コード例 #1
0
        private void SetupViewport()
        {
            if (!loaded)
            {
                return;
            }
            float aspect = 1.0f;

            try
            {
                int w = glControl1.Width;
                int h = glControl1.Height;

                GL.Viewport(0, 0, w, h); // Use all of the glControl painting area
                aspect = ((float)glControl1.Width) / ((float)glControl1.Height);

                SetAlpha(false);                // start off with alpha off

                GL.Enable(EnableCap.CullFace);  // enable culling of faces
                GL.CullFace(CullFaceMode.Back); // specify culling backfaces

                m_projection     = OpenTK.Matrix4.CreatePerspectiveFieldOfView(0.55f, aspect, 1, 2000);
                m_axisProjection = OpenTK.Matrix4.CreatePerspectiveOffCenter(-2 * aspect + 0.3f, 0.3f, -0.3f, 1.7f, 1, 2000);
                m_modelView      = OpenTK.Matrix4.LookAt(new OpenTK.Vector3(5, 0, -5), new OpenTK.Vector3(0, 0, 0), new OpenTK.Vector3(0, 0, 1));

                GL.ShadeModel(ShadingModel.Smooth); // tell it to shade smoothly

                // properties of materials
                GL.Enable(EnableCap.ColorMaterial); // allow polys to have color
                float[] mat_specular  = { 1.0f, 1.0f, 1.0f, 1.0f };
                float[] mat_shininess = { 50.0f };
                GL.Material(MaterialFace.Front, MaterialParameter.Specular, mat_specular);
                GL.Material(MaterialFace.Front, MaterialParameter.Shininess, mat_shininess);

                //set a color to clear the background
                GL.ClearColor(Color.LightBlue);

                // antialising lines
                GL.Enable(EnableCap.LineSmooth);
                //GL.Enable(EnableCap.PolygonSmooth);
                GL.Enable(EnableCap.Blend);
                GL.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.OneMinusSrcAlpha);
                GL.Hint(HintTarget.LineSmoothHint, HintMode.Nicest);
                //GL.Hint(HintTarget.PolygonSmoothHint, HintMode.Nicest);
                float[] res = new float[2];
                GL.GetFloat(GetPName.SmoothLineWidthRange, res);
                // DebugLogger.Instance().LogInfo("Stencil depth: " + glControl1.GraphicsMode.Stencil.ToString());

                // prepare texture buffer to save 3d rendring
                if (mColorBuffer == 0)
                {
                    GL.GenTextures(1, out mColorBuffer);
                }
                GL.BindTexture(TextureTarget.Texture2D, mColorBuffer);
                GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Nearest);
                GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Nearest);
                GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.Rgba8, Width, Height, 0, PixelFormat.Rgba, PixelType.UnsignedByte, IntPtr.Zero);


                // lighting
                if (firstTime)
                {
                    GL.Enable(EnableCap.Lighting);
                    GL.Enable(EnableCap.Light0);
                    float[] light_position = { 1.0f, 1.0f, 1.0f, 0.0f };
                    GL.Light(LightName.Light0, LightParameter.Position, light_position);
                    GL.Light(LightName.Light0, LightParameter.Diffuse, Color.LightGray);
                }

                // load gui elements
                if (firstTime)
                {
                    gr2d.LoadTexture(global::UV_DLP_3D_Printer.Properties.Resources.cwtexture1_index);
                    gr2d.LoadFont("Arial18", global::UV_DLP_3D_Printer.Properties.Resources.Arial18_metrics);
                    LoadPluginGui();
                    //Visible = true;
                }

                Set3DView();
                UVDLPApp.Instance().PerformPluginCommand("AfterThemingDone", true);
                firstTime = false;
            }
            catch (Exception ex)
            {
                String s = ex.Message;
                // the create perspective function blows up on certain ratios
            }
        }