Vertex3f() private method

private Vertex3f ( float x, float y, float z ) : void
x float
y float
z float
return void
Example #1
0
        protected override void DoRender(RenderEventArgs arg)
        {
            DateTime    now   = DateTime.Now;
            const float speed = 1.0f;

            {
                float secondAngle = ((float)now.Second) / 60.0f * 360.0f * speed;
                this.RotationAngleDegree = secondAngle;
                OpenGL.LoadIdentity();
                this.LegacyTransform();

                secondLineWidthSwitch.On();
                OpenGL.Begin(OpenGL.GL_LINES);
                for (int i = 0; i < secondPosition.Count; i++)
                {
                    vec3 color = secondColor[i];
                    OpenGL.Color3f(color.x, color.y, color.z);
                    vec3 position = secondPosition[i];
                    OpenGL.Vertex3f(position.x, position.y, position.z);
                }
                OpenGL.End();
                secondLineWidthSwitch.Off();
            }
            {
                float minuteAngle = ((float)(now.Minute * 60 + now.Second)) / (60.0f * 60.0f) * 360.0f * speed;
                this.RotationAngleDegree = minuteAngle;
                OpenGL.LoadIdentity();
                this.LegacyTransform();

                minuteLineWidthSwitch.On();
                OpenGL.Begin(OpenGL.GL_LINES);
                for (int i = 0; i < minutePosition.Count; i++)
                {
                    vec3 color = minuteColor[i];
                    OpenGL.Color3f(color.x, color.y, color.z);
                    vec3 position = minutePosition[i];
                    OpenGL.Vertex3f(position.x, position.y, position.z);
                }
                OpenGL.End();
                minuteLineWidthSwitch.Off();
            }
            {
                float hourAngle = ((float)((now.Hour * 60 + now.Minute) * 60 + now.Second)) / (12.0f * 60.0f * 60.0f) * 360.0f * speed;
                this.RotationAngleDegree = hourAngle;
                OpenGL.LoadIdentity();
                this.LegacyTransform();

                hourLineWidthSwitch.On();
                OpenGL.Begin(OpenGL.GL_LINES);
                for (int i = 0; i < hourPosition.Count; i++)
                {
                    vec3 color = hourColor[i];
                    OpenGL.Color3f(color.x, color.y, color.z);
                    vec3 position = hourPosition[i];
                    OpenGL.Vertex3f(position.x, position.y, position.z);
                }
                OpenGL.End();
                hourLineWidthSwitch.Off();
            }
        }
Example #2
0
 /// <summary>
 /// This simulates BoundingVolume's render method.
 /// </summary>
 /// <param name="renderMode"></param>
 private void QuadsDraw(RenderModes renderMode)
 {
     OpenGL.Begin(DrawMode.Quads);
     OpenGL.Vertex3f(MaxPosition.x, MaxPosition.y, MinPosition.z); // Top Right Of The Quad (Top)
     OpenGL.Vertex3f(MinPosition.x, MaxPosition.y, MinPosition.z); // Top Left Of The Quad (Top)
     OpenGL.Vertex3f(MinPosition.x, MaxPosition.y, MaxPosition.z); // Bottom Left Of The Quad (Top)
     OpenGL.Vertex3f(MaxPosition.x, MaxPosition.y, MaxPosition.z); // Bottom Right Of The Quad (Top)
     OpenGL.Vertex3f(MaxPosition.x, MinPosition.y, MaxPosition.z); // Top Right Of The Quad (Bottom)
     OpenGL.Vertex3f(MinPosition.x, MinPosition.y, MaxPosition.z); // Top Left Of The Quad (Bottom)
     OpenGL.Vertex3f(MinPosition.x, MinPosition.y, MinPosition.z); // Bottom Left Of The Quad (Bottom)
     OpenGL.Vertex3f(MaxPosition.x, MinPosition.y, MinPosition.z); // Bottom Right Of The Quad (Bottom)
     OpenGL.Vertex3f(MaxPosition.x, MaxPosition.y, MaxPosition.z); // Top Right Of The Quad (Front)
     OpenGL.Vertex3f(MinPosition.x, MaxPosition.y, MaxPosition.z); // Top Left Of The Quad (Front)
     OpenGL.Vertex3f(MinPosition.x, MinPosition.y, MaxPosition.z); // Bottom Left Of The Quad (Front)
     OpenGL.Vertex3f(MaxPosition.x, MinPosition.y, MaxPosition.z); // Bottom Right Of The Quad (Front)
     OpenGL.Vertex3f(MaxPosition.x, MinPosition.y, MinPosition.z); // Top Right Of The Quad (Back)
     OpenGL.Vertex3f(MinPosition.x, MinPosition.y, MinPosition.z); // Top Left Of The Quad (Back)
     OpenGL.Vertex3f(MinPosition.x, MaxPosition.y, MinPosition.z); // Bottom Left Of The Quad (Back)
     OpenGL.Vertex3f(MaxPosition.x, MaxPosition.y, MinPosition.z); // Bottom Right Of The Quad (Back)
     OpenGL.Vertex3f(MinPosition.x, MaxPosition.y, MaxPosition.z); // Top Right Of The Quad (Left)
     OpenGL.Vertex3f(MinPosition.x, MaxPosition.y, MinPosition.z); // Top Left Of The Quad (Left)
     OpenGL.Vertex3f(MinPosition.x, MinPosition.y, MinPosition.z); // Bottom Left Of The Quad (Left)
     OpenGL.Vertex3f(MinPosition.x, MinPosition.y, MaxPosition.z); // Bottom Right Of The Quad (Left)
     OpenGL.Vertex3f(MaxPosition.x, MaxPosition.y, MinPosition.z); // Top Right Of The Quad (Right)
     OpenGL.Vertex3f(MaxPosition.x, MaxPosition.y, MaxPosition.z); // Top Left Of The Quad (Right)
     OpenGL.Vertex3f(MaxPosition.x, MinPosition.y, MaxPosition.z); // Bottom Left Of The Quad (Right)
     OpenGL.Vertex3f(MaxPosition.x, MinPosition.y, MinPosition.z); // Bottom Right Of The Quad (Right)
     OpenGL.End();
 }
Example #3
0
 protected override void DoRender(RenderEventArgs arg)
 {
     OpenGL.LoadIdentity();
     OpenGL.Begin(DrawMode.Lines);
     for (int i = 0; i < markPosition.Count; i++)
     {
         vec3 color = markColor[i];
         OpenGL.Color3f(color.x, color.y, color.z);
         vec3 position = markPosition[i];
         OpenGL.Vertex3f(position.x, position.y, position.z);
     }
     OpenGL.End();
 }
Example #4
0
 protected override void DoRender(RenderEventArgs arg)
 {
     OpenGL.LoadIdentity();
     circleLineWidthSwitch.On();
     OpenGL.Begin(DrawMode.LineLoop);
     for (int i = 0; i < circlePosition.Count; i++)
     {
         vec3 color = circleColor[i];
         OpenGL.Color3f(color.x, color.y, color.z);
         vec3 position = circlePosition[i];
         OpenGL.Vertex3f(position.x, position.y, position.z);
     }
     OpenGL.End();
     circleLineWidthSwitch.Off();
 }
Example #5
0
        /// <summary>
        ///
        /// </summary>
        /// <param name="arg"></param>
        protected override void DoRender(RenderEventArgs arg)
        {
            //  Push attributes, disable lighting.
            OpenGL.PushAttrib(OpenGL.GL_CURRENT_BIT | OpenGL.GL_ENABLE_BIT |
                              OpenGL.GL_LINE_BIT | OpenGL.GL_POLYGON_BIT);
            OpenGL.Disable(OpenGL.GL_LIGHTING);
            OpenGL.Disable(OpenGL.GL_TEXTURE_2D);
            OpenGL.LineWidth(1.0f);
            OpenGL.Color4f(BoxColor.x, BoxColor.y, BoxColor.z, BoxColor.w);

            //QuadsDraw(gl);

            //GL.Color(1.0f, 0, 0);
            OpenGL.Begin(DrawMode.LineLoop);
            OpenGL.Vertex3f(MinPosition.x, MinPosition.y, MinPosition.z);
            OpenGL.Vertex3f(MaxPosition.x, MinPosition.y, MinPosition.z);
            OpenGL.Vertex3f(MaxPosition.x, MinPosition.y, MaxPosition.z);
            OpenGL.Vertex3f(MinPosition.x, MinPosition.y, MaxPosition.z);
            OpenGL.End();

            //GL.Color(0, 1.0f, 0);
            OpenGL.Begin(DrawMode.LineLoop);
            OpenGL.Vertex3f(MinPosition.x, MaxPosition.y, MinPosition.z);
            OpenGL.Vertex3f(MaxPosition.x, MaxPosition.y, MinPosition.z);
            OpenGL.Vertex3f(MaxPosition.x, MaxPosition.y, MaxPosition.z);
            OpenGL.Vertex3f(MinPosition.x, MaxPosition.y, MaxPosition.z);
            OpenGL.End();

            //GL.Color(0, 0, 1.0f);
            OpenGL.Begin(DrawMode.Lines);
            OpenGL.Vertex3f(MinPosition.x, MinPosition.y, MinPosition.z);
            OpenGL.Vertex3f(MinPosition.x, MaxPosition.y, MinPosition.z);
            OpenGL.Vertex3f(MaxPosition.x, MinPosition.y, MinPosition.z);
            OpenGL.Vertex3f(MaxPosition.x, MaxPosition.y, MinPosition.z);
            OpenGL.Vertex3f(MaxPosition.x, MinPosition.y, MaxPosition.z);
            OpenGL.Vertex3f(MaxPosition.x, MaxPosition.y, MaxPosition.z);
            OpenGL.Vertex3f(MinPosition.x, MinPosition.y, MaxPosition.z);
            OpenGL.Vertex3f(MinPosition.x, MaxPosition.y, MaxPosition.z);
            OpenGL.End();

            OpenGL.PopAttrib();
        }