Ejemplo n.º 1
0
 void Render()
 {
     Gl.Clear(GlClearBufferMask.ColorBufferBit);
     Gl.Begin(GlPrimitiveType.Quads);
     Gl.ActiveTexture(GlTextureUnit.Texture0);
     Gl.BindTexture(GlTextureTarget.Texture2d, Texture);
     Gl.TexCoord2f(0, 0);
     Gl.Vertex2f(-1, -1);
     Gl.TexCoord2f(1, 0);
     Gl.Vertex2f(1, -1);
     Gl.TexCoord2f(1, 1);
     Gl.Vertex2f(1, 1);
     Gl.TexCoord2f(0, 1);
     Gl.Vertex2f(-1, 1);
     Gl.End();
 }
Ejemplo n.º 2
0
 void Render()
 {
     Gl.Rotated(1, Axis[0], Axis[1], Axis[2]);
     Gl.PushMatrix();
     Gl.Translated(0, 0, -1.575);
     Gl.Scaled(1, 1, 1.3);
     Axis[0] += RandomDouble() / 4;
     Axis[1] += RandomDouble() / 4;
     Axis[2] += RandomDouble() / 4;
     NormalizeAxis();
     Gl.Clear(GlClearBufferMask.ColorBufferBit | GlClearBufferMask.DepthBufferBit);
     Gl.Color3f(1, 1, 1);
     Gl.Begin(GlPrimitiveType.Triangles);
     for (int i = 0; i < TeapotPatches.GetLength(0); ++i)
     {
         double fu;
         for (double u = 0; u < 1; u = fu)
         {
             fu = u + DeltaUV;
             double[] ab = null;
             double[] bb = null;
             double   fv;
             for (double v = 0; v < 1; v = fv)
             {
                 fv = v + DeltaUV;
                 double[] aa;
                 if (ab == null)
                 {
                     aa = CalculateSurface(i, u, v);
                 }
                 else
                 {
                     aa = ab;
                 }
                 double[] ba;
                 if (bb == null)
                 {
                     ba = CalculateSurface(i, fu, v);
                 }
                 else
                 {
                     ba = bb;
                 }
                 ab = CalculateSurface(i, u, fv);
                 bb = CalculateSurface(i, fu, fv);
                 Gl.Vertex3dv(aa);
                 Gl.Vertex3dv(ab);
                 Gl.Vertex3dv(ba);
                 Gl.Vertex3dv(bb);
                 Gl.Vertex3dv(ab);
                 Gl.Vertex3dv(ba);
                 aa[1] *= -1;
                 ba[1] *= -1;
                 ab[1] *= -1;
                 bb[1] *= -1;
                 Gl.Vertex3dv(aa);
                 Gl.Vertex3dv(ab);
                 Gl.Vertex3dv(ba);
                 Gl.Vertex3dv(bb);
                 Gl.Vertex3dv(ab);
                 Gl.Vertex3dv(ba);
                 if (i < RotateXPatches)
                 {
                     aa[0] *= -1;
                     ba[0] *= -1;
                     ab[0] *= -1;
                     bb[0] *= -1;
                     Gl.Vertex3dv(aa);
                     Gl.Vertex3dv(ab);
                     Gl.Vertex3dv(ba);
                     Gl.Vertex3dv(bb);
                     Gl.Vertex3dv(ab);
                     Gl.Vertex3dv(ba);
                     aa[1] *= -1;
                     ba[1] *= -1;
                     ab[1] *= -1;
                     bb[1] *= -1;
                     Gl.Vertex3dv(aa);
                     Gl.Vertex3dv(ab);
                     Gl.Vertex3dv(ba);
                     Gl.Vertex3dv(bb);
                     Gl.Vertex3dv(ab);
                     Gl.Vertex3dv(ba);
                     ab[0] *= -1;
                     bb[0] *= -1;
                 }
                 else
                 {
                     ab[1] *= -1;
                     bb[1] *= -1;
                 }
             }
         }
     }
     Gl.End();
     Gl.PopMatrix();
 }
Ejemplo n.º 3
0
        void Render()
        {
            Gl.Rotatef(1, Axis[0], Axis[1], Axis[2]);
            Axis[0] += RandomFloat() / 4;
            Axis[1] += RandomFloat() / 4;
            Axis[2] += RandomFloat() / 4;
            NormalizeAxis();

            Gl.Clear(GlClearBufferMask.ColorBufferBit | GlClearBufferMask.DepthBufferBit);
            Gl.Begin(GlPrimitiveType.Triangles);

            Gl.Color3f(1, 0, 0);
            Gl.Vertex3f(1, 1, 1);
            Gl.Vertex3f(1, -1, 1);
            Gl.Vertex3f(-1, 1, 1);
            Gl.Vertex3f(-1, -1, 1);
            Gl.Vertex3f(1, -1, 1);
            Gl.Vertex3f(-1, 1, 1);

            Gl.Color3f(0, 1, 1);
            Gl.Vertex3f(1, 1, -1);
            Gl.Vertex3f(1, -1, -1);
            Gl.Vertex3f(-1, 1, -1);
            Gl.Vertex3f(-1, -1, -1);
            Gl.Vertex3f(1, -1, -1);
            Gl.Vertex3f(-1, 1, -1);

            Gl.Color3f(0, 1, 0);
            Gl.Vertex3f(1, 1, 1);
            Gl.Vertex3f(1, 1, -1);
            Gl.Vertex3f(1, -1, 1);
            Gl.Vertex3f(1, -1, -1);
            Gl.Vertex3f(1, 1, -1);
            Gl.Vertex3f(1, -1, 1);

            Gl.Color3f(1, 0, 1);
            Gl.Vertex3f(-1, 1, 1);
            Gl.Vertex3f(-1, 1, -1);
            Gl.Vertex3f(-1, -1, 1);
            Gl.Vertex3f(-1, -1, -1);
            Gl.Vertex3f(-1, 1, -1);
            Gl.Vertex3f(-1, -1, 1);

            Gl.Color3f(0, 0, 1);
            Gl.Vertex3f(1, 1, 1);
            Gl.Vertex3f(1, 1, -1);
            Gl.Vertex3f(-1, 1, 1);
            Gl.Vertex3f(-1, 1, -1);
            Gl.Vertex3f(1, 1, -1);
            Gl.Vertex3f(-1, 1, 1);

            Gl.Color3f(1, 1, 0);
            Gl.Vertex3f(1, -1, 1);
            Gl.Vertex3f(1, -1, -1);
            Gl.Vertex3f(-1, -1, 1);
            Gl.Vertex3f(-1, -1, -1);
            Gl.Vertex3f(1, -1, -1);
            Gl.Vertex3f(-1, -1, 1);

            Gl.End();
        }
Ejemplo n.º 4
0
        void Render()
        {
            if (UpdateColorsEverFrame)
            {
                ++ColorOffset;
            }

            Gl.Clear(GlClearBufferMask.ColorBufferBit);
            Gl.Begin(GlPrimitiveType.Triangles);

            Gl.Color3f(0.5f, 0.5f, 0.5f);
            Gl.Vertex2f(0, 0);
            Gl.Color3fv(Colors[(ColorOffset + 0) % 8]);
            Gl.Vertex2f(1, 1);
            Gl.Color3fv(Colors[(ColorOffset + 1) % 8]);
            Gl.Vertex2f(0, 1);

            Gl.Color3f(0.5f, 0.5f, 0.5f);
            Gl.Vertex2f(0, 0);
            Gl.Color3fv(Colors[(ColorOffset + 1) % 8]);
            Gl.Vertex2f(0, 1);
            Gl.Color3fv(Colors[(ColorOffset + 2) % 8]);
            Gl.Vertex2f(-1, 1);

            Gl.Color3f(0.5f, 0.5f, 0.5f);
            Gl.Vertex2f(0, 0);
            Gl.Color3fv(Colors[(ColorOffset + 2) % 8]);
            Gl.Vertex2f(-1, 1);
            Gl.Color3fv(Colors[(ColorOffset + 3) % 8]);
            Gl.Vertex2f(-1, 0);

            Gl.Color3f(0.5f, 0.5f, 0.5f);
            Gl.Vertex2f(0, 0);
            Gl.Color3fv(Colors[(ColorOffset + 3) % 8]);
            Gl.Vertex2f(-1, 0);
            Gl.Color3fv(Colors[(ColorOffset + 4) % 8]);
            Gl.Vertex2f(-1, -1);

            Gl.Color3f(0.5f, 0.5f, 0.5f);
            Gl.Vertex2f(0, 0);
            Gl.Color3fv(Colors[(ColorOffset + 4) % 8]);
            Gl.Vertex2f(-1, -1);
            Gl.Color3fv(Colors[(ColorOffset + 5) % 8]);
            Gl.Vertex2f(0, -1);

            Gl.Color3f(0.5f, 0.5f, 0.5f);
            Gl.Vertex2f(0, 0);
            Gl.Color3fv(Colors[(ColorOffset + 5) % 8]);
            Gl.Vertex2f(0, -1);
            Gl.Color3fv(Colors[(ColorOffset + 6) % 8]);
            Gl.Vertex2f(1, -1);

            Gl.Color3f(0.5f, 0.5f, 0.5f);
            Gl.Vertex2f(0, 0);
            Gl.Color3fv(Colors[(ColorOffset + 6) % 8]);
            Gl.Vertex2f(1, -1);
            Gl.Color3fv(Colors[(ColorOffset + 7) % 8]);
            Gl.Vertex2f(1, 0);

            Gl.Color3f(0.5f, 0.5f, 0.5f);
            Gl.Vertex2f(0, 0);
            Gl.Color3fv(Colors[(ColorOffset + 7) % 8]);
            Gl.Vertex2f(1, 0);
            Gl.Color3fv(Colors[(ColorOffset + 0) % 8]);
            Gl.Vertex2f(1, 1);

            Gl.End();
        }