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- using System;
- using System.Collections.Generic;
- using System.Drawing;
- using System.Linq;
- using System.Text;
- using System.Threading.Tasks;
- using OpenTK;
- using OpenTK.Graphics.OpenGL;
- using MathNet.Numerics.LinearAlgebra.Single;
- using bbiwarg.DataSource;
- namespace bbiwarg.Graphics
- {
- class Output : GameWindow
- {
- private IVideoDataSource source;
- private Point[,] depthPixels = new Point[320,240];
- private ImageData currentImage;
- private List<IGraphicElement> graphicElements = new List<IGraphicElement>();
- private int VBOid = new int();
- private int IBOid = new int();
- private float[] vertices = new float[0];
- private uint[] triangles = new uint[0];
- private float maxDelta = 0;
- public Output(IVideoDataSource source)
- {
- this.source = source;
- currentImage = source.getImageData();
- }
- protected override void OnLoad(EventArgs e)
- {
- base.OnLoad(e);
- Title = "OutputTest";
- GL.ClearColor(Color.Black);
- initializeDepthPixels();
- initBuffers();
- }
- protected override void OnRenderFrame(FrameEventArgs e)
- {
- base.OnRenderFrame(e);
- GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
- Matrix4 modelview = Matrix4.LookAt(Vector3.Zero, -Vector3.UnitZ, Vector3.UnitY);
- GL.MatrixMode(MatrixMode.Modelview);
- GL.LoadMatrix(ref modelview);
- source.releaseFrame();
- source.updateFrame();
- currentImage = source.getImageData();
- updateDepthPixels();
- updateBuffer();
- drawBuffer();
- SwapBuffers();
- }
- protected override void OnResize(EventArgs e)
- {
- base.OnResize(e);
- GL.Viewport(ClientRectangle.X, ClientRectangle.Y, ClientRectangle.Width, ClientRectangle.Height);
- Matrix4 projection = Matrix4.CreatePerspectiveFieldOfView((float)Math.PI / 4, Width / (float)Height, 1.0f, 3000.0f);
- GL.MatrixMode(MatrixMode.Projection);
- GL.LoadMatrix(ref projection);
- }
- private void initializeDepthPixels()
- {
- int width = currentImage.getWidth();
- int height = currentImage.getHeight();
- for (int x = 0; x < width; x++)
- {
- for (int y = 0; y < height; y++)
- {
- Vertex vertex = new Vertex(x, y, 0.0f);
- Color color = Color.White;
- float size = 0.5f;
- Point pixel = new Point(vertex, color, size);
- depthPixels[x, y] = pixel;
- graphicElements.Add(pixel);
- }
- }
- }
- private void updateDepthPixels()
- {
- for (int x = 0; x < currentImage.getWidth(); x++)
- {
- for (int y = 0; y < currentImage.getHeight(); y++)
- {
- Point depthPixel = depthPixels[x, y];
- depthPixel.position.z = currentImage.getDepth(x, y);
- depthPixel.color = currentImage.getColor(x, y);
- }
- }
- }
- private void initBuffers()
- {
- GL.EnableClientState(ArrayCap.VertexArray);
- GL.GenBuffers(1, out VBOid);
- GL.GenBuffers(1, out IBOid);
- GL.BindBuffer(BufferTarget.ArrayBuffer, VBOid);
- GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(vertices.Length * sizeof(float)), vertices, BufferUsageHint.StreamDraw);
- GL.BindBuffer(BufferTarget.ArrayBuffer, 0);
- GL.BindBuffer(BufferTarget.ElementArrayBuffer, IBOid);
- GL.BufferData(BufferTarget.ElementArrayBuffer, (IntPtr)(triangles.Length * sizeof(int)), triangles, BufferUsageHint.StaticDraw);
- GL.BindBuffer(BufferTarget.ElementArrayBuffer, 0);
- }
- public void updateBuffer()
- {
- List<float> verticesData = new List<float>();
- List<uint> triangleData = new List<uint>();
- foreach (IGraphicElement graphicElement in graphicElements)
- {
- List<Vector> elementVertices = graphicElement.getVertices(currentImage.getWidth(), currentImage.getHeight());
- uint[] elementTriangles = graphicElement.getTriangleIndices();
- Color elementColor = graphicElement.getColor();
- uint c = (uint)verticesData.Count / 6;
- foreach (Vector elementVertex in elementVertices)
- {
- verticesData.AddRange(convertColor(elementColor));
- verticesData.AddRange(elementVertex);
- }
- for (int i = 0; i < elementTriangles.Length; i++)
- {
- triangleData.Add(elementTriangles[i] + c);
- }
- }
- vertices = verticesData.ToArray();
- triangles = triangleData.ToArray();
- GL.BindBuffer(BufferTarget.ArrayBuffer, VBOid);
- GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(vertices.Length * sizeof(float)), vertices, BufferUsageHint.StreamDraw);
- GL.BindBuffer(BufferTarget.ArrayBuffer, 0);
- GL.BindBuffer(BufferTarget.ElementArrayBuffer, IBOid);
- GL.BufferData(BufferTarget.ElementArrayBuffer, (IntPtr)(triangles.Length * sizeof(int)), triangles, BufferUsageHint.StaticDraw);
- GL.BindBuffer(BufferTarget.ElementArrayBuffer, 0);
- }
- private void drawBuffer()
- {
- GL.BindBuffer(BufferTarget.ArrayBuffer, VBOid);
- GL.BindBuffer(BufferTarget.ElementArrayBuffer, IBOid);
- GL.InterleavedArrays(InterleavedArrayFormat.C3fV3f, 0, IntPtr.Zero);
- GL.DrawElements(BeginMode.Triangles, triangles.Length, DrawElementsType.UnsignedInt, 0);
- GL.BindBuffer(BufferTarget.ArrayBuffer, 0);
- GL.BindBuffer(BufferTarget.ElementArrayBuffer, 0);
- }
- private List<float> convertColor(Color color)
- {
- List<float> result = new List<float>();
- result.Add(color.R / 255f);
- result.Add(color.G / 255f);
- result.Add(color.B / 255f);
- return result;
- }
-
- }
- }
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