/// <summary>
 /// Sets the attributes.
 /// </summary>
 /// <param name="gl">The OpenGL instance.</param>
 public override void SetAttributes(OpenGL gl)
 {
     if (enableCullFace.HasValue)
     {
         gl.EnableIf(OpenGL.GL_CULL_FACE, enableCullFace.Value);
     }
     if (cullFaceMode.HasValue)
     {
         gl.CullFace((uint)cullFaceMode.Value);
     }
     if (enableSmooth.HasValue)
     {
         gl.EnableIf(OpenGL.GL_POLYGON_SMOOTH, enableSmooth.Value);
     }
     if (frontFaceMode.HasValue)
     {
         gl.FrontFace((uint)frontFaceMode.Value);
     }
     if (polygonMode.HasValue)
     {
         gl.PolygonMode(OpenGL.GL_FRONT_AND_BACK, (uint)polygonMode.Value);
     }
     if (offsetFactor.HasValue && offsetBias.HasValue)
     {
         gl.PolygonOffset(offsetFactor.Value, offsetBias.Value);
     }
     if (enableOffsetPoint.HasValue)
     {
         gl.EnableIf(OpenGL.GL_POLYGON_OFFSET_POINT, enableOffsetPoint.Value);
     }
     if (enableOffsetLine.HasValue)
     {
         gl.EnableIf(OpenGL.GL_POLYGON_OFFSET_LINE, enableOffsetLine.Value);
     }
     if (enableOffsetFill.HasValue)
     {
         gl.EnableIf(OpenGL.GL_POLYGON_OFFSET_FILL, enableOffsetFill.Value);
     }
 }
        public override void Draw(ref OpenGL gl)
        {
            if (!TexturesInitialised)
            {
                InitializeTexture(ref gl);
            }
            //  Clear the color and depth buffer.
            gl.Clear(OpenGL.GL_COLOR_BUFFER_BIT | OpenGL.GL_DEPTH_BUFFER_BIT);

            //  Load the identity matrix.
            gl.LoadIdentity();
            gl.Enable(OpenGL.GL_TEXTURE_2D);
            gl.Enable(OpenGL.GL_LIGHTING);
            gl.Enable(OpenGL.GL_LIGHT0);
            gl.Enable(OpenGL.GL_DEPTH_TEST);
            gl.Enable(OpenGL.GL_NORMALIZE);
            gl.BindTexture(OpenGL.GL_TEXTURE_2D, gtexture[0]);
            gl.Color(1.0f, 1.0f, 1.0f, 0.1f);

            gl.Begin(OpenGL.GL_QUADS);
            gl.FrontFace(OpenGL.GL_FRONT_FACE);

            gl.TexCoord(1.0f, 1.0f);
            gl.Vertex(gImage1.Width, gImage1.Height, 1.0f);
            gl.TexCoord(0.0f, 1.0f);
            gl.Vertex(0.0f, gImage1.Height, 1.0f);
            gl.TexCoord(0.0f, 0.0f);
            gl.Vertex(0.0f, 0.0f, 1.0f);
            gl.TexCoord(1.0f, 0.0f);
            gl.Vertex(gImage1.Width, 0.0f, 1.0f);
            gl.End();

            gl.Disable(OpenGL.GL_TEXTURE_2D);

            gl.MatrixMode(OpenGL.GL_PROJECTION);
            gl.LoadIdentity();
            gl.Ortho(0.0, (double)gImage1.Width, (double)gImage1.Height, 0.0, -1.0, 1.0);
            gl.MatrixMode(OpenGL.GL_MODELVIEW);
            gl.Disable(OpenGL.GL_DEPTH_TEST);
        }
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        public void draw(OpenGL gl)
        {
            if (net)
                gl.CullFace(OpenGL.GL_FRONT);
            else
                gl.CullFace(OpenGL.GL_BACK);
            if (vertices != null)
            {
                gl.EnableClientState(OpenGL.GL_VERTEX_ARRAY);
                gl.VertexPointer(3, OpenGL.GL_FLOAT, 0, vertices);
            }
            if (normals != null)
            {
                gl.EnableClientState(OpenGL.GL_NORMAL_ARRAY);
                gl.NormalPointer(OpenGL.GL_FLOAT, 0, normals);
            }
            if (colors != null)
            {
                gl.EnableClientState(OpenGL.GL_COLOR_ARRAY);
                gl.ColorPointer(3, OpenGL.GL_UNSIGNED_BYTE, 0, colors);
            }
            if (textCoords != null)
            {
                gl.EnableClientState(OpenGL.GL_TEXTURE_COORD_ARRAY);
                gl.TexCoordPointer(2, OpenGL.GL_FLOAT, 0, textCoords);
            }
            gl.FrontFace(OpenGL.GL_CCW);
            if (lengths != null && strips != null)
                for (int i = 0; i < strips.Count; i++)
                {
                    gl.DrawElements(OpenGL.GL_TRIANGLE_STRIP, lengths[i], OpenGL.GL_UNSIGNED_INT, strips[i]);
                }
            if (doubleSurface)
            {
                if (doubleNormals != null)
                {
                    gl.NormalPointer(OpenGL.GL_FLOAT, 0, doubleNormals);
                }
                gl.FrontFace(OpenGL.GL_CW);

                for (int i = 0; i < strips.Count; i++)
                {
                    gl.DrawElements(OpenGL.GL_TRIANGLE_STRIP, lengths[i], OpenGL.GL_UNSIGNED_INT, strips[i]);
                }
            }

            gl.DisableClientState(OpenGL.GL_VERTEX_ARRAY);
            gl.DisableClientState(OpenGL.GL_COLOR_ARRAY);
            gl.DisableClientState(OpenGL.GL_NORMAL_ARRAY);
            gl.DisableClientState(OpenGL.GL_TEXTURE_COORD_ARRAY);
        }
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        /// <summary>
        /// Casts a real time 3D shadow.
        /// </summary>
        /// <param name="gl">The OpenGL object.</param>
        /// <param name="lights">The lights.</param>
        private void CastShadow(OpenGL gl)
        {
            //	Set the connectivity, (calculate the neighbours of each face).
            SetConnectivity();

            //  Get the lights in the scene.
            var lights = TraverseToRootElement().Traverse <Light>(l => l.IsEnabled && l.On && l.CastShadow);

            //  Get some useful references.
            var faces = ParentPolygon.Faces;

            //	Go through every light in the scene.
            foreach (var light in lights)
            {
                //	Every face will have a visibility setting.
                bool[] facesVisible = new bool[faces.Count];

                //	Get the light position relative to the polygon.
                Vertex lightPos = light.Position;
                lightPos = lightPos - ParentPolygon.Transformation.TranslationVertex;

                //	Go through every face, finding out whether it's visible to the light.
                for (int nFace = 0; nFace < faces.Count; nFace++)
                {
                    //	Get a reference to the face.
                    Face face = faces[nFace];

                    //	Is this face facing the light?
                    float[] planeEquation = face.GetPlaneEquation(ParentPolygon);
                    float   side          = planeEquation[0] * lightPos.X +
                                            planeEquation[1] * lightPos.Y +
                                            planeEquation[2] * lightPos.Z + planeEquation[3];
                    facesVisible[nFace] = (side > 0) ? true : false;
                }

                //	Save all the attributes.
                gl.PushAttrib(OpenGL.GL_ALL_ATTRIB_BITS);

                //	Turn off lighting.
                gl.Disable(OpenGL.GL_LIGHTING);

                //	Turn off writing to the depth mask.
                gl.DepthMask(0);
                gl.DepthFunc(OpenGL.GL_LEQUAL);

                //	Turn on stencil buffer testing.
                gl.Enable(OpenGL.GL_STENCIL_TEST);

                //	Translate our shadow volumes.
                ParentPolygon.PushObjectSpace(gl);

                //	Don't draw to the color buffer.
                gl.ColorMask(0, 0, 0, 0);
                gl.StencilFunc(OpenGL.GL_ALWAYS, 1, 0xFFFFFFFF);

                gl.Enable(OpenGL.GL_CULL_FACE);

                //	First Pass. Increase Stencil Value In The Shadow
                gl.FrontFace(OpenGL.GL_CCW);
                gl.StencilOp(OpenGL.GL_KEEP, OpenGL.GL_KEEP, OpenGL.GL_INCR);
                DoShadowPass(gl, lightPos, facesVisible);

                //	Second Pass. Decrease Stencil Value In The Shadow
                gl.FrontFace(OpenGL.GL_CW);
                gl.StencilOp(OpenGL.GL_KEEP, OpenGL.GL_KEEP, OpenGL.GL_DECR);
                DoShadowPass(gl, lightPos, facesVisible);

                gl.FrontFace(OpenGL.GL_CCW);

                ParentPolygon.PopObjectSpace(gl);

                //	Enable writing to the color buffer.
                gl.ColorMask(1, 1, 1, 1);

                // Draw A Shadowing Rectangle Covering The Entire Screen
                gl.Color(light.ShadowColor);
                gl.Enable(OpenGL.GL_BLEND);
                gl.BlendFunc(OpenGL.GL_SRC_ALPHA, OpenGL.GL_ONE_MINUS_SRC_ALPHA);
                gl.StencilFunc(OpenGL.GL_NOTEQUAL, 0, 0xFFFFFFF);
                gl.StencilOp(OpenGL.GL_KEEP, OpenGL.GL_KEEP, OpenGL.GL_KEEP);

                Sphere shadow = new Sphere();
                shadow.Transformation.ScaleX = shadowSize;
                shadow.Transformation.ScaleY = shadowSize;
                shadow.Transformation.ScaleZ = shadowSize;
                shadow.Render(gl, RenderMode.Design);

                gl.PopAttrib();
            }
        }