Example #1
0
        public static void DrawLine(Color color, Position2D start, Dimension2D tSize)
        {
            OGLTools.glDisable(Gl.GL_TEXTURE_2D);
            OGLTools.glEnable(Gl.GL_ALPHA);
            Gl.glEnable(Gl.GL_BLEND);
            Gl.glBlendFunc(Gl.GL_SRC_ALPHA, Gl.GL_ONE_MINUS_SRC_ALPHA);
            Gl.glColor4f(1.0f, 1.0f, 1.0f, 1f);

            Gl.glPushMatrix();
            Gl.glTranslated(start.X, start.Y, 0);

            float x1, y1;


            Gl.glBegin(Gl.GL_LINES);
            Gl.glColor3f(color.R / 255, color.G / 255, color.B / 255);
            Gl.glVertex2f(0f, 0f);
            Gl.glColor3f(color.R / 255, color.G / 255, color.B / 255);
            Gl.glVertex2f(tSize.Width, tSize.Height);
            Gl.glEnd();

            // disable blending
            glDisable(Gl.GL_BLEND);
            OGLTools.glDisable(Gl.GL_ALPHA);

            Gl.glPopMatrix(); // Need to optimize this like glPopMatrix(sessionID);
        }
Example #2
0
        public static void DrawFilledRectangle(Color color, Position2D start, Dimension2D size)
        {
            OGLTools.glDisable(Gl.GL_TEXTURE_2D);
            OGLTools.glEnable(Gl.GL_ALPHA);
            Gl.glEnable(Gl.GL_BLEND);
            Gl.glBlendFunc(Gl.GL_SRC_ALPHA, Gl.GL_ONE_MINUS_SRC_ALPHA);
            Gl.glColor4f(1.0f, 1.0f, 1.0f, 1f);

            Gl.glPushMatrix();
            Gl.glTranslated(start.X, start.Y, 0);

            float x1, y1;

            /*
             * Gl.glBegin(Gl.GL_QUADS);
             * Gl.glColor3f((float)color.R / 255f, (float)color.G / 255f, (float)color.B / 255f);
             * Gl.glVertex2f(0f, 0f);
             * Gl.glVertex2f(0, size.Height);
             * Gl.glVertex2f(size.Width, size.Height);
             * Gl.glVertex2f(size.Width, 0);
             * Gl.glVertex2f(0f, 0f);
             * Gl.glEnd();
             */
            float[] Vertices = new float[] { 0, 0, 0, (float)size.Height, (float)size.Width, (float)size.Height, (float)size.Width, 0, 0, 0 };
            float[] Indices  = { 0, 1, 2, 3, 4 };



            //Load the arrays
            Gl.glColor3f((float)color.R / 255f, (float)color.G / 255f, (float)color.B / 255f);
            Gl.glEnableClientState(Gl.GL_VERTEX_ARRAY);
            Gl.glVertexPointer(2, Gl.GL_FLOAT, 0, Vertices);
            Gl.glDrawArrays(Gl.GL_QUADS, 0, Indices.Length);
            Gl.glDisableClientState(Gl.GL_VERTEX_ARRAY);

            // disable blending
            glDisable(Gl.GL_BLEND);
            OGLTools.glDisable(Gl.GL_ALPHA);



            Gl.glPopMatrix(); // Need to optimize this like glPopMatrix(sessionID);
        }
Example #3
0
        public static void DrawTexture(OGLTexture txt, Position2D texturePosition, Dimension2D textureSize, Position2D srcPosition, Position2D targetPosition, float Alpha)
        {
            Dimension2D tSize = new Dimension2D(targetPosition.X - srcPosition.X, targetPosition.Y - srcPosition.Y);

            DrawTexture(txt, texturePosition, textureSize, srcPosition, tSize, Alpha);
        }
Example #4
0
        public static void DrawTexture(OGLTexture txt, Position2D texturePosition, Dimension2D textureSize, Position2D targetPosition, Dimension2D targetSize, float Alpha)
        {
            /*if ((targetPosition.X < 0) || (targetPosition.X >= oGL.Width))
             *  return;
             * if ((targetPosition.Y < 0) || (targetPosition.Y >= oGL.Height))
             *  return;
             * if ((targetPosition.X + targetSize.Width < 0) || (targetPosition.X + targetSize.Width >= oGL.Width))
             *  return;
             * if ((targetPosition.Y + targetSize.Height < 0) || (targetPosition.Y + targetSize.Height >= oGL.Height))
             *  return;*/
            glEnable2D();
            glEnable(Gl.GL_ALPHA);
            OGLTools.glEnable(Gl.GL_TEXTURE_2D);
            Gl.glEnable(Gl.GL_BLEND);
            Gl.glBlendFunc(Gl.GL_SRC_ALPHA, Gl.GL_ONE_MINUS_SRC_ALPHA);
            Gl.glColor4f(1.0f, 1.0f, 1.0f, Alpha);

            Gl.glPushMatrix();
            Gl.glTranslated(targetPosition.X, targetPosition.Y, 0);

            if (m_CurrentTextureID != (int)txt.TextureId)
            {
                m_CurrentTextureID = (int)txt.TextureId;

                Gl.glBindTexture(Gl.GL_TEXTURE_2D, m_CurrentTextureID);
            }

            float x1, y1;


            Gl.glBegin(Gl.GL_QUADS);

            // Extract bottom left position
            //x1 = (1.0f / (float)txt.Size.Width * (float)texturePosition.X) - txt.Size.GetFloatingX(textureSize.Width - txt.Size.Width);
            //y1 = (1.0f / (float)txt.Size.Height * (float)texturePosition.Y) - txt.Size.GetFloatingY(textureSize.Width - txt.Size.Height);
            x1 = 1 / (float)txt.Size.Width * (float)texturePosition.X;
            y1 = 1 / (float)txt.Size.Height * (float)texturePosition.Y;
            Gl.glTexCoord2f(x1, y1 * -1);
            Gl.glVertex2i(0, 0);

            // Extract bottom right
            //x1 = (1.0f / (float)txt.Size.Width * (float)texturePosition.X) - txt.Size.GetFloatingX(textureSize.Width);
            //y1 = (1.0f / (float)txt.Size.Height * (float)texturePosition.Y) - txt.Size.GetFloatingY(textureSize.Height - txt.Size.Height);
            x1 = 1 / (float)txt.Size.Width * ((float)texturePosition.X + (float)textureSize.Width);
            y1 = 1 / (float)txt.Size.Height * (float)texturePosition.Y;
            Gl.glTexCoord2f(x1, y1 * -1);
            Gl.glVertex2i(targetSize.Width, 0);
            // Extract top right
            //x1 = (1.0f / (float)txt.Size.Width * (float)texturePosition.X) - txt.Size.GetFloatingX(textureSize.Width);
            //y1 = (1.0f / (float)txt.Size.Height * (float)texturePosition.Y) - txt.Size.GetFloatingY(textureSize.Height);
            x1 = 1 / (float)txt.Size.Width * ((float)texturePosition.X + (float)textureSize.Width);
            y1 = 1 / (float)txt.Size.Height * ((float)texturePosition.Y + (float)textureSize.Height);
            Gl.glTexCoord2f(x1, y1 * -1);
            Gl.glVertex2i(targetSize.Width, targetSize.Height);
            // Extract top left position
            //x1 = (1.0f / (float)txt.Size.Width * (float)texturePosition.X) - txt.Size.GetFloatingX(textureSize.Width - txt.Size.Width);
            //y1 = (1.0f / (float)txt.Size.Height * (float)texturePosition.Y) - txt.Size.GetFloatingY(textureSize.Height);
            x1 = 1 / (float)txt.Size.Width * (float)texturePosition.X;
            y1 = 1 / (float)txt.Size.Height * ((float)texturePosition.Y + (float)textureSize.Height);
            Gl.glTexCoord2f(x1, y1 * -1);
            Gl.glVertex2i(0, targetSize.Height + 0);
            Gl.glEnd();

            // disable blending
            glDisable(Gl.GL_BLEND);

            Gl.glPopMatrix(); // Need to optimize this like glPopMatrix(sessionID);
        }