void glCanvas1_OpenGLDraw(object sender, PaintEventArgs e) { PrintCameraInfo(); GL.ClearColor(0x87 / 255.0f, 0xce / 255.0f, 0xeb / 255.0f, 0xff / 255.0f); GL.Clear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT); var arg = new RenderEventArgs(RenderModes.Render, this.camera); if (this.newElement != null) { this.element = this.newElement; this.newElement = null; } { mat4 projectionMatrix = camera.GetProjectionMat4(); mat4 viewMatrix = camera.GetViewMat4(); mat4 modelMatrix = mat4.identity(); this.element.projectionMatrix = projectionMatrix; this.element.viewMatrix = viewMatrix; this.element.modelMatrix = modelMatrix; } element.Render(arg); uiLeftBottomAxis.Render(arg); }
void glCanvas1_OpenGLDraw(object sender, PaintEventArgs e) { PrintCameraInfo(); GL.ClearColor(0x87 / 255.0f, 0xce / 255.0f, 0xeb / 255.0f, 0xff / 255.0f); GL.Clear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT); var arg = new RenderEventArgs(RenderModes.Render, this.camera); if (this.renderState == 2 || this.renderState == 4) { axisElement.Render(arg); } if (this.renderState == 3 || this.renderState == 4) { axisElement2.Render(arg); } uiLeftBottomAxis.Render(arg); uiLeftTopAxis.Render(arg); uiRightBottomAxis.Render(arg); uiRightTopAxis.Render(arg); uiLeftBottomRect.Render(arg); uiLeftTopRect.Render(arg); uiRightBottomRect.Render(arg); uiRightTopRect.Render(arg); }
void glCanvas1_OpenGLDraw(object sender, PaintEventArgs e) { PrintCameraInfo(); GL.ClearColor(0x87 / 255.0f, 0xce / 255.0f, 0xeb / 255.0f, 0xff / 255.0f); GL.Clear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT); var arg = new RenderEventArgs(RenderModes.Render, this.camera); mat4 projectionMatrix = camera.GetProjectionMat4(); mat4 viewMatrix = camera.GetViewMat4(); mat4 modelMatrix = mat4.identity(); mat4 mvp = projectionMatrix * viewMatrix * modelMatrix; axisElement.mvp = mvp; axisElement.Render(arg); uiLeftBottomRect.Render(arg); //uiLeftTopRect.Render(arg); //uiRightBottomRect.Render(arg); //uiRightTopRect.Render(arg); legacyUIRect_BeforeRendering(this.legacyLeftBottomRect, arg); legacyLeftBottomRect.Render(arg); legacyUIRect_AfterRendering(this.legacyLeftBottomRect, arg); //legacyLeftTopRect.Render(arg); //legacyRightBottomRect.Render(arg); //legacyRightTopRect.Render(arg); uiLeftBottomAxis.Render(arg); }
void glCanvas1_OpenGLDraw(object sender, PaintEventArgs e) { PrintCameraInfo(); GL.Clear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT); var arg = new RenderEventArgs(RenderModes.Render, this.camera); mat4 projectionMatrix = camera.GetProjectionMat4(); mat4 viewMatrix = camera.GetViewMat4(); mat4 modelMatrix = mat4.identity(); if (this.newElement != null) { if (this.element != null) { this.element.Dispose(); } this.element = this.newElement; this.newElement = null; } ShaderDesignerRendererBase element = this.element; element.projectionMatrix = projectionMatrix; element.viewMatrix = viewMatrix; element.modelMatrix = modelMatrix; element.Render(arg); uiLeftBottomAxis.Render(arg); }
void glCanvas1_OpenGLDraw(object sender, PaintEventArgs e) { GL.ClearColor(0x87 / 255.0f, 0xce / 255.0f, 0xeb / 255.0f, 0xff / 255.0f); GL.Clear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT); var arg = new RenderEventArgs(RenderModes.Render, this.camera); element.Render(arg); uiAxis.Render(arg); }
void glCanvas1_OpenGLDraw(object sender, PaintEventArgs e) { var arg = new RenderEventArgs(RenderModes.Render, this.camera); mat4 projectionMatrix = camera.GetProjectionMat4(); mat4 viewMatrix = camera.GetViewMat4(); mat4 modelMatrix = mat4.identity(); mat4 mvp = projectionMatrix * viewMatrix * modelMatrix; element.mvp = mvp; GL.Clear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT); element.Render(arg); uiAxis.Render(arg); }
void glCanvas1_OpenGLDraw(object sender, PaintEventArgs e) { //PrintCameraInfo(); GL.ClearColor(0x87 / 255.0f, 0xce / 255.0f, 0xeb / 255.0f, 0xff / 255.0f); GL.Clear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT); var arg = new RenderEventArgs(RenderModes.Render, this.camera); legacyUIRect.Render(arg); modernUIRect.Render(arg); leftUIAxis.Render(arg); rightUIAxis.Render(arg); element.Render(arg); }
void glCanvas1_OpenGLDraw(object sender, PaintEventArgs e) { PrintCameraInfo(); GL.ClearColor(0x87 / 255.0f, 0xce / 255.0f, 0xeb / 255.0f, 0xff / 255.0f); GL.Clear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT); var arg = new RenderEventArgs(RenderModes.Render, this.camera); pointSpriteElement.Render(arg); uiLeftBottomAxis.Render(arg); uiLeftTopAxis.Render(arg); uiRightBottomAxis.Render(arg); uiRightTopAxis.Render(arg); }
private void glCanvas1_OpenGLDraw(object sender, PaintEventArgs e) { GL.ClearColor(0x87 / 255.0f, 0xce / 255.0f, 0xeb / 255.0f, 0xff / 255.0f); GL.Clear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT); var arg = new RenderEventArgs(RenderModes.Render, this.camera); { mat4 modelMatrix = mat4.identity(); mat4 viewMatrix = this.camera.GetViewMat4(); mat4 projectionMatrix = this.camera.GetProjectionMat4(); element.projectionMatrix = projectionMatrix; element.viewMatrix = viewMatrix; element.modelMatrix = modelMatrix; } element.Render(arg); uiAxis.Render(arg); }
void glCanvas1_OpenGLDraw(object sender, PaintEventArgs e) { PrintCameraInfo(); //GL.ClearColor(0x87 / 255.0f, 0xce / 255.0f, 0xeb / 255.0f, 0xff / 255.0f); GL.Clear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT); var arg = new RenderEventArgs(RenderModes.Render, this.camera); mat4 projectionMatrix = camera.GetProjectionMat4(); projectionMatrix = glm.translate(projectionMatrix, new vec3(translateX, translateY, translateZ));// mat4 viewMatrix = camera.GetViewMat4(); mat4 modelMatrix = mat4.identity(); mat4 mvp = projectionMatrix * viewMatrix * modelMatrix; if (this.renderState == 2 || this.renderState == 4) { axisElement.mvp = mvp; axisElement.Render(arg); } if (this.renderState == 3 || this.renderState == 4) { axisElement2.projectionMatrix = projectionMatrix; axisElement2.viewMatrix = viewMatrix; axisElement2.modelMatrix = modelMatrix; axisElement2.Render(arg); } uiLeftBottomAxis.Render(arg); uiLeftTopAxis.Render(arg); uiRightBottomAxis.Render(arg); uiRightTopAxis.Render(arg); uiLeftBottomRect.Render(arg); uiLeftTopRect.Render(arg); uiRightBottomRect.Render(arg); uiRightTopRect.Render(arg); }
void glCanvas1_OpenGLDraw(object sender, PaintEventArgs e) { PrintCameraInfo(); var arg = new RenderEventArgs(RenderModes.Render, this.camera); mat4 projectionMatrix = camera.GetProjectionMat4(); mat4 viewMatrix = camera.GetViewMat4(); mat4 modelMatrix = mat4.identity(); mat4 mvp = projectionMatrix * viewMatrix * modelMatrix; pointSpriteElement.mvp = mvp; GL.Clear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT); pointSpriteElement.Render(arg); uiLeftBottomAxis.Render(arg); uiLeftTopAxis.Render(arg); uiRightBottomAxis.Render(arg); uiRightTopAxis.Render(arg); }