Opentk/Source/Examples/OpenGL/1.x/StencilCSG.cs

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// This code was written for the OpenTK library and has been released
// to the Public Domain.
// It is provided "as is" without express or implied warranty of any kind.
using System;
using System.Drawing;
using System.Drawing.Imaging;
using System.Diagnostics;
using OpenTK;
using OpenTK.Input;
using OpenTK.Graphics;
using OpenTK.Graphics.OpenGL;
using Examples.Shapes;
namespace Examples.Tutorial
{
[Example("Stencil CSG", ExampleCategory.OpenGL, "1.x", Documentation = "StencilCSG")]
partial class StencilCSG : GameWindow
{
#region Model Related
DrawableShape OperandB;
DrawableShape OperandA;
float MySphereZOffset = 0f;
float MySphereXOffset = 0f;
int Texture;
#endregion Model Related
string WindowTitle;
bool ShowDebugWireFrame = true;
float CameraZoom;
float CameraRotX;
float CameraRotY;
Vector3 EyePosition = new Vector3(0f, 0f, 15f);
#region Window
public StencilCSG()
: base(800, 600, new GraphicsMode(new ColorFormat(8, 8, 8, 8), 24, 8)) // request 8-bit stencil buffer
{
base.VSync = VSyncMode.Off;
Keyboard.KeyDown += delegate(object sender, KeyboardKeyEventArgs e)
{
switch (e.Key)
{
case Key.Escape: this.Exit(); break;
case Key.Space: ShowDebugWireFrame = !ShowDebugWireFrame; break;
}
};
}
protected override void OnResize(EventArgs e)
{
GL.Viewport(0, 0, Width, Height);
GL.MatrixMode(MatrixMode.Projection);
Matrix4 p = Matrix4.CreatePerspectiveFieldOfView(MathHelper.PiOver4, Width / (float)Height, 0.1f, 64.0f);
GL.LoadMatrix(ref p);
}
#endregion Window
protected override void OnLoad(EventArgs e)
{
#region Abort on platforms which will not be able to execute the ops properly
/*
if (!GL.SupportsExtension("VERSION_1_2"))
{
Trace.WriteLine("Aborting. OpenGL 1.2 or later required.");
this.Exit();
}
int[] t = new int[2];
GL.GetInteger(GetPName.MajorVersion, out t[0]);
GL.GetInteger(GetPName.MinorVersion, out t[1]);
Trace.WriteLine("OpenGL Context Version: " + t[0] + "." + t[1]);
GL.GetInteger(GetPName.DepthBits, out t[0]);
Trace.WriteLine("Depth Bits: " + t[0]);
GL.GetInteger(GetPName.StencilBits, out t[1]);
Trace.WriteLine("Stencil Bits: " + t[1]);
if (t[0] < 16)
{
Trace.WriteLine("Aborting. Need at least 16 depth bits, only " + t[0] + " available.");
this.Exit();
}
if (t[1] < 1)
{
Trace.WriteLine("Aborting. Need at least 1 stencil bit, only " + t[1] + " available.");
this.Exit();
}
*/
#endregion Abort on platforms which will not be able to execute the ops properly
WindowTitle = "Cube-Sphere Stencil CSG " + GL.GetString(StringName.Renderer) + " (GL " + GL.GetString(StringName.Version) + ")";
#region GL States
GL.ClearColor(.08f, .12f, .16f, 1f);
GL.Enable(EnableCap.DepthTest);
GL.DepthFunc(DepthFunction.Less);
GL.ClearDepth(1.0);
GL.Enable(EnableCap.StencilTest);
GL.ClearStencil(0);
GL.StencilMask(0xFFFFFFFF); // read&write
GL.Enable(EnableCap.CullFace);
GL.FrontFace(FrontFaceDirection.Ccw);
GL.CullFace(CullFaceMode.Back);
GL.PolygonMode(MaterialFace.FrontAndBack, PolygonMode.Fill);
GL.Color4(1f, 1f, 1f, 1f);
GL.Enable(EnableCap.Lighting);
GL.Enable(EnableCap.Light0);
GL.ShadeModel(ShadingModel.Smooth);
#endregion GL States
#region Load Texture
Bitmap bitmap = new Bitmap("Data/Textures/logo-dark.jpg");
bitmap.RotateFlip(RotateFlipType.RotateNoneFlipY);
GL.GenTextures(1, out Texture);
GL.BindTexture(TextureTarget.Texture2D, Texture);
BitmapData data = bitmap.LockBits(new System.Drawing.Rectangle(0, 0, bitmap.Width, bitmap.Height), ImageLockMode.ReadOnly, System.Drawing.Imaging.PixelFormat.Format32bppArgb);
GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.Rgba, data.Width, data.Height, 0, OpenTK.Graphics.OpenGL.PixelFormat.Bgra, PixelType.UnsignedByte, data.Scan0);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Linear);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Linear);
GL.Finish();
bitmap.UnlockBits(data);
#endregion Load Texture
OperandA = new ChamferCube(1.5, 2.0, 2.5, ChamferCube.SubDivs.Four, 0.42, true);
OperandB = new SlicedSphere(2.0f, Vector3d.Zero,
SlicedSphere.eSubdivisions.Three,
new SlicedSphere.eDir[] { SlicedSphere.eDir.All },
true);
#region Invert Operand B's Normals
// only the inside of the operand is ever drawn to color buffers and lighting requires this.
BeginMode tempPrimMode;
VertexT2dN3dV3d[] tempVertices;
uint[] tempIndices;
OperandB.GetArraysforVBO(out tempPrimMode, out tempVertices, out tempIndices);
OperandB.Dispose();
for (int i = 0; i < tempVertices.Length; i++)
{
tempVertices[i].Normal *= -1.0;
tempVertices[i].Normal.Normalize();
}
OperandB = new VboShape(ref tempPrimMode, ref tempVertices, ref tempIndices, true);
#endregion Invert Operand B's Normals
}
protected override void OnUnload(EventArgs e)
{
GL.DeleteTextures(1, ref Texture);
OperandA.Dispose();
OperandB.Dispose();
base.OnUnload(e);
}
protected override void OnUpdateFrame(FrameEventArgs e)
{
#region Magic numbers for camera
CameraRotX = -Mouse.X * .5f;
CameraRotY = Mouse.Y * .5f;
CameraZoom = Mouse.Wheel * .2f;
#endregion Magic numbers for camera
}
public void DrawOperandB()
{
GL.PushMatrix();
GL.Translate(Math.Cos(MySphereXOffset), -1f, Math.Cos(MySphereZOffset));
OperandB.Draw();
GL.PopMatrix();
}
public void DrawOperandA()
{
GL.Enable(EnableCap.Texture2D);
OperandA.Draw();
GL.Disable(EnableCap.Texture2D);
}
public void RenderCsg()
{
// first pass
GL.Disable(EnableCap.StencilTest);
GL.ColorMask(false, false, false, false);
GL.CullFace(CullFaceMode.Front);
DrawOperandB();// draw front-faces into depth buffer
// use stencil plane to find parts of b in a
GL.DepthMask(false);
GL.Enable(EnableCap.StencilTest);
GL.StencilFunc(StencilFunction.Always, 0, 0);
GL.StencilOp(StencilOp.Keep, StencilOp.Keep, StencilOp.Incr);
GL.CullFace(CullFaceMode.Back);
DrawOperandA(); // increment the stencil where the front face of a is drawn
GL.StencilOp(StencilOp.Keep, StencilOp.Keep, StencilOp.Decr);
GL.CullFace(CullFaceMode.Front);
DrawOperandA(); // decrement the stencil buffer where the back face of a is drawn
GL.DepthMask(true);
GL.Disable(EnableCap.DepthTest);
GL.ColorMask(true, true, true, true);
GL.StencilFunc(StencilFunction.Notequal, 0, 1);
DrawOperandB(); // draw the part of b that's in a
// fix depth
GL.ColorMask(false, false, false, false);
GL.Enable(EnableCap.DepthTest);
GL.Disable(EnableCap.StencilTest);
GL.DepthFunc(DepthFunction.Always);
DrawOperandA();
GL.DepthFunc(DepthFunction.Less);
// second pass
GL.CullFace(CullFaceMode.Back);
DrawOperandA();
GL.DepthMask(false);
GL.Enable(EnableCap.StencilTest);
GL.StencilFunc(StencilFunction.Always, 0, 0);
GL.StencilOp(StencilOp.Keep, StencilOp.Keep, StencilOp.Incr);
DrawOperandB(); // increment the stencil where the front face of b is drawn
GL.StencilOp(StencilOp.Keep, StencilOp.Keep, StencilOp.Decr);
GL.CullFace(CullFaceMode.Front);
DrawOperandB(); // decrement the stencil buffer where the back face of b is drawn
GL.DepthMask(true);
GL.Disable(EnableCap.DepthTest);
GL.ColorMask(true, true, true, true);
GL.StencilFunc(StencilFunction.Equal, 0, 1);
GL.CullFace(CullFaceMode.Back);
DrawOperandA(); // draw the part of a that's in b
GL.Enable(EnableCap.DepthTest);
}
protected override void OnRenderFrame(FrameEventArgs e)
{
this.Title = WindowTitle + " FPS: " + (1f / e.Time).ToString("0.");
MySphereZOffset += (float)(e.Time * 3.1);
MySphereXOffset += (float)(e.Time * 4.2);
#region Transform setup
GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit | ClearBufferMask.StencilBufferBit);
// Camera
GL.MatrixMode(MatrixMode.Modelview);
Matrix4 mv = Matrix4.LookAt(EyePosition, Vector3.Zero, Vector3.UnitY);
GL.LoadMatrix(ref mv);
GL.Translate(0f, 0f, CameraZoom);
GL.Rotate(CameraRotX, Vector3.UnitY);
GL.Rotate(CameraRotY, Vector3.UnitX);
#endregion Transform setup
RenderCsg();
// ---------------------------------
if (ShowDebugWireFrame)
{
GL.Color3(System.Drawing.Color.LightGray);
GL.Disable(EnableCap.StencilTest);
GL.Disable(EnableCap.Lighting);
//GL.Disable( EnableCap.DepthTest );
GL.PolygonMode(MaterialFace.Front, PolygonMode.Line);
DrawOperandB();
GL.PolygonMode(MaterialFace.Front, PolygonMode.Fill);
GL.Enable(EnableCap.DepthTest);
GL.Enable(EnableCap.Lighting);
GL.Enable(EnableCap.StencilTest);
}
this.SwapBuffers();
}
[STAThread]
static void Main()
{
using (StencilCSG example = new StencilCSG())
{
Utilities.SetWindowTitle(example);
example.Run(30.0, 0.0);
}
}
}
}