///
/// 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);
}
}
}