public static void DrawRotatedTeaPot(OpenGLWindow _window, float _angle) { //ThrowIfNull(_window); // Clear The Screen And The Depth Buffer _window.Context.Clear(OpenGL.GL_COLOR_BUFFER_BIT | OpenGL.GL_DEPTH_BUFFER_BIT); // Move Left And Into The Screen _window.Context.LoadIdentity(); _window.Context.Rotate(_angle, 0.0f, 1.0f, 0.0f); Teapot teapot = new Teapot(); teapot.Draw(_window.Context, 14, 1, OpenGL.GL_FILL); }
private void OpenGLControl_OpenGLDraw(object sender, SharpGL.SceneGraph.OpenGLEventArgs args) { OpenGL gl = args.OpenGL; gl.Clear(OpenGL.GL_COLOR_BUFFER_BIT | OpenGL.GL_DEPTH_BUFFER_BIT); gl.LoadIdentity(); gl.Translate(0.0f, 0.0f, -6.0f); //dibujar una piramide. Primero rotar el modelo de ls matriz gl.Rotate(rotation, 0.0f, 1.0f, 0.0f); //rotatePyramid //comenzar a dibujar los triangulos //gl.Begin(OpenGL.GL_TRIANGLES); //gl.Color(1.0f, 0.0f, 0.0f); //gl.Vertex(0.0f, 1.0f, 0.0f); //gl.Color(0.0f, 1.0f, 0.0f); //gl.Vertex(-1.0f, -1.0f, 1.0f); //gl.Color(0.0f, 0.0f, 1.0f); //gl.Vertex(1.0f, -1.0f, 1.0f); //gl.End(); //IntPtr quadric = gl.NewQuadric(); //gl.QuadricNormals(quadric, OpenGL.GLU_SMOOTH); //gl.Sphere(quadric, 1.0, 200, 200); //tetera Teapot tp = new Teapot(); tp.Draw(gl, 14, 1, OpenGL.GL_FILL); rotation += 3.0f; //Reiniciar el modelo //rotar la geometria en un bit rotatePyramid += 3.0f; rquad -= 3.0f; }
/// <summary> /// Handles the OpenGLDraw event of the OpenGLControl control. /// </summary> /// <param name="sender">The source of the event.</param> /// <param name="args">The <see cref="SharpGL.SceneGraph.OpenGLEventArgs"/> instance containing the event data.</param> private void OpenGLControl_OpenGLDraw(object sender, OpenGLEventArgs args) { OpenGL gl = args.OpenGL; // Clear The Screen And The Depth Buffer gl.Clear(OpenGL.GL_COLOR_BUFFER_BIT | OpenGL.GL_DEPTH_BUFFER_BIT); // Move Left And Into The Screen gl.LoadIdentity(); gl.Translate(0.0f, 0.0f, -6.0f); gl.Rotate(rotation, 0.0f, 1.0f, 0.0f); Teapot tp = new Teapot(); tp.Draw(gl, 14, 1, OpenGL.GL_FILL); rotation += 3.0f; }
private void OpenGLControl_OpenGLDraw(object sender, OpenGLEventArgs args) { OpenGL gl = args.OpenGL; gl.Clear(OpenGL.GL_COLOR_BUFFER_BIT | OpenGL.GL_DEPTH_BUFFER_BIT); gl.LoadIdentity(); gl.Translate(0.0f, 0.0f, -6.0f); program.Push(gl, null); gl.Rotate(rotation, 0.0f, 1.0f, 0.0f); Teapot tp = new Teapot(); tp.Draw(gl, 14, 1, OpenGL.GL_FILL); rotation += 1.0f; program.Pop(gl, null); }
/// <summary> /// Handles the OpenGLDraw event of the OpenGLControl control. /// </summary> /// <param name="sender">The source of the event.</param> /// <param name="args">The <see cref="SharpGL.SceneGraph.OpenGLEventArgs"/> instance containing the event data.</param> private void OpenGLControl_OpenGLDraw(object sender, OpenGLEventArgs args) { OpenGL gl = args.OpenGL; // Clear The Screen And The Depth Buffer gl.Clear(OpenGL.GL_COLOR_BUFFER_BIT | OpenGL.GL_DEPTH_BUFFER_BIT); // Move Left And Into The Screen gl.LoadIdentity(); gl.Translate(0.0f, 0.0f, -6.0f); gl.Rotate(rotation, 0.0f, 1.0f, 0.0f); Teapot tp = new Teapot(); tp.Draw(gl, 14, 1, OpenGL.GL_FILL); rotation += 3.0f; }
private void OpenGLControl_OpenGLDraw(object sender, OpenGLEventArgs args) { OpenGL gl = args.OpenGL; gl.Clear(OpenGL.GL_COLOR_BUFFER_BIT | OpenGL.GL_DEPTH_BUFFER_BIT); gl.LoadIdentity(); gl.Translate(0.0, 0.0F, -4.0F); gl.Rotate(rotation, 1.0f, 1.0f, 0.0f); /*gl.Begin(OpenGL.GL_TRIANGLES); * * gl.Color(1.0f, 0.0f, 0.0f); * gl.Vertex(0.0f, 1.0f, 0.0f); * gl.Color(0.0f, 1.0f, 0.0f); * gl.Vertex(-1.0f, -1.0f, 1.0f); * gl.Color(0.0f, 0.0f, 1.0f); * gl.Vertex(1.0f, -1.0f, 1.0f); * * gl.End(); */ /* * IntPtr quadric = gl.NewQuadric(); * gl.QuadricNormals(quadric, OpenGL.GLU_SMOOTH); * gl.Sphere(quadric, 1.0, 20, 20); * * gl.End(); */ Teapot tp = new Teapot(); tp.Draw(gl, 14, 1, OpenGL.GL_FILL); rotation += 3.0f; }
private void openGLControl1_OpenGLDraw_1(object sender, RenderEventArgs args) { Init(); var gl = openGLControl1.OpenGL; gl.Clear(OpenGL.GL_COLOR_BUFFER_BIT | OpenGL.GL_DEPTH_BUFFER_BIT); gl.Enable(OpenGL.GL_LIGHTING); gl.ClearColor(0.5f, 0.5f, 0.5f, 0.5f); gl.Enable(OpenGL.GL_DEPTH_TEST); gl.Enable(OpenGL.GL_TEXTURE_2D); gl.Enable(OpenGL.GL_BLEND); // Разрешить прозрачность. gl.Enable(OpenGL.GL_POINT_SMOOTH); // Разрешить сглаживание точек. gl.Enable(OpenGL.GL_COLOR_MATERIAL); // Отключить перелевание цвета. gl.LoadIdentity(); gl.Light(OpenGL.GL_LIGHT1, OpenGL.GL_POSITION, _l0pos); _figureHummer1.Draw(gl, _l0pos[0], _l0pos[1], _l0pos[2], 0, 0, 1f, 0); gl.LoadIdentity(); gl.Light(OpenGL.GL_LIGHT0, OpenGL.GL_POSITION, _l1pos); _figureHummer2.Draw(gl, _l1pos[0], _l1pos[1], _l1pos[2], 0, 0, 1f, 0); gl.LoadIdentity(); gl.Light(OpenGL.GL_LIGHT2, OpenGL.GL_POSITION, _l2pos); _figureHummer3.Draw(gl, _l2pos[0], _l2pos[1], _l2pos[2], 0, 0, 1f, 0); gl.LoadIdentity(); gl.Enable(OpenGL.GL_LIGHT0); gl.Enable(OpenGL.GL_LIGHT1); gl.Enable(OpenGL.GL_LIGHT2); // gl.LightModel(OpenGL.GL_LIGHT_MODEL_AMBIENT, _black); gl.Light(OpenGL.GL_LIGHT0, OpenGL.GL_DIFFUSE, _light0Diffuse); gl.Light(OpenGL.GL_LIGHT0, OpenGL.GL_AMBIENT, _light0Ambient); gl.Light(OpenGL.GL_LIGHT0, OpenGL.GL_SPECULAR, _light0Scpecular); gl.Light(OpenGL.GL_LIGHT1, OpenGL.GL_DIFFUSE, _light0Diffuse); gl.Light(OpenGL.GL_LIGHT1, OpenGL.GL_AMBIENT, _light1Ambient); gl.Light(OpenGL.GL_LIGHT1, OpenGL.GL_SPECULAR, _light1Scpecular); gl.Light(OpenGL.GL_LIGHT2, OpenGL.GL_DIFFUSE, _light0Diffuse); gl.Light(OpenGL.GL_LIGHT2, OpenGL.GL_AMBIENT, _light2Ambient); gl.Light(OpenGL.GL_LIGHT2, OpenGL.GL_SPECULAR, _light1Scpecular); gl.LoadIdentity(); // _figureKub.Draw(gl, 0, 0, -7f); gl.Translate(0, 0, -5f); var teapot = new Teapot(); // gl.Rotate(_angleX, 1f, 0f, 0f); // gl.Rotate(_angleY, 0f, 1f, 0f); gl.Color(0.4f, 0.4f, 0.4f); teapot.Draw(gl, 14, 1, OpenGL.GL_FILL); gl.ColorMaterial(OpenGL.GL_FRONT_AND_BACK, OpenGL.GL_AMBIENT_AND_DIFFUSE); gl.Material(OpenGL.GL_FRONT_AND_BACK, OpenGL.GL_SPECULAR, _sRef); gl.Material(OpenGL.GL_FRONT_AND_BACK, OpenGL.GL_SHININESS, 64); gl.ShadeModel(OpenGL.GL_SMOOTH); }
private void OpenGLControl_OpenGLDraw(object sender, SharpGL.SceneGraph.OpenGLEventArgs args) { OpenGL gl = GLcontrol.OpenGL; IntPtr quad = gl.NewQuadric(); gl.Clear(OpenGL.GL_COLOR_BUFFER_BIT | OpenGL.GL_DEPTH_BUFFER_BIT); gl.LoadIdentity(); if (p_flag == true) { gl.LookAt(e_x, e_y, e_z, c_x, c_y, c_z, u_x, u_y, u_z); } if (rot_flag == true) { if (clock == true) { gl.Rotate(rotation, 0.0f, 0.0f, 1.0f); } else { gl.Rotate(rotation, 1.0f, 1.0f, 1.0f); } } gl.Translate(0.0f, 0.0f, 0.0f); if (kb.IsChecked == true || Z_o.IsChecked == true) { gl.Scale(40.3, 40.3, 40.3); } gl.Scale(0.3, 0.3, 0.3); gl.PushMatrix(); gl.Color(1.0f, 1.0f, 0.0f); if (zil.IsChecked == true) { gl.Cylinder(quad, 50, 30, 30, 20, 20); clock = false; } if (sf.IsChecked == true) { gl.Sphere(quad, 50, 100, 100); clock = false; } if (ds.IsChecked == true) { gl.Disk(quad, 40, 50, 50, 50); clock = false; } if (ds_m.IsChecked == true) { gl.PartialDisk(quad, 40, 50, 50, 50, 50, 50); clock = false; } if (tp.IsChecked == true) { Teapot tp = new Teapot(); tp.Draw(gl, 50, 51, OpenGL.GL_FILL); clock = false; } if (kb.IsChecked == true) { Cube cube = new Cube(); cube.Render(gl, RenderMode.Render); clock = false; } if (Z_o.IsChecked == true) { clock = false; int i, N = 20; float angleStep = 360.0f / N; float angleCurrent = 0f; float Radius1 = 1.0f; for (i = 0; i < N; i++) { angleCurrent = i * angleStep * 3.14f / 180; gl.PushMatrix(); gl.Translate(Radius1 * Math.Sin(angleCurrent), 0, Radius1 * Math.Cos(angleCurrent)); gl.Sphere(quad, 0.3, 24, 24); gl.PopMatrix(); } } if (S_S.IsChecked == true) { clock = false; //рисуем солнце gl.Color(1.0, 1.0, 0.0); gl.Sphere(quad, 30, 50, 50); gl.Translate(60, 0, 0); // Рисуем планету gl.Color(0.0, 1.0, 0.0); gl.Sphere(quad, 10, 50, 50); gl.PopMatrix(); gl.Flush(); } if (O_O.IsChecked == true) { clock = false; gl.Color(0.7, 0.1, 0.0); gl.Sphere(quad, 30, 40, 40); gl.Translate(0, 0, 0); gl.Color(0.1, 0.3, 0.9); int i, N = 20; float angleStep = 360.0f / N; float angleCurrent = 0f; float Radius1 = 45.0f; for (i = 0; i < N; i++) { angleCurrent = i * angleStep * 3.14f / 180; gl.PushMatrix(); gl.Translate(Radius1 * Math.Sin(angleCurrent), 0, Radius1 * Math.Cos(angleCurrent)); gl.Sphere(quad, 9.9, 40, 40); gl.PopMatrix(); } gl.LookAt(1.1, 1.1, 1.5, 1.1, 1.1, 5.7, 1.1, 0, 0); for (i = 0; i < N; i++) { angleCurrent = i * angleStep * 3.14f / 180; gl.PushMatrix(); gl.Translate(Radius1 * Math.Sin(angleCurrent), 0, Radius1 * Math.Cos(angleCurrent)); gl.Sphere(quad, 9.9, 40, 40); gl.PopMatrix(); } } if (O_k.IsChecked == true) { clock = false; gl.LineWidth(2.5f); gl.Scale(50.3, 50.3, 50.3); gl.Begin(OpenGL.GL_LINES); gl.Color(1.0, 0.0, 0.0); gl.Vertex(-1, -1, 0); //х gl.Vertex(1, -1, 0); gl.Vertex(-1, 1, 0); //у gl.Vertex(-1, -1, 0); gl.Vertex(-1, -1, 0); //z gl.Vertex(-1, -1, 2); gl.End(); } if (kv.IsChecked == true) { clock = false; gl.MatrixMode(OpenGL.GL_MODELVIEW); gl.LoadIdentity(); gl.PushMatrix(); gl.Rotate(rotation, 0.0, 0.0, 1.0); gl.Color(1.0, 1.0, 1.0); gl.Rect(-20.0, -20.0, 20.0, 20.0); gl.PopMatrix(); } if (asd.IsChecked == true) { clock = false; gl.LineWidth(3.5f); gl.Scale(20.3, 20.3, 20.3); gl.Begin(OpenGL.GL_LINE_STRIP); gl.Clear(OpenGL.GL_COLOR_BUFFER_BIT | OpenGL.GL_DEPTH_BUFFER_BIT); gl.Rotate(rotation, 0.0, 0.0, 1.0); gl.Color(1.0, 0.0, 0.0); gl.Vertex(0, 0); gl.Vertex(0, 3); gl.Vertex(2, 2); gl.Vertex(4, 3); gl.Vertex(4, 0); gl.Vertex(3, 0); gl.Vertex(3, 1); gl.Vertex(1, 1); gl.Vertex(1, 0); gl.Vertex(0, 0); gl.End(); } if (cl.IsChecked == true) { clock = false; gl.LineWidth(3.5f); gl.MatrixMode(OpenGL.GL_MODELVIEW); gl.LoadIdentity(); gl.PushMatrix(); gl.Rotate(rotation, 0.0, 0.0, 1.0); gl.Color(1.0, 1.0, 1.0); gl.Rect(-0.91, -20.9, 1.0, 1.0); gl.PopMatrix(); gl.Color(0.0f, 1.0f, 0.0f); gl.Begin(OpenGL.GL_LINE_LOOP); for (int i = 0; i < 100; i++) { double a = (float)i / 25.0f * 3.1415f * 2.0f; gl.Vertex(Math.Cos(a) * 28.0f, Math.Sin(a) * 28.0f); } gl.End(); gl.Begin(OpenGL.GL_LINE_STRIP); gl.PushMatrix(); gl.Vertex(-21, 0); gl.Vertex(-25, 0); gl.Vertex(-21, 3); gl.Vertex(-25, 6); gl.Vertex(-21, 6); gl.End(); gl.Begin(OpenGL.GL_LINE_STRIP); gl.Vertex(25, 0); gl.Vertex(21, 0); gl.Vertex(21, 3); gl.Vertex(25, 3); gl.Vertex(25, 6); gl.Vertex(21, 6); gl.Vertex(21, 3); gl.End(); gl.Begin(OpenGL.GL_LINE_STRIP); gl.Vertex(2, 25); gl.Vertex(1, 27); gl.Vertex(1, 23); gl.End(); gl.Begin(OpenGL.GL_LINE_STRIP); gl.Vertex(-1, 27); gl.Vertex(-3, 27); gl.Vertex(-1, 23); gl.Vertex(-3, 23); gl.End(); gl.Begin(OpenGL.GL_LINE_STRIP); gl.Vertex(-1, -20); gl.Vertex(3, -20); gl.Vertex(3, -26); gl.Vertex(-1, -26); gl.Vertex(-1, -23); gl.Vertex(3, -23); gl.End(); } gl.PopMatrix(); rotation += Convert.ToSingle(sl.Value); }
public static void DrawRotatedTeaPot(OpenGLWindow _window, float _angle) { //ThrowIfNull(_window); // Clear The Screen And The Depth Buffer _window.Context.Clear(OpenGL.GL_COLOR_BUFFER_BIT | OpenGL.GL_DEPTH_BUFFER_BIT); // Move Left And Into The Screen _window.Context.LoadIdentity(); _window.Context.Rotate(_angle, 0.0f, 1.0f, 0.0f); Teapot teapot = new Teapot(); teapot.Draw(_window.Context, 14, 1, OpenGL.GL_FILL); }