protected override void RenderContent(GraphicsInterface gi) { int p1, p2, p3; for (int i = 0; i < triangles.Length; i++) { p1 = triangles[i].p1; p2 = triangles[i].p2; p3 = triangles[i].p3; gi.Color(1, 1, 1, 0.95f); gi.Drawing.Triangles.Begin(); gi.Normal(normals[p1]); gi.TexCoord(uvMap[p1, 0], uvMap[p1, 1]); gi.Vertex(positions[p1]); gi.Normal(normals[p2]); gi.TexCoord(uvMap[p2, 0], uvMap[p2, 1]); gi.Vertex(positions[p2]); gi.Normal(normals[p3]); gi.TexCoord(uvMap[p3, 0], uvMap[p3, 1]); gi.Vertex(positions[p3]); gi.Drawing.Triangles.End(); } }
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 (iStrip = -fExtent; iStrip <= fExtent; iStrip += fStep) { GI.Drawing.TriangleStrip.Begin(); for (iRun = fExtent; iRun >= -fExtent; iRun -= fStep) { if ((iBounce % 2) == 0) fColor = 1.0f; else fColor = 0.0f; GI.Color(fColor, fColor, fColor, 0.75f); GI.Vertex(iStrip, y, iRun); GI.Vertex(iStrip + fStep, y, iRun); iBounce++; } GI.Drawing.TriangleStrip.End(); } GI.ShadeModel(ShadingModel.Smooth); }
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); }
protected override void BeginRender(GraphicsInterface gi) { gi.Color(fColor); }