/// <summary> /// Freezes the specified instance. /// </summary> /// <param name="gl">The gl instance.</param> /// <param name="renderable">The renderable.</param> public void Freeze(OpenGL gl, IRenderable renderable) { // Handle the trivial case. if (isFrozen) { return; } // Create the display list. if (displayList != null) { displayList.Delete(gl); } displayList = new DisplayList(); displayList.Generate(gl); // Start the display list. displayList.New(gl, DisplayList.DisplayListMode.Compile); // Render the object. renderable.Render(gl, RenderMode.Design); // End the display list. displayList.End(gl); // We are now frozen. isFrozen = true; }
public static bool IsList(OpenGL gl, DisplayList displayList) { // Is the specified list a proper display list? if (gl.IsList(displayList.list) == OpenGL.GL_TRUE) { return(true); } else { return(false); } }
/// <summary> /// Creates the display list. This function draws the /// geometry as well as compiling it. /// </summary> private void CreateDisplayList(OpenGL gl) { // Create the display list. displayList = new DisplayList(); // Generate the display list and displayList.Generate(gl); displayList.New(gl, DisplayList.DisplayListMode.CompileAndExecute); // Push all attributes, disable lighting and depth testing. gl.PushAttrib(OpenGL.GL_CURRENT_BIT | OpenGL.GL_ENABLE_BIT | OpenGL.GL_LINE_BIT | OpenGL.GL_DEPTH_BUFFER_BIT); gl.Disable(OpenGL.GL_LIGHTING); gl.Disable(OpenGL.GL_TEXTURE_2D); gl.DepthFunc(OpenGL.GL_ALWAYS); // Set a nice fat line width. gl.LineWidth(1.50f); // Draw the axies. gl.Begin(OpenGL.GL_LINES); gl.Color(1f, 0f, 0f, 1f); gl.Vertex(0, 0, 0); gl.Vertex(3, 0, 0); gl.Color(0f, 1f, 0f, 1f); gl.Vertex(0, 0, 0); gl.Vertex(0, 3, 0); gl.Color(0f, 0f, 1f, 1f); gl.Vertex(0, 0, 0); gl.Vertex(0, 0, 3); gl.End(); // Restore attributes. gl.PopAttrib(); // End the display list. displayList.End(gl); }
/// <summary> /// Creates the display list. This function draws the /// geometry as well as compiling it. /// </summary> public void CreateDisplayList(OpenGL gl, int x_largura, int y_profundidade, int z_altura) { //if (x_largura == 0 && y_profundidade == 0 && z_altura == 0) //{ // x_largura = 10; // y_profundidade = 7; // z_altura = 4; //} // Create the display list. displayList = new DisplayList(); // Generate the display list and displayList.Generate(gl); displayList.New(gl, DisplayList.DisplayListMode.CompileAndExecute); // Push attributes, set the color. gl.PushAttrib(OpenGL.GL_CURRENT_BIT | OpenGL.GL_ENABLE_BIT | OpenGL.GL_LINE_BIT); gl.Disable(OpenGL.GL_LIGHTING); gl.Disable(OpenGL.GL_TEXTURE_2D); gl.LineWidth(1.4f); // Draw the grid lines. gl.Begin(OpenGL.GL_LINES); float x_inicial = x_largura / (float)2.0; float y_inicial = y_profundidade / (float)2.0; if (true) { //Base vertical for (int i = -(int)x_inicial; i <= x_largura - x_inicial; i++) { try { float fcol = ((i % (x_largura / (float)2.0)) == 0) ? 0.3f : 0.15f; gl.Color(fcol, fcol, fcol); } catch (Exception) { } gl.Vertex(i, -y_inicial, 0); gl.Vertex(i, y_profundidade - y_inicial, 0); } //Base horizontal for (int i = -(int)y_inicial; i <= y_profundidade - y_inicial; i++) { try { float fcol = ((i % (x_largura / (float)2.0)) == 0) ? 0.3f : 0.15f; gl.Color(fcol, fcol, fcol); } catch (Exception) { } gl.Vertex(-x_inicial, i, 0); gl.Vertex(x_largura - x_inicial, i, 0); } //Parede direita horizontal for (int i = 0; i <= z_altura; i++) { try { float fcol = ((i % (z_altura / (float)2.0)) == 0) ? 0.3f : 0.15f; gl.Color(fcol, fcol, fcol); } catch (Exception) { } gl.Vertex(x_largura - x_inicial, -y_inicial, i); gl.Vertex(x_largura - x_inicial, y_profundidade - y_inicial, i); } //Parede esquerda horizontal for (int i = 0; i <= z_altura; i++) { try { float fcol = ((i % (z_altura / (float)2.0)) == 0) ? 0.3f : 0.15f; gl.Color(fcol, fcol, fcol); } catch (Exception) { } gl.Vertex(-x_inicial, y_profundidade - y_inicial, i); gl.Vertex(x_largura - x_inicial, y_profundidade - y_inicial, i); } //Parede direita vertical for (int i = -(int)y_inicial; i <= y_profundidade - y_inicial; i++) { try { float fcol = ((i % (x_largura / (float)2.0)) == 0) ? 0.3f : 0.15f; gl.Color(fcol, fcol, fcol); } catch (Exception) { } gl.Vertex(x_largura - x_inicial, i, 0); gl.Vertex(x_largura - x_inicial, i, z_altura); } //Parede esquerda vertical for (int i = -(int)x_inicial; i <= x_largura - x_inicial; i++) { try { float fcol = ((i % (x_largura / (float)2.0)) == 0) ? 0.3f : 0.15f; gl.Color(fcol, fcol, fcol); } catch (Exception) { } gl.Vertex(i, y_profundidade - y_inicial, 0); gl.Vertex(i, y_profundidade - y_inicial, z_altura); } } else { int minimum_base_value = -7; int maximum_base_value = 7; int minimum_height_value = 0; int maximum_height_value = 4; for (int i = minimum_base_value; i <= maximum_base_value; i++) { float fcol = ((i % maximum_base_value) == 0) ? 0.3f : 0.15f; gl.Color(fcol, fcol, fcol); gl.Vertex(i, minimum_base_value, 0); gl.Vertex(i, maximum_base_value, 0); gl.Vertex(minimum_base_value, i, 0); gl.Vertex(maximum_base_value, i, 0); } for (int i = minimum_height_value; i <= maximum_base_value + maximum_base_value; i++) { float fcol = ((i % maximum_base_value) == 0) ? 0.3f : 0.15f; gl.Color(fcol, fcol, fcol); gl.Vertex(maximum_base_value, i - maximum_base_value, minimum_height_value); gl.Vertex(maximum_base_value, i - maximum_base_value, maximum_height_value); if (i <= maximum_height_value) { gl.Vertex(maximum_base_value, minimum_base_value, i); gl.Vertex(maximum_base_value, maximum_base_value, i); } } for (int i = minimum_height_value; i <= maximum_base_value + maximum_base_value; i++) { float fcol = ((i % maximum_base_value) == 0) ? 0.3f : 0.15f; gl.Color(fcol, fcol, fcol); gl.Vertex(i - maximum_base_value, maximum_base_value, minimum_height_value); gl.Vertex(i - maximum_base_value, maximum_base_value, maximum_height_value); if (i <= maximum_height_value) { gl.Vertex(minimum_base_value, maximum_base_value, i); gl.Vertex(maximum_base_value, maximum_base_value, i); } } } gl.End(); // Restore attributes. gl.PopAttrib(); // End the display list. displayList.End(gl); }