public override void Draw(GL_ControlLegacy control)
        {
            control.UpdateModelMatrix(Matrix4.CreateScale(0.5f) * Matrix4.CreateTranslation(Position));

            GL.BindTexture(TextureTarget.Texture2D, Framework.TextureSheet);

            #region drawfaces
            GL.Begin(PrimitiveType.Quads);
            GL.Color4(CubeColor);
            GL.TexCoord2(0.71875f, 0.515625f);
            GL.Vertex3(points[7]);
            GL.TexCoord2(0.53125f, 0.515625f);
            GL.Vertex3(points[6]);
            GL.TexCoord2(0.53125f, 0.984375f);
            GL.Vertex3(points[2]);
            GL.TexCoord2(0.71875f, 0.984375f);
            GL.Vertex3(points[3]);

            GL.Color4(CubeColor * 0.71875f);
            GL.TexCoord2(0.53125f, 0.515625f);
            GL.Vertex3(points[4]);
            GL.TexCoord2(0.71875f, 0.515625f);
            GL.Vertex3(points[5]);
            GL.TexCoord2(0.71875f, 0.984375f);
            GL.Vertex3(points[1]);
            GL.TexCoord2(0.53125f, 0.984375f);
            GL.Vertex3(points[0]);
            GL.End();

            GL.Begin(PrimitiveType.QuadStrip);
            GL.TexCoord2(0.71875f, 0.515625f);
            GL.Color4(CubeColor);
            GL.Vertex3(points[7]);
            GL.Color4(CubeColor * 0.71875f);
            GL.Vertex3(points[5]);
            GL.Color4(CubeColor);
            GL.Vertex3(points[6]);
            GL.Color4(CubeColor * 0.71875f);
            GL.Vertex3(points[4]);
            GL.Color4(CubeColor);
            GL.Vertex3(points[2]);
            GL.Color4(CubeColor * 0.71875f);
            GL.Vertex3(points[0]);
            GL.Color4(CubeColor);
            GL.Vertex3(points[3]);
            GL.Color4(CubeColor * 0.71875f);
            GL.Vertex3(points[1]);
            GL.Color4(CubeColor);
            GL.Vertex3(points[7]);
            GL.Color4(CubeColor * 0.71875f);
            GL.Vertex3(points[5]);
            GL.End();
            #endregion

            #region drawlines
            GL.Disable(EnableCap.Texture2D);

            GL.BindTexture(TextureTarget.Texture2D, 0);

            GL.Color4(CubeColor);

            GL.Begin(PrimitiveType.LineStrip);
            GL.Vertex3(points[6]);
            GL.Vertex3(points[2]);
            GL.Vertex3(points[3]);
            GL.Vertex3(points[7]);
            GL.Vertex3(points[6]);

            GL.Vertex3(points[4]);
            GL.Vertex3(points[5]);
            GL.Vertex3(points[1]);
            GL.Vertex3(points[0]);
            GL.Vertex3(points[4]);
            GL.End();

            GL.Begin(PrimitiveType.Lines);
            GL.Vertex3(points[2]);
            GL.Vertex3(points[0]);
            GL.Vertex3(points[3]);
            GL.Vertex3(points[1]);
            GL.Vertex3(points[7]);
            GL.Vertex3(points[5]);
            GL.End();
            #endregion
            GL.Enable(EnableCap.Texture2D);
        }
Beispiel #2
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 public override void Prepare(GL_ControlLegacy control)
 {
 }
Beispiel #3
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 public virtual void Draw(GL_ControlLegacy control, Pass pass, EditorSceneBase editorScene)
 {
 }
Beispiel #4
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 public override void Draw(GL_ControlLegacy control, Pass pass)
 {
     throw new NotImplementedException();
 }
Beispiel #5
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 public virtual void Draw(GL_ControlLegacy controlLegacy)
 {
 }
Beispiel #6
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 public override void Draw(GL_ControlLegacy control)
 {
     transformAction.Draw(control);
 }
Beispiel #7
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            public static void Draw(GL_ControlLegacy control, Pass pass, Vector4 boxColor, Vector4 lineColor, Vector4 pickingColor)
            {
                if (pass == Pass.OPAQUE)
                {
                    GL.Enable(EnableCap.Texture2D);

                    GL.ActiveTexture(TextureUnit.Texture0);
                    GL.BindTexture(TextureTarget.Texture2D, Framework.TextureSheet);

                    #region draw textured faces
                    Vector4 darkerColor = boxColor * 0.71875f;
                    GL.Begin(PrimitiveType.Quads);
                    GL.Color4(boxColor);
                    GL.TexCoord2(0.71875f, 0.515625f);
                    GL.Vertex3(points[7]);
                    GL.TexCoord2(0.53125f, 0.515625f);
                    GL.Vertex3(points[6]);
                    GL.TexCoord2(0.53125f, 0.984375f);
                    GL.Vertex3(points[2]);
                    GL.TexCoord2(0.71875f, 0.984375f);
                    GL.Vertex3(points[3]);

                    GL.Color4(darkerColor);
                    GL.TexCoord2(0.53125f, 0.515625f);
                    GL.Vertex3(points[4]);
                    GL.TexCoord2(0.71875f, 0.515625f);
                    GL.Vertex3(points[5]);
                    GL.TexCoord2(0.71875f, 0.984375f);
                    GL.Vertex3(points[1]);
                    GL.TexCoord2(0.53125f, 0.984375f);
                    GL.Vertex3(points[0]);
                    GL.End();

                    GL.Begin(PrimitiveType.QuadStrip);
                    GL.TexCoord2(0.71875f, 0.515625f);
                    GL.Color4(boxColor);
                    GL.Vertex3(points[7]);
                    GL.Color4(darkerColor);
                    GL.Vertex3(points[5]);
                    GL.Color4(boxColor);
                    GL.Vertex3(points[6]);
                    GL.Color4(darkerColor);
                    GL.Vertex3(points[4]);
                    GL.Color4(boxColor);
                    GL.Vertex3(points[2]);
                    GL.Color4(darkerColor);
                    GL.Vertex3(points[0]);
                    GL.Color4(boxColor);
                    GL.Vertex3(points[3]);
                    GL.Color4(darkerColor);
                    GL.Vertex3(points[1]);
                    GL.Color4(boxColor);
                    GL.Vertex3(points[7]);
                    GL.Color4(darkerColor);
                    GL.Vertex3(points[5]);
                    GL.End();
                    #endregion

                    GL.Disable(EnableCap.Texture2D);

                    GL.LineWidth(1);
                    GL.Color4(lineColor);
                    GL.CallList(lineDrawList);
                    GL.LineWidth(2);
                }
                else if (pass == Pass.PICKING)
                {
                    #region draw colored faces
                    GL.Color4(pickingColor);
                    GL.Begin(PrimitiveType.Quads);
                    GL.Vertex3(points[7]);
                    GL.Vertex3(points[6]);
                    GL.Vertex3(points[2]);
                    GL.Vertex3(points[3]);

                    GL.Vertex3(points[4]);
                    GL.Vertex3(points[5]);
                    GL.Vertex3(points[1]);
                    GL.Vertex3(points[0]);
                    GL.End();

                    GL.Begin(PrimitiveType.QuadStrip);
                    GL.Vertex3(points[7]);
                    GL.Vertex3(points[5]);
                    GL.Vertex3(points[6]);
                    GL.Vertex3(points[4]);
                    GL.Vertex3(points[2]);
                    GL.Vertex3(points[0]);
                    GL.Vertex3(points[3]);
                    GL.Vertex3(points[1]);
                    GL.Vertex3(points[7]);
                    GL.Vertex3(points[5]);
                    GL.End();
                    #endregion
                }
            }
Beispiel #8
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            public static void DrawWithoutTextures(GL_ControlLegacy control, Pass pass, Vector4 boxColor, Vector4 lineColor, Vector4 pickingColor)
            {
                if (pass == Pass.OPAQUE)
                {
                    GL.Enable(EnableCap.Texture2D);

                    #region draw colored faces
                    GL.Color4(boxColor);
                    GL.Begin(PrimitiveType.Quads);
                    GL.Vertex3(points[7]);
                    GL.Vertex3(points[6]);
                    GL.Vertex3(points[2]);
                    GL.Vertex3(points[3]);

                    GL.Vertex3(points[4]);
                    GL.Vertex3(points[5]);
                    GL.Vertex3(points[1]);
                    GL.Vertex3(points[0]);
                    GL.End();

                    GL.Begin(PrimitiveType.QuadStrip);
                    GL.Vertex3(points[7]);
                    GL.Vertex3(points[5]);
                    GL.Vertex3(points[6]);
                    GL.Vertex3(points[4]);
                    GL.Vertex3(points[2]);
                    GL.Vertex3(points[0]);
                    GL.Vertex3(points[3]);
                    GL.Vertex3(points[1]);
                    GL.Vertex3(points[7]);
                    GL.Vertex3(points[5]);
                    GL.End();
                    #endregion

                    GL.LineWidth(1);
                    GL.Color4(lineColor);
                    GL.CallList(lineDrawList);
                    GL.LineWidth(2);
                }
                else if (pass == Pass.PICKING)
                {
                    #region draw colored faces
                    GL.Color4(pickingColor);
                    GL.Begin(PrimitiveType.Quads);
                    GL.Vertex3(points[7]);
                    GL.Vertex3(points[6]);
                    GL.Vertex3(points[2]);
                    GL.Vertex3(points[3]);

                    GL.Vertex3(points[4]);
                    GL.Vertex3(points[5]);
                    GL.Vertex3(points[1]);
                    GL.Vertex3(points[0]);
                    GL.End();

                    GL.Begin(PrimitiveType.QuadStrip);
                    GL.Vertex3(points[7]);
                    GL.Vertex3(points[5]);
                    GL.Vertex3(points[6]);
                    GL.Vertex3(points[4]);
                    GL.Vertex3(points[2]);
                    GL.Vertex3(points[0]);
                    GL.Vertex3(points[3]);
                    GL.Vertex3(points[1]);
                    GL.Vertex3(points[7]);
                    GL.Vertex3(points[5]);
                    GL.End();
                    #endregion

                    GL.LineWidth(1);
                    GL.CallList(lineDrawList);
                    GL.LineWidth(2);
                }
            }
Beispiel #9
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 public abstract void Draw(GL_ControlLegacy control, Pass pass);
Beispiel #10
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 public override void Draw(GL_ControlLegacy control, Pass pass)
 {
 }
Beispiel #11
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 public abstract void Prepare(GL_ControlLegacy control);
Beispiel #12
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 public override void Prepare(GL_ControlLegacy control)
 {
     throw new NotImplementedException();
 }
Beispiel #13
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 public override void Draw(GL_ControlLegacy control)
 {
 }
 public virtual void DrawPicking(GL_ControlLegacy control)
 {
 }
 public abstract void Draw(GL_ControlLegacy control);