Exemple #1
0
        public void Draw()
        {
            if (output is null)
            {
                return;
            }

            OpenGL gl = output.OpenGL;

            gl.ClearColor(bgColor.R / 255.0f, bgColor.G / 255.0f, bgColor.B / 255.0f, 1.0f);
            gl.Clear(OpenGL.GL_COLOR_BUFFER_BIT | OpenGL.GL_DEPTH_BUFFER_BIT);

            gl.LineWidth(size);
            gl.PointSize(size);

            if (displayMode == DisplayMode.Fill)
            {
                gl.PolygonMode(FaceMode.FrontAndBack, PolygonMode.Filled);
            }
            else if (displayMode == DisplayMode.Lines)
            {
                gl.PolygonMode(FaceMode.FrontAndBack, PolygonMode.Lines);
            }
            else
            {
                gl.PolygonMode(FaceMode.FrontAndBack, PolygonMode.Points);
            }

            gl.CallList(OpenGL.GL_LIST_BASE + 1);

            gl.Flush();
        }
        public override void Draw(OpenGL gl)
        {
            gl.PushAttrib(AttributeMask.All);
            gl.PushMatrix();

            gl.CallList(ListInd);

            gl.PopMatrix();
            gl.PopAttrib();
        }
Exemple #3
0
        public override void Draw(OpenGL gl)
        {
            gl.PushAttrib(AttributeMask.All);
            gl.PushMatrix();
            gl.Translate(position.x, position.y, position.z);

            gl.CallList(ListInd);

            gl.PopMatrix();
            gl.PopAttrib();
        }
Exemple #4
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        public void Render(OpenGL gl, Vector3 position, Vector3 rotation)
        {
            if (_axisDrawListId == uint.MinValue)
            {
                CreateDrawList(gl);
            }

            gl.Color(255, 255, 255);
            gl.MatrixMode(MatrixMode.Modelview);
            gl.PushMatrix();
            gl.Translate(position.X, position.Z, position.Y);
            gl.Rotate(rotation.X, 1, 0, 0);
            gl.Rotate(rotation.Y, 0, 1, 0);
            gl.Rotate(rotation.Z, 0, 0, 1);
            gl.CallList(_axisDrawListId);
            gl.Rotate(90, 1, 0, 0);
            gl.CallList(_axisDrawListId);
            gl.Rotate(-90, 0, 0, 1);
            gl.CallList(_axisDrawListId);
            gl.PopMatrix();
        }
Exemple #5
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        public override void Draw(OpenGL gl)
        {
            gl.PushAttrib(SharpGL.Enumerations.AttributeMask.All);
            gl.PushMatrix();

            //gl.Translate(position.x, position.y, position.z);
            //DrawFigures(gl, boardSize, colorWhite, colorBlack, textureWhite, textureBlack);
            gl.CallList(ListInd);

            gl.PopMatrix();
            gl.PopAttrib();
        }
Exemple #6
0
        //{------------------------------------------------------------------}
        //{  Draw the entire tentacle object
        //{------------------------------------------------------------------}
        private void DrawObject(float DemoTime, OpenGL gl)
        {
            gl.Color(1.0, 1.0, 1.0);
            colorsTex.Bind(gl);

            //Draw the first cube
            gl.CallList(CubeDL);
            gl.Scale(0.9, 0.9, 0.9);

            float angle      = (float)(25 * Math.Sin(DemoTime / 600));
            float twistangle = (float)(25 * Math.Sin(DemoTime / 800));

            gl.PushMatrix();
            DrawTentacle(0, angle, twistangle, gl);
            gl.PopMatrix();

            angle      = (float)(25 * Math.Cos(DemoTime / 500));
            twistangle = (float)(25 * Math.Sin(DemoTime / 800));
            gl.Rotate(90, 0, 1, 0);
            gl.PushMatrix();
            DrawTentacle(0, angle, -twistangle, gl);
            gl.PopMatrix();

            angle      = (float)(25 * Math.Sin(DemoTime / 500));
            twistangle = (float)(25 * Math.Cos(DemoTime / 600));
            gl.Rotate(90, 0, 1, 0);
            gl.PushMatrix();
            DrawTentacle(0, angle, twistangle, gl);
            gl.PopMatrix();

            angle      = (float)(25 * Math.Sin(DemoTime / 600));
            twistangle = (float)(25 * Math.Sin(DemoTime / 400));
            gl.Rotate(90, 0, 1, 0);
            gl.PushMatrix();
            DrawTentacle(0, angle, -twistangle, gl);
            gl.PopMatrix();

            angle      = (float)(25 * Math.Sin(DemoTime / 600));
            twistangle = (float)(25 * Math.Cos(DemoTime / 400));
            gl.Rotate(90, 0, 0, 1);
            gl.PushMatrix();
            DrawTentacle(0, angle, twistangle, gl);
            gl.PopMatrix();

            angle      = (float)(25 * Math.Sin(DemoTime / 400));
            twistangle = (float)(25 * Math.Cos(DemoTime / 800));
            gl.Rotate(180, 0, 0, 1);
            gl.PushMatrix();
            DrawTentacle(0, -angle, -twistangle, gl);
            gl.PopMatrix();
        }
Exemple #7
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 //{------------------------------------------------------------------}
 //{  Draw a tentacle
 //{------------------------------------------------------------------}
 private void DrawTentacle(int Step, float angle, float twistangle, OpenGL gl)
 {
     if (Step == 19)
     {
         return;
     }
     // Translate along the x-axis
     gl.Translate(2.25, 0, 0);
     gl.Rotate(angle, 0, 1, 0);
     gl.Rotate(twistangle, 1, 0, 0);
     gl.CallList(CubeDL);
     gl.Scale(0.9, 0.9, 0.9);
     DrawTentacle(Step + 1, angle, twistangle, gl);
 }
        public override void Draw(OpenGL gl)
        {
            gl.PushAttrib(AttributeMask.All);
            gl.PushMatrix();
            gl.Translate(position.x, position.y, position.z);
            gl.Scale(scale, scale, scale);

            if (texture != null)
            {
                gl.Enable(OpenGL.GL_TEXTURE_2D);
                texture.Bind(gl);
            }

            gl.CallList(ListInd);

            gl.PopMatrix();
            gl.PopAttrib();
        }
Exemple #9
0
        /// <summary>
        /// Handles the OpenGLDraw event of the openGLControl control.
        /// </summary>
        /// <param name="sender">The source of the event.</param>
        /// <param name="e">The <see cref="RenderEventArgs"/> instance containing the event data.</param>
        private void openGLControl_OpenGLDraw(object sender, RenderEventArgs e)
        {
            //  Get the OpenGL object.
            OpenGL gl = openGLControl.OpenGL;

            //  Clear the color and depth buffer.
            gl.Clear(OpenGL.GL_COLOR_BUFFER_BIT | OpenGL.GL_DEPTH_BUFFER_BIT);

            //  Load the identity matrix.
            gl.LoadIdentity();

            Angle = (elapsedMillisecs / 300);
            int ElapsedTime = elapsedMillisecs;

            gl.Color(1.0, 1.0, 1.0);

            gl.Translate(0.0, 0.0, -14);
            gl.Rotate(ElapsedTime / 20, 1, 0, 0);
            gl.CallList(TorusDL);

            endTime          = DateTime.Now;
            elapsedMillisecs = (int)((TimeSpan)(endTime - startTime)).TotalMilliseconds;
            LastTime         = elapsedMillisecs;
        }
Exemple #10
0
        /// <summary>
        /// Handles the OpenGLDraw event of the openGLControl control.
        /// </summary>
        /// <param name="sender">The source of the event.</param>
        /// <param name="e">The <see cref="RenderEventArgs"/> instance containing the event data.</param>
        private void openGLControl_OpenGLDraw(object sender, RenderEventArgs e)
        {
            angle += 0.4f;

            //  Get the OpenGL object.
            OpenGL gl = openGLControl.OpenGL;

            // Clear The Screen And The Depth Buffer
            gl.Clear(OpenGL.GL_COLOR_BUFFER_BIT | OpenGL.GL_DEPTH_BUFFER_BIT);
            // Reset The View
            gl.LoadIdentity();
            gl.PushMatrix();
            gl.Translate(0.0, 2.0, -35);
            gl.BindTexture(OpenGL.GL_TEXTURE_2D, TexEarth.TextureName);
            gl.Color(1.0, 1.0, 1.0);
            gl.Rotate(angle, 0.0, 1.0, 0.0);
            gl.CallList(SphereDL);
            gl.PopMatrix();

            gl.LoadIdentity();
            // Draw Rotating Galaxy
            gl.PushMatrix();
            gl.Translate(0.0, 0.0, -30);
            gl.Scale(4.0, 4.0, 4.0);
            // Bind the Texture to the object
            gl.BindTexture(OpenGL.GL_TEXTURE_2D, texBackground.TextureName);
            gl.Rotate(elapsedTime / 100, 0, 0, 1);
            gl.Color(1.0, 1.0, 1.0);
            gl.Begin(OpenGL.GL_QUADS);
            gl.TexCoord(0.0, 0.0); gl.Vertex(-7.6, -7.6, 0);
            gl.TexCoord(1.0, 0.0); gl.Vertex(7.6, -7.6, 0);
            gl.TexCoord(1.0, 1.0); gl.Vertex(7.6, 7.6, 0);
            gl.TexCoord(0.0, 1.0); gl.Vertex(-7.6, 7.6, 0);
            gl.End();
            gl.PopMatrix();

            // Draw Text Strings
            gl.PushMatrix();
            gl.Translate(0.0, 0 + g_TextScroller, -3);
            // Bind the Texture to the object
            gl.BindTexture(OpenGL.GL_TEXTURE_2D, texFont.TextureName);
            // Line One
            glImgWrite("this is some test text.");

            // Line Two
            gl.Translate(0.0, -0.1, 0.0);
            glImgWrite("here we have a second line of text.");

            // Rolling Text
            gl.Translate(0.0, -0.5, 0.0);
            gl.Rotate(-(elapsedTime / 10), 1, 0, 0);
            glImgWrite("lets see of this text can rotate.");

            xAngle = xAngle + xSpeed;
            yAngle = yAngle + ySpeed;
            zAngle = zAngle + zSpeed;
            gl.PopMatrix();

            gl.PushMatrix();
            gl.Translate(2 - g_TextScroller2, -0.35, -1.03);
            gl.Rotate(-(elapsedTime / 10), 1, 0, 0);
            glImgWrite("test horizontal.........www.sulaco.co.za");
            gl.PopMatrix();

            gl.PushMatrix();
            gl.Translate(-0.60, 0.6, -1.9);
            gl.Rotate(-(elapsedTime / 10), 1, 0, 0);
            glImgWrite("FPS : ");// + FPSCountTxt);
            gl.PopMatrix();

            // Text Scrolling from the top, downwards
            g_TextScroller  = g_TextScroller + 0.008f;
            g_TextScroller2 = g_TextScroller2 + xScrollSpeed;

            if (g_TextScroller > 1.5)
            {
                g_TextScroller = -1.5f;
            }
            if (g_TextScroller2 > 5.5)
            {
                g_TextScroller2 = -1.5f;
            }

            gl.PushMatrix();
            gl.Translate(0.0, 2.0 - g_TextScroller, -4.1);
            glImgWrite("text scrolling from the top.");
            gl.PopMatrix();

            // Growing Text
            gl.PushMatrix();
            //gl.Translate(0.0,0.0,8.0 * g_TextScroller);
            gl.Translate(0.0, 2.8 * -g_TextScroller, 8 * g_TextScroller);
            glImgWrite("www.opengl..org");
            gl.PopMatrix();


            gl.LoadIdentity();
            gl.PushMatrix();
            gl.Translate(-2, -0.5, -7);
            //{ For movement that requires a constant speed on all machines use ... }
            //gl.Rotate(ElapsedTime/20, 1, 0, 0);
            //gl.Rotate(ElapsedTime/30, 0, 1, 0);

            gl.Rotate(xAngle, 1, 0, 0);
            gl.Rotate(yAngle, 0, 1, 0);
            gl.Rotate(zAngle, 0, 0, 1);

            //Left Cube
            gl.BindTexture(OpenGL.GL_TEXTURE_2D, TexCube.TextureName);  // Bind the Texture to the object
            gl.Begin(OpenGL.GL_QUADS);
            // Front Face
            gl.Normal(0.0, 0.0, 1.0);
            gl.TexCoord(0.0, 0.0); gl.Vertex(-1.0, -1.0, 1.0);
            gl.TexCoord(1.0, 0.0); gl.Vertex(1.0, -1.0, 1.0);
            gl.TexCoord(1.0, 1.0); gl.Vertex(1.0, 1.0, 1.0);
            gl.TexCoord(0.0, 1.0); gl.Vertex(-1.0, 1.0, 1.0);
            // Back Face
            gl.Normal(0.0, 0.0, -1.0);
            gl.TexCoord(1.0, 0.0); gl.Vertex(-1.0, -1.0, -1.0);
            gl.TexCoord(1.0, 1.0); gl.Vertex(-1.0, 1.0, -1.0);
            gl.TexCoord(0.0, 1.0); gl.Vertex(1.0, 1.0, -1.0);
            gl.TexCoord(0.0, 0.0); gl.Vertex(1.0, -1.0, -1.0);
            // Top Face
            gl.Normal(0.0, 1.0, 0.0);
            gl.TexCoord(0.0, 1.0); gl.Vertex(-1.0, 1.0, -1.0);
            gl.TexCoord(0.0, 0.0); gl.Vertex(-1.0, 1.0, 1.0);
            gl.TexCoord(1.0, 0.0); gl.Vertex(1.0, 1.0, 1.0);
            gl.TexCoord(1.0, 1.0); gl.Vertex(1.0, 1.0, -1.0);
            // Bottom Face
            gl.Normal(0.0, -1.0, 0.0);
            gl.TexCoord(1.0, 1.0); gl.Vertex(-1.0, -1.0, -1.0);
            gl.TexCoord(0.0, 1.0); gl.Vertex(1.0, -1.0, -1.0);
            gl.TexCoord(0.0, 0.0); gl.Vertex(1.0, -1.0, 1.0);
            gl.TexCoord(1.0, 0.0); gl.Vertex(-1.0, -1.0, 1.0);
            // Right face
            gl.Normal(1.0, 0.0, 0.0);
            gl.TexCoord(1.0, 0.0); gl.Vertex(1.0, -1.0, -1.0);
            gl.TexCoord(1.0, 1.0); gl.Vertex(1.0, 1.0, -1.0);
            gl.TexCoord(0.0, 1.0); gl.Vertex(1.0, 1.0, 1.0);
            gl.TexCoord(0.0, 0.0); gl.Vertex(1.0, -1.0, 1.0);
            // Left Face
            gl.Normal(-1.0, 0.0, 0.0);
            gl.TexCoord(0.0, 0.0); gl.Vertex(-1.0, -1.0, -1.0);
            gl.TexCoord(1.0, 0.0); gl.Vertex(-1.0, -1.0, 1.0);
            gl.TexCoord(1.0, 1.0); gl.Vertex(-1.0, 1.0, 1.0);
            gl.TexCoord(0.0, 1.0); gl.Vertex(-1.0, 1.0, -1.0);
            gl.End();
            gl.PopMatrix();

            gl.LoadIdentity();
            gl.Disable(OpenGL.GL_TEXTURE_2D);
            gl.PushMatrix();              //Sauvegarde la matrice active
            gl.Scale(0.4, 0.4, 0.4);      //Redimensionne l'objet
            gl.Translate(5, -1, g_Zcube); //Translation (x,y,z)
            gl.Rotate(-angle, 0, 1, 0);
            gl.Rotate(-angle, 1, 0, 0);
            gl.Rotate(-angle, 0, 0, 1);
            gl.Begin(OpenGL.GL_QUADS);

            //1 ère face\\
            gl.Color(1.0f, 0.0f, 0.0f);
            gl.Vertex(2, 2, 2);   //1p
            gl.Color(0.0f, 1.0f, 0.0f);
            gl.Vertex(2, -2, 2);  //2p
            gl.Color(1.0f, 0.0f, 0.0f);
            gl.Vertex(-2, -2, 2); //3p
            gl.Color(0.0f, 0.0f, 1.0f);
            gl.Vertex(-2, 2, 2);  //4p

            //2 ème face\\
            gl.Color(0.0f, 1.0f, 0.0f);
            gl.Vertex(2, 2, -2);   //1p
            gl.Color(0.0f, 1.0f, 0.0f);
            gl.Vertex(2, -2, -2);  //2p
            gl.Color(0.0f, 1.0f, 0.0f);
            gl.Vertex(-2, -2, -2); //3p
            gl.Color(0.0f, 1.0f, 0.0f);
            gl.Vertex(-2, 2, -2);  //4p

            //3 ème face\\
            gl.Color(1.0f, 0.0f, 0.0f);
            gl.Vertex(2, 2, 2);   //1p
            gl.Color(0.0f, 0.0f, 1.0f);
            gl.Vertex(2, -2, 2);  //2p
            gl.Color(0.0f, 1.0f, 0.0f);
            gl.Vertex(2, -2, -2); //3p
            gl.Color(1.0f, 1.0f, 0.0f);
            gl.Vertex(2, 2, -2);  //4p

            //4 ème face\\
            gl.Color(1.0f, 1.0f, 0.0f);
            gl.Vertex(-2, 2, 2);   //1p
            gl.Color(0.0f, 1.0f, 0.0f);
            gl.Vertex(-2, -2, 2);  //2p
            gl.Color(0.0f, 0.0f, 1.0f);
            gl.Vertex(-2, -2, -2); //3p
            gl.Color(1.0f, 0.0f, 0.0f);
            gl.Vertex(-2, 2, -2);  //4p

            //5 ème face\\
            gl.Color(0.0f, 1.0f, 0.0f);
            gl.Vertex(-2, 2, -2); //1p
            gl.Color(1.0f, 1.0f, 0.0f);
            gl.Vertex(-2, 2, 2);  //2p
            gl.Color(1.0f, 0.0f, 0.0f);
            gl.Vertex(2, 2, 2);   //3p
            gl.Color(0.0f, 0.0f, 1.0f);
            gl.Vertex(2, 2, -2);  //4p

            //6 ème face\\
            gl.Color(1.0f, 1.0f, 0.0f);
            gl.Vertex(-2, -2, -2); //1p
            gl.Color(0.0f, 1.0f, 0.0f);
            gl.Vertex(-2, -2, 2);  //2p
            gl.Color(0.0f, 0.0f, 1.0f);
            gl.Vertex(2, -2, 2);   //3p
            gl.Color(1.0f, 0.0f, 0.0f);
            gl.Vertex(2, -2, -2);  //4p
            gl.End();              //Finis de dessiner le carré
            gl.PopMatrix();        //Recupérer la matrice précédemment sauvegarder
            gl.Enable(OpenGL.GL_TEXTURE_2D);
            gl.Flush();

            LastTime    = elapsedTime;
            endTime     = DateTime.Now;
            elapsedTime = (float)((TimeSpan)(endTime - startTime)).TotalMilliseconds;
        }
Exemple #11
0
 public virtual void Call(OpenGL gl)
 {
     gl.CallList(list);
 }
Exemple #12
0
 public virtual void Call(OpenGL gl)
 {
     gl.CallList(list);
 }