protected override void RenderContent(GraphicsInterface GI) { // Draw Section 0 GI.PushMatrix(); GI.Rotate(0, 0, 1, 0); GI.Translate(0, 4, fSpeakerSection0.Radius * fSpeakerSeparation); fSpeakerSection0.Render(GI); GI.PopMatrix(); // Draw Section 90 GI.PushMatrix(); GI.Rotate(90, 0, 1, 0); GI.Translate(0, 4, fSpeakerSection90.Radius * fSpeakerSeparation); fSpeakerSection90.Render(GI); GI.PopMatrix(); // Draw Section 180 GI.PushMatrix(); GI.Rotate(180, 0, 1, 0); GI.Translate(0, 4, fSpeakerSection180.Radius * fSpeakerSeparation); fSpeakerSection180.Render(GI); GI.PopMatrix(); // Draw Section 270 GI.PushMatrix(); GI.Rotate(270, 0, 1, 0); GI.Translate(0, 4, fSpeakerSection270.Radius * fSpeakerSeparation); fSpeakerSection270.Render(GI); GI.PopMatrix(); }
void DrawQuad(GraphicsInterface GI, float left, float top, float right, float bottom) { GI.PushMatrix(); GI.Rotate(Rotation); GI.Drawing.Quads.Begin(); // Left bottom GI.TexCoord(0.0f, 0.0f); GI.Vertex(left, bottom, 0.0f); // Left top GI.TexCoord(0.0f, 1.0f); GI.Vertex(left, top, 0.0f); // Right top GI.TexCoord(1.0f, 1.0f); GI.Vertex(right, top, 0.0f); // Right bottom GI.TexCoord(1.0f, 0.0f); GI.Vertex(right, bottom, 0.0f); GI.Drawing.Quads.End(); GI.PopMatrix(); }
public virtual void Render(GraphicsInterface gi) { gi.Color(fShaftColor); fAxisShaft.Render(gi); gi.PushMatrix(); gi.Translate(0.0f, 0.0f, fSpearLength); fArrowHead.Render(gi); gi.Rotate(180.0f, 1.0f, 0.0f, 0.0f); fDisk.Render(gi); gi.PopMatrix(); }
protected override void RenderContent(GraphicsInterface GI) { for (int i = 0; i < NumberOfSections; i++) { float3 trans = Translation + new float3(0, 0, -Radius * ExpansionFactor); // Draw Section 0 GI.PushMatrix(); GI.Rotate(i*ArcDegrees, 0, 1, 0); GI.Translate(trans.x, trans.y, trans.z); Sections[i].Render(GI); GI.PopMatrix(); } }
public static void DrawTextureImageUnrotatedAndOrthographically(GraphicsInterface gi, int clientWidth, int clientHeight, GLTexture2D texture, int drawX, int drawYTextMode, // i.e., 0 == draw TOP of image at TOP of viewport, Y-axis points DOWN int drawWidth, int drawHeight) { // Change rendering conditions gi.Features.DepthTest.Disable(); gi.Features.CullFace.Disable(); // Preserve current matrices, and switch to an orthographic view, and // do scaling and translation as necessary. gi.MatrixMode(MatrixMode.Projection); gi.PushMatrix(); gi.MatrixMode(MatrixMode.Modelview); gi.PushMatrix(); gi.MatrixMode(MatrixMode.Projection); gi.LoadIdentity(); gi.Ortho(0, (clientWidth - 1), 0, (clientHeight - 1), -1.0, 1.0); gi.MatrixMode(MatrixMode.Modelview); gi.LoadIdentity(); if (null != texture) { // Enable texture texture.Bind(); } // Enable blending gi.Features.Blend.Enable(); gi.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.OneMinusSrcAlpha); // Draw a quad gi.Drawing.Quads.Begin(); // TOP-LEFT gi.TexCoord(0.0f, 1.0f); gi.Color(ColorRGBA.White); gi.Vertex((drawX), ((clientHeight - 1) - drawYTextMode), 0.0f); // BOTTOM-LEFT gi.TexCoord(0.0f, 0.0f); gi.Color(1.0f, 1.0f, 1.0f, 1.0f); gi.Vertex(drawX, ((clientHeight - 1) - (drawYTextMode + drawHeight)), 0.0f); // BOTTOM-RIGHT gi.TexCoord(1.0f, 0.0f); gi.Color(1.0f, 1.0f, 1.0f, 1.0f); gi.Vertex((drawX + (drawWidth)), ((clientHeight - 1) - (drawYTextMode + drawHeight)), 0.0f); // TOP-RIGHT gi.TexCoord(1.0f, 1.0f); gi.Color(1.0f, 1.0f, 1.0f, 1.0f); gi.Vertex((drawX + (drawWidth)), ((clientHeight - 1) - drawYTextMode), 0.0f); gi.Drawing.Quads.End(); // Disable blending gi.Features.Blend.Disable(); if (null != texture) { // Disable texture gi.Features.Texturing2D.Disable(); gi.BindTexture(TextureBindTarget.Texture2d, 0); } // Restore original matrices. gi.MatrixMode(MatrixMode.Modelview); gi.PopMatrix(); gi.MatrixMode(MatrixMode.Projection); gi.PopMatrix(); // Restore rendering conditions gi.FrontFace(FrontFaceDirection.Ccw); // MUST DO AFTER USING wglUseFontOutlines LISTS!!! gi.Features.DepthTest.Enable(); gi.Features.CullFace.Enable(); }
/// <summary> // Draw the unit axis. A small white sphere represents the origin // and the three axes are colored Red, Green, and Blue, which // corresponds to positive X, Y, and Z respectively. // Each axis has an arrow on the end. // normals are provided should the axes be lit. /// /// </summary> /// <param name="gi"></param> public virtual void Render(GraphicsInterface gi) { // Draw the blue Z axis spear first // It's easy as it does not require any rotations as the // quadrics naturally align with the positive z axis fZAxis.Render(gi); // Draw the Red X axis 2nd, with arrowed head // To draw along the x-axis, we rotate around the // y axis gi.PushMatrix(); gi.Rotate(90.0f, 0.0f, 1.0f, 0.0f); fXAxis.Render(gi); gi.PopMatrix(); // Draw the Green Y axis 3rd, with arrowed head gi.PushMatrix(); gi.Rotate(-90.0f, 1.0f, 0.0f, 0.0f); fYAxis.Render(gi); gi.PopMatrix(); // White Sphere at origin gi.Color(ColorRGBA.White); fSphere.Render(gi); }
public virtual void Render(GraphicsInterface gi) { //fAxes.Render(gi); // Do a model translation before rendering? /// gi.PushMatrix(); gi.Translate(fTranslation.X, fTranslation.Y, fTranslation.Z); foreach (AABBFaceMesh rw in fWalls.Values) { rw.Render(gi); } gi.PopMatrix(); }