private glLightfv ( uint light, uint pname, float paramsx ) : void | ||
light | uint | |
pname | uint | |
paramsx | float | |
return | void |
void DrawLight() { // call this function in order to apply lightning on the objects GL.glLightfv(GL.GL_LIGHT0, GL.GL_POSITION, LightPosition); GL.glDisable(GL.GL_LIGHTING); //disable lightning in order to glColor3f to work, otherwise spehre color will not been affected //Draw Yellow Light Source light.Color = Color.Yellow; light.Radius = 0.1f; light.Translate(LightPosition[0], LightPosition[1], LightPosition[2]); light.Draw(); ////draw projection line from source to plane //GL.glBegin(GL.GL_LINES); //GL.glColor3d(0.5, 0.5, 0); //GL.glVertex3d(LightPosition[0], LightPosition[1], LightPosition[2]); //GL.glVertex3d(LightPosition[0], floor[0, 2] - 0.01, LightPosition[2]); //GL.glEnd(); axes.XLen = 6; axes.YLen = 6; axes.ZLen = 6; axes.XColor = Color.Red; axes.YColor = Color.Green; axes.ZColor = Color.Blue; // axes.Translate(3.0f, -3.0f, 0.0f); // axes.Rotate(90.0f, 1.0f, 0.0f, 0.0f); //axes.Draw(); }
void DrawOldAxes() { //for this time //Lights positioning is here!!! float [] pos = new float[4]; pos[0] = 10; pos[1] = 10; pos[2] = 10; pos[3] = 1; GL.glLightfv(GL.GL_LIGHT0, GL.GL_POSITION, pos); GL.glDisable(GL.GL_LIGHTING); //INITIAL axes GL.glEnable(GL.GL_LINE_STIPPLE); GL.glLineStipple(1, 0xFF00); // dotted GL.glBegin(GL.GL_LINES); //x RED GL.glColor3f(1.0f, 0.0f, 0.0f); GL.glVertex3f(-3.0f, 0.0f, 0.0f); GL.glVertex3f(3.0f, 0.0f, 0.0f); //y GREEN GL.glColor3f(0.0f, 1.0f, 0.0f); GL.glVertex3f(0.0f, -3.0f, 0.0f); GL.glVertex3f(0.0f, 3.0f, 0.0f); //z BLUE GL.glColor3f(0.0f, 0.0f, 1.0f); GL.glVertex3f(0.0f, 0.0f, -3.0f); GL.glVertex3f(0.0f, 0.0f, 3.0f); GL.glEnd(); GL.glDisable(GL.GL_LINE_STIPPLE); }
private void DrawLightSource() { float distance = 0.8f; float[] pos = { 0, 0, distance }; float[] intensity = { 1, 1, 1, 1 }; GL.glLightfv(GL.GL_LIGHT0, GL.GL_POSITION, pos); GL.glLightfv(GL.GL_LIGHT0, GL.GL_SPECULAR, intensity); float[] diff = { 0.6f, 0.6f, 0.75f }; GL.glLightfv(GL.GL_LIGHT0, GL.GL_DIFFUSE, diff); }
public void Draw() { GL.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT | GL.GL_STENCIL_BUFFER_BIT); GL.glMatrixMode(GL.GL_MODELVIEW); GL.glLoadIdentity(); GL.glTranslatef(0.0f, -1.5f, -6.0f); GL.glRotatef(10, 1.0f, 0.0f, 0.0f); GL.glRotatef(-tank.rotation, 0.0f, 1.0f, 0.0f); GL.glRotatef(-tank.turretRotation, 0.0f, 1.0f, 0.0f); GL.glTranslatef(-tank.posX, 0.0f, -tank.posZ); //DrawAxes(); DrawAll(); //LIGHT - before transforms // hence it is in const position GL.glPushMatrix(); GL.glEnable(GL.GL_LIGHTING); GL.glEnable(GL.GL_LIGHT0); GL.glTranslatef(0, 11, -35); float[] ambient = { 0, 0, 0.3f, 1 }; ambient[0] = 0.2f; float[] diffuse = { 1, 1, 1, 1 }; float[] specular = { 0.5f, 0.5f, 0.5f, 1f }; float[] pos = { 0, 1f, -0.5f, 0 }; GL.glLightfv(GL.GL_LIGHT0, GL.GL_AMBIENT, ambient); GL.glLightfv(GL.GL_LIGHT0, GL.GL_DIFFUSE, diffuse); GL.glLightfv(GL.GL_LIGHT0, GL.GL_SPECULAR, specular); GL.glLightfv(GL.GL_LIGHT0, GL.GL_POSITION, pos); GL.glPopMatrix(); tank.drawSelf(); DrawBullets(); //REFLECTION e if (networkconnected) { enemytank.drawSelf(); } update(); WGL.wglSwapBuffers(m_uint_DC); }
public cOGL(Control pb) { p = pb; Width = p.Width; Height = p.Height; obj = GLU.gluNewQuadric(); InitializeGL(); //3 points of ground plane ground[0, 0] = 1; ground[0, 1] = 0; ground[0, 2] = 0; ground[1, 0] = -1; ground[1, 1] = 0; ground[1, 2] = 0; ground[2, 0] = 0; ground[2, 1] = 0; ground[2, 2] = -1; //light position pos[0] = light_position[0] = ScrollValue[9]; pos[1] = light_position[1] = ScrollValue[10]; pos[2] = light_position[2] = ScrollValue[11]; pos[3] = light_position[3] = 0; light_position_reflected[0] = -ScrollValue[9]; light_position_reflected[1] = -ScrollValue[10]; light_position_reflected[2] = -ScrollValue[11]; light_position_reflected[3] = 0; GL.glLightfv(GL.GL_LIGHT0, GL.GL_AMBIENT, light_ambient); GL.glLightfv(GL.GL_LIGHT0, GL.GL_DIFFUSE, light_diffuse); GL.glLightfv(GL.GL_LIGHT0, GL.GL_SPECULAR, light_specular); GL.glLightfv(GL.GL_LIGHT0, GL.GL_POSITION, light_position); GL.glLightfv(GL.GL_LIGHT1, GL.GL_AMBIENT, light_ambient); GL.glLightfv(GL.GL_LIGHT1, GL.GL_DIFFUSE, light_diffuse); GL.glLightfv(GL.GL_LIGHT1, GL.GL_SPECULAR, light_specular); GL.glLightfv(GL.GL_LIGHT1, GL.GL_POSITION, light_position_reflected); GL.glLightModelfv(GL.GL_LIGHT_MODEL_AMBIENT, lmodel_ambient); }
void DrawLights() { //GL.glPushMatrix(); GL.glLightfv(GL.GL_LIGHT0, GL.GL_POSITION, lightPos); //Draw Light Source GL.glDisable(GL.GL_LIGHTING); GL.glTranslatef(lightPos[0], lightPos[1], lightPos[2]); //Yellow Light source GL.glColor3f(1, 1, 0); GLUT.glutSolidSphere(0.05, 8, 8); GL.glTranslatef(-lightPos[0], -lightPos[1], -lightPos[2]); //main System draw GL.glEnable(GL.GL_LIGHTING); //GL.glPopMatrix(); }
protected void DrawLightSource() { if (enableLightSource) { GL.glLightfv(GL.GL_LIGHT0, GL.GL_POSITION, lightPosition); GL.glEnable(GL.GL_LIGHTING); GL.glEnable(GL.GL_COLOR_MATERIAL); GL.glTranslated(lightPosition[0], lightPosition[1], lightPosition[2]); GL.glColor3d(1, 1, 0); GLUT.glutSolidSphere(0.5, 50, 50); GL.glTranslated(-lightPosition[0], -lightPosition[1], -lightPosition[2]); } else { GL.glDisable(GL.GL_LIGHTING); } }
void DrawFiguresRef() { GL.glPushMatrix(); // must be in scene to be reflected too GL.glLightfv(GL.GL_LIGHT0, GL.GL_POSITION, pos); //Draw Light Source GL.glDisable(GL.GL_LIGHTING); GL.glTranslatef(pos[0], pos[1], pos[2]); //Yellow Light source GL.glColor3f(1, 1, 0); GL.glTranslatef(-pos[0], -pos[1], -pos[2]); //projection line from source to plane GL.glBegin(GL.GL_LINES); GL.glColor3d(0.5, 0.5, 0); GL.glVertex3d(pos[0], pos[1], 0); GL.glVertex3d(pos[0], pos[1], pos[2]); GL.glEnd(); GL.glEnable(GL.GL_LIGHTING); GL.glRotated(intOptionB, 0, 0, 1); GL.glColor3f(1, 0, 0); GL.glTranslated(0, -0.5, 1); GL.glRotated(intOptionC, 1, 1, 1); GL.glRotated(-intOptionC, 1, 1, 1); GL.glTranslated(0, -0.5, -1); GL.glTranslated(1, 2, 1.5); GL.glRotated(90, 1, 0, 0); GL.glColor3d(0, 1, 1); GL.glRotated(intOptionB, 1, 0, 0); GL.glRotated(-intOptionB, 1, 0, 0); GL.glRotated(-90, 1, 0, 0); GL.glTranslated(-1, -2, -1.5); GL.glRotated(intOptionB, 0, 0, 1); GL.glPopMatrix(); }
public void DrawFigures() { GL.glPushMatrix(); GL.glLightfv(GL.GL_LIGHT0, GL.GL_POSITION, pos); //Draw Light Source GL.glDisable(GL.GL_LIGHTING); GL.glTranslatef(pos[0], pos[1], pos[2]); //Yellow Light source GL.glColor3f(1, 1, 0); GLUT.glutSolidSphere(0.05, 8, 8); GL.glTranslatef(-pos[0], -pos[1], -pos[2]); //main System draw GL.glEnable(GL.GL_LIGHTING); DrawRobot(false); drawStars(false); //end of regular show //!!!!!!!!!!!!! GL.glPopMatrix(); //!!!!!!!!!!!!! //SHADING begin //we'll define cubeXform matrix in MakeShadowMatrix Sub // Disable lighting, we'll just draw the shadow //else instead of shadow we'll see stange projection of the same objects GL.glDisable(GL.GL_LIGHTING); // wall shadow //!!!!!!!!!!!!! GL.glPushMatrix(); //!!!!!!!!!!!! MakeShadowMatrix(ground); GL.glMultMatrixf(cubeXform); DrawRobot(true); drawStars(true); //!!!!!!!!!!!!! GL.glPopMatrix(); //!!!!!!!!!!!!! }
private void createLightning() { GL.glPushMatrix(); float[] lightPos = new float[4]; lightPos[0] = -2.0f; lightPos[1] = 1f; lightPos[2] = 0.8f; lightPos[3] = 1; // draw light source as solid sphere /*GL.glColor3f(1, 1, 1); * GL.glTranslatef(lightPos[0], lightPos[1], lightPos[2]); * GLUT.glutSolidSphere(0.1, 16, 16);*/ GL.glLightfv(GL.GL_LIGHT0, GL.GL_POSITION, lightPos); GL.glEnable(GL.GL_LIGHTING); GL.glEnable(GL.GL_LIGHT0); GL.glEnable(GL.GL_COLOR_MATERIAL); GL.glPopMatrix(); }
/* * * Constructor * */ public cOGL(Control pb) { p = pb; Width = p.Width; Height = p.Height; InitializeGL(); obj = GLU.gluNewQuadric(); //Display lists declaration TREE_LIST = GL.glGenLists(MAX_NUMBER_OF_TREES); STEM_LIST = GL.glGenLists(MAX_NUMBER_OF_TREES); LEAF_LIST = GL.glGenLists(MAX_NUMBER_OF_TREES); //APPLE_LIST= GL.glGenLists(MAX_NUMBER_OF_TREES); APPLE_LIST = GL.glGenLists(1); STEM_AND_LEAVS_LIST = GL.glGenLists(MAX_NUMBER_OF_TREES); TREE_MAT = GL.glGenLists(4); LEAF_MAT = TREE_MAT + 1; WATER_MAT = TREE_MAT + 3; APPLE_MAT = TREE_MAT + 2; //3 points of ground plane ground[0, 0] = 1; ground[0, 1] = 0f; ground[0, 2] = 0; ground[1, 0] = -1; ground[1, 1] = 0f; ground[1, 2] = 0; ground[2, 0] = 0; ground[2, 1] = 0f; ground[2, 2] = -1; //light position pos[0] = light_position[0] = ScrollValue[9]; pos[1] = light_position[1] = ScrollValue[10]; pos[2] = light_position[2] = ScrollValue[11]; pos[3] = light_position[3] = 0; //light0 default properties GL.glLightfv(GL.GL_LIGHT0, GL.GL_AMBIENT, light_ambient); GL.glLightfv(GL.GL_LIGHT0, GL.GL_DIFFUSE, light_diffuse); GL.glLightfv(GL.GL_LIGHT0, GL.GL_SPECULAR, light_specular); GL.glLightfv(GL.GL_LIGHT0, GL.GL_POSITION, light_position); GL.glLightModelfv(GL.GL_LIGHT_MODEL_AMBIENT, lmodel_ambient); randX = new int[MAX_NUMBER_OF_TREES]; randZ = new int[MAX_NUMBER_OF_TREES]; locationX = new double[MAX_NUMBER_OF_TREES]; locationZ = new double[MAX_NUMBER_OF_TREES]; locationRotateY = new double[MAX_NUMBER_OF_TREES]; randX[0] = 0; randZ[0] = 0; //rand position for trees,or default value 0 for tree locations. for (int i = 0; i < MAX_NUMBER_OF_TREES; i++) { randX[i] = rand.Next(-90, 90); randZ[i] = rand.Next(-90, 90); locationX[i] = 0; locationZ[i] = 0; locationRotateY[i] = 0; } }
/********************************************************************************************************** * * * * MAIN DRAW FUNCTION * * * **********************************************************************************************************/ public void Draw() { if (m_uint_DC == 0 || m_uint_RC == 0) { return; } GL.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT | GL.GL_STENCIL_BUFFER_BIT); GL.glViewport(0, 0, Width, Height); GL.glLoadIdentity(); GLU.gluLookAt(ScrollValue[0], ScrollValue[1], ScrollValue[2], ScrollValue[3], ScrollValue[4], ScrollValue[5], ScrollValue[6], ScrollValue[7], ScrollValue[8]); GL.glRotatef(xAngle, 1.0f, 0.0f, 0.0f); GL.glRotatef(yAngle, 0.0f, 1.0f, 0.0f); GL.glRotatef(zAngle, 0.0f, 0.0f, 1.0f); GL.glTranslatef(xShift, yShift, zShift); pos[0] = light_position[0] = ScrollValue[9]; pos[1] = light_position[1] = ScrollValue[10]; pos[2] = light_position[2] = ScrollValue[11]; pos[3] = light_position[3] = 0; GL.glLightfv(GL.GL_LIGHT0, GL.GL_AMBIENT, light_ambient); GL.glLightfv(GL.GL_LIGHT0, GL.GL_DIFFUSE, light_diffuse); GL.glLightfv(GL.GL_LIGHT0, GL.GL_SPECULAR, light_specular); GL.glLightfv(GL.GL_LIGHT0, GL.GL_POSITION, light_position); GL.glLightModelfv(GL.GL_LIGHT_MODEL_AMBIENT, lmodel_ambient); GL.glEnable(GL.GL_LIGHT0); /* * * Reflection * */ GL.glEnable(GL.GL_BLEND); GL.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA); if (reflectionOn) { //draw only to STENCIL buffer GL.glEnable(GL.GL_STENCIL_TEST); GL.glStencilOp(GL.GL_REPLACE, GL.GL_REPLACE, GL.GL_REPLACE); GL.glStencilFunc(GL.GL_ALWAYS, 1, 0xFFFFFFFF); GL.glColorMask((byte)GL.GL_FALSE, (byte)GL.GL_FALSE, (byte)GL.GL_FALSE, (byte)GL.GL_FALSE); GL.glDisable(GL.GL_DEPTH_TEST); drawLake(); // restore regular settings GL.glColorMask((byte)GL.GL_TRUE, (byte)GL.GL_TRUE, (byte)GL.GL_TRUE, (byte)GL.GL_TRUE); GL.glEnable(GL.GL_DEPTH_TEST); // reflection is drawn only where STENCIL buffer value equal to 1 GL.glStencilFunc(GL.GL_EQUAL, 1, 0xFFFFFFFF); GL.glStencilOp(GL.GL_KEEP, GL.GL_KEEP, GL.GL_KEEP); /* * * draw reflected scene * */ GL.glEnable(GL.GL_LIGHTING); for (currentTree = 0; currentTree < numOfTrees; currentTree++) { GL.glPushMatrix(); //GL.glTranslated(randX[currentTree], 0,randZ[currentTree]); GL.glTranslated(locationX[currentTree], 0, locationZ[currentTree]); GL.glRotated(locationRotateY[currentTree], 0, 1, 0); GL.glScalef(1, -1, 1); //swap on Z axis if (scullFaceOn) { GL.glEnable(GL.GL_CULL_FACE); GL.glCullFace(GL.GL_BACK); GL.glCallList(TREE_LIST + currentTree); GL.glCullFace(GL.GL_FRONT); GL.glCallList(TREE_LIST + currentTree); GL.glDisable(GL.GL_CULL_FACE); } else { GL.glCallList(TREE_LIST + currentTree); } GL.glPopMatrix(); } drawLake(); GL.glStencilFunc(GL.GL_NOTEQUAL, 1, 0xFFFFFFFF); GL.glStencilOp(GL.GL_KEEP, GL.GL_KEEP, GL.GL_KEEP); // really draw floor //( half-transparent ( see its color's alpha byte))) // in order to see reflected objects //GL.glDepthMask((byte)GL.GL_FALSE); GL.glDepthMask((byte)GL.GL_TRUE); if (!textureOn) { drawFloor(); } else { drawFloorTextured(); DrawTexturedCube(); } GL.glDisable(GL.GL_LIGHTING); GL.glDisable(GL.GL_STENCIL_TEST); } else { GL.glEnable(GL.GL_LIGHTING); drawLake(); if (!textureOn) { drawFloor(); } else { drawFloorTextured(); DrawTexturedCube(); } GL.glDisable(GL.GL_LIGHTING); } DrawLight(); /* * Draw trees */ GL.glEnable(GL.GL_LIGHTING); GL.glPushMatrix(); for (currentTree = 0; currentTree < numOfTrees; currentTree++) { GL.glPushMatrix(); //GL.glTranslated(randX[currentTree], 0, randZ[currentTree]); GL.glTranslated(locationX[currentTree], 0, locationZ[currentTree]); GL.glRotated(locationRotateY[currentTree], 0, 1, 0); GL.glCallList(TREE_LIST + currentTree); GL.glPopMatrix(); } GL.glPopMatrix(); /* * Draw trees shadows */ GL.glDisable(GL.GL_LIGHTING); GL.glColor3d(0, 0, 0); if (shadowOn) { GL.glPushMatrix(); MakeShadowMatrix(ground); GL.glMultMatrixf(cubeXform); for (currentTree = 0; currentTree < numOfTrees; currentTree++) { GL.glPushMatrix(); //GL.glTranslated(randX[currentTree], 0, randZ[currentTree]); GL.glTranslated(locationX[currentTree], 0, locationZ[currentTree]); GL.glRotated(locationRotateY[currentTree], 0, 1, 0); GL.glCallList(TREE_LIST + currentTree); GL.glPopMatrix(); } GL.glPopMatrix(); } GL.glFlush(); WGL.wglSwapBuffers(m_uint_DC); }
public void Draw() { if (m_uint_DC == 0 || m_uint_RC == 0) { return; } GL.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT | GL.GL_STENCIL_BUFFER_BIT); //TRIVIAL GL.glViewport(0, 0, Width, Height); GL.glLoadIdentity(); GL.glEnable(GL.GL_NORMALIZE); GLU.gluLookAt(ScrollValue[0], ScrollValue[1], ScrollValue[2], ScrollValue[3], ScrollValue[4], ScrollValue[5], ScrollValue[6], ScrollValue[7], ScrollValue[8]); pos[0] = light_position[0] = ScrollValue[9]; pos[1] = light_position[1] = ScrollValue[10]; pos[2] = light_position[2] = ScrollValue[11]; pos[3] = light_position[3] = 0; light_position_reflected[0] = -ScrollValue[9]; light_position_reflected[1] = -ScrollValue[10]; light_position_reflected[2] = -ScrollValue[11]; light_position[3] = 0; GL.glLightfv(GL.GL_LIGHT0, GL.GL_POSITION, light_position); GL.glEnable(GL.GL_LIGHT0); GL.glLightfv(GL.GL_LIGHT1, GL.GL_POSITION, light_position); GL.glEnable(GL.GL_LIGHT1); //beascender look angle GL.glTranslatef(0.0f, -50.0f, -340.0f); //how far from the lake GL.glTranslatef(0.0f, 1.0f, 0.0f); //height from the lake GL.glRotatef(25, 1.0f, 0, 0); //look at lake angle GL.glRotatef(xAngle, 1.0f, 0.0f, 0.0f); if (checkBox) { GL.glRotatef((float)spirala * 0.018f, 0.0f, 1.0f, 0.0f); GL.glRotatef((float)speed * 0.008f, 1.0f, 1.0f, 0.0f); GL.glRotatef((float)speed * 0.008f, 0.0f, 1.0f, 1.0f); GL.glRotatef((float)speed * -0.005f, 1.0f, 0.0f, 1.0f); } GL.glRotatef(yAngle, 0.0f, 1.0f, 0.0f); GL.glRotatef(zAngle, 0.0f, 0.0f, 1.0f); if (checkBox) { GL.glTranslatef(xShift, yShift + (float)-speed * 0.18f, zShift); } GL.glTranslatef(xShift, yShift, zShift); /* * * Reflection drawing area start here * */ GL.glPushMatrix(); GL.glEnable(GL.GL_BLEND); GL.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA); //draw only to STENCIL buffer GL.glEnable(GL.GL_STENCIL_TEST); GL.glStencilOp(GL.GL_REPLACE, GL.GL_REPLACE, GL.GL_REPLACE); GL.glStencilFunc(GL.GL_ALWAYS, 1, 0xFFFFFFFF); GL.glColorMask((byte)GL.GL_FALSE, (byte)GL.GL_FALSE, (byte)GL.GL_FALSE, (byte)GL.GL_FALSE); GL.glDisable(GL.GL_DEPTH_TEST); Drawlake();//Draw area when we want to see reflect // restore regular seascendings GL.glColorMask((byte)GL.GL_TRUE, (byte)GL.GL_TRUE, (byte)GL.GL_TRUE, (byte)GL.GL_TRUE); GL.glEnable(GL.GL_DEPTH_TEST); // reflection is drawn only where STENCIL buffer value equal to 1 GL.glStencilFunc(GL.GL_EQUAL, 1, 0xFFFFFFFF); GL.glStencilOp(GL.GL_KEEP, GL.GL_KEEP, GL.GL_KEEP); /* * draw reflected scene */ GL.glScalef(1, -1, 1); //swap axes down GL.glPushMatrix(); DrawTexturedCube(); //reflected penguin drawPenguin(); draw_sun(); draw_moon(); GL.glPopMatrix(); GL.glPopMatrix(); GL.glEnable(GL.GL_LIGHTING); Drawlake(); GL.glDisable(GL.GL_LIGHTING); GL.glStencilFunc(GL.GL_NOTEQUAL, 1, 0xFFFFFFFF); GL.glStencilOp(GL.GL_KEEP, GL.GL_KEEP, GL.GL_KEEP); GL.glDepthMask((byte)GL.GL_FALSE); GL.glDepthMask((byte)GL.GL_TRUE); drawFloorTextured(); draw_sun(); draw_moon(); GL.glDisable(GL.GL_STENCIL_TEST); DrawTexturedCube(); //SKY BOX /* * * paint main scene area - start here * */ // drawaxe(); GL.glShadeModel(GL.GL_FLAT); GL.glEnable(GL.GL_LIGHTING); //Main Penguin drawPenguin(); ///////// GL.glDisable(GL.GL_LIGHTING); /* * * Draw shadows area - start here * */ GL.glDisable(GL.GL_LIGHTING); GL.glPushMatrix(); MakeShadowMatrix(ground); //sending fround matrix GL.glMultMatrixf(cubeXform); GL.glShadeModel(GL.GL_FLAT); GL.glColor3d(0, 0, 0);//black drawPenguinShade(); GL.glPopMatrix(); GL.glFlush(); WGL.wglSwapBuffers(m_uint_DC); }
public void Draw() { GL.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT | GL.GL_STENCIL_BUFFER_BIT); GL.glMatrixMode(GL.GL_MODELVIEW); GL.glLoadIdentity(); GL.glTranslatef(0.0f, -1.5f, -6.0f); GL.glRotatef(10, 1.0f, 0.0f, 0.0f); GL.glRotatef(-tank.rotation, 0.0f, 1.0f, 0.0f); GL.glRotatef(-tank.turretRotation, 0.0f, 1.0f, 0.0f); GL.glTranslatef(-tank.posX, 0.0f, -tank.posZ); //DrawAxes(); DrawAll(); //target target.Drawself(); //LIGHT - before transforms // hence it is in const position GL.glPushMatrix(); GL.glEnable(GL.GL_LIGHTING); GL.glEnable(GL.GL_LIGHT0); GL.glTranslatef(0, 11, -35); float[] ambient = { 0, 0, 0.3f, 1 }; if (tank.TankType == 2) { ambient[2] = 0.2f; } else { ambient[0] = 0.2f; } float[] diffuse = { 1, 1, 1, 1 }; float[] specular = { 0.5f, 0.5f, 0.5f, 1f }; float[] pos = { 0, 1f, -0.5f, 0 }; GL.glLightfv(GL.GL_LIGHT0, GL.GL_AMBIENT, ambient); GL.glLightfv(GL.GL_LIGHT0, GL.GL_DIFFUSE, diffuse); GL.glLightfv(GL.GL_LIGHT0, GL.GL_SPECULAR, specular); GL.glLightfv(GL.GL_LIGHT0, GL.GL_POSITION, pos); GL.glColor3f(1, 1, 0); GL.glDisable(GL.GL_LIGHTING); GLU.gluSphere(obj, 1, 12, 12); //SUN GL.glEnable(GL.GL_LIGHTING); GL.glPopMatrix(); if (!stelthmode) { GL.glEnable(GL.GL_BLEND); GL.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA); GL.glEnable(GL.GL_STENCIL_TEST); GL.glStencilOp(GL.GL_REPLACE, GL.GL_REPLACE, GL.GL_REPLACE); GL.glStencilFunc(GL.GL_ALWAYS, 1, 0xFFFFFFFF); // draw floor always GL.glColorMask((byte)GL.GL_FALSE, (byte)GL.GL_FALSE, (byte)GL.GL_FALSE, (byte)GL.GL_FALSE); GL.glDisable(GL.GL_DEPTH_TEST); DrawMirror(false); // restore regular settings GL.glColorMask((byte)GL.GL_TRUE, (byte)GL.GL_TRUE, (byte)GL.GL_TRUE, (byte)GL.GL_TRUE); GL.glEnable(GL.GL_DEPTH_TEST); // reflection is drawn only where STENCIL buffer value equal to 1 GL.glStencilFunc(GL.GL_EQUAL, 1, 0xFFFFFFFF); GL.glStencilOp(GL.GL_KEEP, GL.GL_KEEP, GL.GL_KEEP); GL.glEnable(GL.GL_STENCIL_TEST); // draw reflected scene GL.glPushMatrix(); GL.glScalef(-1, 1, 1); //swap on Z axis GL.glEnable(GL.GL_CULL_FACE); GL.glCullFace(GL.GL_BACK); tank.drawSelf(); DrawBullets(); GL.glCullFace(GL.GL_FRONT); tank.drawSelf(); DrawBullets(); GL.glDisable(GL.GL_CULL_FACE); GL.glPopMatrix(); GL.glDepthMask((byte)GL.GL_FALSE); DrawMirror(false); GL.glDepthMask((byte)GL.GL_TRUE); // Disable GL.GL_STENCIL_TEST to show All, else it will be cut on GL.GL_STENCIL GL.glDisable(GL.GL_STENCIL_TEST); } else { GL.glEnable(GL.GL_BLEND); GL.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA); GL.glEnable(GL.GL_STENCIL_TEST); GL.glStencilOp(GL.GL_REPLACE, GL.GL_REPLACE, GL.GL_REPLACE); GL.glStencilFunc(GL.GL_ALWAYS, 1, 0xFFFFFFFF); // draw floor always GL.glColorMask((byte)GL.GL_FALSE, (byte)GL.GL_FALSE, (byte)GL.GL_FALSE, (byte)GL.GL_FALSE); GL.glDisable(GL.GL_DEPTH_TEST); DrawMirror(false); // restore regular settings GL.glColorMask((byte)GL.GL_TRUE, (byte)GL.GL_TRUE, (byte)GL.GL_TRUE, (byte)GL.GL_TRUE); GL.glEnable(GL.GL_DEPTH_TEST); // reflection is drawn only where STENCIL buffer value equal to 1 GL.glStencilFunc(GL.GL_EQUAL, 1, 0xFFFFFFFF); GL.glStencilOp(GL.GL_KEEP, GL.GL_KEEP, GL.GL_KEEP); GL.glEnable(GL.GL_STENCIL_TEST); // draw reflected scene GL.glPushMatrix(); GL.glScalef(-1, 1, 1); //swap on Z axis GL.glEnable(GL.GL_CULL_FACE); GL.glCullFace(GL.GL_BACK); DrawBullets(); GL.glCullFace(GL.GL_FRONT); DrawBullets(); GL.glDisable(GL.GL_CULL_FACE); GL.glPopMatrix(); GL.glDepthMask((byte)GL.GL_FALSE); DrawMirror(false); GL.glDepthMask((byte)GL.GL_TRUE); // Disable GL.GL_STENCIL_TEST to show All, else it will be cut on GL.GL_STENCIL GL.glDisable(GL.GL_STENCIL_TEST); } if (!stelthmode) { tank.drawSelf(); } else { tank.drawstelth(); } DrawMirror(true); DrawBullets(); //REFLECTION e update(); WGL.wglSwapBuffers(m_uint_DC); }
public void Draw() { //Light position for shadows MainLightSource.X = ScrollValue[10]; MainLightSource.Y = ScrollValue[11]; MainLightSource.Z = ScrollValue[12]; GL.glLightfv(GL.GL_LIGHT0, GL.GL_POSITION, MainLightSource.LightLocation()); GL.glLightfv(GL.GL_LIGHT0, GL.GL_AMBIENT, new float[] { 0f, 0f, 0f, 1f }); GL.glLightfv(GL.GL_LIGHT0, GL.GL_DIFFUSE, new float[] { 1f, 1f, 1f }); GL.glLightfv(GL.GL_LIGHT0, GL.GL_SPECULAR, new float[] { 0.628281f, 0.555802f, 0.366065f }); GL.glLightfv(GL.GL_LIGHT2, GL.GL_POSITION, StaticRedLightSource.LightLocation()); GL.glLightfv(GL.GL_LIGHT2, GL.GL_AMBIENT, new float[] { 0f, 0f, 0f, 1f }); GL.glLightfv(GL.GL_LIGHT2, GL.GL_DIFFUSE, new float[] { 1f, 0f, 0f }); GL.glLightfv(GL.GL_LIGHT2, GL.GL_SPECULAR, new float[] { 0.628281f, 0.555802f, 0.366065f }); GL.glLightfv(GL.GL_LIGHT3, GL.GL_POSITION, StaticBlueLightSource.LightLocation()); GL.glLightfv(GL.GL_LIGHT3, GL.GL_AMBIENT, new float[] { 0f, 0f, 0f, 1f }); GL.glLightfv(GL.GL_LIGHT3, GL.GL_DIFFUSE, new float[] { 0f, 0f, 1f }); GL.glLightfv(GL.GL_LIGHT3, GL.GL_SPECULAR, new float[] { 0.628281f, 0.555802f, 0.366065f }); //GL.glLightfv(GL.GL_LIGHT1, GL.GL_POSITION, bannerLightPos); if (m_DeviceContext == 0 || m_RenderingContext == 0) { return; } GL.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT); GL.glLoadIdentity(); // not trivial double[] ModelVievMatrixBeforeSpecificTransforms = new double[16]; double[] CurrentRotationTraslation = new double[16]; GLU.gluLookAt(ScrollValue[0], ScrollValue[1], ScrollValue[2], ScrollValue[3], ScrollValue[4], ScrollValue[5], ScrollValue[6], ScrollValue[7], ScrollValue[8]); GL.glTranslatef(0.0f, 0.0f, -3.0f); DrawOldAxes(); //save current ModelView Matrix values //in ModelVievMatrixBeforeSpecificTransforms array //ModelView Matrix ========>>>>>> ModelVievMatrixBeforeSpecificTransforms GL.glGetDoublev(GL.GL_MODELVIEW_MATRIX, ModelVievMatrixBeforeSpecificTransforms); //ModelView Matrix was saved, so GL.glLoadIdentity(); // make it identity matrix //make transformation in accordance to KeyCode float delta; if (intOptionC != 0) { delta = 3.0f * Math.Abs(intOptionC) / intOptionC; // signed 5 switch (Math.Abs(intOptionC)) { case 1: GL.glRotatef(delta, 1, 0, 0); break; case 2: GL.glRotatef(delta, 0, 1, 0); break; case 3: GL.glRotatef(delta, 0, 0, 1); break; case 4: GL.glTranslatef(delta / 20, 0, 0); break; case 5: GL.glTranslatef(0, delta / 20, 0); break; case 6: GL.glTranslatef(0, 0, delta / 20); break; } } //as result - the ModelView Matrix now is pure representation //of KeyCode transform and only it !!! //save current ModelView Matrix values //in CurrentRotationTraslation array //ModelView Matrix =======>>>>>>> CurrentRotationTraslation GL.glGetDoublev(GL.GL_MODELVIEW_MATRIX, CurrentRotationTraslation); //The GL.glLoadMatrix function replaces the current matrix with //the one specified in its argument. //The current matrix is the //projection matrix, modelview matrix, or texture matrix, //determined by the current matrix mode (now is ModelView mode) GL.glLoadMatrixd(AccumulatedRotationsTraslations); //Global Matrix //The GL.glMultMatrix function multiplies the current matrix by //the one specified in its argument. //That is, if M is the current matrix and T is the matrix passed to //GL.glMultMatrix, then M is replaced with M • T GL.glMultMatrixd(CurrentRotationTraslation); //save the matrix product in AccumulatedRotationsTraslations GL.glGetDoublev(GL.GL_MODELVIEW_MATRIX, AccumulatedRotationsTraslations); //replace ModelViev Matrix with stored ModelVievMatrixBeforeSpecificTransforms GL.glLoadMatrixd(ModelVievMatrixBeforeSpecificTransforms); //multiply it by KeyCode defined AccumulatedRotationsTraslations matrix GL.glMultMatrixd(AccumulatedRotationsTraslations); GL.glPushMatrix(); // save the current matrix GL.glScalef(zoom, zoom, zoom); // scale the matrix DrawAxes(); DrawFigures(); GL.glPopMatrix(); // load the unscaled matrix GL.glFlush(); WGL.wglSwapBuffers(m_DeviceContext); }