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SCJMapper-V2/OGL/DrawableShape.cs

182 lines
6.1 KiB
C#

#region --- License ---
/* Copyright (c) 2006, 2007 Stefanos Apostolopoulos
* See license.txt for license info
*/
#endregion
using System;
using OpenTK;
using OpenTK.Graphics.OpenGL;
namespace SCJMapper_V2.Shapes
{
// Abstract base class for procedurally generated geometry
//
// All classes derived from it must produce Counter-Clockwise (CCW) primitives.
// Derived classes must create a single VBO and IBO, without primitive restarts for strips.
// Uses an double-precision all-possible-attributes VertexT2dN3dV3d Array internally.
// Cannot directly use VBO, but has Get-methods to retrieve VBO-friendly data.
// Can use a Display List to prevent repeated immediate mode draws.
//
public abstract class DrawableShape: IDisposable
{
protected PrimitiveType PrimitiveMode;
protected VertexT2dN3dV3d[] VertexArray;
protected uint[] IndexArray;
public int GetTriangleCount
{
get
{
switch ( PrimitiveMode )
{
case PrimitiveType.Triangles:
if ( IndexArray != null )
{
return IndexArray.Length / 3;
} else
{
return VertexArray.Length / 3;
}
// break;
default: throw new NotImplementedException("Unknown primitive type.");
}
}
}
#region Display List
private bool UseDisplayList;
private int DisplayListHandle = 0;
#endregion Display List
public DrawableShape( bool useDisplayList )
{
UseDisplayList = useDisplayList;
PrimitiveMode = PrimitiveType.Triangles;
VertexArray = null;
IndexArray = null;
}
#region Convert to VBO
public void GetArraysforVBO( out PrimitiveType primitives, out VertexT2dN3dV3d[] vertices, out uint[] indices )
{
primitives = PrimitiveMode;
vertices = new VertexT2dN3dV3d[VertexArray.Length];
for (uint i = 0; i < VertexArray.Length; i++)
{
vertices[i].TexCoord = VertexArray[i].TexCoord;
vertices[i].Normal = VertexArray[i].Normal;
vertices[i].Position = VertexArray[i].Position;
}
indices = IndexArray;
}
public void GetArraysforVBO( out PrimitiveType primitives, out VertexT2fN3fV3f[] vertices, out uint[] indices )
{
primitives = PrimitiveMode;
vertices = new VertexT2fN3fV3f[VertexArray.Length];
for (uint i = 0; i < VertexArray.Length; i++)
{
vertices[i].TexCoord = (Vector2)VertexArray[i].TexCoord;
vertices[i].Normal = (Vector3)VertexArray[i].Normal;
vertices[i].Position = (Vector3)VertexArray[i].Position;
}
indices = IndexArray;
}
public void GetArraysforVBO( out PrimitiveType primitives, out VertexT2hN3hV3h[] vertices, out uint[] indices )
{
primitives = PrimitiveMode;
vertices = new VertexT2hN3hV3h[VertexArray.Length];
for (uint i = 0; i < VertexArray.Length; i++)
{
vertices[i].TexCoord = (Vector2h)VertexArray[i].TexCoord;
vertices[i].Normal = (Vector3h)VertexArray[i].Normal;
vertices[i].Position = (Vector3h)VertexArray[i].Position;
}
indices = IndexArray;
}
#endregion Convert to VBO
private void DrawImmediateMode()
{
GL.Begin( PrimitiveMode );
{
if ( IndexArray == null )
foreach ( VertexT2dN3dV3d v in VertexArray )
{
GL.TexCoord2( v.TexCoord.X, v.TexCoord.Y );
GL.Normal3( v.Normal.X, v.Normal.Y, v.Normal.Z );
GL.Vertex3( v.Position.X, v.Position.Y, v.Position.Z );
} else
{
for ( uint i = 0; i < IndexArray.Length; i++ )
{
uint index = IndexArray[i];
GL.TexCoord2( VertexArray[index].TexCoord.X, VertexArray[index].TexCoord.Y );
GL.Normal3( VertexArray[index].Normal.X, VertexArray[index].Normal.Y, VertexArray[index].Normal.Z );
GL.Vertex3( VertexArray[index].Position.X, VertexArray[index].Position.Y, VertexArray[index].Position.Z );
}
}
}
GL.End();
}
/// <summary>
/// Does not touch any state/matrices. Does call Begin/End and Vertex&Co.
/// Creates and compiles a display list if not present yet. Requires an OpenGL context.
/// </summary>
public void Draw()
{
if ( !UseDisplayList )
DrawImmediateMode();
else
if ( DisplayListHandle == 0 )
{
if ( VertexArray == null )
throw new Exception("Cannot draw null Vertex Array.");
DisplayListHandle = GL.GenLists( 1 );
GL.NewList( DisplayListHandle, ListMode.CompileAndExecute );
DrawImmediateMode();
GL.EndList();
} else
GL.CallList( DisplayListHandle );
}
#region IDisposable Members
/// <summary>
/// Removes reference to VertexArray and IndexArray.
/// Deletes the Display List, so it requires an OpenGL context.
/// The instance is effectively destroyed.
/// </summary>
public void Dispose()
{
if ( VertexArray != null )
VertexArray = null;
if ( IndexArray != null )
IndexArray = null;
if ( DisplayListHandle != 0 )
{
GL.DeleteLists( DisplayListHandle, 1 );
DisplayListHandle = 0;
}
}
#endregion
}
}