예제 #1
0
        public void OnSurfaceChanged(IGL10 gl, int width, int height)
        {
            gl.GlViewport(0, 0, width, height);
            mViewportWidth  = width;
            mViewportHeight = height;

            float ratio = (float)width / height;

            mViewRect.Top    = 1.0f;
            mViewRect.Bottom = -1.0f;
            mViewRect.Left   = -ratio;
            mViewRect.Right  = ratio;
            UpdatePageRects();

            gl.GlMatrixMode(GL10.GlProjection);
            gl.GlLoadIdentity();
            if (USE_PERSPECTIVE_PROJECTION)
            {
                GLU.GluPerspective(gl, 20f, (float)width / height, .1f, 100f);
            }
            else
            {
                GLU.GluOrtho2D(gl, mViewRect.Left, mViewRect.Right,
                               mViewRect.Bottom, mViewRect.Top);
            }

            gl.GlMatrixMode(GL10.GlModelview);
            gl.GlLoadIdentity();
        }
예제 #2
0
        public void OnSurfaceChanged(IGL10 gl, int width, int height)
        {
            gl.GlViewport(0, 0, width, height);
            gl.GlMatrixMode(IGL10Constants.GL_PROJECTION);
            gl.GlLoadIdentity();
            GLU.GluPerspective(gl, 45.0f, (float)width / (float)height, 0.1f, 100.0f);
            gl.GlViewport(0, 0, width, height);

            gl.GlMatrixMode(IGL10Constants.GL_MODELVIEW);
            gl.GlLoadIdentity();
        }
		public void OnSurfaceChanged (IGL10 gl, int width, int height)
		{
			// Replace the current matrix with the identity matrix
			gl.GlMatrixMode (GL10.GlProjection);
			gl.GlLoadIdentity(); // OpenGL docs
			gl.GlOrthof (-2, 2, -2, 2, -1, 10);

			// Translates 4 units into the screen.
			gl.GlMatrixMode (GL10.GlModelview);
			//gl.GlTranslatef(0, 0, -4); // OpenGL docs

			gl.GlClearColor (255, 255, 255, 255);
			gl.GlClear(GL10.GlColorBufferBit | // OpenGL docs.
			           GL10.GlDepthBufferBit);
		}
예제 #4
0
        public void OnSurfaceChanged(IGL10 gl, int width, int height)
        {
            // Replace the current matrix with the identity matrix
            gl.GlMatrixMode(GL10.GlProjection);
            gl.GlLoadIdentity();             // OpenGL docs
            gl.GlOrthof(-2, 2, -2, 2, -1, 10);

            // Translates 4 units into the screen.
            gl.GlMatrixMode(GL10.GlModelview);
            //gl.GlTranslatef(0, 0, -4); // OpenGL docs

            gl.GlClearColor(255, 255, 255, 255);
            gl.GlClear(GL10.GlColorBufferBit |             // OpenGL docs.
                       GL10.GlDepthBufferBit);
        }
예제 #5
0
        /// <summary>
        /// Raises the draw frame event.
        /// </summary>
        /// <param name="gl">Gl.</param>
        public void OnDrawFrame(IGL10 gl)
        {
            // Replace the current matrix with the identity matrix
            gl.GlMatrixMode(GL10.GlProjection);
            gl.GlLoadIdentity();             // OpenGL docs
            gl.GlOrthof(_left, _right, _bottom, _top, -1, 1);

            for (int idx = 0; idx < _triangles.Count; idx++)
            {
                gl.GlVertexPointer(3, GL10.GlFloat, 0, _triangles[idx].Vertices);
                gl.GlEnableClientState(GL10.GlVertexArray);
                gl.GlColorPointer(4, GL10.GlUnsignedByte, 0, _triangles[idx].Colors);
                gl.GlEnableClientState(GL10.GlColorArray);

                gl.GlDrawArrays(GL10.GlTriangleStrip, 0, _triangles[idx].Count);
            }

            for (int idx = 0; idx < _lines.Count; idx++)
            {
                gl.GlVertexPointer(3, GL10.GlFloat, 0, _lines[idx].Vertices);
                gl.GlEnableClientState(GL10.GlVertexArray);

                SimpleColor color = new SimpleColor()
                {
                    Value = _lines[idx].Color
                };
                gl.GlColor4f(color.R / 255f, color.G / 255f, color.B / 255f, color.A / 255f);
                gl.GlLineWidth(_lines [idx].Width);
                gl.GlDrawArrays(GL10.GlLineStrip, 0, _lines[idx].Count);
            }
        }
        public void OnDrawFrame(IGL10 gl)
        {
            /*
             * Usually, the first thing one might want to do is to clear
             * the screen. The most efficient way of doing this is to use
             * glClear().
             */
            gl.GlClear(GL10.GlColorBufferBit | GL10.GlDepthBufferBit);

            /*
             * Now we're ready to draw some 3D objects
             */

            gl.GlMatrixMode(GL10.GlModelview);
            gl.GlLoadIdentity();
            gl.GlTranslatef(0, 0, -3.0f);
            gl.GlRotatef(mAngle, 0, 1, 0);
            gl.GlRotatef(mAngle * 0.25f, 1, 0, 0);

            gl.GlEnableClientState(GL10.GlVertexArray);
            gl.GlEnableClientState(GL10.GlColorArray);

            mCube.Draw(gl);

            gl.GlRotatef(mAngle * 2.0f, 0, 1, 1);
            gl.GlTranslatef(0.5f, 0.5f, 0.5f);

            mCube.Draw(gl);

            mAngle += 1.2f;
        }
예제 #7
0
        public override void Present(float deltaTime)
        {
            IGL10 gl = _glGraphics.GL10;

            gl.GlViewport(0, 0, _glGraphics.Width, _glGraphics.Height);
            gl.GlClearColor(0, 0, 0, 1);
            gl.GlClear(GL10.GlColorBufferBit);
            gl.GlMatrixMode(GL10.GlProjection);
            gl.GlLoadIdentity();
            gl.GlOrthof(0, 540, 0, 960, 1, -1);
            gl.GlEnable(GL10.GlTexture2d);


            gl.GlBlendFunc(GL10.GlSrcAlpha, GL10.GlOneMinusSrcAlpha);
            gl.GlEnable(GL10.GlBlend);

            gl.GlBindTexture(GL10.GlTexture2d, _textureId);



            gl.GlEnableClientState(GL10.GlVertexArray);
            gl.GlEnableClientState(GL10.GlTextureCoordArray);

            _vertices.Position(0);
            gl.GlVertexPointer(2, GL10.GlFloat, _vertexSize, _vertices);
            _vertices.Position(2);
            gl.GlTexCoordPointer(2, GL10.GlFloat, _vertexSize, _vertices);
            gl.GlDrawArrays(GL10.GlTriangles, 0, 3);
            //gl.GlDisableClientState(GL10.GlVertexArray);
            //gl.GlDisableClientState(GL10.GlTextureCoordArray);
        }
 public void OnDrawFrame(IGL10 gl)
 {
     // 清除屏幕缓存和深度缓存
     gl.GlClear(GL10.GlColorBufferBit | GL10.GlDepthBufferBit);
     // 启用顶点坐标数据
     gl.GlEnableClientState(GL10.GlVertexArray);
     // 启用贴图坐标数组数据
     gl.GlEnableClientState(GL10.GlTextureCoordArray);   // ①
                                                         // 设置当前矩阵模式为模型视图。
     gl.GlMatrixMode(GL10.GlModelview);
     gl.GlLoadIdentity();
     // 把绘图中心移入屏幕2个单位
     gl.GlTranslatef(0f, 0.0f, -2.0f);
     // 旋转图形
     gl.GlRotatef(ma.angleY, 0, 1, 0);
     gl.GlRotatef(ma.angleX, 1, 0, 0);
     // 设置顶点的位置数据
     gl.GlVertexPointer(3, GL10.GlFloat, 0, cubeVerticesBuffer);
     // 设置贴图的坐标数据
     gl.GlTexCoordPointer(2, GL10.GlFloat, 0, cubeTexturesBuffer); // ②
                                                                   // 执行纹理贴图
     gl.GlBindTexture(GL10.GlTexture2d, texture);                  // ③
                                                                   // 按cubeFacetsBuffer指定的面绘制三角形
     gl.GlDrawElements(GL10.GlTriangles, cubeFacetsBuffer.Remaining(),
                       GL10.GlUnsignedByte, cubeFacetsBuffer);
     // 绘制结束
     gl.GlFinish();
     // 禁用顶点、纹理坐标数组
     gl.GlDisableClientState(GL10.GlVertexArray);
     gl.GlDisableClientState(GL10.GlTextureCoordArray);
     // 递增角度值以便每次以不同角度绘制
 }
        public void OnDrawFrame(IGL10 gl)
        {
            /*
             * Usually, the first thing one might want to do is to clear
             * the screen. The most efficient way of doing this is to use
             * glClear().
             */
            gl.GlClear (GL10.GlColorBufferBit | GL10.GlDepthBufferBit);

            /*
             * Now we're ready to draw some 3D objects
             */

            gl.GlMatrixMode (GL10.GlModelview);
            gl.GlLoadIdentity ();
            gl.GlTranslatef (0, 0, -3.0f);
            gl.GlRotatef (mAngle,        0, 1, 0);
            gl.GlRotatef (mAngle*0.25f,  1, 0, 0);

            gl.GlEnableClientState (GL10.GlVertexArray);
            gl.GlEnableClientState (GL10.GlColorArray);

            mCube.Draw (gl);

            gl.GlRotatef (mAngle*2.0f, 0, 1, 1);
            gl.GlTranslatef (0.5f, 0.5f, 0.5f);

            mCube.Draw (gl);

            mAngle += 1.2f;
        }
예제 #10
0
            public void OnSurfaceChanged(IGL10 gl, int width, int height)
            {
                // 设置3D视窗的大小及位置
                gl.GlViewport(0, 0, width, height);
                // 将当前矩阵模式设为投影矩阵
                gl.GlMatrixMode(GL10.GlProjection);
                // 初始化单位矩阵
                gl.GlLoadIdentity();
                // 计算透视视窗的宽度、高度比
                float ratio = (float)width / height;

                // 调用此方法设置透视视窗的空间大小。
                gl.GlFrustumf(-ratio, ratio, -1, 1, 1, 10);
            }
예제 #11
0
		public void OnSurfaceChanged (IGL10 gl, int width, int height)
		{
			gl.GlViewport (0, 0, width, height);

			/*
			 * Set our projection matrix. This doesn't have to be done
			 * each time we draw, but usually a new projection needs to
			 * be set when the viewport is resized.
			 */

			float ratio = (float) width / height;
			gl.GlMatrixMode (GL10.GlProjection);
			gl.GlLoadIdentity ();
			gl.GlFrustumf (-ratio, ratio, -1, 1, 1, 10);
		}
예제 #12
0
        public override void Present(float delta)
        {
            IGL10 gl = _glGraphics.GL10;

            gl.GlViewport(0, 0, _glGraphics.Width, _glGraphics.Height - 200);
            gl.GlClear(GL10.GlColorBufferBit);
            gl.GlMatrixMode(GL10.GlProjection);
            gl.GlLoadIdentity();
            gl.GlOrthof(0, 540, 0, 960, 1, -1);

            gl.GlColor4f(1, 0, 0, 1);
            gl.GlEnableClientState(GL10.GlVertexArray);
            _vertices.Position(0);
            gl.GlVertexPointer(2, GL10.GlFloat, _vertexSize, _vertices);
            gl.GlDrawArrays(GL10.GlTriangles, 0, 3);
        }
예제 #13
0
        public override void Resume()
        {
            IGL10 gl = _glGraphics.GL10;

            gl.GlViewport(0, 0, _glGraphics.Width, _glGraphics.Height);
            gl.GlClearColor(0, 1, 0, 1);


            gl.GlMatrixMode(GL10.GlProjection);
            gl.GlLoadIdentity();
            gl.GlOrthof(0, 540, 0, 960, 1, -1);

            gl.GlEnable(GL10.GlTexture2d);
            _texture.Reload();
            //_texture.BindTexture ();
        }
        public void OnSurfaceChanged(IGL10 gl, int width, int height)
        {
            gl.GlViewport(0, 0, width, height);

            /*
             * Set our projection matrix. This doesn't have to be done
             * each time we draw, but usually a new projection needs to
             * be set when the viewport is resized.
             */

            float ratio = (float)width / height;

            gl.GlMatrixMode(GL10.GlProjection);
            gl.GlLoadIdentity();
            gl.GlFrustumf(-ratio, ratio, -1, 1, 1, 10);
        }
예제 #15
0
        public override void Present(float deltaTime)
        {
            IGL10 gl = _glGraphics.GL10;

            gl.GlClear(GL10.GlColorBufferBit);
            gl.GlMatrixMode(GL10.GlModelview);
            _vertices.Bind();
            for (int i = 0; i < NUM_BOBS; i++)
            {
                gl.GlLoadIdentity();


                gl.GlTranslatef(_bobs[i].dx, _bobs [i].dy, 0);
                gl.GlRotatef(_bobs[i].grad, 0, 0, -1f);

                _vertices.Draw(GL10.GlTriangles, 0, 6);
            }
            _vertices.Unbind();
        }
예제 #16
0
        public override void Present(float deltaTime)
        {
            IGL10 gl = _glGraphics.GL10;

            gl.GlViewport(0, 0, _glGraphics.Width, _glGraphics.Height);
            gl.GlClear(GL10.GlColorBufferBit);
            gl.GlMatrixMode(GL10.GlProjection);
            gl.GlLoadIdentity();
            gl.GlOrthof(0, 540, 0, 960, 1, -1);
            gl.GlEnable(GL10.GlTexture2d);

            _texture.BindTexture();

            gl.GlEnableClientState(GL10.GlVertexArray);
            gl.GlEnableClientState(GL10.GlTextureCoordArray);
            _vertices.Position(0);
            gl.GlVertexPointer(2, GL10.GlFloat, _vertexSize, _vertices);
            _vertices.Position(2);
            gl.GlTexCoordPointer(2, GL10.GlFloat, _vertexSize, _vertices);
            gl.GlDrawElements(GL10.GlTriangles, 6, GL10.GlUnsignedShort, _indices);
        }
예제 #17
0
		/// <summary>
		/// Raises the draw frame event.
		/// </summary>
		/// <param name="gl">Gl.</param>
        public void OnDrawFrame(IGL10 gl)
        {
            lock (_triangles)
            {
                // Replace the current matrix with the identity matrix
                gl.GlMatrixMode(GL10.GlProjection);
                gl.GlLoadIdentity(); // OpenGL docs
                gl.GlOrthof(_left, _right, _bottom, _top, -1, 1);


                SimpleColor color = SimpleColor.FromKnownColor(KnownColor.White);
                gl.GlClearColor(color.R / 255f, color.G / 255f, color.B / 255f, color.A / 255f);
                gl.GlClear(GL10.GlColorBufferBit);

                for (int idx = 0; idx < _triangles.Count; idx++)
                {
                    gl.GlVertexPointer(3, GL10.GlFloat, 0, _triangles[idx].Vertices);
                    gl.GlEnableClientState(GL10.GlVertexArray);
                    gl.GlColorPointer(4, GL10.GlUnsignedByte, 0, _triangles[idx].Colors);
                    gl.GlEnableClientState(GL10.GlColorArray);

                    gl.GlDrawArrays(GL10.GlTriangleStrip, 0, _triangles[idx].Count);
                }

                for (int idx = 0; idx < _lines.Count; idx++)
                {
                    gl.GlVertexPointer(3, GL10.GlFloat, 0, _lines[idx].Vertices);
                    gl.GlEnableClientState(GL10.GlVertexArray);

                    color = new SimpleColor()
                    {
                        Value = _lines[idx].Color
                    };
                    gl.GlColor4f(color.R / 255f, color.G / 255f, color.B / 255f, color.A / 255f);
                    gl.GlLineWidth(_lines[idx].Width);
                    gl.GlDrawArrays(GL10.GlLineStrip, 0, _lines[idx].Count);
                }
            }
        }
예제 #18
0
        public void OnSurfaceChanged(IGL10 gl, int width, int height)
        {
            float ratio = (float)width / height;

            //����OpenGL�����Ĵ�С
            gl.GlViewport(0, 0, width, height);
            //����ͶӰ����
            gl.GlMatrixMode(GL10.GlProjection);
            //����ͶӰ����
            gl.GlLoadIdentity();
            // �����ӿڵĴ�С
            viewport[2] = width;
            viewport[3] = height;
            OnZoomReset(true);
            m_bViewRest = false;
            mbChangeView = true;
            //GL.Ortho(-mdSizeFactorX, mdSizeFactorX, -mdSizeFactorY, mdSizeFactorY, mdzNear, mdzFar);
            //updateMatrix();

            // Calculate the aspect ratio of the window
            // ѡ��ģ�͹۲����
            gl.GlMatrixMode(GL10.GlModelview);
            // ����ģ�͹۲����
            gl.GlLoadIdentity();

            //             gl.glViewport(0, 0, width, height);
            //             gl.glMatrixMode(GL10.GL_PROJECTION);
            //             gl.glLoadIdentity();
            //             float ratio = (float)width / height;
            //             gl.glFrustumf(-ratio, ratio, -1, 1, 1, 10);

            //gl.GlGetIntegerv(GL11.GlViewport, viewport_buf);
            //GLES20.GlGetFloatv(GL11.GlModelviewMatrix, mvmatrix_buf);
            //GLES20.GlGetFloatv(GL11.GlProjectionMatrix, projmatrix_buf);
        }