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.glLoadIdentity(); if (Weaponchanged) { //if WeaponIndex changed create lists again! Robot.PrepareAndDraw(); Robot.PrepareAndDrawShadow(); Weaponchanged = false; } GLU.gluLookAt(ScrollValue[0], ScrollValue[1], ScrollValue[2], ScrollValue[3], ScrollValue[4], ScrollValue[5], ScrollValue[6], ScrollValue[7], ScrollValue[8]); #region Mouse Control GL.glTranslatef(-X, -Y, -Z); GL.glRotatef(rotX, 1.0f, 0.0f, 0.0f); GL.glRotatef(rotY, 0.0f, 1.0f, 0.0f); GL.glRotatef(rotZ, 0.0f, 0.0f, 1.0f); #endregion //move camera to initial position - center of cube and above floor GL.glTranslatef(0.0f, 0.0f, -1.0f); GL.glTranslatef(0.0f, 5.0f, 0.0f); GL.glRotatef(-90.0f, 0.0f, 1.0f, 0.0f); //update light position LightPosition[0] = ScrollValue[10]; LightPosition[1] = ScrollValue[11]; LightPosition[2] = ScrollValue[12]; LightPosition[3] = 1.0f; GL.glGetDoublev(GL.GL_MODELVIEW_MATRIX, ModelVievMatrixBeforeSpecificTransforms); GL.glLoadIdentity(); // make it identity matrix MoveRobotByDirection(); GL.glGetDoublev(GL.GL_MODELVIEW_MATRIX, CurrentRotationTraslation); GL.glLoadMatrixd(AccumulatedRotationsTraslations); //Global Matrix GL.glMultMatrixd(CurrentRotationTraslation); GL.glGetDoublev(GL.GL_MODELVIEW_MATRIX, AccumulatedRotationsTraslations); GL.glLoadMatrixd(ModelVievMatrixBeforeSpecificTransforms); GL.glMultMatrixd(AccumulatedRotationsTraslations); //draw actual cube cube.Scale(xMaxOfCube, yMaxOfCube, zMaxOfCube); cube.Draw(1); GL.glRotatef(180, 0, 1, 0); GL.glGetDoublev(GL.GL_MODELVIEW_MATRIX, ModelVievMatrixBeforeSpecificTransforms); GL.glPushMatrix(); GL.glLoadIdentity(); GL.glLoadMatrixd(ModelVievMatrixBeforeSpecificTransforms); GL.glMultMatrixd(AccumulatedRotationsTraslations); //!!!!!!!!!!! draw orginal Robot GL.glPushMatrix(); RotateRobotByDirection(); GL.glCullFace(GL.GL_BACK); GL.glDisable(GL.GL_CULL_FACE); GL.glEnable(GL.GL_LIGHTING); GL.glRotatef(-Robot.WalkAngle, 0, 1, 0); Robot.Draw(false); GL.glPopMatrix(); GL.glLoadMatrixd(AccumulatedRotationsTraslations); //Global Matrix RobotPlace[0] = AccumulatedRotationsTraslations[12]; RobotPlaceForward[0] = RobotPlaceBackward[0] = RobotPlaceRight[0] = RobotPlaceLeft[0] = AccumulatedRotationsTraslations[12]; RobotPlace[1] = AccumulatedRotationsTraslations[14]; RobotPlaceForward[1] = RobotPlaceBackward[1] = RobotPlaceRight[1] = RobotPlaceLeft[1] = AccumulatedRotationsTraslations[14]; switch (WhatWillDirection) { case arrow.forward: //Look future to get wallk forward RobotPlaceForward = WillPlace(2.1f, 0, 0); break; case arrow.backward: //Look future to get wallk backward RobotPlaceBackward = WillPlace(-2.1f, 0, 0); break; case arrow.right: //Look future to get wallk right RobotPlaceRight = WillPlace(0, 0, 2.1f); break; case arrow.left: //Look future to get wallk left RobotPlaceLeft = WillPlace(0, 0, -2.1f); break; } if (((RobotPlace[0] < ((car.Drive % 46) - 23) + 7) && (RobotPlace[0] > ((car.Drive % 46) - 23) - 4)) && //in car length RobotPlace[1] > 5 && RobotPlace[1] < 10 && !Robot.IsJumping) //in car width & not jumping { Robot.IsCrashWithCar = true; } //!!!!!!!!!!! GL.glDisable(GL.GL_CULL_FACE); GL.glPopMatrix(); GL.glRotatef(-180, 0, 1, 0); #region Reflaction to cube StartReflaction(-1, 1, -1); //Reflaction to cube cube.Scale(xMaxOfCube - 0.002f, yMaxOfCube - 0.002f, zMaxOfCube - 0.002f); cube.Draw(-1); //decrease 0.002 from each dimension of cube to avoid unexpected lines and -1 for mirrow efect GL.glDisable(GL.GL_CULL_FACE); GL.glPopMatrix(); #endregion // really draw mirror //( half-transparent ( see its color's alpha byte))) // in order to see reflected objects //GL.glPushMatrix(); //GL.glTranslatef(0, -4, 0); //GL.glDepthMask((byte)GL.GL_FALSE); //GL.glRotatef(90,0,1,0); //DrawMirror(); //GL.glDepthMask((byte)GL.GL_TRUE); //GL.glPopMatrix(); GL.glScalef(-1, 1, 1);//Some rotation for normal Cube direction GL.glRotatef(180, 0, 1, 0); #region Reflaction to Robot GL.glGetDoublev(GL.GL_MODELVIEW_MATRIX, ModelVievMatrixBeforeSpecificTransforms); StartReflaction(-1, 1, 1); //Start Reflaction to Robot GL.glLoadIdentity(); GL.glGetDoublev(GL.GL_MODELVIEW_MATRIX, CurrentRotationTraslation); GL.glLoadMatrixd(AccumulatedRotationsTraslations); GL.glMultMatrixd(CurrentRotationTraslation); GL.glGetDoublev(GL.GL_MODELVIEW_MATRIX, AccumulatedRotationsTraslations); GL.glLoadMatrixd(ModelVievMatrixBeforeSpecificTransforms); GL.glMultMatrixd(AccumulatedRotationsTraslations); //draw reflected Robot GL.glPushMatrix(); RotateRobotByDirection(); GL.glCullFace(GL.GL_BACK); GL.glCullFace(GL.GL_FRONT); GL.glDisable(GL.GL_CULL_FACE); GL.glRotatef(-Robot.WalkAngle, 0, 1, 0); Robot.Draw(false); GL.glPopMatrix(); GL.glDisable(GL.GL_CULL_FACE); GL.glPopMatrix(); //draw all Robot shadows in the mirror!! MakeShadow(ModelVievMatrixBeforeSpecificTransforms, CurrentRotationTraslation); DrawLight(); //draw reflected light GL.glDisable(GL.GL_STENCIL_TEST); #endregion GL.glScalef(1, 1, -1); //Some rotation for normal Cube direction GL.glRotatef(180, 0, 1, 0); DrawLight(); //draw actual light MakeShadow(ModelVievMatrixBeforeSpecificTransforms, CurrentRotationTraslation); //draw all Robot shadows car.Drive += 0.5f; //for animation of car moving //draw car reflection StartReflaction(-1, 1, 1); car.Draw(false); //draw car reflection shadow on floor StartReflaction(-1, 1, 1); GL.glDisable(GL.GL_LIGHTING); GL.glPushMatrix(); MakeShadowMatrix(floorCoordForShadow); GL.glMultMatrixf(cubeXform); car.Draw(true); GL.glPopMatrix(); //draw car reflection shadow on back wall StartReflaction(-1, 1, 1); GL.glDisable(GL.GL_LIGHTING); GL.glPushMatrix(); MakeShadowMatrix(backWallCoordForShadow); GL.glMultMatrixf(cubeXform); car.Draw(true); GL.glPopMatrix(); //draw car reflection shadow on front wall StartReflaction(-1, 1, 1); GL.glDisable(GL.GL_LIGHTING); GL.glPushMatrix(); MakeShadowMatrix(frontWallCoordForShadow); GL.glMultMatrixf(cubeXform); car.Draw(true); GL.glPopMatrix(); GL.glDisable(GL.GL_STENCIL_TEST); //draw the Frame of mirror mirror.DrawFrame(); //draw mirror again to cover car from being shown on the other side of mirror GL.glPushMatrix(); GL.glTranslatef(0, -4, 0); GL.glRotatef(90, 0, 1, 0); mirror.Draw(); GL.glPopMatrix(); //draw car car.Draw(false); //draw shadow car on floor GL.glPushMatrix(); MakeShadowMatrix(floorCoordForShadow); GL.glMultMatrixf(cubeXform); car.Draw(true); GL.glPopMatrix(); //draw shadow car on back wall GL.glPushMatrix(); MakeShadowMatrix(backWallCoordForShadow); GL.glMultMatrixf(cubeXform); car.Draw(true); GL.glPopMatrix(); //draw shadow car on front wall GL.glPushMatrix(); MakeShadowMatrix(frontWallCoordForShadow); GL.glMultMatrixf(cubeXform); car.Draw(true); GL.glPopMatrix(); GL.glFlush(); 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); }