protected virtual void initRenderingGL() { if (m_uint_DC == 0 || m_uint_RC == 0) { return; } if (this.m_Width == 0 || this.m_Height == 0) { return; } GL.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); GL.glEnable(GL.GL_DEPTH_TEST); GL.glDepthFunc(GL.GL_LEQUAL); GL.glViewport(0, 0, this.m_Width, this.m_Height); GL.glClearColor(0, 0, 0, 0); GL.glMatrixMode(GL.GL_PROJECTION); GL.glLoadIdentity(); //1 GLU.gluPerspective(45.0, ((double)m_Width) / m_Height, 1.0, 1000.0); //GLU.gluOrtho2D(0, Width, 0, Height); //the same //GLU.gluOrtho(0, iWidth, 0, iHeight, -1, 1); GL.glMatrixMode(GL.GL_MODELVIEW); GL.glLoadIdentity(); InitTexture(Resources.dreidel); }
protected virtual void initRenderingGL() { if (m_uint_DC == 0 || m_uint_RC == 0) { return; } GL.glShadeModel(GL.GL_SMOOTH); GL.glClearColor(0.0f, 0.0f, 0.0f, 0.5f); GL.glClearDepth(1.0f); GL.glEnable(GL.GL_LIGHT0); GL.glEnable(GL.GL_COLOR_MATERIAL); GL.glColorMaterial(GL.GL_FRONT_AND_BACK, GL.GL_AMBIENT_AND_DIFFUSE); GL.glEnable(GL.GL_DEPTH_TEST); GL.glDepthFunc(GL.GL_LEQUAL); GL.glHint(GL.GL_PERSPECTIVE_CORRECTION_Hint, GL.GL_NICEST); GL.glViewport(0, 0, Width, Height); GL.glClearColor(0, 0, 0, 0); GL.glMatrixMode(GL.GL_PROJECTION); GL.glLoadIdentity(); GLU.gluPerspective(45.0, 1.0, 1.0, 1000.0); GL.glMatrixMode(GL.GL_MODELVIEW); GL.glLoadIdentity(); GL.glGetDoublev(GL.GL_MODELVIEW_MATRIX, AccumulatedTraslations); InitTexture("SurgeryRoom.bmp"); }
public void draw_moon() { GL.glPushMatrix(); GL.glColor3d(1, 1, 1); GL.glEnable(GL.GL_TEXTURE_2D); GL.glBindTexture(GL.GL_TEXTURE_2D, Textures[1]); quad = GLU.gluNewQuadric(); GLU.gluQuadricTexture(quad, 40); GL.glTranslatef(-200, 200, -300); // rotating moon as well as all planets to Y axis GL.glTranslatef(0.0f + (float)speed * 0.01f, 0.0f, 0.0f); GL.glTranslatef(0.0f, 0.0f + (float)speed * 0.01f, 0.0f); GL.glRotatef((float)moon++ *0.5f, 1.0f, 1.0f, 0.0f); GLU.gluSphere(quad, 18, 200, 200); GL.glPopMatrix(); }
protected virtual void initRenderingGL() { if (m_uint_DC == 0 || m_uint_RC == 0) { return; } if (this.Width == 0 || this.Height == 0) { return; } GL.glEnable(GL.GL_DEPTH_TEST); GL.glDepthFunc(GL.GL_LEQUAL); GL.glViewport(0, 0, Width, Height); GL.glClearColor(0, 0, 0, 0); GL.glMatrixMode(GL.GL_PROJECTION); GL.glLoadIdentity(); double d = (Width) / Height; GLU.gluPerspective(100.0, (Width) / Height, 1.0, 1000.0); GL.glMatrixMode(GL.GL_MODELVIEW); GL.glLoadIdentity(); InitTexture(); }
public void initRenderingGL() { if (m_uint_DC == 0 || m_uint_RC == 0) { return; } if (this.Width == 0 || this.Height == 0) { return; } GL.glShadeModel(GL.GL_SMOOTH); GL.glClearColor(1.0f, 1.0f, 1.0f, 0.0f); GL.glClearDepth(1.0f); GL.glEnable(GL.GL_LIGHT0); GL.glEnable(GL.GL_COLOR_MATERIAL); GL.glColorMaterial(GL.GL_FRONT_AND_BACK, GL.GL_AMBIENT_AND_DIFFUSE); // GL.GL_AMBIENT_AND_DIFFUSE / GL.GL_SHININESS //GL.glEnable(GL.GL_DEPTH_TEST); GL.glDepthFunc(GL.GL_LEQUAL); GL.glViewport(0, 0, this.Width, this.Height); GL.glMatrixMode(GL.GL_PROJECTION); GL.glLoadIdentity(); GLU.gluPerspective(45, ((double)Width) / Height, 1.0, 1000.0); GL.glMatrixMode(GL.GL_MODELVIEW); //save the current MODELVIEW Matrix (now it is Identity) //GL.glGetDoublev(GL.GL_MODELVIEW_MATRIX, AccumulatedRotationsTraslations); InitTexture("IMG\\1.bmp"); }
public void draw_sun() { GL.glPushMatrix(); GL.glColor3d(1, 1, 1); GL.glEnable(GL.GL_TEXTURE_2D); GL.glBindTexture(GL.GL_TEXTURE_2D, Textures[6]); quad = GLU.gluNewQuadric(); GLU.gluQuadricTexture(quad, 40); GL.glTranslatef(pos[0], pos[1], pos[2]); // rotating sun as well as all planets to Y axis GL.glTranslatef(0.0f, 0.0f + (float)-speed * 0.03f, 0.0f); //y - up down GL.glTranslatef(0.0f, 0.0f, 0.0f + (float)-speed * 0.01f); //z - back forward GL.glRotatef((float)moon, 0.0f, 1.0f, 0.0f); GLU.gluSphere(quad, 45, 1000, 1000); GL.glPopMatrix(); moon += 0.04f; }
private void DrawIsland() { float moveSphere = GlobalProperties.islandRadius - GlobalProperties.islandHeight; float rotate = 45.0f; GL.glEnable(GL.GL_CLIP_PLANE0); double[] clipPalane0 = { 0.0, 0.0, 1.0, 0.0 }; GL.glClipPlane(GL.GL_CLIP_PLANE0, clipPalane0); GL.glTranslatef(0.0f, 0.0f, -moveSphere); GL.glEnable(GL.GL_TEXTURE_2D); GL.glColor3f(1.0f, 1.0f, 1.0f); GL.glBindTexture(GL.GL_TEXTURE_2D, Textures[1]); GL.glRotatef(rotate, 1.0f, 1.0f, 0.0f); GLUquadric obj = GLU.gluNewQuadric(); GLU.gluQuadricTexture(obj, 1); GLU.gluSphere(obj, GlobalProperties.islandRadius, 32, 32); GLU.gluDeleteQuadric(obj); GL.glRotatef(-rotate, 1.0f, 1.0f, 0.0f); GL.glDisable(GL.GL_TEXTURE_2D); GL.glTranslatef(0.0f, 0.0f, moveSphere); GL.glDisable(GL.GL_CLIP_PLANE0); }
protected virtual void initRenderingGL() { if (m_uint_DC == 0 || m_uint_RC == 0) { return; } if (this.Width == 0 || this.Height == 0) { return; } GL.glClearColor(0.5f, 0.9f, 1.0f, 1.0f); GL.glEnable(GL.GL_DEPTH_TEST); GL.glDepthFunc(GL.GL_LEQUAL); //GL.glHint(GL.GL_PERSPECTIVE_CORRECTION_Hint, GL.GL_NICEST); GL.glViewport(0, 0, this.Width, this.Height); GL.glMatrixMode(GL.GL_PROJECTION); GL.glLoadIdentity(); GL.glShadeModel(GL.GL_SMOOTH); GLU.gluPerspective(60, (float)Width / (float)Height, 0.45f, 1000.0f); GenerateTextures(1);////////////////////////////////////// GL.glMatrixMode(GL.GL_MODELVIEW); GL.glLoadIdentity(); }
public cOGL(Control pb) { p = pb; Width = p.Width; Height = p.Height; InitializeGL(); obj = GLU.gluNewQuadric(); //!!! //3D model b1 ch = new Character("ninja.ms3d"); ch1 = new Character("ninja.ms3d"); isAnimate = false; isInside = false; isBounds = false; viewAngle = 45; Xangl = 0; Yangl = 0; Zangl = 0; intOptionA = 1; ground[0, 0] = 1; ground[0, 1] = 1; ground[0, 2] = 0; ground[1, 0] = 0; ground[1, 1] = 1; ground[1, 2] = 0; ground[2, 0] = 1; ground[2, 1] = 0; ground[2, 2] = 0; isSolid = true; }
protected virtual void initRenderingGL() { if (m_DeviceContext == 0 || m_RenderingContext == 0) { return; } if (m_DisplayPanel.Width == 0 || m_DisplayPanel.Height == 0) { return; } GL.glShadeModel(GL.GL_SMOOTH); GL.glClearColor(0.0f, 0.0f, 0.0f, 0.5f); GL.glClearDepth(1.0f); GL.glClearColor(0.5f, 0.5f, 0.5f, 0.0f); GL.glEnable(GL.GL_DEPTH_TEST); GL.glDepthFunc(GL.GL_LEQUAL); GL.glHint(GL.GL_PERSPECTIVE_CORRECTION_Hint, GL.GL_NICEST); GL.glViewport(0, 0, m_DisplayPanel.Width, m_DisplayPanel.Height); GL.glMatrixMode(GL.GL_PROJECTION); GL.glLoadIdentity(); //nice 3D GLU.gluPerspective(70.0, 1.0, 0.4, 500.0); GL.glMatrixMode(GL.GL_MODELVIEW); GL.glLoadIdentity(); TextureUtills.GenerateTextures(); //save the current MODELVIEW Matrix (now it is Identity) GL.glGetDoublev(GL.GL_MODELVIEW_MATRIX, AccumulatedRotationsTraslations); }
public void CreateRobotList() { GL.glPushMatrix(); // // hierarchical list // GL.glNewList(ROBOT_LIST, GL.GL_COMPILE); // BASE : no rotations!!! Angle will be implemented in the CALL routine // before call to CreateRobotList() GL.glColor3f(0, 0, 0.5f); GLU.gluCylinder(obj, 3 * r, 3 * r, r * 1.2, 40, 20); GL.glTranslated(0, 0, r * 1.2); GLU.gluDisk(obj, 0, 3 * r, 40, 20); GL.glColor3f(0, 0, 1); GLU.gluSphere(obj, r * 1.2, 20, 20); // end base // transformations GL.glRotatef(SHOULDER_angle, 1, 0, 0); // call SHOULDER GL.glCallList(SHOULDER_LIST); // transformations //no need in glTranslated 0, 0, SHOULDER_length //it is located properly now !!! GL.glRotatef(ARM_angle, 1, 0, 0); // call ARM GL.glCallList(ARM_LIST); GL.glEndList(); GL.glPopMatrix(); }
protected virtual void initRenderingGL() { if (m_uint_DC == 0 || m_uint_RC == 0) { return; } if (this.Width == 0 || this.Height == 0) { return; } GL.glClearColor(0.5f, 0.5f, 0.5f, 0.0f); GL.glEnable(GL.GL_DEPTH_TEST); GL.glDepthFunc(GL.GL_LEQUAL); GL.glViewport(0, 0, this.Width, this.Height); GL.glMatrixMode(GL.GL_PROJECTION); GL.glLoadIdentity(); //nice 3D GLU.gluPerspective(45.0, 1.0, 0.4, 100.0); GL.glMatrixMode(GL.GL_MODELVIEW); GL.glLoadIdentity(); //save the current MODELVIEW Matrix (now it is Identity) GL.glGetDoublev(GL.GL_MODELVIEW_MATRIX, AccumulatedRotationsTraslations); }
protected void DrawThumbFinger(int fingerPart) { switch (fingerPart) { case 1: GL.glRotated(-45, 0, 0, 1); GL.glColor3d(1, 1, 1); GLU.gluSphere(objShpere, 0.6, 50, 50); GL.glTranslated(0, 0.2, 0); GL.glRotated(-90, 1, 0, 0); GL.glColor3d(1, 0.8, 0.6); GLU.gluCylinder(objFinger, 0.5, 0.5, 1, 50, 50); GL.glRotated(90, 1, 0, 0); GL.glTranslated(0, 0.8, 0); GL.glRotated(45, 0, 0, 1); break; case 2: GL.glRotated(-45, 0, 0, 1); GL.glColor3d(1, 1, 1); GLU.gluSphere(objShpere, 0.6, 50, 50); GL.glTranslated(0, 0.2, 0); GL.glRotated(-90, 1, 0, 0); GL.glColor3d(1, 0.8, 0.6); GLU.gluCylinder(objFinger, 0.5, 0.5, 0.7, 50, 50); GL.glRotated(90, 1, 0, 0); GL.glTranslated(0, 0.6, 0); GL.glColor3d(1, 1, 1); GLU.gluSphere(objShpere, 0.5, 50, 50); GL.glRotated(45, 0, 0, 1); GL.glTranslated(-4.6, -1.8, 0); break; } }
public Robot(uint texture) { this.headTexture = texture; gun1 = new Milkshape.Character("mauser_red9.ms3d"); gun2 = new Milkshape.Character("hk-mp7.ms3d"); sword = new Milkshape.Character("katana.ms3d"); obj = GLU.gluNewQuadric(); //!!! }
public cOGL(Control pb) { p = pb; Width = p.Width; Height = p.Height; InitializeGL(); Bullet.bulletsize = 0.06f; obj = GLU.gluNewQuadric(); //!!! }
public cOGL(Control pb) { p = pb; Width = p.Width; Height = p.Height; InitializeGL(); obj = GLU.gluNewQuadric(); //!!! PrepareLists(); }
public void createStemList() { GL.glNewList(STEM_LIST + currentTree, GL.GL_COMPILE); GL.glPushMatrix(); GL.glRotatef(-90, 1, 0, 0); GLU.gluCylinder(obj, 0.1 * widhtScale, 0.08 * widhtScale, 1, 10, 10); GL.glPopMatrix(); GL.glEndList(); }
public void update_cube_map_prespective() { GL.glMatrixMode(GL.GL_PROJECTION); GL.glLoadIdentity(); GLU.gluPerspective(viewAngle, (float)Width / (float)Height, 0.45f, 30.0f); GL.glMatrixMode(GL.GL_MODELVIEW); GL.glLoadIdentity(); }
public static void glutSolidSphere(double radius, int slices, int stacks) { QUAD_OBJ_INIT(); GLU.gluQuadricDrawStyle(quadObj, GLU.GLU_FILL); GLU.gluQuadricNormals(quadObj, GLU.GLU_SMOOTH); // If we ever changed/used the texture or orientation state // of quadObj, we'd need to change it to the defaults here // with gluQuadricTexture and/or gluQuadricOrientation. GLU.gluSphere(quadObj, radius, slices, stacks); }
public static void glutSolidCone(double conebase, double height, int slices, int stacks) { QUAD_OBJ_INIT(); GLU.gluQuadricDrawStyle(quadObj, GLU.GLU_FILL); GLU.gluQuadricNormals(quadObj, GLU.GLU_SMOOTH); // If we ever changed/used the texture or orientation state // of quadObj, we'd need to change it to the defaults here // with gluQuadricTexture and/or gluQuadricOrientation. GLU.gluCylinder(quadObj, conebase, 0.0, height, slices, stacks); }
private void drawHandle(float i_Height) { GLUquadric obj = GLU.gluNewQuadric(); GL.glTranslatef(0.5f, 0.0f + i_Height, 0.5f); GL.glRotatef(-90, 1, 0, 0); GLU.gluCylinder(obj, 0.1, 0.1, 0.5, 16, 16); GL.glTranslatef(-0.5f, -1 * i_Height, -0.5f); GLU.gluDeleteQuadric(obj); }
public cOGL(Control pb) { network.Hide(); p = pb; Width = p.Width; Height = p.Height; InitializeGL(); Bullet.bulletsize = 0.06f; tank.RandomPosition(worldsize); obj = GLU.gluNewQuadric(); //!!! fullscreen = true; }
private void DrawPillar(double baseRadius, double topRadius, double height) { GL.glEnable(GL.GL_TEXTURE_2D); GL.glColor3f(1.0f, 1.0f, 1.0f); GL.glBindTexture(GL.GL_TEXTURE_2D, Textures[2]); GLUquadric obj = GLU.gluNewQuadric(); GLU.gluQuadricTexture(obj, 2); GLU.gluCylinder(obj, baseRadius, topRadius, height, 32, 32); GLU.gluDeleteQuadric(obj); GL.glDisable(GL.GL_TEXTURE_2D); }
protected virtual void initRenderingGL() { if (m_uint_DC == 0 || m_uint_RC == 0) { return; } if (this.Width == 0 || this.Height == 0) { return; } GL.glShadeModel(GL.GL_SMOOTH); GL.glClearColor(0.0f, 0.0f, 0.0f, 0.5f); GL.glClearDepth(1.0f); GL.glEnable(GL.GL_LIGHT0); GL.glEnable(GL.GL_COLOR_MATERIAL); GL.glColorMaterial(GL.GL_FRONT_AND_BACK, GL.GL_AMBIENT_AND_DIFFUSE); GL.glEnable(GL.GL_DEPTH_TEST); GL.glDepthFunc(GL.GL_LEQUAL); GL.glHint(GL.GL_PERSPECTIVE_CORRECTION_Hint, GL.GL_NICEST); GL.glViewport(0, 0, this.Width, this.Height); GL.glMatrixMode(GL.GL_PROJECTION); GL.glLoadIdentity(); //nice 3D GLU.gluPerspective(45.0, 1.0, 0.4, 100.0); //! TEXTURE 1a GL.glEnable(GL.GL_COLOR_MATERIAL); float[] emis = { 0.3f, 0.3f, 0.3f, 1 }; GL.glMaterialfv(GL.GL_FRONT_AND_BACK, GL.GL_EMISSION, emis); //! TEXTURE 1a GL.glShadeModel(GL.GL_SMOOTH); GLU.gluPerspective(viewAngle, (float)Width / (float)Height, 0.45f, 30.0f); GL.glMatrixMode(GL.GL_MODELVIEW); GL.glLoadIdentity(); //! TEXTURE 1a GenerateTextures(); //! TEXTURE 1b //save the current MODELVIEW Matrix (now it is Identity) GL.glGetDoublev(GL.GL_MODELVIEW_MATRIX, AccumulatedRotationsTraslations); }
public cOGL(Control pb) { p = pb; Width = p.Width; Height = p.Height; obj = GLU.gluNewQuadric(); InitializeGL(); //3 points of ground plane ground[0, 0] = 1; ground[0, 1] = 0; ground[0, 2] = 0; ground[1, 0] = -1; ground[1, 1] = 0; ground[1, 2] = 0; ground[2, 0] = 0; ground[2, 1] = 0; ground[2, 2] = -1; //light position 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_reflected[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.glLightfv(GL.GL_LIGHT1, GL.GL_AMBIENT, light_ambient); GL.glLightfv(GL.GL_LIGHT1, GL.GL_DIFFUSE, light_diffuse); GL.glLightfv(GL.GL_LIGHT1, GL.GL_SPECULAR, light_specular); GL.glLightfv(GL.GL_LIGHT1, GL.GL_POSITION, light_position_reflected); GL.glLightModelfv(GL.GL_LIGHT_MODEL_AMBIENT, lmodel_ambient); }
private void DrawLightBeam() { float length = GlobalProperties.LightBeamLength; Color c = GlobalProperties.LightBeamColor; GL.glColor4ub(c.R, c.G, c.B, (byte)GlobalProperties.LightBeamIntesity); //GL.glEnable(GL.GL_DEPTH_TEST); //GL.glHint(GL.GL_PERSPECTIVE_CORRECTION_Hint, GL.GL_NICEST); //GL.glShadeModel(GL.GL_SMOOTH); //GL.glEnable(GL.GL_LIGHT0); GLUquadric obj = GLU.gluNewQuadric(); GLU.gluCylinder(obj, 0.05, length * 0.05, length, 32, 32); GLU.gluDeleteQuadric(obj); }
public void Drawlake() { float[] lake_ambuse = { 0.0117f, 0.4296f, 0.6562f, 0.3f }; GL.glMaterialfv(GL.GL_FRONT_AND_BACK, GL.GL_AMBIENT_AND_DIFFUSE, lake_ambuse); for (int ll = 0; ll < 6; ll++) { GL.glPushMatrix(); GL.glTranslated(160 - (ll * 70), 0, 0); GL.glColor4f(0.0117f, 0.4296f, 0.6562f, 0.5f); GL.glRotatef(90, 1, 0, 0); GLU.gluDisk(obj, 0, lake_size, 30, 30);// size of lake GL.glPopMatrix(); } }
void DrawBounds() { if (isBounds) { GL.glScalef(0.99f, 0.99f, 0.99f); GL.glLineWidth(2); GL.glColor3f(1.0f, 0.0f, 0.0f); GL.glDisable(GL.GL_LIGHTING); GL.glBegin(GL.GL_LINE_LOOP); GL.glVertex3f(-1, -1, -1); GL.glVertex3f(1, -1, -1); GL.glVertex3f(1, -1, 1); GL.glVertex3f(-1, -1, 1); GL.glEnd(); GL.glBegin(GL.GL_LINE_LOOP); GL.glVertex3f(-1, 1, -1); GL.glVertex3f(1, 1, -1); GL.glVertex3f(1, 1, 1); GL.glVertex3f(-1, 1, 1); GL.glEnd(); GL.glBegin(GL.GL_LINES); GL.glVertex3f(-1, -1, -1); GL.glVertex3f(-1, 1, -1); GL.glVertex3f(1, -1, -1); GL.glVertex3f(1, 1, -1); GL.glVertex3f(1, -1, 1); GL.glVertex3f(1, 1, 1); GL.glVertex3f(-1, -1, 1); GL.glVertex3f(-1, 1, 1); GL.glEnd(); GL.glScalef(1.0f / 0.99f, 1.0f / 0.99f, 1.0f / 0.99f); } GL.glEnable(GL.GL_COLOR_MATERIAL); GL.glEnable(GL.GL_LIGHTING); GL.glEnable(GL.GL_LIGHT0); GL.glTranslatef(0.1f, 0.2f, -0.7f); GL.glColor3f(0, 1, 0); GLU.gluSphere(obj, 0.05, 16, 16); GL.glTranslatef(-0.1f, -0.2f, 0.7f); GL.glDisable(GL.GL_LIGHTING); }
private void DrawBackground() { GL.glDisable(GL.GL_LIGHTING); GL.glEnable(GL.GL_TEXTURE_2D); GL.glColor4f(1.0f, 1.0f, 1.0f, 0.5f); GL.glBindTexture(GL.GL_TEXTURE_2D, Textures[4]); float cor = GlobalProperties.seaSize / 2; GLUquadric obj = GLU.gluNewQuadric(); GLU.gluQuadricTexture(obj, 4); GLU.gluCylinder(obj, cor, cor, cor, 32, 32); GLU.gluDeleteQuadric(obj); GL.glDisable(GL.GL_TEXTURE_2D); GL.glEnable(GL.GL_LIGHTING); }
void drawLake() { GL.glEnable(GL.GL_LIGHTING); GL.glCallList(WATER_MAT); GL.glPushMatrix(); if (ScrollValue[16] >= 0) { GL.glScaled(1, 1, 1 + ScrollValue[16]); } else { GL.glScaled(1 + ScrollValue[16], 1, 1); } GL.glTranslated(ScrollValue[12], 0, ScrollValue[13]); GL.glRotated(90, 1, 0, 0); GLU.gluDisk(obj, 0, ScrollValue[14], 30, 30); GL.glPopMatrix(); GL.glDisable(GL.GL_LIGHTING); }