Esempio n. 1
0
        public static void SetupGL()
        {
            WGL.SwapIntervalEXT(1);                                         // 60 fps is enough for us :)

            if (ConsoleManager.IsOpen)
            {
                GL.ClearColor(0.0f, 0.0f, 0.0f, 0.0f);
                GL.Color3f(1.0f, 1.0f, 1.0f);

                GL.Enable(GL.GL_DEPTH_TEST);
                GL.DepthFunc(GL.GL_LEQUAL);
                GL.ShadeModel(GL.GL_SMOOTH);

                GL.PixelStorei(GL.GL_UNPACK_ALIGNMENT, 1);
                GL.Enable(GL.GL_TEXTURE_2D);

                GL.Hint(GL.GL_PERSPECTIVE_CORRECTION_HINT, GL.GL_NICEST);
                GL.Disable(GL.GL_DITHER);                                       // Actually we shouldn't have DITHERING in RGBA mode, but anyway...
                GL.Enable(GL.GL_BLEND);
                GL.BlendFunc(GL.GL_ONE, GL.GL_ONE);
            }
            else
            {
                if (ConsoleVarManager.GetValueToByte("DemoFreeglut") == 1)
                {
                    GL.ClearColor(0.0f, 0.0f, 0.0f, 0.0f);
                    GL.Color3f(1.0f, 1.0f, 1.0f);

                    GL.Disable(GL.GL_DEPTH_TEST);
                    GL.ShadeModel(GL.GL_FLAT);

                    GL.Disable(GL.GL_TEXTURE_2D);

                    GL.Hint(GL.GL_PERSPECTIVE_CORRECTION_HINT, GL.GL_NICEST);
                    GL.Disable(GL.GL_DITHER);
                    GL.Disable(GL.GL_BLEND);
                }

                if (ConsoleVarManager.GetValueToByte("DemoCubemapping") == 1)
                {
                    GL.ClearColor(0.0f, 0.0f, 0.0f, 0.0f);                      // Black background
                    GL.Color3f(1.0f, 1.0f, 1.0f);

                    GL.ShadeModel(GL.GL_SMOOTH);                                // Enables smooth color shading

                    GL.ClearDepth(1.0);                                         // Depth buffer setup
                    GL.Enable(GL.GL_DEPTH_TEST);                                // Enable depth buffer
                    GL.DepthFunc(GL.GL_LESS);                                   // Type of depth test to do

                    GL.Hint(GL.GL_PERSPECTIVE_CORRECTION_HINT, GL.GL_NICEST);   // Really nice perspective calculations

                    GL.Enable(GL.GL_TEXTURE_2D);                                // Enable texture mapping
                    GL.Disable(GL.GL_DITHER);
                    GL.Disable(GL.GL_BLEND);

                    CM_BACK       = TextureManager.LoadTexture("data/cm_back.jpg", GL.GL_TEXTURE_2D, TextureManager.TM_PP_FLIP_IMAGE);
                    CM_X_POSITIVE = TextureManager.LoadCubemapTexture("data/cm_xpos.jpg", GL.GL_TEXTURE_CUBE_MAP_POSITIVE_X_EXT, TextureManager.TM_PP_FLIP_IMAGE);
                    CM_X_NEGATIVE = TextureManager.LoadCubemapTexture("data/cm_xneg.jpg", GL.GL_TEXTURE_CUBE_MAP_NEGATIVE_X_EXT, TextureManager.TM_PP_FLIP_IMAGE);
                    CM_Y_POSITIVE = TextureManager.LoadCubemapTexture("data/cm_ypos.jpg", GL.GL_TEXTURE_CUBE_MAP_POSITIVE_Y_EXT, TextureManager.TM_PP_FLIP_IMAGE);
                    CM_Y_NEGATIVE = TextureManager.LoadCubemapTexture("data/cm_yneg.jpg", GL.GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_EXT, TextureManager.TM_PP_FLIP_IMAGE);
                    CM_Z_POSITIVE = TextureManager.LoadCubemapTexture("data/cm_zpos.jpg", GL.GL_TEXTURE_CUBE_MAP_POSITIVE_Z_EXT, TextureManager.TM_PP_FLIP_IMAGE);
                    CM_Z_NEGATIVE = TextureManager.LoadCubemapTexture("data/cm_zneg.jpg", GL.GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_EXT, TextureManager.TM_PP_FLIP_IMAGE);

                    // Enable S T and R Texture Coordinate Generation as a reflection map
                    GL.TexGeni(GL.GL_S, GL.GL_TEXTURE_GEN_MODE, (int)GL.GL_REFLECTION_MAP_EXT);
                    GL.TexGeni(GL.GL_T, GL.GL_TEXTURE_GEN_MODE, (int)GL.GL_REFLECTION_MAP_EXT);
                    GL.TexGeni(GL.GL_R, GL.GL_TEXTURE_GEN_MODE, (int)GL.GL_REFLECTION_MAP_EXT);

                    if (GLConfig.GL_VERSION_1_2)
                    {
                        GL.TexParameteri(GL.GL_TEXTURE_CUBE_MAP_EXT, GL.GL_TEXTURE_WRAP_S, (int)GL.GL_CLAMP_TO_EDGE);
                        GL.TexParameteri(GL.GL_TEXTURE_CUBE_MAP_EXT, GL.GL_TEXTURE_WRAP_T, (int)GL.GL_CLAMP_TO_EDGE);
                        GL.TexParameteri(GL.GL_TEXTURE_CUBE_MAP_EXT, GL.GL_TEXTURE_WRAP_R, (int)GL.GL_CLAMP_TO_EDGE);
                    }
                    else
                    {
                        GL.TexParameteri(GL.GL_TEXTURE_CUBE_MAP_EXT, GL.GL_TEXTURE_WRAP_S, (int)GL.GL_CLAMP);
                        GL.TexParameteri(GL.GL_TEXTURE_CUBE_MAP_EXT, GL.GL_TEXTURE_WRAP_T, (int)GL.GL_CLAMP);
                        GL.TexParameteri(GL.GL_TEXTURE_CUBE_MAP_EXT, GL.GL_TEXTURE_WRAP_R, (int)GL.GL_CLAMP);
                    }

                    SphereQuadratic = GLU.NewQuadric();
                    GLU.QuadricNormals(SphereQuadratic, GLU.GLU_SMOOTH);
                }

                if (ConsoleVarManager.GetValueToByte("DemoGUI") == 1)
                {
                    GL.ClearColor(0.0f, 0.0f, 0.0f, 0.0f);                      // Black background

                    GL.ShadeModel(GL.GL_SMOOTH);                                // Enables smooth color shading

                    GL.ClearDepth(1.0);                                         // Depth buffer setup
                    GL.Enable(GL.GL_DEPTH_TEST);                                // Enable depth buffer
                    GL.DepthFunc(GL.GL_LESS);                                   // Type of depth test to do

                    GL.Hint(GL.GL_PERSPECTIVE_CORRECTION_HINT, GL.GL_NICEST);   // Really nice perspective calculations

                    GL.Disable(GL.GL_TEXTURE_2D);                               // Enable texture mapping
                    GL.Disable(GL.GL_DITHER);
                    GL.Enable(GL.GL_BLEND);
                    GL.BlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA);
                }
            }
        }