private void openGLControl_OpenGLDraw(object sender, RenderEventArgs e)
        {
            CursorWektor.X =-1 * ((float)Cursor.Position.X - 680) / 50;
            CursorWektor.Z = -1 * ((float)Cursor.Position.Y - 374) / 50;
             //   double Angle = Math.Atan2(CursorWektor.Z, CursorWektor.X);
            double Angle = -45;
            CursorWektorAngled = rotate_wektor(0, 0, (float)Angle, CursorWektor);
             //   CursorWektorAngled.X = CursorWektor.X * (float)Math.Sin(Angle -ConvertToRadians(90));
             //   CursorWektorAngled.Z = CursorWektor.Z * (float)Math.Cos(Angle -ConvertToRadians(90));

            //  Get the OpenGL object.
            OpenGL gl = openGLControl.OpenGL;
            rysow = new Rysownik(gl);
            //  Clear the color and depth buffer.
            gl.Clear(OpenGL.GL_COLOR_BUFFER_BIT | OpenGL.GL_DEPTH_BUFFER_BIT);
              //  (x > 0 ? x : (2*PI + x)) * 360 / (2*PI)
                double AngleX;
                AngleX = CursorWektor.X;
               //     if(CursorWektor.X<0){AngleX = (2*Math.PI + CursorWektor.X) * 360 / (2*Math.PI) ;}

                double AngleY;
                AngleY = CursorWektor.Z;
            //    if (CursorWektor.Z < 0) { AngleY = (2 * Math.PI + CursorWektor.Z) * 360 / (2 * Math.PI); }

                Angle_between_wektor_X_Z(WektorZero, CursorWektor);

                     //  Load the identity matrix.
            gl.MatrixMode(OpenGL.GL_PROJECTION);

            //  Load the identity.
            gl.LoadIdentity();
            gl.Perspective(60.0f, 0, 0, 0);
            rysow.DrawLive(new Wektor(0.9f, -0.7f, 0), new Wektor(0.05f, 0.03f, 0f), PlayerLive);
            rysow.DrawLive(new Wektor(-0.9f, -0.7f, 0), new Wektor(0.05f, 0.04f, 0f), Boss.Live);
             //   gl.DepthMask(0);
            //    rysow.DrawCubo(0, 0, 0, 0.33f, 0.33f, 0.33f,0.0f,true,0.6f);
            //    gl.DepthMask(1);
            gl.Enable(SharpGL.OpenGL.GL_SMOOTH);
            gl.Enable(SharpGL.OpenGL.GL_FLAT);

            //    gl.Enable(SharpGL.OpenGL.GL_LINE_SMOOTH);
            //  Create a perspective transformation.
            gl.Perspective(60.0f, (double)Width / (double)Height, 0.01, 100.0);

            //  Use the 'look at' helper function to position and aim the camera.
            gl.LookAt(cuboPlayer.polozenie.X - 5, YAxisCamera, cuboPlayer.polozenie.Z - 5, cuboPlayer.polozenie.X, cuboPlayer.polozenie.Y, cuboPlayer.polozenie.Z, 0, 1, 0);

            //  Rotate around the Y axis.

            float samesize= 2.3f;

            // =new Wektor(1.0, 1.0, 1.0);
            //Wektor re(1.0,1.0,1.0);

            for (int i = 0; i < listaPociskow.Count; i++) // Loop with for.
             {

                 rysow.DrawCubo(listaPociskow[i].polozenie.X, listaPociskow[i].polozenie.Y, listaPociskow[i].polozenie.Z,
                       listaPociskow[i].grubosci.X, listaPociskow[i].grubosci.Y, listaPociskow[i].grubosci.Z, (float)listaPociskow[i].angle + rotation, true,1.0f);

               }
              //  list
            for (int i = 0; i < listaPociskowPlayera.Count; i++) // Loop with for.
            {

                rysow.DrawCubo(listaPociskowPlayera[i].polozenie.X, listaPociskowPlayera[i].polozenie.Y, listaPociskowPlayera[i].polozenie.Z,
                      listaPociskowPlayera[i].grubosci.X, listaPociskowPlayera[i].grubosci.Y, listaPociskowPlayera[i].grubosci.Z, (float)listaPociskowPlayera[i].angle + rotation, true, 1.0f);

            }

            rysow.DrawCubo(Boss.polozenie.X, Boss.polozenie.Y, Boss.polozenie.Z,
                Boss.grubosci.X, Boss.grubosci.Y, Boss.grubosci.Z, 20,2);

            rysow.draw_floor();

            cuboPlayer.angle = -1f * Angle_between_wektor_X_Z(cuboPlayer.polozenie, CursorWektor);

               rysow.DrawPlayer(cuboPlayer.polozenie, cuboPlayer.grubosci, cuboPlayer.angle);

              gl.Enable(SharpGL.OpenGL.GL_BLEND);
            gl.BlendFunc(SharpGL.OpenGL.GL_SRC_ALPHA,SharpGL.OpenGL.GL_ONE_MINUS_SRC_ALPHA);

            //           glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
            rysow.DrawCubo_with_alpha(CursorWektor.X, CursorWektor.Y, CursorWektor.Z,
                cuboPlayer.grubosci.X,
                cuboPlayer.grubosci.Y, cuboPlayer.grubosci.Z, rotation * 2,0.3f);

            rysow.DrawCubo_with_alpha(CursorWektorAngled.X,CursorWektorAngled.Y,CursorWektorAngled.Z,
                cuboPlayer.grubosci.X,
                cuboPlayer.grubosci.Y*3, cuboPlayer.grubosci.Z,  (float)(1.5 * -1) * rotation ,0.3f);

            //player config
            int hour_0_to_7;
            hour_0_to_7 = 900000;

            if (KeyW && !KeyA && !KeyD && !KeyS)
            {
                hour_0_to_7 = -1;
            }
            if (!KeyW && !KeyA && !KeyD && KeyS)
            {
                hour_0_to_7 = 4;
            }

            if (!KeyW && KeyA && !KeyD && !KeyS)
            {
                hour_0_to_7 = 6;
            }
            if (!KeyW && !KeyA && KeyD && !KeyS)
            {
                hour_0_to_7 = 2;
            }

            if (KeyA && KeyS && !KeyW)
            {
                hour_0_to_7 = 5;
            }
            if (KeyS && KeyD && !KeyW)
            {
                hour_0_to_7 = 3;
            }
            if (KeyD && KeyW)
            {
                hour_0_to_7 = 1;
            }
            if (KeyW && KeyA)
            {
                hour_0_to_7 = 7;
            }

            Wektor temp;
            temp = new Wektor(0.0f, 0.0f, 0.2f);
            if (Math.Abs(cuboPlayer.predkosc.X) < 0.2f && Math.Abs(cuboPlayer.predkosc.Z) < 0.2f)
            {

                switch (hour_0_to_7)
                {
                    case -1:

                        cuboPlayer.predkosc = RotateWektorOnZero(temp, 315);
                        break;
                    case 1:

                        cuboPlayer.predkosc = temp;
                        //      cuboPlayer.predkosc.Z += 0.21f;
                        Debug.WriteLine(RotateWektorOnZero(temp, 45).X + "   " + RotateWektorOnZero(temp, 45).Z);
                        break;
                    case 2:
                        cuboPlayer.predkosc = RotateWektorOnZero(temp, 45);
                        //cuboPlayer.predkosc.Z += RotateWektorOnZero(temp, 90).Z;
                        Debug.WriteLine(RotateWektorOnZero(temp, 90).X + "   " + RotateWektorOnZero(temp, 90).Z);
                        break;

                    case 3:
                        cuboPlayer.predkosc = RotateWektorOnZero(temp, 90);
                        break;
                    case 4:
                        cuboPlayer.predkosc = RotateWektorOnZero(temp, 135);
                        break;
                    case 5:
                        cuboPlayer.predkosc = RotateWektorOnZero(temp, 180);
                        break;
                    case 6:
                        cuboPlayer.predkosc = RotateWektorOnZero(temp, 225);
                        break;
                    case 7:
                        cuboPlayer.predkosc = RotateWektorOnZero(temp, 270);
                        break;
                    // default:
                    //        cuboPlayer.wycisz_predkosc_only_XZ_o(0.1f);

                }
            }

            cuboPlayer.wycisz_predkosc_only_XZ_o(0.01f);
            cuboPlayer.krok_naprzod();

            if (bulletOne != null) { bulletOne.krok_naprzod(); }

            Boss.krok_naprzod();
              //      foreach (KwadratMaterialnyPocisk prime in listaPociskow) // Loop through List with foreach.
             //       {
            //           prime.krok_naprzod();
            //        }
            for (int i = 0; i < listaPociskow.Count; i++) // Loop with for.
            {
                if (listaPociskow[i].vitality < 1)
                {
                    listaPociskow.RemoveAt(i);
                }
                else
                {
                    listaPociskow[i].krok_naprzod();
                }

            }

            //foreach (KwadratMaterialnyPocisk prime in listaPociskowPlayera) // Loop through List with foreach.
            //{
            //    if (prime.vitality < 3)
            //    {
            //        listaPociskowPlayera.Remove(prime);
            //    }
            //    else
            //    {
            //        prime.krok_naprzod();
            //    }
            //}

            for (int i = 0; i < listaPociskowPlayera.Count; i++) // Loop with for.
            {
                if(czy_nachodza(listaPociskowPlayera[i].polozenie,Boss.polozenie,Boss.grubosci.X))
                {
                    Boss.Live--;
                    Debug.WriteLine("nachodza");
                }

                if (listaPociskowPlayera[i].vitality < 3)
                {
                    listaPociskowPlayera.RemoveAt(i);
                }
                else
                {
                    listaPociskowPlayera[i].krok_naprzod();
                }

            }

            if(Boss.counter%250  == 0)
            {
                listaPociskow = new List<KwadratMaterialnyPocisk>();
                for (int i = 0; i < 13; i++)
                {
                    listaPociskow.Add(new KwadratMaterialnyPocisk(Boss.polozenie, losowyWektorPredkosci(), 20));
                }

            }

               // cuboOne.daj_kat_kwadrata();
            //  Nudge the rotation.
            rotation += 3.0f;
            Wektor inc;
            inc = new Wektor(0.01f, 0.0f, 0.0f);
            da += inc;
               re= re * 1.01f;
               if (bulletOne != null)
               {
               if (bulletOne.vitality < 0)
               {
                   bulletOne = null;
               }
               }
        }