public void draw_sun() { GL.glPushMatrix(); GL.glColor3d(1, 1, 1); GL.glEnable(GL.GL_TEXTURE_2D); GL.glBindTexture(GL.GL_TEXTURE_2D, Textures[6]); quad = GLU.gluNewQuadric(); GLU.gluQuadricTexture(quad, 40); GL.glTranslatef(pos[0], pos[1], pos[2]); // rotating sun as well as all planets to Y axis GL.glTranslatef(0.0f, 0.0f + (float)-speed * 0.03f, 0.0f); //y - up down GL.glTranslatef(0.0f, 0.0f, 0.0f + (float)-speed * 0.01f); //z - back forward GL.glRotatef((float)moon, 0.0f, 1.0f, 0.0f); GLU.gluSphere(quad, 45, 1000, 1000); GL.glPopMatrix(); moon += 0.04f; }
public void draw_moon() { GL.glPushMatrix(); GL.glColor3d(1, 1, 1); GL.glEnable(GL.GL_TEXTURE_2D); GL.glBindTexture(GL.GL_TEXTURE_2D, Textures[1]); quad = GLU.gluNewQuadric(); GLU.gluQuadricTexture(quad, 40); GL.glTranslatef(-200, 200, -300); // rotating moon as well as all planets to Y axis GL.glTranslatef(0.0f + (float)speed * 0.01f, 0.0f, 0.0f); GL.glTranslatef(0.0f, 0.0f + (float)speed * 0.01f, 0.0f); GL.glRotatef((float)moon++ *0.5f, 1.0f, 1.0f, 0.0f); GLU.gluSphere(quad, 18, 200, 200); GL.glPopMatrix(); }
private void DrawIsland() { float moveSphere = GlobalProperties.islandRadius - GlobalProperties.islandHeight; float rotate = 45.0f; GL.glEnable(GL.GL_CLIP_PLANE0); double[] clipPalane0 = { 0.0, 0.0, 1.0, 0.0 }; GL.glClipPlane(GL.GL_CLIP_PLANE0, clipPalane0); GL.glTranslatef(0.0f, 0.0f, -moveSphere); GL.glEnable(GL.GL_TEXTURE_2D); GL.glColor3f(1.0f, 1.0f, 1.0f); GL.glBindTexture(GL.GL_TEXTURE_2D, Textures[1]); GL.glRotatef(rotate, 1.0f, 1.0f, 0.0f); GLUquadric obj = GLU.gluNewQuadric(); GLU.gluQuadricTexture(obj, 1); GLU.gluSphere(obj, GlobalProperties.islandRadius, 32, 32); GLU.gluDeleteQuadric(obj); GL.glRotatef(-rotate, 1.0f, 1.0f, 0.0f); GL.glDisable(GL.GL_TEXTURE_2D); GL.glTranslatef(0.0f, 0.0f, moveSphere); GL.glDisable(GL.GL_CLIP_PLANE0); }
public cOGL(Control pb) { p = pb; Width = p.Width; Height = p.Height; InitializeGL(); obj = GLU.gluNewQuadric(); //!!! //3D model b1 ch = new Character("ninja.ms3d"); ch1 = new Character("ninja.ms3d"); isAnimate = false; isInside = false; isBounds = false; viewAngle = 45; Xangl = 0; Yangl = 0; Zangl = 0; intOptionA = 1; ground[0, 0] = 1; ground[0, 1] = 1; ground[0, 2] = 0; ground[1, 0] = 0; ground[1, 1] = 1; ground[1, 2] = 0; ground[2, 0] = 1; ground[2, 1] = 0; ground[2, 2] = 0; isSolid = true; }
public Robot(uint texture) { this.headTexture = texture; gun1 = new Milkshape.Character("mauser_red9.ms3d"); gun2 = new Milkshape.Character("hk-mp7.ms3d"); sword = new Milkshape.Character("katana.ms3d"); obj = GLU.gluNewQuadric(); //!!! }
public cOGL(Control pb) { p=pb; Width = p.Width; Height = p.Height; InitializeGL(); obj = GLU.gluNewQuadric(); //!!! PrepareLists(); }
public cOGL(Control pb) { p = pb; Width = p.Width; Height = p.Height; InitializeGL(); Bullet.bulletsize = 0.06f; obj = GLU.gluNewQuadric(); //!!! }
public cOGL(Control pb) { p = pb; Width = p.Width; Height = p.Height; InitializeGL(); obj = GLU.gluNewQuadric(); //!!! PrepareLists(); }
private void drawHandle(float i_Height) { GLUquadric obj = GLU.gluNewQuadric(); GL.glTranslatef(0.5f, 0.0f + i_Height, 0.5f); GL.glRotatef(-90, 1, 0, 0); GLU.gluCylinder(obj, 0.1, 0.1, 0.5, 16, 16); GL.glTranslatef(-0.5f, -1 * i_Height, -0.5f); GLU.gluDeleteQuadric(obj); }
public cOGL(Control pb) { network.Hide(); p = pb; Width = p.Width; Height = p.Height; InitializeGL(); Bullet.bulletsize = 0.06f; tank.RandomPosition(worldsize); obj = GLU.gluNewQuadric(); //!!! fullscreen = true; }
private void DrawPillar(double baseRadius, double topRadius, double height) { GL.glEnable(GL.GL_TEXTURE_2D); GL.glColor3f(1.0f, 1.0f, 1.0f); GL.glBindTexture(GL.GL_TEXTURE_2D, Textures[2]); GLUquadric obj = GLU.gluNewQuadric(); GLU.gluQuadricTexture(obj, 2); GLU.gluCylinder(obj, baseRadius, topRadius, height, 32, 32); GLU.gluDeleteQuadric(obj); GL.glDisable(GL.GL_TEXTURE_2D); }
public cOGL(Control pb) { p = pb; Width = p.Width; Height = p.Height; obj = GLU.gluNewQuadric(); InitializeGL(); //3 points of ground plane ground[0, 0] = 1; ground[0, 1] = 0; ground[0, 2] = 0; ground[1, 0] = -1; ground[1, 1] = 0; ground[1, 2] = 0; ground[2, 0] = 0; ground[2, 1] = 0; ground[2, 2] = -1; //light position pos[0] = light_position[0] = ScrollValue[9]; pos[1] = light_position[1] = ScrollValue[10]; pos[2] = light_position[2] = ScrollValue[11]; pos[3] = light_position[3] = 0; light_position_reflected[0] = -ScrollValue[9]; light_position_reflected[1] = -ScrollValue[10]; light_position_reflected[2] = -ScrollValue[11]; light_position_reflected[3] = 0; GL.glLightfv(GL.GL_LIGHT0, GL.GL_AMBIENT, light_ambient); GL.glLightfv(GL.GL_LIGHT0, GL.GL_DIFFUSE, light_diffuse); GL.glLightfv(GL.GL_LIGHT0, GL.GL_SPECULAR, light_specular); GL.glLightfv(GL.GL_LIGHT0, GL.GL_POSITION, light_position); GL.glLightfv(GL.GL_LIGHT1, GL.GL_AMBIENT, light_ambient); GL.glLightfv(GL.GL_LIGHT1, GL.GL_DIFFUSE, light_diffuse); GL.glLightfv(GL.GL_LIGHT1, GL.GL_SPECULAR, light_specular); GL.glLightfv(GL.GL_LIGHT1, GL.GL_POSITION, light_position_reflected); GL.glLightModelfv(GL.GL_LIGHT_MODEL_AMBIENT, lmodel_ambient); }
private void DrawLightBeam() { float length = GlobalProperties.LightBeamLength; Color c = GlobalProperties.LightBeamColor; GL.glColor4ub(c.R, c.G, c.B, (byte)GlobalProperties.LightBeamIntesity); //GL.glEnable(GL.GL_DEPTH_TEST); //GL.glHint(GL.GL_PERSPECTIVE_CORRECTION_Hint, GL.GL_NICEST); //GL.glShadeModel(GL.GL_SMOOTH); //GL.glEnable(GL.GL_LIGHT0); GLUquadric obj = GLU.gluNewQuadric(); GLU.gluCylinder(obj, 0.05, length * 0.05, length, 32, 32); GLU.gluDeleteQuadric(obj); }
private void DrawBackground() { GL.glDisable(GL.GL_LIGHTING); GL.glEnable(GL.GL_TEXTURE_2D); GL.glColor4f(1.0f, 1.0f, 1.0f, 0.5f); GL.glBindTexture(GL.GL_TEXTURE_2D, Textures[4]); float cor = GlobalProperties.seaSize / 2; GLUquadric obj = GLU.gluNewQuadric(); GLU.gluQuadricTexture(obj, 4); GLU.gluCylinder(obj, cor, cor, cor, 32, 32); GLU.gluDeleteQuadric(obj); GL.glDisable(GL.GL_TEXTURE_2D); GL.glEnable(GL.GL_LIGHTING); }
private void DrawWindow() { float windowRadius = GlobalProperties.windowRadius, wondowHeight = GlobalProperties.windowHeight; GL.glEnable(GL.GL_TEXTURE_2D); GL.glColor3f(1.0f, 1.0f, 1.0f); GL.glBindTexture(GL.GL_TEXTURE_2D, Textures[5]); GLUquadric obj = GLU.gluNewQuadric(); GLU.gluQuadricTexture(obj, 5); GLU.gluCylinder(obj, windowRadius, windowRadius, wondowHeight, 32, 32); GL.glTranslatef(0.0f, 0.0f, wondowHeight); GLU.gluCylinder(obj, windowRadius, 0, wondowHeight * 2 / 3, 32, 32); GL.glTranslatef(0.0f, 0.0f, -wondowHeight / 2); GLU.gluDeleteQuadric(obj); GL.glDisable(GL.GL_TEXTURE_2D); }
private void DrawDisk(double diskHeight, double diskRadius) { GL.glEnable(GL.GL_TEXTURE_2D); GL.glColor3f(1.0f, 1.0f, 1.0f); GL.glBindTexture(GL.GL_TEXTURE_2D, Textures[3]); GL.glPushMatrix(); GLUquadric obj = GLU.gluNewQuadric(); GLU.gluQuadricTexture(obj, 3); GLU.gluDisk(obj, 0, diskRadius, 60, 20); GLU.gluCylinder(obj, diskRadius, diskRadius, diskHeight, 32, 32); GL.glTranslatef(0.0f, 0.0f, (float)diskHeight); GLU.gluDisk(obj, 0, diskRadius, 60, 20); GL.glPopMatrix(); // GL.glTranslatef(0.0f, 0.0f, -(float)diskHeight); GLU.gluDeleteQuadric(obj); GL.glDisable(GL.GL_TEXTURE_2D); }
public cOGL(Control pb) { p = pb; Width = p.Width; Height = p.Height; ground[0, 0] = 1; ground[0, 1] = 1; ground[0, 2] = -0.5f; ground[1, 0] = 0; ground[1, 1] = 1; ground[1, 2] = -0.5f; ground[2, 0] = 1; ground[2, 1] = 0; ground[2, 2] = -0.5f; pos[0] = -4; pos[1] = -4; pos[2] = 15; pos[3] = 1; Random rnd = new Random(); for (int i = 0; i < 20; i++) { arr[i].setX(rnd.Next(-50, 50)); arr[i].setY(rnd.Next(-50, 50)); arr[i].toDraw = true; } InitializeGL(); obj = GLU.gluNewQuadric(); //!!! }
public cOGL(Control pb) { p = pb; Width = p.Width; Height = p.Height; objFinger = GLU.gluNewQuadric(); objShpere = GLU.gluNewQuadric(); InitializeGL(); PrepareLists(); ground[0, 0] = 1; ground[0, 1] = 1; ground[0, 2] = -0.5f; ground[1, 0] = 0; ground[1, 1] = 1; ground[1, 2] = -0.5f; ground[2, 0] = 1; ground[2, 1] = 0; ground[2, 2] = -0.5f; }
public cOGL(Control pb) { m_DisplayPanel = pb; InitializeGL(); obj = GLU.gluNewQuadric(); //!!! PrepareLists(); teddyBear = new TeddyBear(TEDDY_BEAR_LIST, TEDDY_BEAR_SHADOW_LIST, 7, "toy.obj"); toyCar = new ToyCar(CAR_LIST, CAR_SHADOW_LIST, 2, "car.obj"); claw = new Claw(obj, CLAW_LIST, CLAW_SHADOW_LIST); ClawMachine = new ClawMachine(obj, CLAW_MACHINE_LIST, SHADOW_LIST, teddyBear, claw); MainLightSource = new LightSource(0, 0, 0); StaticRedLightSource = new LightSource(10, 8, 10); StaticBlueLightSource = new LightSource(-10, 8, -10); m_SideMachine = new SideMachine(SIDE_MACHINE_LIST, SIDE_MACHINE_SHADOW_LIST); mainShadowManager = new ShadowUtills(MainLightSource); redShadowManager = new ShadowUtills(StaticRedLightSource); blueShadowManager = new ShadowUtills(StaticBlueLightSource); ground[0, 0] = 1; ground[0, 1] = -3f; ground[0, 2] = 0f; ground[1, 0] = 0; ground[1, 1] = -3f; ground[1, 2] = 1f; ground[2, 0] = 1; ground[2, 1] = -3f; ground[2, 2] = 1f; //----------banner light position----------- bannerLightPos[0] = 0; bannerLightPos[1] = 5.9f; bannerLightPos[2] = 2.7f; bannerLightPos[3] = 1f; bannerLightDirection = "RIGHT"; }
public static extern void gluQuadricDrawStyle(GLUquadric quadObject, uint drawStyle);
public static extern void gluQuadricCallback(GLUquadric qobj, uint which, IntPtr fn);
public static extern void gluPartialDisk(GLUquadric qobj, double innerRadius, double outerRadius, int slices, int loops, double startAngle, double sweepAngle);
/// <summary> /// Initializes a new quadric. /// </summary> private static void InitQuadObj() { quadObj = GLU.gluNewQuadric(); }
/* * * Constructor * */ public cOGL(Control pb) { p = pb; Width = p.Width; Height = p.Height; InitializeGL(); obj = GLU.gluNewQuadric(); //Display lists declaration TREE_LIST = GL.glGenLists(MAX_NUMBER_OF_TREES); STEM_LIST = GL.glGenLists(MAX_NUMBER_OF_TREES); LEAF_LIST = GL.glGenLists(MAX_NUMBER_OF_TREES); //APPLE_LIST= GL.glGenLists(MAX_NUMBER_OF_TREES); APPLE_LIST = GL.glGenLists(1); STEM_AND_LEAVS_LIST = GL.glGenLists(MAX_NUMBER_OF_TREES); TREE_MAT = GL.glGenLists(4); LEAF_MAT = TREE_MAT + 1; WATER_MAT = TREE_MAT + 3; APPLE_MAT = TREE_MAT + 2; //3 points of ground plane ground[0, 0] = 1; ground[0, 1] = 0f; ground[0, 2] = 0; ground[1, 0] = -1; ground[1, 1] = 0f; ground[1, 2] = 0; ground[2, 0] = 0; ground[2, 1] = 0f; ground[2, 2] = -1; //light position pos[0] = light_position[0] = ScrollValue[9]; pos[1] = light_position[1] = ScrollValue[10]; pos[2] = light_position[2] = ScrollValue[11]; pos[3] = light_position[3] = 0; //light0 default properties GL.glLightfv(GL.GL_LIGHT0, GL.GL_AMBIENT, light_ambient); GL.glLightfv(GL.GL_LIGHT0, GL.GL_DIFFUSE, light_diffuse); GL.glLightfv(GL.GL_LIGHT0, GL.GL_SPECULAR, light_specular); GL.glLightfv(GL.GL_LIGHT0, GL.GL_POSITION, light_position); GL.glLightModelfv(GL.GL_LIGHT_MODEL_AMBIENT, lmodel_ambient); randX = new int[MAX_NUMBER_OF_TREES]; randZ = new int[MAX_NUMBER_OF_TREES]; locationX = new double[MAX_NUMBER_OF_TREES]; locationZ = new double[MAX_NUMBER_OF_TREES]; locationRotateY = new double[MAX_NUMBER_OF_TREES]; randX[0] = 0; randZ[0] = 0; //rand position for trees,or default value 0 for tree locations. for (int i = 0; i < MAX_NUMBER_OF_TREES; i++) { randX[i] = rand.Next(-90, 90); randZ[i] = rand.Next(-90, 90); locationX[i] = 0; locationZ[i] = 0; locationRotateY[i] = 0; } }
public static extern void gluQuadricTexture(GLUquadric quadObject, uint textureCoords);
public static extern void gluCylinder(GLUquadric qobj, double baseRadius, double topRadius, double height, int slices, int stacks);
public Mirror() { obj = GLU.gluNewQuadric(); //!!! }
public static extern void gluSphere(GLUquadric qobj, double radius, int slices, int stacks);
public static extern void gluQuadricNormals(GLUquadric quadObject, uint normals);
public static extern void gluQuadricOrientation(GLUquadric quadObject, uint orientation);
public static extern void gluDisk(GLUquadric qobj, double innerRadius, double outerRadius, int slices, int loops);
public static extern void gluQuadricTexture(GLUquadric quadObject, byte textureCoords);
public static extern void gluDeleteQuadric(GLUquadric state);