BufferUsageHint.StaticDraw);
|
||||
GL.BindBuffer(BufferTarget.ArrayBuffer, ncbo);
|
||||
GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)((Vector4.SizeInBytes) * (cols.Count)), cols.ToArray(), BufferUsageHint.StaticDraw);
|
||||
}
|
||||
|
||||
if (enablenorms)
|
||||
{
|
||||
global::System.Int32 nnbo = global::OpenTK.Graphics.OpenGL.GL.GenBuffer();
|
||||
int nnbo = GL.GenBuffer();
|
||||
this.NormalBuffers.Add(mesh, nnbo);
|
||||
global::OpenTK.Graphics.OpenGL.GL.BindBuffer(global::OpenTK.Graphics.OpenGL.BufferTarget.ArrayBuffer, nnbo);
|
||||
global::OpenTK.Graphics.OpenGL.GL.BufferData(global::OpenTK.Graphics.OpenGL.BufferTarget.ArrayBuffer, (global::System.IntPtr)((global::OpenTK.Vector3.SizeInBytes) * (norms.Count)), norms.ToArray(), global::OpenTK.Graphics.OpenGL.BufferUsageHint.StaticDraw);
|
||||
GL.BindBuffer(BufferTarget.ArrayBuffer, nnbo);
|
||||
GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)((Vector3.SizeInBytes) * (norms.Count)), norms.ToArray(), BufferUsageHint.StaticDraw);
|
||||
}
|
||||
}
|
||||
|
||||
if (!(this.dicTextureIDs.ContainsKey(this.lineTexture)))
|
||||
{
|
||||
this.dicTextureIDs.Add(this.lineTexture, global::Pilz.Drawing.Drawing3D.OpenGLFactory.RenderingN.ContentPipe.LoadTexture(this.lineTexture));
|
||||
this.dicTextureIDs.Add(this.lineTexture, ContentPipe.LoadTexture(this.lineTexture));
|
||||
}
|
||||
|
||||
this.HasRendered = true;
|
||||
}
|
||||
|
||||
public void DrawModel(global::Pilz.Drawing.Drawing3D.OpenGLFactory.RenderingN.RenderMode mode)
|
||||
public void DrawModel(RenderMode mode)
|
||||
{
|
||||
this.DrawModel(mode, global::OpenTK.Vector3.Zero, global::OpenTK.Quaternion.Identity, new global::OpenTK.Vector3(this.ModelScaling, this.ModelScaling, this.ModelScaling));
|
||||
DrawModel(mode, Vector3.Zero, Quaternion.Identity, new Vector3(this.ModelScaling, this.ModelScaling, this.ModelScaling));
|
||||
}
|
||||
|
||||
public void DrawModel(global::Pilz.Drawing.Drawing3D.OpenGLFactory.RenderingN.RenderMode mode, global::OpenTK.Vector3 pos, global::OpenTK.Quaternion rot)
|
||||
public void DrawModel(RenderMode mode, Vector3 pos, Quaternion rot)
|
||||
{
|
||||
this.DrawModel(mode, pos, rot, new global::OpenTK.Vector3(this.ModelScaling, this.ModelScaling, this.ModelScaling));
|
||||
DrawModel(mode, pos, rot, new Vector3(this.ModelScaling, this.ModelScaling, this.ModelScaling));
|
||||
}
|
||||
|
||||
public void DrawModel(global::Pilz.Drawing.Drawing3D.OpenGLFactory.RenderingN.RenderMode mode, global::OpenTK.Vector3 pos, global::OpenTK.Quaternion rot, global::OpenTK.Vector3 scale)
|
||||
public void DrawModel(RenderMode mode, Vector3 pos, Quaternion rot, Vector3 scale)
|
||||
{
|
||||
if ((mode == global::Pilz.Drawing.Drawing3D.OpenGLFactory.RenderingN.RenderMode.None))
|
||||
if (((mode) == (RenderMode.None)))
|
||||
return;
|
||||
if (!(this.HasRendered))
|
||||
return;
|
||||
global::OpenTK.Graphics.OpenGL.GL.PushMatrix();
|
||||
global::OpenTK.Graphics.OpenGL.GL.Translate(pos.X, pos.Y, pos.Z);
|
||||
global::OpenTK.Graphics.OpenGL.GL.Rotate(rot.X, 1f, 0f, 0f);
|
||||
global::OpenTK.Graphics.OpenGL.GL.Rotate(rot.Y, 0f, 1f, 0f);
|
||||
global::OpenTK.Graphics.OpenGL.GL.Rotate(rot.Z, 0f, 0f, 1f);
|
||||
global::OpenTK.Graphics.OpenGL.GL.Scale(scale); // GL.Scale(scale.X, scale.Y, scale.Z)
|
||||
global::OpenTK.Graphics.OpenGL.GL.EnableClientState(global::OpenTK.Graphics.OpenGL.ArrayCap.VertexArray);
|
||||
global::OpenTK.Graphics.OpenGL.GL.EnableClientState(global::OpenTK.Graphics.OpenGL.ArrayCap.TextureCoordArray);
|
||||
foreach (global::Pilz.S3DFileParser.Mesh mesh in this.obj3d.Meshes)
|
||||
GL.PushMatrix();
|
||||
GL.Translate(pos.X, pos.Y, pos.Z);
|
||||
GL.Rotate(rot.X, 1, 0, 0);
|
||||
GL.Rotate(rot.Y, 0, 1, 0);
|
||||
GL.Rotate(rot.Z, 0, 0, 1);
|
||||
GL.Scale(scale); // GL.Scale(scale.X, scale.Y, scale.Z)
|
||||
GL.EnableClientState(ArrayCap.VertexArray);
|
||||
GL.EnableClientState(ArrayCap.TextureCoordArray);
|
||||
foreach (Mesh mesh in this.obj3d.Meshes)
|
||||
{
|
||||
if (this.VertexColorBuffers.ContainsKey(mesh))
|
||||
{
|
||||
global::OpenTK.Graphics.OpenGL.GL.EnableClientState(global::OpenTK.Graphics.OpenGL.ArrayCap.ColorArray);
|
||||
GL.EnableClientState(ArrayCap.ColorArray);
|
||||
}
|
||||
else if (this.NormalBuffers.ContainsKey(mesh))
|
||||
{
|
||||
global::OpenTK.Graphics.OpenGL.GL.EnableClientState(global::OpenTK.Graphics.OpenGL.ArrayCap.NormalArray);
|
||||
GL.EnableClientState(ArrayCap.NormalArray);
|
||||
}
|
||||
|
||||
global::OpenTK.Graphics.OpenGL.GL.BindBuffer(global::OpenTK.Graphics.OpenGL.BufferTarget.ArrayBuffer, this.VertexBuffers[mesh]);
|
||||
global::OpenTK.Graphics.OpenGL.GL.VertexPointer(3, global::OpenTK.Graphics.OpenGL.VertexPointerType.Float, 0, global::System.IntPtr.Zero);
|
||||
global::OpenTK.Graphics.OpenGL.GL.BindBuffer(global::OpenTK.Graphics.OpenGL.BufferTarget.ArrayBuffer, this.UVBuffers[mesh]);
|
||||
global::OpenTK.Graphics.OpenGL.GL.TexCoordPointer(2, global::OpenTK.Graphics.OpenGL.TexCoordPointerType.Float, 0, global::System.IntPtr.Zero);
|
||||
GL.BindBuffer(BufferTarget.ArrayBuffer, this.VertexBuffers[mesh]);
|
||||
GL.VertexPointer(3, VertexPointerType.Float, 0, IntPtr.Zero);
|
||||
GL.BindBuffer(BufferTarget.ArrayBuffer, this.UVBuffers[mesh]);
|
||||
GL.TexCoordPointer(2, TexCoordPointerType.Float, 0, IntPtr.Zero);
|
||||
if (this.VertexColorBuffers.ContainsKey(mesh))
|
||||
{
|
||||
global::OpenTK.Graphics.OpenGL.GL.BindBuffer(global::OpenTK.Graphics.OpenGL.BufferTarget.ArrayBuffer, this.VertexColorBuffers[mesh]);
|
||||
global::OpenTK.Graphics.OpenGL.GL.ColorPointer(4, global::OpenTK.Graphics.OpenGL.ColorPointerType.Float, 0, global::System.IntPtr.Zero);
|
||||
GL.BindBuffer(BufferTarget.ArrayBuffer, this.VertexColorBuffers[mesh]);
|
||||
GL.ColorPointer(4, ColorPointerType.Float, 0, IntPtr.Zero);
|
||||
}
|
||||
else if (this.NormalBuffers.ContainsKey(mesh))
|
||||
{
|
||||
global::OpenTK.Graphics.OpenGL.GL.BindBuffer(global::OpenTK.Graphics.OpenGL.BufferTarget.ArrayBuffer, this.NormalBuffers[mesh]);
|
||||
global::OpenTK.Graphics.OpenGL.GL.NormalPointer(global::OpenTK.Graphics.OpenGL.NormalPointerType.Float, 0, global::System.IntPtr.Zero);
|
||||
GL.BindBuffer(BufferTarget.ArrayBuffer, this.NormalBuffers[mesh]);
|
||||
GL.NormalPointer(NormalPointerType.Float, 0, IntPtr.Zero);
|
||||
}
|
||||
|
||||
for (global::System.Int32 i = 0, loopTo = (mesh.Faces.Count) - (1); i <= loopTo; i++)
|
||||
for (int i = 0, loopTo = (mesh.Faces.Count) - (1); i <= loopTo; i++)
|
||||
{
|
||||
var l = mesh.Faces[i];
|
||||
global::OpenTK.Graphics.OpenGL.GL.BindBuffer(global::OpenTK.Graphics.OpenGL.BufferTarget.ElementArrayBuffer, this.IndicesBuffers[mesh][i]);
|
||||
Face l = mesh.Faces[i];
|
||||
GL.BindBuffer(BufferTarget.ElementArrayBuffer, this.IndicesBuffers[mesh][i]);
|
||||
global::System.Boolean isEmptyTexture = l.Material?.Image is null;
|
||||
global::System.Boolean isEmptyColor = l.Material?.Color is null;
|
||||
void setMaterialTextureOrColor()
|
||||
{
|
||||
global::System.Int32 texID;
|
||||
int texID;
|
||||
if (!(isEmptyTexture))
|
||||
{
|
||||
texID = this.dicTextureIDs[l.Material.Image];
|
||||
}
|
||||
else if (!(isEmptyColor))
|
||||
{
|
||||
texID = this.dicColorIDs[(global::System.Drawing.Color)l.Material.Color];
|
||||
texID = this.dicColorIDs[(Color)l.Material.Color];
|
||||
}
|
||||
else
|
||||
{
|
||||
texID = this.dicTextureIDs[this.emptyTexture];
|
||||
}
|
||||
|
||||
global::OpenTK.Graphics.OpenGL.GL.BindTexture(global::OpenTK.Graphics.OpenGL.TextureTarget.Texture2D, texID);
|
||||
GL.BindTexture(TextureTarget.Texture2D, texID);
|
||||
};
|
||||
if ((((mode & global::Pilz.Drawing.Drawing3D.OpenGLFactory.RenderingN.RenderMode.Fill)) == global::Pilz.Drawing.Drawing3D.OpenGLFactory.RenderingN.RenderMode.Fill))
|
||||
if ((((((mode) & (RenderMode.Fill)))) == (RenderMode.Fill)))
|
||||
{
|
||||
setMaterialTextureOrColor();
|
||||
if (!(isEmptyTexture))
|
||||
{
|
||||
global::OpenTK.Graphics.OpenGL.GL.TexParameter(global::OpenTK.Graphics.OpenGL.TextureTarget.Texture2D, global::OpenTK.Graphics.OpenGL.TextureParameterName.TextureWrapT, l.Material.Wrap.X);
|
||||
global::OpenTK.Graphics.OpenGL.GL.TexParameter(global::OpenTK.Graphics.OpenGL.TextureTarget.Texture2D, global::OpenTK.Graphics.OpenGL.TextureParameterName.TextureWrapS, l.Material.Wrap.Y);
|
||||
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, l.Material.Wrap.X);
|
||||
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, l.Material.Wrap.Y);
|
||||
}
|
||||
|
||||
global::OpenTK.Graphics.OpenGL.GL.PolygonMode(global::OpenTK.Graphics.OpenGL.MaterialFace.FrontAndBack, global::OpenTK.Graphics.OpenGL.PolygonMode.Fill);
|
||||
global::OpenTK.Graphics.OpenGL.GL.DrawElements(global::OpenTK.Graphics.OpenGL.PrimitiveType.Triangles, l.Points.Count, global::OpenTK.Graphics.OpenGL.DrawElementsType.UnsignedInt, global::System.IntPtr.Zero);
|
||||
GL.PolygonMode(MaterialFace.FrontAndBack, PolygonMode.Fill);
|
||||
GL.DrawElements(PrimitiveType.Triangles, l.Points.Count, DrawElementsType.UnsignedInt, IntPtr.Zero);
|
||||
}
|
||||
|
||||
if ((((mode & global::Pilz.Drawing.Drawing3D.OpenGLFactory.RenderingN.RenderMode.Outline)) == global::Pilz.Drawing.Drawing3D.OpenGLFactory.RenderingN.RenderMode.Outline))
|
||||
if ((((((mode) & (RenderMode.Outline)))) == (RenderMode.Outline)))
|
||||
{
|
||||
if ((((mode & global::Pilz.Drawing.Drawing3D.OpenGLFactory.RenderingN.RenderMode.Fill)) == global::Pilz.Drawing.Drawing3D.OpenGLFactory.RenderingN.RenderMode.Fill))
|
||||
if ((((((mode) & (RenderMode.Fill)))) == (RenderMode.Fill)))
|
||||
{
|
||||
global::OpenTK.Graphics.OpenGL.GL.BindTexture(global::OpenTK.Graphics.OpenGL.TextureTarget.Texture2D, this.dicTextureIDs[this.lineTexture]);
|
||||
GL.BindTexture(TextureTarget.Texture2D, this.dicTextureIDs[this.lineTexture]);
|
||||
}
|
||||
else
|
||||
{
|
||||
setMaterialTextureOrColor();
|
||||
if (!(isEmptyTexture))
|
||||
{
|
||||
global::OpenTK.Graphics.OpenGL.GL.TexParameter(global::OpenTK.Graphics.OpenGL.TextureTarget.Texture2D, global::OpenTK.Graphics.OpenGL.TextureParameterName.TextureWrapT, l.Material.Wrap.X);
|
||||
global::OpenTK.Graphics.OpenGL.GL.TexParameter(global::OpenTK.Graphics.OpenGL.TextureTarget.Texture2D, global::OpenTK.Graphics.OpenGL.TextureParameterName.TextureWrapS, l.Material.Wrap.Y);
|
||||
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, l.Material.Wrap.X);
|
||||
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, l.Material.Wrap.Y);
|
||||
}
|
||||
}
|
||||
|
||||
global::OpenTK.Graphics.OpenGL.GL.PolygonMode(global::OpenTK.Graphics.OpenGL.MaterialFace.FrontAndBack, global::OpenTK.Graphics.OpenGL.PolygonMode.Line);
|
||||
global::OpenTK.Graphics.OpenGL.GL.DrawElements(global::OpenTK.Graphics.OpenGL.PrimitiveType.Triangles, l.Points.Count, global::OpenTK.Graphics.OpenGL.DrawElementsType.UnsignedInt, global::System.IntPtr.Zero);
|
||||
GL.PolygonMode(MaterialFace.FrontAndBack, PolygonMode.Line);
|
||||
GL.DrawElements(PrimitiveType.Triangles, l.Points.Count, DrawElementsType.UnsignedInt, IntPtr.Zero);
|
||||
}
|
||||
}
|
||||
|
||||
global::OpenTK.Graphics.OpenGL.GL.PolygonMode(global::OpenTK.Graphics.OpenGL.MaterialFace.FrontAndBack, global::OpenTK.Graphics.OpenGL.PolygonMode.Fill); // Reset for RenderEngineOld
|
||||
GL.PolygonMode(MaterialFace.FrontAndBack, PolygonMode.Fill); // Reset for RenderEngineOld
|
||||
if (this.VertexColorBuffers.ContainsKey(mesh))
|
||||
{
|
||||
global::OpenTK.Graphics.OpenGL.GL.DisableClientState(global::OpenTK.Graphics.OpenGL.ArrayCap.ColorArray);
|
||||
GL.DisableClientState(ArrayCap.ColorArray);
|
||||
}
|
||||
else if (this.NormalBuffers.ContainsKey(mesh))
|
||||
{
|
||||
global::OpenTK.Graphics.OpenGL.GL.DisableClientState(global::OpenTK.Graphics.OpenGL.ArrayCap.NormalArray);
|
||||
GL.DisableClientState(ArrayCap.NormalArray);
|
||||
}
|
||||
}
|
||||
|
||||
global::OpenTK.Graphics.OpenGL.GL.DisableClientState(global::OpenTK.Graphics.OpenGL.ArrayCap.VertexArray);
|
||||
global::OpenTK.Graphics.OpenGL.GL.DisableClientState(global::OpenTK.Graphics.OpenGL.ArrayCap.TextureCoordArray);
|
||||
global::OpenTK.Graphics.OpenGL.GL.PopMatrix();
|
||||
GL.DisableClientState(ArrayCap.VertexArray);
|
||||
GL.DisableClientState(ArrayCap.TextureCoordArray);
|
||||
GL.PopMatrix();
|
||||
}
|
||||
|
||||
public void DrawFacePicking()
|
||||
{
|
||||
this.DrawFacePicking(global::OpenTK.Vector3.Zero, global::OpenTK.Quaternion.Identity, new global::OpenTK.Vector3(this.ModelScaling, this.ModelScaling, this.ModelScaling));
|
||||
DrawFacePicking(Vector3.Zero, Quaternion.Identity, new Vector3(this.ModelScaling, this.ModelScaling, this.ModelScaling));
|
||||
}
|
||||
|
||||
public void DrawFacePicking(global::OpenTK.Vector3 pos, global::OpenTK.Quaternion rot)
|
||||
public void DrawFacePicking(Vector3 pos, Quaternion rot)
|
||||
{
|
||||
this.DrawFacePicking(pos, rot, new global::OpenTK.Vector3(this.ModelScaling, this.ModelScaling, this.ModelScaling));
|
||||
DrawFacePicking(pos, rot, new Vector3(this.ModelScaling, this.ModelScaling, this.ModelScaling));
|
||||
}
|
||||
|
||||
public void DrawFacePicking(global::OpenTK.Vector3 pos, global::OpenTK.Quaternion rot, global::OpenTK.Vector3 scale)
|
||||
public void DrawFacePicking(Vector3 pos, Quaternion rot, Vector3 scale)
|
||||
{
|
||||
if (!(this.HasRendered))
|
||||
return;
|
||||
global::OpenTK.Graphics.OpenGL.GL.PushMatrix();
|
||||
global::OpenTK.Graphics.OpenGL.GL.Translate(pos.X, pos.Y, pos.Z);
|
||||
global::OpenTK.Graphics.OpenGL.GL.Rotate(rot.X, 1f, 0f, 0f);
|
||||
global::OpenTK.Graphics.OpenGL.GL.Rotate(rot.Y, 0f, 1f, 0f);
|
||||
global::OpenTK.Graphics.OpenGL.GL.Rotate(rot.Z, 0f, 0f, 1f);
|
||||
global::OpenTK.Graphics.OpenGL.GL.Scale(scale);
|
||||
global::OpenTK.Graphics.OpenGL.GL.EnableClientState(global::OpenTK.Graphics.OpenGL.ArrayCap.VertexArray);
|
||||
for (global::System.Int32 iMesh = 0, loopTo = (this.obj3d.Meshes.Count) - (1); iMesh <= loopTo; iMesh++)
|
||||
GL.PushMatrix();
|
||||
GL.Translate(pos.X, pos.Y, pos.Z);
|
||||
GL.Rotate(rot.X, 1, 0, 0);
|
||||
GL.Rotate(rot.Y, 0, 1, 0);
|
||||
GL.Rotate(rot.Z, 0, 0, 1);
|
||||
GL.Scale(scale);
|
||||
GL.EnableClientState(ArrayCap.VertexArray);
|
||||
for (int iMesh = 0, loopTo = (this.obj3d.Meshes.Count) - (1); iMesh <= loopTo; iMesh++)
|
||||
{
|
||||
var mesh = this.obj3d.Meshes[iMesh];
|
||||
global::OpenTK.Graphics.OpenGL.GL.BindBuffer(global::OpenTK.Graphics.OpenGL.BufferTarget.ArrayBuffer, this.VertexBuffers[mesh]);
|
||||
global::OpenTK.Graphics.OpenGL.GL.VertexPointer(3, global::OpenTK.Graphics.OpenGL.VertexPointerType.Float, 0, global::System.IntPtr.Zero);
|
||||
for (global::System.Int32 iFace = 0, loopTo1 = (mesh.Faces.Count) - (1); iFace <= loopTo1; iFace++)
|
||||
Mesh mesh = this.obj3d.Meshes[iMesh];
|
||||
GL.BindBuffer(BufferTarget.ArrayBuffer, this.VertexBuffers[mesh]);
|
||||
GL.VertexPointer(3, VertexPointerType.Float, 0, IntPtr.Zero);
|
||||
for (int iFace = 0, loopTo1 = (mesh.Faces.Count) - (1); iFace <= loopTo1; iFace++)
|
||||
{
|
||||
var l = mesh.Faces[iFace];
|
||||
global::OpenTK.Graphics.OpenGL.GL.BindBuffer(global::OpenTK.Graphics.OpenGL.BufferTarget.ElementArrayBuffer, this.IndicesBuffers[mesh][iFace]);
|
||||
global::System.Int32 colorCode = (((0x20000000) + ((((iMesh) << (16))))) + (iFace));
|
||||
global::OpenTK.Graphics.OpenGL.GL.Color4(global::System.Drawing.Color.FromArgb(colorCode)); // Color: "2f ff xx xx" -> where 'f' = mesh index and where 'x' is face index
|
||||
global::OpenTK.Graphics.OpenGL.GL.PolygonMode(global::OpenTK.Graphics.OpenGL.MaterialFace.FrontAndBack, global::OpenTK.Graphics.OpenGL.PolygonMode.Fill);
|
||||
global::OpenTK.Graphics.OpenGL.GL.DrawElements(global::OpenTK.Graphics.OpenGL.PrimitiveType.Triangles, l.Points.Count, global::OpenTK.Graphics.OpenGL.DrawElementsType.UnsignedInt, global::System.IntPtr.Zero);
|
||||
Face l = mesh.Faces[iFace];
|
||||
GL.BindBuffer(BufferTarget.ElementArrayBuffer, this.IndicesBuffers[mesh][iFace]);
|
||||
int colorCode = (((0x20000000) + ((((iMesh) << (16))))) + (iFace));
|
||||
GL.Color4(Color.FromArgb(colorCode)); // Color: "2f ff xx xx" -> where 'f' = mesh index and where 'x' is face index
|
||||
GL.PolygonMode(MaterialFace.FrontAndBack, PolygonMode.Fill);
|
||||
GL.DrawElements(PrimitiveType.Triangles, l.Points.Count, DrawElementsType.UnsignedInt, IntPtr.Zero);
|
||||
}
|
||||
|
||||
global::OpenTK.Graphics.OpenGL.GL.PolygonMode(global::OpenTK.Graphics.OpenGL.MaterialFace.FrontAndBack, global::OpenTK.Graphics.OpenGL.PolygonMode.Fill);
|
||||
GL.PolygonMode(MaterialFace.FrontAndBack, PolygonMode.Fill);
|
||||
}
|
||||
|
||||
global::OpenTK.Graphics.OpenGL.GL.DisableClientState(global::OpenTK.Graphics.OpenGL.ArrayCap.VertexArray);
|
||||
global::OpenTK.Graphics.OpenGL.GL.PopMatrix();
|
||||
GL.DisableClientState(ArrayCap.VertexArray);
|
||||
GL.PopMatrix();
|
||||
}
|
||||
|
||||
public void ReleaseBuffers()
|
||||
{
|
||||
if (!(this.HasRendered))
|
||||
return;
|
||||
foreach (global::System.Collections.Generic.KeyValuePair<global::Pilz.S3DFileParser.Mesh, global::System.Int32> kvp in this.VertexBuffers)
|
||||
global::OpenTK.Graphics.OpenGL.GL.DeleteBuffer(kvp.Value);
|
||||
foreach (KeyValuePair<Mesh, int> kvp in this.VertexBuffers)
|
||||
GL.DeleteBuffer(kvp.Value);
|
||||
this.VertexBuffers.Clear();
|
||||
foreach (global::System.Collections.Generic.KeyValuePair<global::Pilz.S3DFileParser.Mesh, global::System.Int32> kvp in this.UVBuffers)
|
||||
global::OpenTK.Graphics.OpenGL.GL.DeleteBuffer(kvp.Value);
|
||||
foreach (KeyValuePair<Mesh, int> kvp in this.UVBuffers)
|
||||
GL.DeleteBuffer(kvp.Value);
|
||||
this.UVBuffers.Clear();
|
||||
foreach (global::System.Collections.Generic.KeyValuePair<global::Pilz.S3DFileParser.Mesh, global::System.Int32> kvp in this.VertexColorBuffers)
|
||||
global::OpenTK.Graphics.OpenGL.GL.DeleteBuffer(kvp.Value);
|
||||
foreach (KeyValuePair<Mesh, int> kvp in this.VertexColorBuffers)
|
||||
GL.DeleteBuffer(kvp.Value);
|
||||
this.VertexColorBuffers.Clear();
|
||||
foreach (global::System.Collections.Generic.KeyValuePair<global::Pilz.S3DFileParser.Mesh, global::System.Int32> kvp in this.NormalBuffers)
|
||||
global::OpenTK.Graphics.OpenGL.GL.DeleteBuffer(kvp.Value);
|
||||
foreach (KeyValuePair<Mesh, int> kvp in this.NormalBuffers)
|
||||
GL.DeleteBuffer(kvp.Value);
|
||||
this.NormalBuffers.Clear();
|
||||
foreach (global::System.Collections.Generic.KeyValuePair<global::Pilz.S3DFileParser.Mesh, global::System.Collections.Generic.List<global::System.Int32>> kvp in this.IndicesBuffers)
|
||||
foreach (KeyValuePair<Mesh, List<int>> kvp in this.IndicesBuffers)
|
||||
{
|
||||
foreach (global::System.Int32 i in kvp.Value)
|
||||
global::OpenTK.Graphics.OpenGL.GL.DeleteBuffer(i);
|
||||
foreach (int i in kvp.Value)
|
||||
GL.DeleteBuffer(i);
|
||||
kvp.Value.Clear();
|
||||
}
|
||||
|
||||
this.IndicesBuffers.Clear();
|
||||
foreach (global::System.Collections.Generic.KeyValuePair<global::System.Drawing.Image, global::System.Int32> kvp in this.dicTextureIDs)
|
||||
global::OpenTK.Graphics.OpenGL.GL.DeleteBuffer(kvp.Value);
|
||||
foreach (KeyValuePair<Image, int> kvp in this.dicTextureIDs)
|
||||
GL.DeleteBuffer(kvp.Value);
|
||||
this.dicTextureIDs.Clear();
|
||||
foreach (global::System.Collections.Generic.KeyValuePair<global::System.Drawing.Color, global::System.Int32> kvp in this.dicColorIDs)
|
||||
global::OpenTK.Graphics.OpenGL.GL.DeleteBuffer(kvp.Value);
|
||||
foreach (KeyValuePair<Color, int> kvp in this.dicColorIDs)
|
||||
GL.DeleteBuffer(kvp.Value);
|
||||
this.dicColorIDs.Clear();
|
||||
this.HasRendered = false;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user