Esempio n. 1
0
 public Parede(SharpGLForm fp, Vertice p1, Vertice p2, Vertice p3, Vertice p4)
     : base(fp)
 {
     v1            = p1;
     v2            = p2;
     v3            = p3;
     v4            = p4;
     TexturaActiva = null;
 }
Esempio n. 2
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 public AxisSystem(SharpGLForm fp, float dim)
     : base(fp)
 {
     lenght     = dim;
     TexturaXOZ = new Texture();
     TexturaXOY = new Texture();
     TexturaZOY = new Texture();
     TexturaXOZ.Create(fp.GetGLForm(), "..\\..\\Texturas\\Fundo1.jpg");
     TexturaXOY.Create(fp.GetGLForm(), "..\\..\\Texturas\\Lateral.jpg");
     TexturaZOY.Create(fp.GetGLForm(), "..\\..\\Texturas\\Lateral.jpg");
     MessageBox.Show("Exisos!");
 }
Esempio n. 3
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        override public void Desenhar(OpenGL Ecran_gl)
        {
            Ecran_gl.Enable(OpenGL.GL_LIGHTING);
            Ecran_gl.LineWidth(2.0f);
            Ecran_gl.PushMatrix();
            Ecran_gl.Translate(TX, TY, TZ);
            Ecran_gl.Rotate(RX, RY, RZ);
            //               Ecran_gl.Color(0.5f, 0.2f, 1.0f);
            Ecran_gl.Enable(OpenGL.GL_TEXTURE_2D);
            TexturaActiva.Bind(Ecran_gl);
            Ecran_gl.Begin(OpenGL.GL_QUADS);
            Ecran_gl.TexCoord(0.0f, 0.0f);
            Ecran_gl.Vertex(PC[0].GetX(), PC[0].GetY(), PC[0].GetZ());
            Ecran_gl.TexCoord(1.0f, 0.0f);
            Ecran_gl.Vertex(PC[1].GetX(), PC[1].GetY(), PC[1].GetZ());
            Ecran_gl.TexCoord(1.0f, 1.0f);
            Ecran_gl.Vertex(PC[2].GetX(), PC[2].GetY(), PC[2].GetZ());
            Ecran_gl.TexCoord(0.0f, 1.0f);
            Ecran_gl.Vertex(PC[3].GetX(), PC[3].GetY(), PC[3].GetZ());
            Ecran_gl.End();
            Ecran_gl.Disable(OpenGL.GL_TEXTURE_2D);

            Ecran_gl.Color(1.0f, 0.0f, 1.0f);
            SharpGLForm.Linha(Ecran_gl, PC[0], PC[1]);
            SharpGLForm.Linha(Ecran_gl, PC[1], PC[2]);
            SharpGLForm.Linha(Ecran_gl, PC[2], PC[3]);
            SharpGLForm.Linha(Ecran_gl, PC[3], PC[0]);

            SharpGLForm.Linha(Ecran_gl, PC[4], PC[5]);
            SharpGLForm.Linha(Ecran_gl, PC[5], PC[6]);
            SharpGLForm.Linha(Ecran_gl, PC[6], PC[7]);
            SharpGLForm.Linha(Ecran_gl, PC[7], PC[4]);

            SharpGLForm.Linha(Ecran_gl, PC[0], PC[4]);
            SharpGLForm.Linha(Ecran_gl, PC[1], PC[5]);
            SharpGLForm.Linha(Ecran_gl, PC[2], PC[6]);
            SharpGLForm.Linha(Ecran_gl, PC[3], PC[7]);
            Ecran_gl.PopMatrix();
            RX += incrx;
            RY += incry;
            RZ += incrz;
            Ecran_gl.Disable(OpenGL.GL_LIGHTING);
        }
Esempio n. 4
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        public Cubo(SharpGLForm fp, float l, float dx, float dy, float dz,
                    float rotx, float roty, float rotz)
            : base(fp)
        {
            lado  = l;
            TX    = dx; TY = dy; TZ = dz;
            incrx = rotx; incry = roty; incrz = rotz;
            PC    = new Ponto[8];
            PC[0] = new Ponto(fp, 0.0f, 0.0f, 0.0f);
            PC[1] = new Ponto(fp, lado, 0.0f, 0.0f);
            PC[2] = new Ponto(fp, lado, lado, 0.0f);
            PC[3] = new Ponto(fp, 0, lado, 0.0f);

            PC[4]         = new Ponto(fp, 0.0f, 0.0f, lado);
            PC[5]         = new Ponto(fp, lado, 0.0f, lado);
            PC[6]         = new Ponto(fp, lado, lado, lado);
            PC[7]         = new Ponto(fp, 0, lado, lado);
            TexturaActiva = new Texture();
            TexturaActiva.Create(fp.GetGLForm(), "..\\..\\Texturas\\Crate.bmp");
        }
Esempio n. 5
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        public void Draw(OpenGL Ecran_gl)
        {
            Ecran_gl.LineWidth(2.0f);
            Ecran_gl.Color(1.0f, 0.0f, 0.0f);
            SharpGLForm.Linha(Ecran_gl, 0.0f, 0.0f, 0.0f, lenght, 0.0f, 0.0f);
            Ecran_gl.Color(0.0f, 1.0f, 0.0f);
            SharpGLForm.Linha(Ecran_gl, 0.0f, 0.0f, 0.0f, 0.0f, lenght, 0.0f);
            Ecran_gl.Color(0.0f, 0.0f, 1.0f);
            SharpGLForm.Linha(Ecran_gl, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, lenght);

            Ecran_gl.LineWidth(0.5f);
            Ecran_gl.Color(1.0f, 1.0f, 1.0f);
            // Desenhar a Base
            float Inc = lenght / 5.0f;
            float dy  = 0.01f;

            for (float X = -lenght; X <= lenght; X += Inc)
            {
                SharpGLForm.Linha(Ecran_gl, X, dy, -lenght, X, dy, lenght);
            }
            ;

            for (float Z = -lenght; Z <= lenght; Z += Inc)
            {
                SharpGLForm.Linha(Ecran_gl, -lenght, dy, Z, lenght, dy, Z);
            }
            ;
            Ecran_gl.Enable(OpenGL.GL_TEXTURE_2D);
            TexturaXOZ.Bind(Ecran_gl);
            Ecran_gl.Begin(OpenGL.GL_QUADS);  // Plano XOZ
            Ecran_gl.TexCoord(0.0f, 0.0f);
            Ecran_gl.Vertex(-lenght, 0, -lenght);
            Ecran_gl.TexCoord(1.0f, 0.0f);
            Ecran_gl.Vertex(-lenght, 0, lenght);
            Ecran_gl.TexCoord(1.0f, 1.0f);
            Ecran_gl.Vertex(lenght, 0, lenght);
            Ecran_gl.TexCoord(0.0f, 1.0f);
            Ecran_gl.Vertex(lenght, 0, -lenght);
            Ecran_gl.End();
            TexturaXOY.Bind(Ecran_gl);
            Ecran_gl.Begin(OpenGL.GL_QUADS);  // Plano XOY
            Ecran_gl.TexCoord(0.0f, 0.0f);
            Ecran_gl.Vertex(lenght, 0, -lenght);
            Ecran_gl.TexCoord(1.0f, 0.0f);
            Ecran_gl.Vertex(lenght, 2 * lenght, -lenght);
            Ecran_gl.TexCoord(1.0f, 1.0f);
            Ecran_gl.Vertex(-lenght, 2 * lenght, -lenght);
            Ecran_gl.TexCoord(0.0f, 1.0f);
            Ecran_gl.Vertex(-lenght, 0, -lenght);
            Ecran_gl.End();
            TexturaZOY.Bind(Ecran_gl);
            Ecran_gl.Begin(OpenGL.GL_QUADS);  // Plano ZOY
            Ecran_gl.TexCoord(0.0f, 0.0f);
            Ecran_gl.Vertex(-lenght, 0, -lenght);
            Ecran_gl.TexCoord(1.0f, 0.0f);
            Ecran_gl.Vertex(-lenght, 2 * lenght, -lenght);
            Ecran_gl.TexCoord(1.0f, 1.0f);
            Ecran_gl.Vertex(-lenght, 2 * lenght, lenght);
            Ecran_gl.TexCoord(0.0f, 1.0f);
            Ecran_gl.Vertex(-lenght, 0, lenght);
            Ecran_gl.End();


            Ecran_gl.Disable(OpenGL.GL_TEXTURE_2D);
        }