Пример #1
0
        public override void Render()
        {
            GL.Viewport(0, 0, MainGameWindow.Window.Width, MainGameWindow.Window.Height);

            GL.MatrixMode(MatrixMode.Projection);
            GL.LoadIdentity();
            Perspective(60.0f, (float)MainGameWindow.Window.Width / (float)MainGameWindow.Window.Height, 0.01f, 1000.0f);

            GL.MatrixMode(MatrixMode.Modelview);
            GL.LoadIdentity();
            LookAt(10.0f, 4.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f);

            grid.Render();

            GL.PushMatrix();
            {
                GL.Color3(1.0f, 0.0f, 0.0f);
                Matrix4 scale       = Matrix4.Scale(new Vector3(0.5f, 0.5f, 0.5f));
                Matrix4 rotation    = Matrix4.AngleAxis(45.0f, 1.0f, 0.0f, 0.0f);
                Matrix4 translation = Matrix4.Translate(new Vector3(-2.0f, 1.0f, 3.0f));
                Matrix4 model       = translation * rotation * scale;
                GL.MultMatrix(Matrix4.Transpose(model).Matrix);
                DrawCube();
            }
            GL.PopMatrix();
        }
Пример #2
0
        public void Pivot(float yaw, float pitch)
        {
            worldDirty = true;
            viewDirty  = true;

            Matrix4 yawAngle = Matrix4.AngleAxis(yaw, up.X, up.Y, up.Z);

            forward = Matrix4.MultiplyVector(yawAngle, forward);

            Matrix4 pitchAngle = Matrix4.AngleAxis(pitch, right.X, right.Y, right.Z);

            forward = Matrix4.MultiplyVector(pitchAngle, forward);

            forward = Vector3.Normalize(forward);
            right   = Vector3.Normalize(right);
            up      = Vector3.Normalize(up);
        }
Пример #3
0
 protected void DrawPlanets(float worldX, float worldY, float worldZ, MatrixStack stack)
 {
     stack.Push();
     {
         GL.Color3(1.0f, 1.0f, 0.0f);
         //sun
         Matrix4 scale       = Matrix4.Scale(new Vector3(0.5f, 0.5f, 0.5f));
         Matrix4 translation = Matrix4.Translate(new Vector3(worldX, worldY, worldZ));
         Matrix4 model       = translation * scale;
         stack.Mul(model);
         GL.LoadMatrix(stack.OpenGL);
         Circle.DrawSphere(3);
         stack.Push();
         {
             GL.Color3(0.0f, 1.0f, 0.0f);
             //first planet
             Matrix4 p1scale       = Matrix4.Scale(new Vector3(0.8f, 0.8f, 0.8f));
             Matrix4 p1rotation    = Matrix4.AngleAxis(planet1RotSpeed, 0.0f, 1.0f, 1.0f);
             Matrix4 p1translation = Matrix4.Translate(new Vector3(-2.5f, 0.5f, 0.0f));
             Matrix4 planet        = p1rotation * p1translation * p1scale;
             stack.Mul(planet);
             GL.LoadMatrix(stack.OpenGL);
             Circle.DrawSphere(1);
             stack.Push();
             {
                 //draw planet1 moon
                 GL.Color3(1.0f, 0.0f, 0.0f);
                 Matrix4 m1Scale       = Matrix4.Scale(new Vector3(0.5f, 0.5f, 0.5f));
                 Matrix4 m1Rotation    = Matrix4.AngleAxis(moon1RotSpeed, 0.0f, 1.0f, 0.0f);
                 Matrix4 m1Translation = Matrix4.Translate(new Vector3(-2.0f, 0.0f, 0.0f));
                 Matrix4 moon          = m1Rotation * m1Translation * m1Scale;
                 stack.Mul(moon);
                 GL.LoadMatrix(stack.OpenGL);
                 Circle.DrawSphere(1);
             }
             stack.Pop();
         }//end first planet
         stack.Pop();
         stack.Push();
         {
             //second planet
             GL.Color3(0.0f, 0.0f, 1.0f);
             Matrix4 pscale       = Matrix4.Scale(new Vector3(0.8f, 0.8f, 0.8f));
             Matrix4 protation    = Matrix4.AngleAxis(planet2RotSpeed, 0.0f, 1.0f, 0.0f);
             Matrix4 ptranslation = Matrix4.Translate(new Vector3(12.0f, 0.5f, 0.0f));
             Matrix4 planet       = protation * ptranslation * pscale;
             stack.Mul(planet);
             GL.LoadMatrix(stack.OpenGL);
             Circle.DrawSphere(1);
             stack.Push();
             {
                 //draw planet1 moon
                 GL.Color3(0.5f, 1.0f, 1.0f);
                 Matrix4 mScale       = Matrix4.Scale(new Vector3(0.5f, 0.5f, 0.5f));
                 Matrix4 mRotation    = Matrix4.AngleAxis(moon2RotSpeed, 1.0f, 1.0f, 1.0f);
                 Matrix4 mTranslation = Matrix4.Translate(new Vector3(2.0f, 0.0f, 0.0f));
                 Matrix4 moon         = mRotation * mTranslation * mScale;
                 stack.Mul(moon);
                 GL.LoadMatrix(stack.OpenGL);
                 Circle.DrawSphere(1);
             }
             stack.Pop();
         }
         stack.Pop();
     }
 }