Color() public method

public Color ( ColorRGBA aColor ) : void
aColor ColorRGBA
return void
Exemplo n.º 1
0
        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();
            }
        }
Exemplo n.º 2
0
        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();

        }
Exemplo n.º 3
0
        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);
        }
Exemplo n.º 4
0
        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();
        }
Exemplo n.º 5
0
        /// <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);

        }
Exemplo n.º 6
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 protected override void BeginRender(GraphicsInterface gi)
 {
     gi.Color(fColor);
 }