PushMatrix() public method

public PushMatrix ( ) : void
return void
Example #1
0
        protected override void RenderContent(GraphicsInterface GI)
        {
            // Draw Section 0
            GI.PushMatrix();
            GI.Rotate(0, 0, 1, 0);
            GI.Translate(0, 4, fSpeakerSection0.Radius * fSpeakerSeparation);
            fSpeakerSection0.Render(GI);
            GI.PopMatrix();

            // Draw Section 90
            GI.PushMatrix();
            GI.Rotate(90, 0, 1, 0);
            GI.Translate(0, 4, fSpeakerSection90.Radius * fSpeakerSeparation);
            fSpeakerSection90.Render(GI);
            GI.PopMatrix();

            // Draw Section 180
            GI.PushMatrix();
            GI.Rotate(180, 0, 1, 0);
            GI.Translate(0, 4, fSpeakerSection180.Radius * fSpeakerSeparation);
            fSpeakerSection180.Render(GI);
            GI.PopMatrix();

            // Draw Section 270
            GI.PushMatrix();
            GI.Rotate(270, 0, 1, 0);
            GI.Translate(0, 4, fSpeakerSection270.Radius * fSpeakerSeparation);
            fSpeakerSection270.Render(GI);
            GI.PopMatrix();

        }
        void DrawQuad(GraphicsInterface GI, float left, float top, float right, float bottom)
        {
            GI.PushMatrix();
            GI.Rotate(Rotation);

            GI.Drawing.Quads.Begin();
            // Left bottom
            GI.TexCoord(0.0f, 0.0f);
            GI.Vertex(left, bottom, 0.0f);

            // Left top
            GI.TexCoord(0.0f, 1.0f);
            GI.Vertex(left, top, 0.0f);

            // Right top
            GI.TexCoord(1.0f, 1.0f);
            GI.Vertex(right, top, 0.0f);

            // Right bottom
            GI.TexCoord(1.0f, 0.0f);
            GI.Vertex(right, bottom, 0.0f);
            GI.Drawing.Quads.End();

            GI.PopMatrix();
        }
Example #3
0
        public virtual void Render(GraphicsInterface gi)
        {
            gi.Color(fShaftColor);
            fAxisShaft.Render(gi);
            gi.PushMatrix();
                gi.Translate(0.0f, 0.0f, fSpearLength);
                fArrowHead.Render(gi);
                gi.Rotate(180.0f, 1.0f, 0.0f, 0.0f);
                fDisk.Render(gi);
            gi.PopMatrix();

        }
Example #4
0
 protected override void RenderContent(GraphicsInterface GI)
 {
     for (int i = 0; i < NumberOfSections; i++)
     {
         float3 trans = Translation + new float3(0, 0, -Radius * ExpansionFactor);
         // Draw Section 0
         GI.PushMatrix();
         GI.Rotate(i*ArcDegrees, 0, 1, 0);
         GI.Translate(trans.x, trans.y, trans.z);
         Sections[i].Render(GI);
         GI.PopMatrix();
     }
 }
Example #5
0
        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();
        }
Example #6
0
        /// <summary>
        // Draw the unit axis. A small white sphere represents the origin
        // and the three axes are colored Red, Green, and Blue, which 
        // corresponds to positive X, Y, and Z respectively. 
        // Each axis has an arrow on the end.
        // normals are provided should the axes be lit. 
        /// 
        /// </summary>
        /// <param name="gi"></param>
        public virtual void Render(GraphicsInterface gi)
        {
            // Draw the blue Z axis spear first
            // It's easy as it does not require any rotations as the 
            // quadrics naturally align with the positive z axis
            fZAxis.Render(gi);

            // Draw the Red X axis 2nd, with arrowed head
            // To draw along the x-axis, we rotate around the 
            // y axis
            gi.PushMatrix();
                gi.Rotate(90.0f, 0.0f, 1.0f, 0.0f);
                fXAxis.Render(gi);
            gi.PopMatrix();

            // Draw the Green Y axis 3rd, with arrowed head
            gi.PushMatrix();
                gi.Rotate(-90.0f, 1.0f, 0.0f, 0.0f);
                fYAxis.Render(gi);
            gi.PopMatrix();

            // White Sphere at origin
            gi.Color(ColorRGBA.White);
            fSphere.Render(gi);

        }
Example #7
0
        public virtual void Render(GraphicsInterface gi)
        {
            //fAxes.Render(gi);

            // Do a model translation before rendering?
            ///
            gi.PushMatrix();
            gi.Translate(fTranslation.X, fTranslation.Y, fTranslation.Z);

            foreach (AABBFaceMesh rw in fWalls.Values)
            {
                rw.Render(gi);
            }
            gi.PopMatrix();

        }