Beispiel #1
0
		// This method renders our scene.
		// We could optimize it in any of several ways, including factoring out the repeated OpenGL initialization calls and 
		// hanging onto the GLU quadric object, but the details of how it's implemented aren't important here. 
		// The main thing to note is that we've factored the drawing code out of the NSView subclass so that
		// the full-screen and non-fullscreen views share the same states for rendering 
		// (and MainController can use it when rendering in full-screen mode on pre-10.6 systems).
		public void render ()
		{
			
			GL.Enable (EnableCap.DepthTest);
			GL.Enable (EnableCap.CullFace);
			GL.Enable (EnableCap.Lighting);
			GL.Enable (EnableCap.Light0);
			GL.Enable (EnableCap.Texture2D);
			
			GL.ClearColor (0, 0, 0, 0);
			GL.Clear (ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
			
			// Upload the texture
			// Since we are sharing OpenGL objects between the full-screen and non-fullscreen contexts, we only need to do this once
			if (textureName == 0) {
				var path = NSBundle.MainBundle.PathForResource ("Earth", "jpg");
				texture = new Texture (path);
				textureName = texture.TextureName;
			}
			
			// Set up texturing parameters
			GL.BindTexture (TextureTarget.Texture2D, textureName);
			GL.TexEnv (TextureEnvTarget.TextureEnv, TextureEnvParameter.TextureEnvMode, (float)All.Modulate);
			
			lightDirection[0] = (float)Math.Cos (degreesToRadians (SunAngle));
			lightDirection[2] = (float)Math.Sin (degreesToRadians (SunAngle));
			GL.Light (LightName.Light0, LightParameter.Position, lightDirection);
			
			GL.PushMatrix ();
			
			// Back the camera off a bit
			GL.Translate (0, 0, -1.5f);
			
			// Draw the Earth!
			if (wireFrame)
				GL.PolygonMode (MaterialFace.FrontAndBack, PolygonMode.Line);
			else
				GL.PolygonMode (MaterialFace.FrontAndBack, PolygonMode.Fill);
			
			GL.Material (MaterialFace.Front, MaterialParameter.Ambient, materialAmbient);
			GL.Material (MaterialFace.Front, MaterialParameter.Diffuse, materialDiffuse);
			
			GL.Rotate (RollAngle, 1, 0, 0);
			// Earth's axial tilt is 23.45 degrees from the plane of the ecliptic
			GL.Rotate (-23.45, 0, 0, 1);
			GL.Rotate ((animationPhase * 360), 0, 1, 0);
			GL.Rotate (-90, 1, 0, 0);
			
			sphere.Draw ();
			
			GL.PopMatrix ();
			
			GL.BindTexture (TextureTarget.Texture2D, 0);
			GL.Flush ();
		}
Beispiel #2
0
        // This method renders our scene.
        // We could optimize it in any of several ways, including factoring out the repeated OpenGL initialization calls and
        // hanging onto the GLU quadric object, but the details of how it's implemented aren't important here.
        // The main thing to note is that we've factored the drawing code out of the NSView subclass so that
        // the full-screen and non-fullscreen views share the same states for rendering
        // (and MainController can use it when rendering in full-screen mode on pre-10.6 systems).
        public void Render()
        {
            IntPtr quadric = IntPtr.Zero;

            GL.glEnable (GL.GL_DEPTH_TEST);
            GL.glEnable (GL.GL_CULL_FACE);
            GL.glEnable (GL.GL_LIGHTING);
            GL.glEnable (GL.GL_LIGHT0);
            GL.glEnable (GL.GL_TEXTURE_2D);

            GL.glClearColor (0, 0, 0, 0);
            GL.glClear (GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT);

            // Upload the texture
            // Since we are sharing OpenGL objects between the full-screen and non-fullscreen contexts, we only need to do this once
            if (this.texture == null) {
                NSString path = NSBundle.MainBundle.PathForResourceOfType ("Earth", "jpg");
                this.texture = new Texture (path);
                this.textureName = this.texture.TextureName;
            }

            // Set up texturing parameters
            GL.glBindTexture (GL.GL_TEXTURE_2D, this.textureName);
            GL.glTexEnvf (GL.GL_TEXTURE_ENV, GL.GL_TEXTURE_ENV_MODE, GL.GL_MODULATE);

            // Set up our single directional light (the Sun!)
            lightDirection[0] = (float)Math.Cos (sunAngle * Math.PI / 180.0);
            lightDirection[2] = (float)Math.Sin (sunAngle * Math.PI / 180.0);
            GL.glLightfv (GL.GL_LIGHT0, GL.GL_POSITION, lightDirection);

            GL.glPushMatrix ();

            // Back the camera off a bit
            GL.glTranslatef (0.0f, 0.0f, -1.5f);

            // Draw the Earth!
            quadric = GL.gluNewQuadric ();
            if (wireframe) {
                GL.gluQuadricDrawStyle (quadric, GL.GLU_LINE);
            }

            GL.gluQuadricTexture (quadric, (byte)GL.GL_TRUE);
            GL.glMaterialfv (GL.GL_FRONT, GL.GL_AMBIENT, materialAmbient);
            GL.glMaterialfv (GL.GL_FRONT, GL.GL_DIFFUSE, materialDiffuse);
            GL.glRotatef (rollAngle, 1.0f, 0.0f, 0.0f);
            GL.glRotatef (-23.45f, 0.0f, 0.0f, 1.0f);
            // Earth's axial tilt is 23.45 degrees from the plane of the ecliptic
            GL.glRotatef (animationPhase * 360.0f, 0.0f, 1.0f, 0.0f);
            GL.glRotatef (-90.0f, 1.0f, 0.0f, 0.0f);
            GL.gluSphere (quadric, radius, 48, 24);
            GL.gluDeleteQuadric (quadric);
            quadric = IntPtr.Zero;

            GL.glPopMatrix ();

            GL.glBindTexture (GL.GL_TEXTURE_2D, 0);
        }