Ejemplo n.º 1
0
        public GuiLayer(Window w, GlProgram pgm, IVertexCoder <GuiVertex> coder, Font fnt)
        {
            _win   = w ?? throw new ArgumentNullException(nameof(w));
            _pgm   = pgm ?? throw new ArgumentNullException(nameof(pgm));
            _array = new VertexArray <GuiVertex>(coder, 4)
            {
                [0] = new GuiVertex(new Vector2(0, 0), new Vector2(0, 1)),
                [1] = new GuiVertex(new Vector2(1, 0), new Vector2(1, 1)),
                [2] = new GuiVertex(new Vector2(1, 1), new Vector2(1, 0)),
                [3] = new GuiVertex(new Vector2(0, 1), new Vector2(0, 0))
            };
            _indices = new IndexBuffer(6, _array)
            {
                [0] = 0,
                [1] = 1,
                [2] = 2,
                [3] = 0,
                [4] = 2,
                [5] = 3,
            };
            _font = fnt ?? throw new ArgumentNullException(nameof(fnt));

            _uColor = pgm.GetUniform("uColor");
            _uColor.EnsureType(new ShaderElementType(PrimitiveTypes.Float, 4));
            _uTexture = pgm.GetUniform("uTexture");
            _uTexture.EnsureType(new ShaderElementType(PrimitiveTypes.Sampler, 2));
            _uTextureEnabled = pgm.GetUniform("uTextureEnabled");
            _uTextureEnabled.EnsureType(new ShaderElementType(PrimitiveTypes.Bool, 1));
            _uTransform = pgm.GetUniform("uTransform");
            _uTransform.EnsureType(new ShaderElementType(PrimitiveTypes.Matrix, 4));
            _uScale = pgm.GetUniform("uScale");
            _uScale.EnsureType(new ShaderElementType(PrimitiveTypes.Float, 2));
        }
Ejemplo n.º 2
0
        public RenderHandle(Window win, GlProgram program)
        {
            Window       = win ?? throw new ArgumentNullException(nameof(win));
            Program      = program;
            _uModel      = program.GetUniform(UNIFORM_MODEL);
            _uView       = program.GetUniform(UNIFORM_VIEW);
            _uProjection = program.GetUniform(UNIFORM_PROJECTION);
            _uShade      = program.GetUniform(UNIFORM_SHADE);
            _uMaterial   = new MaterialUniform(program.GetUniform($"{UNIFORM_MATERIAL}.ambient"), program.GetUniform($"{UNIFORM_MATERIAL}.diffusion"), program.GetUniform($"{UNIFORM_MATERIAL}.color"));
            _uLightCount = program.GetUniform(UNIFORM_LIGHT_COUNT);

            for (uint i = 0; i < LIGHT_LIMIT; i++)
            {
                _uLight[i] = new LightUniform(program.GetUniform($"{UNIFORM_LIGHT}[{i}].position"), program.GetUniform($"{UNIFORM_LIGHT}[{i}].color"), program.GetUniform($"{UNIFORM_LIGHT}[{i}].intensity"));
            }

            _uModel.EnsureType(new ShaderElementType(PrimitiveTypes.Matrix, 4));
            _uView.EnsureType(new ShaderElementType(PrimitiveTypes.Matrix, 4));
            _uProjection.EnsureType(new ShaderElementType(PrimitiveTypes.Matrix, 4));
            _uShade.EnsureType(new ShaderElementType(PrimitiveTypes.Bool, 1));
        }
Ejemplo n.º 3
0
        /// <summary>
        /// Rendering code itself (separated for clarity).
        /// </summary>
        void RenderScene()
        {
            // Scene rendering.
            if (scene != null &&
                (scene.Lines > 0 || scene.Triangles > 0) && // scene is nonempty => render it
                useVBO)
            {
                GL.LineWidth(scene.LineWidth);

                // [txt] [colors] [normals] vertices
                GL.BindBuffer(BufferTarget.ArrayBuffer, VBOid[0]);
                IntPtr p = IntPtr.Zero;

                if (useShaders)
                {
                    SetVertexPointer(false);
                    SetVertexAttrib(true);

                    // Using GLSL shaders.
                    GL.UseProgram(activeProgram.Id);

                    // Uniforms.
                    Matrix4 modelView  = cam.ModelView;
                    Matrix4 projection = cam.Projection;
                    Vector3 eye        = cam.Eye;
                    GL.UniformMatrix4(activeProgram.GetUniform("matrixModelView"), false, ref modelView);
                    GL.UniformMatrix4(activeProgram.GetUniform("matrixProjection"), false, ref projection);

                    GL.Uniform3(activeProgram.GetUniform("globalAmbient"), ref globalAmbient);
                    GL.Uniform3(activeProgram.GetUniform("lightColor"), ref whiteLight);
                    GL.Uniform3(activeProgram.GetUniform("lightPosition"), ref lightPosition);
                    GL.Uniform3(activeProgram.GetUniform("eyePosition"), ref eye);
                    GL.Uniform3(activeProgram.GetUniform("Ka"), ref matAmbient);
                    GL.Uniform3(activeProgram.GetUniform("Kd"), ref matDiffuse);
                    GL.Uniform3(activeProgram.GetUniform("Ks"), ref matSpecular);
                    GL.Uniform1(activeProgram.GetUniform("shininess"), matShininess);

                    // Color handling.
                    bool useGlobalColor = checkGlobalColor.Checked;
                    if (!scene.HasColors())
                    {
                        useGlobalColor = true;
                    }
                    GL.Uniform1(activeProgram.GetUniform("globalColor"), useGlobalColor ? 1 : 0);

                    // Shading.
                    bool shadingPhong   = checkPhong.Checked;
                    bool shadingGouraud = checkSmooth.Checked;
                    if (!shadingGouraud)
                    {
                        shadingPhong = false;
                    }
                    GL.Uniform1(activeProgram.GetUniform("shadingPhong"), shadingPhong ? 1 : 0);
                    GL.Uniform1(activeProgram.GetUniform("shadingGouraud"), shadingGouraud ? 1 : 0);
                    GL.Uniform1(activeProgram.GetUniform("useAmbient"), checkAmbient.Checked ? 1 : 0);
                    GL.Uniform1(activeProgram.GetUniform("useDiffuse"), checkDiffuse.Checked ? 1 : 0);
                    GL.Uniform1(activeProgram.GetUniform("useSpecular"), checkSpecular.Checked ? 1 : 0);
                    GlInfo.LogError("set-uniforms");

                    // Texture handling.
                    bool useTexture = checkTexture.Checked;
                    if (!scene.HasTxtCoords() ||
                        texName == 0)
                    {
                        useTexture = false;
                    }
                    GL.Uniform1(activeProgram.GetUniform("useTexture"), useTexture ? 1 : 0);
                    GL.Uniform1(activeProgram.GetUniform("texSurface"), 0);
                    if (useTexture)
                    {
                        GL.ActiveTexture(TextureUnit.Texture0);
                        GL.BindTexture(TextureTarget.Texture2D, texName);
                    }
                    GlInfo.LogError("set-texture");

                    if (activeProgram.HasAttribute("texCoords"))
                    {
                        GL.VertexAttribPointer(activeProgram.GetAttribute("texCoords"), 2, VertexAttribPointerType.Float, false, stride, p);
                    }
                    if (scene.HasTxtCoords())
                    {
                        p += Vector2.SizeInBytes;
                    }

                    if (activeProgram.HasAttribute("color"))
                    {
                        GL.VertexAttribPointer(activeProgram.GetAttribute("color"), 3, VertexAttribPointerType.Float, false, stride, p);
                    }
                    if (scene.HasColors())
                    {
                        p += Vector3.SizeInBytes;
                    }

                    if (activeProgram.HasAttribute("normal"))
                    {
                        GL.VertexAttribPointer(activeProgram.GetAttribute("normal"), 3, VertexAttribPointerType.Float, false, stride, p);
                    }
                    if (scene.HasNormals())
                    {
                        p += Vector3.SizeInBytes;
                    }

                    GL.VertexAttribPointer(activeProgram.GetAttribute("position"), 3, VertexAttribPointerType.Float, false, stride, p);
                    GlInfo.LogError("set-attrib-pointers");

                    // Index buffer.
                    GL.BindBuffer(BufferTarget.ElementArrayBuffer, VBOid[1]);

                    // Engage!
                    if (scene.Triangles > 0)
                    {
                        GL.DrawElements(PrimitiveType.Triangles, scene.Triangles * 3, DrawElementsType.UnsignedInt, IntPtr.Zero);
                    }
                    else
                    {
                        GL.DrawElements(PrimitiveType.Lines, scene.Lines * 2, DrawElementsType.UnsignedInt, IntPtr.Zero);
                    }
                    GlInfo.LogError("draw-elements-shader");

                    // Cleanup.
                    GL.UseProgram(0);
                    if (useTexture)
                    {
                        GL.BindTexture(TextureTarget.Texture2D, 0);
                    }
                }
                else
                {
                    SetVertexAttrib(false);
                    SetVertexPointer(true);

                    // Texture handling.
                    bool useTexture = checkTexture.Checked;
                    if (!scene.HasTxtCoords() ||
                        texName == 0)
                    {
                        useTexture = false;
                    }
                    if (useTexture)
                    {
                        GL.Enable(EnableCap.Texture2D);
                        GL.ActiveTexture(TextureUnit.Texture0);
                        GL.BindTexture(TextureTarget.Texture2D, texName);
                        GL.TexEnv(TextureEnvTarget.TextureEnv, TextureEnvParameter.TextureEnvMode, (int)TextureEnvMode.Replace);
                    }

                    // Using FFP.
                    if (scene.HasTxtCoords())
                    {
                        GL.TexCoordPointer(2, TexCoordPointerType.Float, stride, p);
                        p += Vector2.SizeInBytes;
                    }

                    if (scene.HasColors())
                    {
                        GL.ColorPointer(3, ColorPointerType.Float, stride, p);
                        p += Vector3.SizeInBytes;
                    }

                    if (scene.HasNormals())
                    {
                        GL.NormalPointer(NormalPointerType.Float, stride, p);
                        p += Vector3.SizeInBytes;
                    }

                    GL.VertexPointer(3, VertexPointerType.Float, stride, p);

                    // Index buffer.
                    GL.BindBuffer(BufferTarget.ElementArrayBuffer, VBOid[1]);

                    // Engage!
                    if (scene.Triangles > 0)
                    {
                        GL.DrawElements(PrimitiveType.Triangles, scene.Triangles * 3, DrawElementsType.UnsignedInt, IntPtr.Zero);
                    }
                    else
                    {
                        GL.DrawElements(PrimitiveType.Lines, scene.Lines * 2, DrawElementsType.UnsignedInt, IntPtr.Zero);
                    }
                    GlInfo.LogError("draw-elements-ffp");

                    if (useTexture)
                    {
                        GL.BindTexture(TextureTarget.Texture2D, 0);
                        GL.Disable(EnableCap.Texture2D);
                    }
                }

                triangleCounter += scene.Triangles + scene.Lines;
            }
            else                        // color cube
            {
                SetVertexPointer(false);
                SetVertexAttrib(false);

                GL.Begin(PrimitiveType.Quads);

                GL.Color3(0.0f, 1.0f, 0.0f);     // Set The Color To Green
                GL.Vertex3(1.0f, 1.0f, -1.0f);   // Top Right Of The Quad (Top)
                GL.Vertex3(-1.0f, 1.0f, -1.0f);  // Top Left Of The Quad (Top)
                GL.Vertex3(-1.0f, 1.0f, 1.0f);   // Bottom Left Of The Quad (Top)
                GL.Vertex3(1.0f, 1.0f, 1.0f);    // Bottom Right Of The Quad (Top)

                GL.Color3(1.0f, 0.5f, 0.0f);     // Set The Color To Orange
                GL.Vertex3(1.0f, -1.0f, 1.0f);   // Top Right Of The Quad (Bottom)
                GL.Vertex3(-1.0f, -1.0f, 1.0f);  // Top Left Of The Quad (Bottom)
                GL.Vertex3(-1.0f, -1.0f, -1.0f); // Bottom Left Of The Quad (Bottom)
                GL.Vertex3(1.0f, -1.0f, -1.0f);  // Bottom Right Of The Quad (Bottom)

                GL.Color3(1.0f, 0.0f, 0.0f);     // Set The Color To Red
                GL.Vertex3(1.0f, 1.0f, 1.0f);    // Top Right Of The Quad (Front)
                GL.Vertex3(-1.0f, 1.0f, 1.0f);   // Top Left Of The Quad (Front)
                GL.Vertex3(-1.0f, -1.0f, 1.0f);  // Bottom Left Of The Quad (Front)
                GL.Vertex3(1.0f, -1.0f, 1.0f);   // Bottom Right Of The Quad (Front)

                GL.Color3(1.0f, 1.0f, 0.0f);     // Set The Color To Yellow
                GL.Vertex3(1.0f, -1.0f, -1.0f);  // Bottom Left Of The Quad (Back)
                GL.Vertex3(-1.0f, -1.0f, -1.0f); // Bottom Right Of The Quad (Back)
                GL.Vertex3(-1.0f, 1.0f, -1.0f);  // Top Right Of The Quad (Back)
                GL.Vertex3(1.0f, 1.0f, -1.0f);   // Top Left Of The Quad (Back)

                GL.Color3(0.0f, 0.0f, 1.0f);     // Set The Color To Blue
                GL.Vertex3(-1.0f, 1.0f, 1.0f);   // Top Right Of The Quad (Left)
                GL.Vertex3(-1.0f, 1.0f, -1.0f);  // Top Left Of The Quad (Left)
                GL.Vertex3(-1.0f, -1.0f, -1.0f); // Bottom Left Of The Quad (Left)
                GL.Vertex3(-1.0f, -1.0f, 1.0f);  // Bottom Right Of The Quad (Left)

                GL.Color3(1.0f, 0.0f, 1.0f);     // Set The Color To Violet
                GL.Vertex3(1.0f, 1.0f, -1.0f);   // Top Right Of The Quad (Right)
                GL.Vertex3(1.0f, 1.0f, 1.0f);    // Top Left Of The Quad (Right)
                GL.Vertex3(1.0f, -1.0f, 1.0f);   // Bottom Left Of The Quad (Right)
                GL.Vertex3(1.0f, -1.0f, -1.0f);  // Bottom Right Of The Quad (Right)

                GL.End();

                triangleCounter += 12;
            }

            // Support: axes.
            if (checkAxes.Checked)
            {
                float origWidth = GL.GetFloat(GetPName.LineWidth);
                float origPoint = GL.GetFloat(GetPName.PointSize);

                // Axes.
                GL.LineWidth(2.0f);
                GL.Begin(PrimitiveType.Lines);

                GL.Color3(1.0f, 0.1f, 0.1f);
                GL.Vertex3(center);
                GL.Vertex3(center + new Vector3(0.5f, 0.0f, 0.0f) * diameter);

                GL.Color3(0.0f, 1.0f, 0.0f);
                GL.Vertex3(center);
                GL.Vertex3(center + new Vector3(0.0f, 0.5f, 0.0f) * diameter);

                GL.Color3(0.2f, 0.2f, 1.0f);
                GL.Vertex3(center);
                GL.Vertex3(center + new Vector3(0.0f, 0.0f, 0.5f) * diameter);

                GL.End();

                // Support: pointing.
                if (pointOrigin != null)
                {
                    GL.Begin(PrimitiveType.Lines);
                    GL.Color3(1.0f, 1.0f, 0.0f);
                    GL.Vertex3(pointOrigin.Value);
                    GL.Vertex3(pointTarget);
                    GL.Color3(1.0f, 0.0f, 0.0f);
                    GL.Vertex3(pointOrigin.Value);
                    GL.Vertex3(eye);
                    GL.End();

                    GL.PointSize(4.0f);
                    GL.Begin(PrimitiveType.Points);
                    GL.Color3(1.0f, 0.0f, 0.0f);
                    GL.Vertex3(pointOrigin.Value);
                    GL.Color3(0.0f, 1.0f, 0.2f);
                    GL.Vertex3(pointTarget);
                    GL.Color3(1.0f, 1.0f, 1.0f);
                    if (spot != null)
                    {
                        GL.Vertex3(spot.Value);
                    }
                    GL.Vertex3(eye);
                    GL.End();
                }

                // Support: frustum.
                if (frustumFrame.Count >= 8)
                {
                    GL.LineWidth(2.0f);
                    GL.Begin(PrimitiveType.Lines);

                    GL.Color3(1.0f, 0.0f, 0.0f);
                    GL.Vertex3(frustumFrame[0]);
                    GL.Vertex3(frustumFrame[1]);
                    GL.Vertex3(frustumFrame[1]);
                    GL.Vertex3(frustumFrame[3]);
                    GL.Vertex3(frustumFrame[3]);
                    GL.Vertex3(frustumFrame[2]);
                    GL.Vertex3(frustumFrame[2]);
                    GL.Vertex3(frustumFrame[0]);

                    GL.Color3(1.0f, 1.0f, 1.0f);
                    GL.Vertex3(frustumFrame[0]);
                    GL.Vertex3(frustumFrame[4]);
                    GL.Vertex3(frustumFrame[1]);
                    GL.Vertex3(frustumFrame[5]);
                    GL.Vertex3(frustumFrame[2]);
                    GL.Vertex3(frustumFrame[6]);
                    GL.Vertex3(frustumFrame[3]);
                    GL.Vertex3(frustumFrame[7]);

                    GL.Color3(0.0f, 1.0f, 0.0f);
                    GL.Vertex3(frustumFrame[4]);
                    GL.Vertex3(frustumFrame[5]);
                    GL.Vertex3(frustumFrame[5]);
                    GL.Vertex3(frustumFrame[7]);
                    GL.Vertex3(frustumFrame[7]);
                    GL.Vertex3(frustumFrame[6]);
                    GL.Vertex3(frustumFrame[6]);
                    GL.Vertex3(frustumFrame[4]);

                    GL.End();
                }

                GL.LineWidth(origWidth);
                GL.PointSize(origPoint);
            }
        }
Ejemplo n.º 4
0
        //====================================================================
        // Rendering - graph
        //====================================================================

        /// <summary>
        /// Rendering code itself (separated for clarity).
        /// </summary>
        /// <param name="cam">Camera parameters.</param>
        /// <param name="style">Current rendering style.</param>
        /// <param name="primitiveCounter">Number of GL primitives rendered.</param>
        public void RenderScene(
            IDynamicCamera cam,
            RenderingStyle style,
            ref long primitiveCounter)
        {
            // Scene rendering.
            if (Form1.form.drawGraph &&
                VBOlen[0] > 0L &&
                activeProgram != null) // buffers are nonempty & shaders are ready => render
            {
                // Vertex buffer: [texture] [color] [normal] coordinate
                GL.BindBuffer(BufferTarget.ArrayBuffer, VBOid[0]);

                // GLSL shaders.
                activeProgram.EnableVertexAttribArrays();

                GL.UseProgram(activeProgram.Id);

                // Uniforms.
                Matrix4 modelView  = cam.ModelView;
                Matrix4 projection = cam.Projection;
                Vector3 eye        = cam.Eye;
                GL.UniformMatrix4(activeProgram.GetUniform("matrixModelView"), false, ref modelView);
                GL.UniformMatrix4(activeProgram.GetUniform("matrixProjection"), false, ref projection);

                GL.Uniform3(activeProgram.GetUniform("globalAmbient"), ref style.globalAmbient);
                GL.Uniform3(activeProgram.GetUniform("lightColor"), ref style.whiteLight);
                GL.Uniform3(activeProgram.GetUniform("lightPosition"), ref style.lightPosition);
                GL.Uniform3(activeProgram.GetUniform("eyePosition"), ref eye);
                GL.Uniform3(activeProgram.GetUniform("Ka"), ref style.matAmbient);
                GL.Uniform3(activeProgram.GetUniform("Kd"), ref style.matDiffuse);
                GL.Uniform3(activeProgram.GetUniform("Ks"), ref style.matSpecular);
                GL.Uniform1(activeProgram.GetUniform("shininess"), style.matShininess);

                // Color handling.
                bool useGlobalColor = style.useGlobalColor;
                if (!haveColors) // use global color if vertices haven't got color!
                {
                    useGlobalColor = true;
                }
                GL.Uniform1(activeProgram.GetUniform("globalColor"), useGlobalColor ? 1 : 0);

                // Shading, color interpolation.
                // shadingGouraud <=> lighting is computed in VS
                // shadingPhong   <=> lighting is computed in FS (normal interpolation)
                // shadingSmooth  <=> colors are interpolated in FS (color interpolation)
                bool shadingGouraud = style.lighting && !style.phong;
                bool shadingPhong   = style.lighting && style.phong;
                bool shadingSmooth  = style.smooth;
                GL.Uniform1(activeProgram.GetUniform("shadingGouraud"), shadingGouraud ? 1 : 0);
                GL.Uniform1(activeProgram.GetUniform("shadingPhong"), shadingPhong ? 1 : 0);
                GL.Uniform1(activeProgram.GetUniform("shadingSmooth"), shadingSmooth ? 1 : 0);
                GL.Uniform1(activeProgram.GetUniform("useAmbient"), style.useAmbient ? 1 : 0);
                GL.Uniform1(activeProgram.GetUniform("useDiffuse"), style.useDiffuse ? 1 : 0);
                GL.Uniform1(activeProgram.GetUniform("useSpecular"), style.useSpecular ? 1 : 0);
                GlInfo.LogError("set-uniforms");

                // Color texture in slot #0.
                bool okTexture = style.texture && haveTexture;
                GL.Uniform1(activeProgram.GetUniform("useTexture"), okTexture ? 1 : 0);
                GL.Uniform1(activeProgram.GetUniform("texSurface"), 0);
                if (okTexture)
                {
                    GL.ActiveTexture(TextureUnit.Texture0);
                    GL.BindTexture(TextureTarget.Texture2D, texName);
                }
                GlInfo.LogError("set-texture");

                // Vertex attributes.
                IntPtr p = IntPtr.Zero;

                if (activeProgram.HasAttribute("texCoords"))
                {
                    GL.VertexAttribPointer(activeProgram.GetAttribute("texCoords"), 2, VertexAttribPointerType.Float, false, stride, p);
                }
                if (haveTexture)
                {
                    p += Vector2.SizeInBytes;
                }

                if (activeProgram.HasAttribute("color"))
                {
                    GL.VertexAttribPointer(activeProgram.GetAttribute("color"), 3, VertexAttribPointerType.Float, false, stride, p);
                }
                if (haveColors)
                {
                    p += Vector3.SizeInBytes;
                }

                if (activeProgram.HasAttribute("normal"))
                {
                    GL.VertexAttribPointer(activeProgram.GetAttribute("normal"), 3, VertexAttribPointerType.Float, false, stride, p);
                }
                if (haveNormals)
                {
                    p += Vector3.SizeInBytes;
                }

                GL.VertexAttribPointer(activeProgram.GetAttribute("position"), 3, VertexAttribPointerType.Float, false, stride, p);
                GlInfo.LogError("set-attrib-pointers");

                // Index buffer.
                GL.BindBuffer(BufferTarget.ElementArrayBuffer, VBOid[1]);

                // Draw!

                // !!!{{ CHANGE THIS PART if you want to add axes, legend, etc...

                // Triangle part of the scene.
                // Draw total 'vertices' vertices from the beginning of the index-buffer,
                // that gives us 'vertices/3' triangles.
                GL.DrawElements(PrimitiveType.Triangles, vertices, DrawElementsType.UnsignedInt, IntPtr.Zero);
                GlInfo.LogError("draw-elements-shader");

                // How to draw lines (e.g. coordinate axes):
                //GL.DrawElements(PrimitiveType.Lines, lineVertices, DrawElementsType.UnsignedInt, lineOffset);
                // lineVertices ... number of vertex indices for lines (e.g. 'lineVertices/2' lines)
                // lineOffset   ... start offset in the index-buffer

                primitiveCounter += vertices / 3;

                // !!!}}

                // Cleanup.
                GL.UseProgram(0);
                if (okTexture)
                {
                    GL.BindTexture(TextureTarget.Texture2D, 0);
                }
            }
            else
            {
                // Color cube in very old OpenGL style!
                GL.Begin(PrimitiveType.Quads);

                GL.Color3(0.0f, 1.0f, 0.0f);     // Set The Color To Green
                GL.Vertex3(1.0f, 1.0f, -1.0f);   // Top Right Of The Quad (Top)
                GL.Vertex3(-1.0f, 1.0f, -1.0f);  // Top Left Of The Quad (Top)
                GL.Vertex3(-1.0f, 1.0f, 1.0f);   // Bottom Left Of The Quad (Top)
                GL.Vertex3(1.0f, 1.0f, 1.0f);    // Bottom Right Of The Quad (Top)

                GL.Color3(1.0f, 0.5f, 0.0f);     // Set The Color To Orange
                GL.Vertex3(1.0f, -1.0f, 1.0f);   // Top Right Of The Quad (Bottom)
                GL.Vertex3(-1.0f, -1.0f, 1.0f);  // Top Left Of The Quad (Bottom)
                GL.Vertex3(-1.0f, -1.0f, -1.0f); // Bottom Left Of The Quad (Bottom)
                GL.Vertex3(1.0f, -1.0f, -1.0f);  // Bottom Right Of The Quad (Bottom)

                GL.Color3(1.0f, 0.0f, 0.0f);     // Set The Color To Red
                GL.Vertex3(1.0f, 1.0f, 1.0f);    // Top Right Of The Quad (Front)
                GL.Vertex3(-1.0f, 1.0f, 1.0f);   // Top Left Of The Quad (Front)
                GL.Vertex3(-1.0f, -1.0f, 1.0f);  // Bottom Left Of The Quad (Front)
                GL.Vertex3(1.0f, -1.0f, 1.0f);   // Bottom Right Of The Quad (Front)

                GL.Color3(1.0f, 1.0f, 0.0f);     // Set The Color To Yellow
                GL.Vertex3(1.0f, -1.0f, -1.0f);  // Bottom Left Of The Quad (Back)
                GL.Vertex3(-1.0f, -1.0f, -1.0f); // Bottom Right Of The Quad (Back)
                GL.Vertex3(-1.0f, 1.0f, -1.0f);  // Top Right Of The Quad (Back)
                GL.Vertex3(1.0f, 1.0f, -1.0f);   // Top Left Of The Quad (Back)

                GL.Color3(0.0f, 0.0f, 1.0f);     // Set The Color To Blue
                GL.Vertex3(-1.0f, 1.0f, 1.0f);   // Top Right Of The Quad (Left)
                GL.Vertex3(-1.0f, 1.0f, -1.0f);  // Top Left Of The Quad (Left)
                GL.Vertex3(-1.0f, -1.0f, -1.0f); // Bottom Left Of The Quad (Left)
                GL.Vertex3(-1.0f, -1.0f, 1.0f);  // Bottom Right Of The Quad (Left)

                GL.Color3(1.0f, 0.0f, 1.0f);     // Set The Color To Violet
                GL.Vertex3(1.0f, 1.0f, -1.0f);   // Top Right Of The Quad (Right)
                GL.Vertex3(1.0f, 1.0f, 1.0f);    // Top Left Of The Quad (Right)
                GL.Vertex3(1.0f, -1.0f, 1.0f);   // Bottom Left Of The Quad (Right)
                GL.Vertex3(1.0f, -1.0f, -1.0f);  // Bottom Right Of The Quad (Right)

                GL.End();

                primitiveCounter += 12;
            }
        }