// ############################################################################ // ############################################################################ // ############################################################################ // ############################################################################ // ============================================================================ // The following can be used as an example of how to initialize OpenGL // rendering. A System.Windows.Forms object can use a window handle acquired // from (uint)((this.Handle).ToInt32()) as the "HWND" parameter. // // Here is a crude illustration of the use of WGL.DemoInitOpenGL() by a Form: // // // ---------------------------------------------------------------------- // public static uint m_uint_HWND = 0; // public static uint m_uint_DC = 0; // public static uint m_uint_RC = 0; // // protected override void OnPaintBackground( PaintEventArgs e ) // { // // This overrides the System.Windows.Forms.Control protected method // // "OnPaintBackground()" so that we don't clear the client area of // // this form window -- so the OpenGL doesn't flicker on each frame. // } // // protected override void OnPaint( System.Windows.Forms.PaintEventArgs e ) // { // if (0 == m_uint_RC) // { // m_uint_HWND = (uint)((this.Handle).ToInt32()); // WGL.DemoInitOpenGL( m_uint_HWND, ref m_uint_DC, ref m_uint_RC ); // } // if (0 != m_uint_RC) // { // WGL.DemoOpenGLDraw( this.Size.Width, this.Size.Height, m_uint_DC ); // } // System.Threading.Thread.Sleep( 10 ); // 10 msec --> 100 frames per second, max. // Invalidate(false); // Force OnPaint() to get called again. // } // // ---------------------------------------------------------------------- // // ============================================================================ public static void DemoInitOpenGL ( uint uint_HWND, // in ref uint ref_uint_DC, // out ref uint ref_uint_RC // out ) { ref_uint_DC = WGL.GetDC(uint_HWND); // CAUTION: Not doing the following WGL.wglSwapBuffers() on the DC will // result in a failure to subsequently create the RC. WGL.wglSwapBuffers(ref_uint_DC); WGL.DemoCreateRenderingContext(ref ref_uint_DC, ref ref_uint_RC); if (0 == ref_uint_RC) { WGL.MessageBox(0, "Failed to create OpenGL Rendering Context (RC)", "WGL.DemoInitOpenGL() : ERROR", MB_OK); return; } }
public void Draw() { // MAIN FUNCTION if (m_uint_DC == 0 || m_uint_RC == 0) { MessageBox.Show("No screen dimension. Drawing canceled"); return; } // GL.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT); GL.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT | GL.GL_STENCIL_BUFFER_BIT); GL.glLoadIdentity(); GL.glTranslatef(0.0f, 0.0f, -6.0f); GL.glRotatef(90.0f - GlobalProperties.CurrentVerticalViewAngle, -1.0f, 0.0f, 0.0f); GL.glRotatef(GlobalProperties.CurrentHorizontalViewAngle, 0.0f, 0.0f, 1.0f); GL.glEnable(GL.GL_LIGHTING); if (GlobalProperties.LightBeamOn) { GL.glEnable(GL.GL_LIGHT0); } else { GL.glDisable(GL.GL_LIGHT0); } // DrawAxes(); DrawAll(); GL.glDisable(GL.GL_LIGHTING); 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.glLoadIdentity(); GL.glTranslatef(0.0f, 0.0f, -3.0f); // Translate 3 Units Into The Screen createLightning(); switch (m_gyroState) { case eGyroState.Rotating: gyroRotatingTransform(); break; case eGyroState.Slowing: gyroSlowingTransform(); break; case eGyroState.Stoping: gyroStopingTransform(); break; } //drawAxes(); drawGyro(); 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); GL.glLoadIdentity(); GLU.gluLookAt(ScrollValue[1], 1, 10, 0, 0, 0, 0, 1, 0); GL.glTranslated(0, 0, -6); GL.glRotated(20, 1, 0, 0); //DrawAxes(Color.Red, Color.Green, Color.Blue); UpdateScrollInput(); DrawLights(); DrawMirrors(); DrawFigures(); GL.glFlush(); WGL.wglSwapBuffers(m_uint_DC); }
// ############################################################################ // ############################################################################ // ############################################################################ // ############################################################################ // ============================================================================ // The following is an example of OpenGL rendering code, complete with // buffer swapping. This function can be called by a Form's "OnPaint()" // method if a previous WGL.DemoInitOpenGL() call (for example) has // already successfully established a valid Render Context (RC). // ============================================================================ public static void DemoOpenGLDraw ( int int_WindowWidth, int int_WindowHeight, uint uint_DC ) { int int_Phase = (int)(System.Environment.TickCount % 120000); float float_Phase = (float)(0.3f * (int_Phase)); if (int_WindowWidth <= 0) { int_WindowWidth = 1; } if (int_WindowHeight <= 0) { int_WindowHeight = 1; } GL.glViewport(0, 0, int_WindowWidth, int_WindowHeight); GL.glEnable(GL.GL_DEPTH_TEST); GL.glDepthFunc(GL.GL_LEQUAL); GL.glEnable(GL.GL_CULL_FACE); GL.glCullFace(GL.GL_BACK); GL.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); GL.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT); GL.glMatrixMode(GL.GL_PROJECTION); GL.glLoadIdentity(); //GL.glOrtho( 0.0f, (float)(int_WindowWidth), 0.0f, (float)(int_WindowHeight), -1.0f, 1.0f ); GLU.gluPerspective ( 60.0, // Field of view angle (Y angle; degrees) ((double)(int_WindowWidth) / (double)(int_WindowHeight)), 1.0, // Near plane 1000.0 // Far plane ); GL.glMatrixMode(GL.GL_MODELVIEW); GL.glLoadIdentity(); // Translating the camera to +600.0f Z is essentially // adding -600.0f to all drawing commands. GL.glTranslatef(0.0f, 0.0f, -600.0f); GL.glRotatef((0.11f * float_Phase), 1.0f, 0.0f, 0.0f); GL.glRotatef((0.31f * float_Phase), 0.0f, 1.0f, 0.0f); GL.glRotatef((0.19f * float_Phase), 0.0f, 0.0f, 1.0f); float[][] vert_xyz = new float[8][] { new float[] { -100.0f, -100.0f, -100.0f }, // 0 new float[] { -100.0f, -100.0f, 100.0f }, // 1 new float[] { -100.0f, 100.0f, -100.0f }, // 2 new float[] { -100.0f, 100.0f, 100.0f }, // 3 new float[] { 100.0f, -100.0f, -100.0f }, // 4 new float[] { 100.0f, -100.0f, 100.0f }, // 5 new float[] { 100.0f, 100.0f, -100.0f }, // 6 new float[] { 100.0f, 100.0f, 100.0f } // 7 }; int [][] tri_abc = new int [12][] { new int[] { 0, 2, 4 }, new int[] { 4, 2, 6 }, // Back new int[] { 0, 4, 1 }, new int[] { 1, 4, 5 }, // Bottom new int[] { 0, 1, 2 }, new int[] { 2, 1, 3 }, // Left new int[] { 4, 6, 5 }, new int[] { 5, 6, 7 }, // Right new int[] { 2, 3, 6 }, new int[] { 6, 3, 7 }, // Top new int[] { 1, 5, 3 }, new int[] { 3, 5, 7 } // Front }; float[][] colors_rgb = new float[12][] { new float[] { 0.5f, 0.1f, 0.1f }, new float[] { 1.0f, 0.1f, 0.1f }, // Red new float[] { 0.5f, 0.5f, 0.1f }, new float[] { 1.0f, 1.0f, 0.1f }, // Yellow new float[] { 0.1f, 0.5f, 0.1f }, new float[] { 0.1f, 1.0f, 0.1f }, // Green new float[] { 0.1f, 0.5f, 0.5f }, new float[] { 0.1f, 1.0f, 1.0f }, // Cyan new float[] { 0.1f, 0.1f, 0.5f }, new float[] { 0.1f, 0.1f, 1.0f }, // Blue new float[] { 0.5f, 0.1f, 0.5f }, new float[] { 1.0f, 0.1f, 1.0f } // Magenta }; int iTriTotal = 12; int iTriIndex = 0; GL.glBegin(GL.GL_TRIANGLES); for (iTriIndex = 0; iTriIndex < iTriTotal; iTriIndex++) { GL.glColor3fv(colors_rgb[iTriIndex]); GL.glVertex3fv(vert_xyz[tri_abc[iTriIndex][0]]); GL.glColor3fv(colors_rgb[iTriIndex]); GL.glVertex3fv(vert_xyz[tri_abc[iTriIndex][1]]); GL.glColor3fv(colors_rgb[iTriIndex]); GL.glVertex3fv(vert_xyz[tri_abc[iTriIndex][2]]); } GL.glEnd(); WGL.wglSwapBuffers(uint_DC); }
/********************************************************************************************************** * * * * 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() { pos[0] = -4 + (float)xExisOrigin + (float)ScrollValue[11]; pos[1] = 15 + (float)yExisOrigin + (float)ScrollValue[12]; pos[2] = 15 + (float)ScrollValue[13]; 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.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, -30.0f); GL.glRotatef(105, 0, 0, 1); GL.glRotatef(70, 0, 1, 0); GL.glRotatef(15, 1, 0, 0); //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 = 5.0f * 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); //REFLECTION//DrawAxes(); //REFLECTION b intOptionB += 1; //for rotation intOptionC += 10; //for rotation // without REFLECTION was only DrawAll(); // now //!!!!------sky box GL.glPushMatrix(); GL.glPushAttrib(GL.GL_CURRENT_BIT); GL.glColor4f(1.0f, 1.0f, 1.0f, 0.5f); GL.glEnable(GL.GL_TEXTURE_2D); GL.glDisable(GL.GL_BLEND); GL.glRotatef(90, 1, 0, 0); DrawTexturedCube(); GL.glPopAttrib(); GL.glPopMatrix(); ///// GL.glEnable(GL.GL_BLEND); GL.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA); //only floor, 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); // 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); DrawFloor3(); // 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); DrawFigures(); GL.glCullFace(GL.GL_FRONT); DrawFigures(); GL.glDisable(GL.GL_CULL_FACE); GL.glPopMatrix(); // really draw floor //( half-transparent ( see its color's alpha byte))) // in order to see reflected objects GL.glDepthMask((byte)GL.GL_FALSE); DrawFloor3(); 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); DrawFigures(); GL.glDisable(GL.GL_TEXTURE_2D); GL.glFlush(); WGL.wglSwapBuffers(m_uint_DC); }
public void Draw() { float delta = 0; double[] ModelViewMatrixBeforeTransforms = new double[16]; double[] CurrentTraslation = new double[16]; 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.glLoadIdentity(); if (enableLookAtValue) { GLU.gluLookAt(LookAtNumberValue[0], LookAtNumberValue[1], LookAtNumberValue[2], LookAtNumberValue[3], LookAtNumberValue[4], LookAtNumberValue[5], LookAtNumberValue[6], LookAtNumberValue[7], LookAtNumberValue[8]); } GL.glTranslatef(0.0f, 0.0f, -20.0f); if (enableRotate) { GL.glRotatef(viewAngle, 0.0f, 1.0f, 0.0f); viewAngle -= 2f; } DrawRoom(); DrawOldAxes(); DrawLightSource(); GL.glGetDoublev(GL.GL_MODELVIEW_MATRIX, ModelViewMatrixBeforeTransforms); GL.glLoadIdentity(); if (coordSysMoveDirection != 0) { delta = 5.0f * Math.Abs(coordSysMoveDirection) / coordSysMoveDirection; switch (Math.Abs(coordSysMoveDirection)) { case 1: GL.glTranslatef(delta / 20, 0, 0); break; case 2: GL.glTranslatef(0, delta / 20, 0); break; case 3: GL.glTranslatef(0, 0, delta / 20); break; case 4: GL.glRotatef(delta, 1, 0, 0); break; case 5: GL.glRotatef(delta, 0, 1, 0); break; case 6: GL.glRotatef(delta, 0, 0, 1); break; } } GL.glGetDoublev(GL.GL_MODELVIEW_MATRIX, CurrentTraslation); GL.glLoadMatrixd(AccumulatedTraslations); GL.glMultMatrixd(CurrentTraslation); GL.glGetDoublev(GL.GL_MODELVIEW_MATRIX, AccumulatedTraslations); GL.glLoadMatrixd(ModelViewMatrixBeforeTransforms); GL.glMultMatrixd(AccumulatedTraslations); DrawAxes(); GL.glCallList(handList); if (enableReflection) { 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); GL.glColorMask((byte)GL.GL_FALSE, (byte)GL.GL_FALSE, (byte)GL.GL_FALSE, (byte)GL.GL_FALSE); GL.glDisable(GL.GL_DEPTH_TEST); //DrawFloor(); GL.glCallList(floorMainList); GL.glColorMask((byte)GL.GL_TRUE, (byte)GL.GL_TRUE, (byte)GL.GL_TRUE, (byte)GL.GL_TRUE); GL.glEnable(GL.GL_DEPTH_TEST); GL.glStencilFunc(GL.GL_EQUAL, 1, 0xFFFFFFFF); GL.glStencilOp(GL.GL_KEEP, GL.GL_KEEP, GL.GL_KEEP); GL.glEnable(GL.GL_STENCIL_TEST); GL.glPushMatrix(); GL.glScalef(1, -1, 1); GL.glEnable(GL.GL_CULL_FACE); GL.glCullFace(GL.GL_BACK); GL.glTranslated(0, 3, 0); DrawFigures(); GL.glCullFace(GL.GL_FRONT); DrawFigures(); GL.glDisable(GL.GL_CULL_FACE); GL.glPopMatrix(); GL.glDepthMask((byte)GL.GL_FALSE); //DrawFloor(); GL.glCallList(floorMainList); GL.glDepthMask((byte)GL.GL_TRUE); GL.glDisable(GL.GL_STENCIL_TEST); } 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() { 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.glLoadIdentity(); if (Weaponchanged) { //if WeaponIndex changed create lists again! Robot.PrepareAndDraw(); Robot.PrepareAndDrawShadow(); Weaponchanged = false; } GLU.gluLookAt(ScrollValue[0], ScrollValue[1], ScrollValue[2], ScrollValue[3], ScrollValue[4], ScrollValue[5], ScrollValue[6], ScrollValue[7], ScrollValue[8]); #region Mouse Control GL.glTranslatef(-X, -Y, -Z); GL.glRotatef(rotX, 1.0f, 0.0f, 0.0f); GL.glRotatef(rotY, 0.0f, 1.0f, 0.0f); GL.glRotatef(rotZ, 0.0f, 0.0f, 1.0f); #endregion //move camera to initial position - center of cube and above floor GL.glTranslatef(0.0f, 0.0f, -1.0f); GL.glTranslatef(0.0f, 5.0f, 0.0f); GL.glRotatef(-90.0f, 0.0f, 1.0f, 0.0f); //update light position LightPosition[0] = ScrollValue[10]; LightPosition[1] = ScrollValue[11]; LightPosition[2] = ScrollValue[12]; LightPosition[3] = 1.0f; GL.glGetDoublev(GL.GL_MODELVIEW_MATRIX, ModelVievMatrixBeforeSpecificTransforms); GL.glLoadIdentity(); // make it identity matrix MoveRobotByDirection(); GL.glGetDoublev(GL.GL_MODELVIEW_MATRIX, CurrentRotationTraslation); GL.glLoadMatrixd(AccumulatedRotationsTraslations); //Global Matrix GL.glMultMatrixd(CurrentRotationTraslation); GL.glGetDoublev(GL.GL_MODELVIEW_MATRIX, AccumulatedRotationsTraslations); GL.glLoadMatrixd(ModelVievMatrixBeforeSpecificTransforms); GL.glMultMatrixd(AccumulatedRotationsTraslations); //draw actual cube cube.Scale(xMaxOfCube, yMaxOfCube, zMaxOfCube); cube.Draw(1); GL.glRotatef(180, 0, 1, 0); GL.glGetDoublev(GL.GL_MODELVIEW_MATRIX, ModelVievMatrixBeforeSpecificTransforms); GL.glPushMatrix(); GL.glLoadIdentity(); GL.glLoadMatrixd(ModelVievMatrixBeforeSpecificTransforms); GL.glMultMatrixd(AccumulatedRotationsTraslations); //!!!!!!!!!!! draw orginal Robot GL.glPushMatrix(); RotateRobotByDirection(); GL.glCullFace(GL.GL_BACK); GL.glDisable(GL.GL_CULL_FACE); GL.glEnable(GL.GL_LIGHTING); GL.glRotatef(-Robot.WalkAngle, 0, 1, 0); Robot.Draw(false); GL.glPopMatrix(); GL.glLoadMatrixd(AccumulatedRotationsTraslations); //Global Matrix RobotPlace[0] = AccumulatedRotationsTraslations[12]; RobotPlaceForward[0] = RobotPlaceBackward[0] = RobotPlaceRight[0] = RobotPlaceLeft[0] = AccumulatedRotationsTraslations[12]; RobotPlace[1] = AccumulatedRotationsTraslations[14]; RobotPlaceForward[1] = RobotPlaceBackward[1] = RobotPlaceRight[1] = RobotPlaceLeft[1] = AccumulatedRotationsTraslations[14]; switch (WhatWillDirection) { case arrow.forward: //Look future to get wallk forward RobotPlaceForward = WillPlace(2.1f, 0, 0); break; case arrow.backward: //Look future to get wallk backward RobotPlaceBackward = WillPlace(-2.1f, 0, 0); break; case arrow.right: //Look future to get wallk right RobotPlaceRight = WillPlace(0, 0, 2.1f); break; case arrow.left: //Look future to get wallk left RobotPlaceLeft = WillPlace(0, 0, -2.1f); break; } if (((RobotPlace[0] < ((car.Drive % 46) - 23) + 7) && (RobotPlace[0] > ((car.Drive % 46) - 23) - 4)) && //in car length RobotPlace[1] > 5 && RobotPlace[1] < 10 && !Robot.IsJumping) //in car width & not jumping { Robot.IsCrashWithCar = true; } //!!!!!!!!!!! GL.glDisable(GL.GL_CULL_FACE); GL.glPopMatrix(); GL.glRotatef(-180, 0, 1, 0); #region Reflaction to cube StartReflaction(-1, 1, -1); //Reflaction to cube cube.Scale(xMaxOfCube - 0.002f, yMaxOfCube - 0.002f, zMaxOfCube - 0.002f); cube.Draw(-1); //decrease 0.002 from each dimension of cube to avoid unexpected lines and -1 for mirrow efect GL.glDisable(GL.GL_CULL_FACE); GL.glPopMatrix(); #endregion // really draw mirror //( half-transparent ( see its color's alpha byte))) // in order to see reflected objects //GL.glPushMatrix(); //GL.glTranslatef(0, -4, 0); //GL.glDepthMask((byte)GL.GL_FALSE); //GL.glRotatef(90,0,1,0); //DrawMirror(); //GL.glDepthMask((byte)GL.GL_TRUE); //GL.glPopMatrix(); GL.glScalef(-1, 1, 1);//Some rotation for normal Cube direction GL.glRotatef(180, 0, 1, 0); #region Reflaction to Robot GL.glGetDoublev(GL.GL_MODELVIEW_MATRIX, ModelVievMatrixBeforeSpecificTransforms); StartReflaction(-1, 1, 1); //Start Reflaction to Robot GL.glLoadIdentity(); GL.glGetDoublev(GL.GL_MODELVIEW_MATRIX, CurrentRotationTraslation); GL.glLoadMatrixd(AccumulatedRotationsTraslations); GL.glMultMatrixd(CurrentRotationTraslation); GL.glGetDoublev(GL.GL_MODELVIEW_MATRIX, AccumulatedRotationsTraslations); GL.glLoadMatrixd(ModelVievMatrixBeforeSpecificTransforms); GL.glMultMatrixd(AccumulatedRotationsTraslations); //draw reflected Robot GL.glPushMatrix(); RotateRobotByDirection(); GL.glCullFace(GL.GL_BACK); GL.glCullFace(GL.GL_FRONT); GL.glDisable(GL.GL_CULL_FACE); GL.glRotatef(-Robot.WalkAngle, 0, 1, 0); Robot.Draw(false); GL.glPopMatrix(); GL.glDisable(GL.GL_CULL_FACE); GL.glPopMatrix(); //draw all Robot shadows in the mirror!! MakeShadow(ModelVievMatrixBeforeSpecificTransforms, CurrentRotationTraslation); DrawLight(); //draw reflected light GL.glDisable(GL.GL_STENCIL_TEST); #endregion GL.glScalef(1, 1, -1); //Some rotation for normal Cube direction GL.glRotatef(180, 0, 1, 0); DrawLight(); //draw actual light MakeShadow(ModelVievMatrixBeforeSpecificTransforms, CurrentRotationTraslation); //draw all Robot shadows car.Drive += 0.5f; //for animation of car moving //draw car reflection StartReflaction(-1, 1, 1); car.Draw(false); //draw car reflection shadow on floor StartReflaction(-1, 1, 1); GL.glDisable(GL.GL_LIGHTING); GL.glPushMatrix(); MakeShadowMatrix(floorCoordForShadow); GL.glMultMatrixf(cubeXform); car.Draw(true); GL.glPopMatrix(); //draw car reflection shadow on back wall StartReflaction(-1, 1, 1); GL.glDisable(GL.GL_LIGHTING); GL.glPushMatrix(); MakeShadowMatrix(backWallCoordForShadow); GL.glMultMatrixf(cubeXform); car.Draw(true); GL.glPopMatrix(); //draw car reflection shadow on front wall StartReflaction(-1, 1, 1); GL.glDisable(GL.GL_LIGHTING); GL.glPushMatrix(); MakeShadowMatrix(frontWallCoordForShadow); GL.glMultMatrixf(cubeXform); car.Draw(true); GL.glPopMatrix(); GL.glDisable(GL.GL_STENCIL_TEST); //draw the Frame of mirror mirror.DrawFrame(); //draw mirror again to cover car from being shown on the other side of mirror GL.glPushMatrix(); GL.glTranslatef(0, -4, 0); GL.glRotatef(90, 0, 1, 0); mirror.Draw(); GL.glPopMatrix(); //draw car car.Draw(false); //draw shadow car on floor GL.glPushMatrix(); MakeShadowMatrix(floorCoordForShadow); GL.glMultMatrixf(cubeXform); car.Draw(true); GL.glPopMatrix(); //draw shadow car on back wall GL.glPushMatrix(); MakeShadowMatrix(backWallCoordForShadow); GL.glMultMatrixf(cubeXform); car.Draw(true); GL.glPopMatrix(); //draw shadow car on front wall GL.glPushMatrix(); MakeShadowMatrix(frontWallCoordForShadow); GL.glMultMatrixf(cubeXform); car.Draw(true); 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() { //Shadows pos[0] = 0;//ScrollValue[9]; pos[1] = ScrollValue[8]; pos[2] = ScrollValue[7]; pos[3] = ScrollValue[9]; if (m_uint_DC == 0 || m_uint_RC == 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, -1.0f); if (!bPerspective) { GL.glTranslatef(0.0f, 0.0f, 8.0f); } //3D model b3 GL.glTranslatef(0.0f, -5.0f, -15.0f); GL.glRotated(180, 0, 1, 0); //3D model e //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 GL.glLoadIdentity(); // make it identity matrix //make transformation in accordance to KeyCode float delta; if (intOptionC != 0) { delta = 5.0f * 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.glEnable(GL.GL_TEXTURE_2D); if (!rotate) { GL.glRotatef(0, 0, 20, 0); GL.glDepthRange(1, 1);////////if the zebra behind the cube, change to (1,1) GL.glPushMatrix(); DrawTexturedCube(); GL.glPopMatrix(); } else { GL.glRotatef(0, 0, 20, 0); GL.glDepthRange(1, 1); GL.glPushMatrix(); angle -= 0.1f; GL.glRotatef(angle, 0, 2, 0); DrawTexturedCube(); GL.glPopMatrix(); } GL.glRotated(100, 0, 90, 0); GL.glScaled(0.05, 0.05, 0.05); GL.glRotated(-90, 180, 0, 0); GL.glScaled(30, 30, 30); DrawFigures(); GL.glEnable(GL.GL_BLEND); GL.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA); //only floor, 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); // 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); // 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); 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); DrawFigures(); GL.glCullFace(GL.GL_FRONT); DrawFigures(); GL.glDisable(GL.GL_CULL_FACE); GL.glPopMatrix(); // really draw floor //( half-transparent ( see its color's alpha byte))) // in order to see reflected objects GL.glDepthMask((byte)GL.GL_FALSE); DrawFloor(); 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); DrawFigures(); //REFLECTION e GL.glFlush(); 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); }
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.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, -1.0f); 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 = 5.0f * 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); DrawAxes(); DrawFigures(); GL.glFlush(); WGL.wglSwapBuffers(m_uint_DC); }