FrontFace() public method

public FrontFace ( FrontFaceDirection mode ) : void
mode FrontFaceDirection
return void
        protected override void BeginRender(GraphicsInterface GI)
        {
            GI.Features.Texturing2D.Enable();
            GI.TexEnv(TextureEnvModeParam.Decal);

            GI.FrontFace(FrontFaceDirection.Cw);
            GI.PolygonMode(GLFace.Front, PolygonMode.Fill);
        }
Beispiel #2
0
        public override void Render(GraphicsInterface GI)
        {
            GI.TexParameter(TextureParameterTarget.Texture2d, TextureParameterName.TextureMinFilter, TextureMinFilter.Linear);
            GI.TexParameter(TextureParameterTarget.Texture2d, TextureParameterName.TextureMagFilter, TextureMagFilter.Linear);
            GI.TexParameter(TextureParameterTarget.Texture2d, TextureParameterName.TextureWrapS, TextureWrapMode.Repeat);
            GI.TexParameter(TextureParameterTarget.Texture2d, TextureParameterName.TextureWrapT, TextureWrapMode.Repeat);
            GI.TexEnv(TextureEnvModeParam.Modulate);
            GI.Features.Texturing2D.Enable();

            if (fMirrorView)
                GI.FrontFace(FrontFaceDirection.Cw);
            else
                GI.FrontFace(FrontFaceDirection.Ccw);

            if (null != fTexture)
                fTexture.Bind();

            base.Render(GI);


            if (null != fTexture)
                fTexture.Unbind();
        }
Beispiel #3
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        protected override void BeginRender(GraphicsInterface GI)
        {
            GI.TexParameter(TextureParameterTarget.Texture2d, TextureParameterName.TextureMinFilter, TextureMinFilter.Linear);
            GI.TexParameter(TextureParameterTarget.Texture2d, TextureParameterName.TextureMagFilter, TextureMagFilter.Linear);
            GI.TexParameter(TextureParameterTarget.Texture2d, TextureParameterName.TextureWrapS, TextureWrapMode.Clamp);
            GI.TexParameter(TextureParameterTarget.Texture2d, TextureParameterName.TextureWrapT, TextureWrapMode.Clamp);
            GI.TexEnv(TextureEnvModeParam.Modulate);
            GI.Features.Texturing2D.Enable();


            // Set drawing color to white
            GI.Drawing.Color = ColorRGBA.White;
            GI.FrontFace(FrontFaceDirection.Cw);
            GI.PolygonMode(GLFace.Front, PolygonMode.Fill);

            CylinderTexture.Bind();
        }
Beispiel #4
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        public static void DrawTextureImageUnrotatedAndOrthographically(GraphicsInterface gi, int clientWidth, int clientHeight, GLTexture2D texture,
          int drawX, int drawYTextMode, // i.e., 0 == draw TOP of image at TOP of viewport, Y-axis points DOWN
          int drawWidth, int drawHeight)
        {
            // Change rendering conditions
            gi.Features.DepthTest.Disable();
            gi.Features.CullFace.Disable();

            // Preserve current matrices, and switch to an orthographic view, and 
            //   do scaling and translation as necessary.
            gi.MatrixMode(MatrixMode.Projection);
            gi.PushMatrix();
            gi.MatrixMode(MatrixMode.Modelview);
            gi.PushMatrix();


            gi.MatrixMode(MatrixMode.Projection);
            gi.LoadIdentity();
            gi.Ortho(0, (clientWidth - 1), 0, (clientHeight - 1), -1.0, 1.0);

            gi.MatrixMode(MatrixMode.Modelview);
            gi.LoadIdentity();



            if (null != texture)
            {
                // Enable texture
                texture.Bind();
            }

            // Enable blending
            gi.Features.Blend.Enable();
            gi.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.OneMinusSrcAlpha);


            // Draw a quad

            gi.Drawing.Quads.Begin();

            // TOP-LEFT
            gi.TexCoord(0.0f, 1.0f);
            gi.Color(ColorRGBA.White);
            gi.Vertex((drawX), ((clientHeight - 1) - drawYTextMode), 0.0f);

            // BOTTOM-LEFT
            gi.TexCoord(0.0f, 0.0f);
            gi.Color(1.0f, 1.0f, 1.0f, 1.0f);
            gi.Vertex(drawX, ((clientHeight - 1) - (drawYTextMode + drawHeight)), 0.0f);

            // BOTTOM-RIGHT
            gi.TexCoord(1.0f, 0.0f);
            gi.Color(1.0f, 1.0f, 1.0f, 1.0f);
            gi.Vertex((drawX + (drawWidth)), ((clientHeight - 1) - (drawYTextMode + drawHeight)), 0.0f);

            // TOP-RIGHT
            gi.TexCoord(1.0f, 1.0f);
            gi.Color(1.0f, 1.0f, 1.0f, 1.0f);
            gi.Vertex((drawX + (drawWidth)), ((clientHeight - 1) - drawYTextMode), 0.0f);

            gi.Drawing.Quads.End();


            // Disable blending
            gi.Features.Blend.Disable();

            if (null != texture)
            {
                // Disable texture
                gi.Features.Texturing2D.Disable();
                gi.BindTexture(TextureBindTarget.Texture2d, 0);
            }


            // Restore original matrices.
            gi.MatrixMode(MatrixMode.Modelview);
            gi.PopMatrix();
            gi.MatrixMode(MatrixMode.Projection);
            gi.PopMatrix();


            // Restore rendering conditions
            gi.FrontFace(FrontFaceDirection.Ccw); // MUST DO AFTER USING wglUseFontOutlines LISTS!!!
            gi.Features.DepthTest.Enable();
            gi.Features.CullFace.Enable();
        }
Beispiel #5
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        void SetupTextureOptions(GraphicsInterface GI)
        {
            GI.TexParameter(TextureParameterTarget.Texture2d, TextureParameterName.TextureMinFilter, TextureMinFilter.Linear);
            GI.TexParameter(TextureParameterTarget.Texture2d, TextureParameterName.TextureMagFilter, TextureMagFilter.Linear);
            GI.TexParameter(TextureParameterTarget.Texture2d, TextureParameterName.TextureWrapS, TextureWrapMode.Repeat);
            GI.TexParameter(TextureParameterTarget.Texture2d, TextureParameterName.TextureWrapT, TextureWrapMode.Repeat);
            GI.TexEnv(TextureEnvModeParam.Modulate);
            GI.Features.Texturing2D.Enable();
            GI.FrontFace(FrontFaceDirection.Ccw);

            if (null != fTexture)
                fTexture.Bind();
        }