void glCanvas1_OpenGLDraw(object sender, PaintEventArgs e) { PrintCameraInfo(); GL.ClearColor(0x87 / 255.0f, 0xce / 255.0f, 0xeb / 255.0f, 0xff / 255.0f); GL.Clear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT); var arg = new RenderEventArgs(RenderModes.Render, this.camera); if (this.renderState == 2 || this.renderState == 4) { axisElement.Render(arg); } if (this.renderState == 3 || this.renderState == 4) { axisElement2.Render(arg); } uiLeftBottomAxis.Render(arg); uiLeftTopAxis.Render(arg); uiRightBottomAxis.Render(arg); uiRightTopAxis.Render(arg); uiLeftBottomRect.Render(arg); uiLeftTopRect.Render(arg); uiRightBottomRect.Render(arg); uiRightTopRect.Render(arg); }
void glCanvas1_OpenGLDraw(object sender, PaintEventArgs e) { PrintCameraInfo(); //GL.ClearColor(0x87 / 255.0f, 0xce / 255.0f, 0xeb / 255.0f, 0xff / 255.0f); GL.Clear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT); var arg = new RenderEventArgs(RenderModes.Render, this.camera); mat4 projectionMatrix = camera.GetProjectionMat4(); projectionMatrix = glm.translate(projectionMatrix, new vec3(translateX, translateY, translateZ));// mat4 viewMatrix = camera.GetViewMat4(); mat4 modelMatrix = mat4.identity(); mat4 mvp = projectionMatrix * viewMatrix * modelMatrix; if (this.renderState == 2 || this.renderState == 4) { axisElement.mvp = mvp; axisElement.Render(arg); } if (this.renderState == 3 || this.renderState == 4) { axisElement2.projectionMatrix = projectionMatrix; axisElement2.viewMatrix = viewMatrix; axisElement2.modelMatrix = modelMatrix; axisElement2.Render(arg); } uiLeftBottomAxis.Render(arg); uiLeftTopAxis.Render(arg); uiRightBottomAxis.Render(arg); uiRightTopAxis.Render(arg); uiLeftBottomRect.Render(arg); uiLeftTopRect.Render(arg); uiRightBottomRect.Render(arg); uiRightTopRect.Render(arg); }