Output.cs 6.9 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using System.Drawing;
  4. using System.Linq;
  5. using System.Text;
  6. using System.Threading.Tasks;
  7. using OpenTK;
  8. using OpenTK.Graphics.OpenGL;
  9. using MathNet.Numerics.LinearAlgebra.Single;
  10. using bbiwarg.DataSource;
  11. namespace bbiwarg.Graphics
  12. {
  13. class Output : GameWindow
  14. {
  15. private IVideoDataSource source;
  16. private Point[] depthPixels;
  17. private ImageData currentImage;
  18. private List<IGraphicElement> graphicElements = new List<IGraphicElement>();
  19. private int VBOid = new int();
  20. private int IBOid = new int();
  21. private float[] vertices = new float[0];
  22. private uint[] triangles = new uint[0];
  23. private Point palmPoint;
  24. public Output(IVideoDataSource source)
  25. {
  26. this.source = source;
  27. currentImage = source.getImageData();
  28. }
  29. protected override void OnLoad(EventArgs e)
  30. {
  31. base.OnLoad(e);
  32. Title = "OutputTest";
  33. GL.ClearColor(Color.Black);
  34. initializeDepthPixels();
  35. //initBuffers();
  36. }
  37. protected override void OnRenderFrame(FrameEventArgs e)
  38. {
  39. base.OnRenderFrame(e);
  40. GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
  41. Matrix4 modelview = Matrix4.LookAt(Vector3.Zero, -Vector3.UnitZ, Vector3.UnitY);
  42. GL.MatrixMode(MatrixMode.Modelview);
  43. GL.LoadMatrix(ref modelview);
  44. source.releaseFrame();
  45. source.updateFrame();
  46. currentImage = source.getImageData();
  47. updateDepthPixels();
  48. foreach (IGraphicElement graphicElement in graphicElements) {
  49. graphicElement.draw();
  50. }
  51. //updateBuffer();
  52. //drawBuffer();
  53. SwapBuffers();
  54. }
  55. protected override void OnResize(EventArgs e)
  56. {
  57. base.OnResize(e);
  58. GL.Viewport(ClientRectangle.X, ClientRectangle.Y, ClientRectangle.Width, ClientRectangle.Height);
  59. Matrix4 projection = Matrix4.CreatePerspectiveFieldOfView((float)Math.PI / 3, Width / (float)Height, 0.01f, 3.0f);
  60. GL.MatrixMode(MatrixMode.Projection);
  61. GL.LoadMatrix(ref projection);
  62. }
  63. private void initializeDepthPixels()
  64. {
  65. VertexArray vertexArray = source.getVertexArray();
  66. int numVertices = vertexArray.getNumVertices();
  67. depthPixels = new Point[numVertices];
  68. float size = 0.002f;
  69. for (int i = 0; i < numVertices; i++) {
  70. Vertex vertex = vertexArray.getVertex(i);
  71. Color color = vertexArray.getColor(i);
  72. Point pixel = new Point(vertex, color, size);
  73. depthPixels[i] = pixel;
  74. graphicElements.Add(pixel);
  75. }
  76. Vector palmPosition = source.getPalmPosition3D(1);
  77. Vertex palmVertex = new Vertex(palmPosition[0], palmPosition[2], palmPosition[1]);
  78. palmPoint = new Point(palmVertex, Color.Yellow, 0.005f);
  79. graphicElements.Add(palmPoint);
  80. }
  81. private void updateDepthPixels()
  82. {
  83. VertexArray vertexArray = source.getVertexArray();
  84. int numVertices = vertexArray.getNumVertices();
  85. for (int i = 0; i < numVertices; i++)
  86. {
  87. depthPixels[i].position = vertexArray.getVertex(i);
  88. depthPixels[i].color = vertexArray.getColor(i);
  89. }
  90. Vector palmPosition = source.getPalmPosition3D(1);
  91. palmPoint.position.x = palmPosition[0];
  92. palmPoint.position.y = palmPosition[2];
  93. palmPoint.position.z = palmPosition[1];
  94. }
  95. private void initBuffers()
  96. {
  97. GL.EnableClientState(ArrayCap.VertexArray);
  98. GL.GenBuffers(1, out VBOid);
  99. GL.GenBuffers(1, out IBOid);
  100. GL.BindBuffer(BufferTarget.ArrayBuffer, VBOid);
  101. GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(vertices.Length * sizeof(float)), vertices, BufferUsageHint.StreamDraw);
  102. GL.BindBuffer(BufferTarget.ArrayBuffer, 0);
  103. GL.BindBuffer(BufferTarget.ElementArrayBuffer, IBOid);
  104. GL.BufferData(BufferTarget.ElementArrayBuffer, (IntPtr)(triangles.Length * sizeof(int)), triangles, BufferUsageHint.StaticDraw);
  105. GL.BindBuffer(BufferTarget.ElementArrayBuffer, 0);
  106. }
  107. public void updateBuffer()
  108. {
  109. List<float> verticesData = new List<float>();
  110. List<uint> triangleData = new List<uint>();
  111. foreach (IGraphicElement graphicElement in graphicElements)
  112. {
  113. List<Vector> elementVertices = graphicElement.getVertices();
  114. uint[] elementTriangles = graphicElement.getTriangleIndices();
  115. Color elementColor = graphicElement.getColor();
  116. uint c = (uint)verticesData.Count / 6;
  117. foreach (Vector elementVertex in elementVertices)
  118. {
  119. verticesData.AddRange(convertColor(elementColor));
  120. verticesData.AddRange(elementVertex);
  121. }
  122. for (int i = 0; i < elementTriangles.Length; i++)
  123. {
  124. triangleData.Add(elementTriangles[i] + c);
  125. }
  126. }
  127. vertices = verticesData.ToArray();
  128. triangles = triangleData.ToArray();
  129. GL.BindBuffer(BufferTarget.ArrayBuffer, VBOid);
  130. GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(vertices.Length * sizeof(float)), vertices, BufferUsageHint.StreamDraw);
  131. GL.BindBuffer(BufferTarget.ArrayBuffer, 0);
  132. GL.BindBuffer(BufferTarget.ElementArrayBuffer, IBOid);
  133. GL.BufferData(BufferTarget.ElementArrayBuffer, (IntPtr)(triangles.Length * sizeof(int)), triangles, BufferUsageHint.StaticDraw);
  134. GL.BindBuffer(BufferTarget.ElementArrayBuffer, 0);
  135. }
  136. private void drawBuffer()
  137. {
  138. GL.BindBuffer(BufferTarget.ArrayBuffer, VBOid);
  139. GL.BindBuffer(BufferTarget.ElementArrayBuffer, IBOid);
  140. GL.InterleavedArrays(InterleavedArrayFormat.C3fV3f, 0, IntPtr.Zero);
  141. GL.DrawElements(BeginMode.Triangles, triangles.Length, DrawElementsType.UnsignedInt, 0);
  142. GL.BindBuffer(BufferTarget.ArrayBuffer, 0);
  143. GL.BindBuffer(BufferTarget.ElementArrayBuffer, 0);
  144. }
  145. private List<float> convertColor(Color color)
  146. {
  147. List<float> result = new List<float>();
  148. result.Add(color.R / 255f);
  149. result.Add(color.G / 255f);
  150. result.Add(color.B / 255f);
  151. return result;
  152. }
  153. }
  154. }