/// /// This file is part of ILNumerics Community Edition. /// /// ILNumerics Community Edition - high performance computing for applications. /// Copyright (C) 2006 - 2012 Haymo Kutschbach, http://ilnumerics.net /// /// ILNumerics Community Edition is free software: you can redistribute it and/or modify /// it under the terms of the GNU General Public License version 3 as published by /// the Free Software Foundation. /// /// ILNumerics Community Edition is distributed in the hope that it will be useful, /// but WITHOUT ANY WARRANTY; without even the implied warranty of /// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the /// GNU General Public License for more details. /// /// You should have received a copy of the GNU General Public License /// along with ILNumerics Community Edition. See the file License.txt in the root /// of your distribution package. If not, see . /// /// In addition this software uses the following components and/or licenses: /// /// ================================================================================= /// The Open Toolkit Library License /// /// Copyright (c) 2006 - 2009 the Open Toolkit library. /// /// Permission is hereby granted, free of charge, to any person obtaining a copy /// of this software and associated documentation files (the "Software"), to deal /// in the Software without restriction, including without limitation the rights to /// use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of /// the Software, and to permit persons to whom the Software is furnished to do /// so, subject to the following conditions: /// /// The above copyright notice and this permission notice shall be included in all /// copies or substantial portions of the Software. /// /// ================================================================================= /// using System; using ILNumerics.Drawing.Shapes; using OpenTK.Graphics; using OpenTK.Graphics.OpenGL; using ILNumerics.Drawing.Interfaces; namespace ILNumerics.Drawing.Platform.OpenGL { /// /// An OpenGL vertex renderer, capable of rendering /// vertex arrays of type C4fN3fV3f (for lit shapes). /// public unsafe class ILOGLVertexRendererC4fN3fV3f : ILVertexRenderer { #region attributes BeginMode m_primitiveType; InterleavedArrayFormat m_vertexFormat; #endregion #region properties public BeginMode PrimitiveType { get { return m_primitiveType; } set { m_primitiveType = value; } } #endregion public ILOGLVertexRendererC4fN3fV3f (BeginMode primitiveType) { m_primitiveType = primitiveType; } public override void Draw(ILRenderProperties props, ILShape shape) { if (shape.VertexCount == 0) return; GL.Enable(EnableCap.Blend); GL.BlendFunc (BlendingFactorSrc.SrcAlpha, BlendingFactorDest.OneMinusSrcAlpha); GL.Enable(EnableCap.DepthTest); //GL.Disable(EnableCap.PolygonOffsetFill); ILShape cShape = (shape as ILShape); fixed (C4fN3fV3f* pVertices = cShape.Vertices) { if (UseLight && (cShape is IILSupportsLight)) { setupLight(cShape as IILSupportsLight); } else { GL.Disable(EnableCap.Lighting); } GL.InterleavedArrays(InterleavedArrayFormat.C4fN3fV3f, 0, (IntPtr)pVertices); if (cShape.Shading == ShadingStyles.Interpolate) GL.ShadeModel(ShadingModel.Smooth); else { GL.ShadeModel(ShadingModel.Flat); GL.DisableClientState(EnableCap.ColorArray); GL.Color4(shape.FillColor); } GL.DrawArrays(m_primitiveType, 0, cShape.VertexCount); GL.Finish(); } GL.Disable(EnableCap.Lighting); ILBorderedShape bShape = (shape as ILBorderedShape); if (bShape != null && bShape.Border.Visible) { fixed (C4fN3fV3f* pVertices = bShape.Vertices) { ILOGLPanel.SetupLineStyle(bShape.Border); GL.InterleavedArrays(InterleavedArrayFormat.C4fN3fV3f, 0, (IntPtr)pVertices); GL.DisableClientState(EnableCap.ColorArray); GL.DrawArrays(BeginMode.LineLoop, 0, bShape.VertexCount); GL.Finish(); } } } public override void Draw(ILRenderProperties props, ILShape shape, int[] indices) { System.Diagnostics.Debug.Assert(indices != null); GL.Enable(EnableCap.DepthTest); GL.Enable(EnableCap.Blend); GL.BlendFunc (BlendingFactorSrc.SrcAlpha, BlendingFactorDest.OneMinusSrcAlpha); // draw shape ILShape cShape = (shape as ILShape); fixed (int* pIndices = indices) fixed (C4fN3fV3f* pVertices = cShape.Vertices) { if (UseLight && (cShape is ILLitCompositeShape)) { setupLight(cShape as ILLitCompositeShape); } else { GL.Disable(EnableCap.Lighting); } GL.InterleavedArrays(InterleavedArrayFormat.C4fN3fV3f, 0, (IntPtr)pVertices); if (cShape.Shading == ShadingStyles.Interpolate) GL.ShadeModel(ShadingModel.Smooth); else { GL.ShadeModel(ShadingModel.Flat); GL.DisableClientState(EnableCap.ColorArray); GL.Color4(shape.FillColor); } GL.DrawElements(m_primitiveType, indices.Length,DrawElementsType.UnsignedInt, (IntPtr)pIndices); //IntPtr pObj = Glu.NewQuadric(); //GL.MatrixMode(MatrixMode.Modelview); //GL.PushMatrix(); //GL.Translate(cShape.Vertices[0].Position.X, cShape.Vertices[0].Position.Y, cShape.Vertices[0].Position.Z); //Glu.QuadricDrawStyle(pObj, QuadricDrawStyle.Fill); //Glu.Sphere(pObj, 2, 20, 10); //GL.PopMatrix(); GL.Finish(); } // draw border ILBorderedShape bShape = (shape as ILBorderedShape); if (bShape != null && bShape.Border.Visible) { fixed (int* pIndices = indices) fixed (C4fN3fV3f* pVertices = bShape.Vertices) { ILOGLPanel.SetupLineStyle(bShape.Border); GL.InterleavedArrays( InterleavedArrayFormat.C4fN3fV3f, 0, (IntPtr)pVertices); GL.DisableClientState(EnableCap.ColorArray); GL.DrawElements(BeginMode.LineLoop, indices.Length, DrawElementsType.UnsignedInt, (IntPtr)pIndices); GL.Finish(); } } #if RENDERER_DRAW_NORMALS #region DEBUG_DRAW_NORMALS GL.Color3(0,0,0); GL.Begin(BeginMode.Lines); for (int i = 0; i < shape.VertexCount; i++) { GL.Vertex3(cShape.Vertices[i].XPosition,cShape.Vertices[i].YPosition,cShape.Vertices[i].ZPosition); GL.Vertex3( cShape.Vertices[i].XPosition+cShape.Vertices[i].Normal.X, cShape.Vertices[i].YPosition+cShape.Vertices[i].Normal.Y, cShape.Vertices[i].ZPosition+cShape.Vertices[i].Normal.Z); } GL.End(); #endregion #endif GL.Disable(EnableCap.Lighting); } private void setupLight(IILSupportsLight shape) { GL.Enable(EnableCap.Lighting); GL.Enable(EnableCap.ColorMaterial); //GL.Enable(EnableCap.Normalize); GL.ColorMaterial(MaterialFace.FrontAndBack,ColorMaterialParameter.AmbientAndDiffuse); //GL.LightModel(LightModelParameter.LightModelAmbient, 0.2f); float[] tmp = new float[4] { shape.Material.Specular.R / 255f , shape.Material.Specular.G / 255f , shape.Material.Specular.B / 255f , shape.Material.Specular.A / 255f}; GL.Materialv(MaterialFace.FrontAndBack, MaterialParameter.Specular, tmp); GL.Material(MaterialFace.FrontAndBack, MaterialParameter.Shininess, shape.Material.Shininess ); tmp = new float[4] { shape.Material.Emission.R / 255f , shape.Material.Emission.G / 255f , shape.Material.Emission.B / 255f , shape.Material.Emission.A / 255f}; GL.Materialv(MaterialFace.FrontAndBack, MaterialParameter.Emission, tmp); } } }