void StartReflaction(int x, int y, int z) { 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); GL.glPushMatrix(); GL.glRotated(90, 0, 1, 0); GL.glTranslatef(0, -4, 0); mirror.Draw(); GL.glPopMatrix(); 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(x, y, z); //swap on Z axis }
private void DrawAll() { 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); DrawSea(); // 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.glEnable(GL.GL_CULL_FACE); GL.glScalef(1, 1, -1); //swap on Z axis GL.glCullFace(GL.GL_FRONT); DrawReflected(); GL.glCullFace(GL.GL_BACK); DrawReflected(); 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); DrawSea(); 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); DrawReflected(); }
/********************************************************************************************************** * * * * 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() { 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); }
void DrawMirrors() { //only wall, draw only to STENCIL buffer GL.glEnable(GL.GL_BLEND); GL.glEnable(GL.GL_STENCIL_TEST); GL.glStencilOp(GL.GL_REPLACE, GL.GL_REPLACE, GL.GL_REPLACE); // change stencil according to the object color GL.glStencilFunc(GL.GL_ALWAYS, 1, 0xFFFFFFFF); // draw wall 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); // add mirrors for STENCIL buffer backMirrorSurface.Draw(backMinusArray); rightMirrorSurface.Draw(rightMinusArray); leftMirrorSurface.Draw(leftMinusArray); // 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); // keep object origenal color GL.glEnable(GL.GL_STENCIL_TEST); // draw reflected scene for back mirror GL.glPushMatrix(); GL.glScalef(1, 1, -1); //swap on Z axis GL.glTranslated(0, 0, mirrorWidth); rubiksCube.Draw(); GL.glPopMatrix(); // draw reflected left mirror scene for right mirror scene GL.glPushMatrix(); //GL.glScalef(-1, 1, 1); //swap on Z axis GL.glTranslated(mirrorWidth * 2, 0, 0); rubiksCube.Draw(); GL.glPopMatrix(); // draw reflected scene for right mirror GL.glPushMatrix(); GL.glScalef(-1, 1, 1); //swap on X axis GL.glTranslated(-mirrorWidth, 0, 0); leftMirrorSurface.Draw(leftMinusArray); rubiksCube.Draw(); GL.glPopMatrix(); // draw reflected right mirror scene for left mirror scene GL.glPushMatrix(); //GL.glScalef(-1, 1, 1); //swap on Z axis GL.glTranslated(-mirrorWidth * 2, 0, 0); rubiksCube.Draw(); GL.glPopMatrix(); // draw reflected scene for left mirror GL.glPushMatrix(); GL.glScalef(-1, 1, 1); //swap on X axis GL.glTranslated(mirrorWidth, 0, 0); rightMirrorSurface.Draw(rightMinusArray); rubiksCube.Draw(); GL.glPopMatrix(); // really draw wall //( half-transparent ( see its color's alpha byte))) // in order to see reflected objects GL.glDepthMask((byte)GL.GL_FALSE); backMirrorSurface.Draw(backMinusArray); Console.WriteLine((((-1.0 / 15) * (-90 - rightMirrorSurface.AngleY)))); Console.WriteLine(rightMirrorSurface.AngleY); if (ScrollValue[1] < (3 + 5 * ((-1.0 / 15) * (-90 - rightMirrorSurface.AngleY))) && ScrollValue[1] > -(3 + 5 * ((-1.0 / 15) * (-90 - rightMirrorSurface.AngleY)))) // TODO: need to consider with --> cGL.rightMirrorSurface.AngleY >= -90 { rightMirrorSurface.Draw(rightMinusArray); leftMirrorSurface.Draw(leftMinusArray); } else if (ScrollValue[1] < (3 + 5 * ((-1.0 / 15) * (-90 - rightMirrorSurface.AngleY)))) { leftMirrorSurface.DrawAsWall(leftWallColorArray, leftMinusArray); rightMirrorSurface.Draw(rightMinusArray); } else { rightMirrorSurface.DrawAsWall(rightWallColorArray, rightMinusArray); leftMirrorSurface.Draw(leftMinusArray); } 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); // GL.glEnable(GL.GL_DEPTH_TEST); //GL.glDisable(GL.GL_DEPTH_TEST); //GL.glClear(GL.GL_DEPTH_BUFFER_BIT); //GL.glDepthFunc(GL.GL_LESS); //GL.glDepthFunc(GL.GL_GREATER); // GL.glDisable(GL.GL_BLEND); }
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); }