glEnable() private method

private glEnable ( uint cap ) : void
cap uint
return void
示例#1
0
        public void Draw()
        {
            float delta = 0;

            double[] ModelViewMatrixBeforeTransforms = new double[16];
            double[] CurrentTraslation = new double[16];

            if (m_uint_DC == 0 || m_uint_RC == 0)
            {
                return;
            }

            GL.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT | GL.GL_STENCIL_BUFFER_BIT);
            GL.glLoadIdentity();

            if (enableLookAtValue)
            {
                GLU.gluLookAt(LookAtNumberValue[0], LookAtNumberValue[1], LookAtNumberValue[2],
                              LookAtNumberValue[3], LookAtNumberValue[4], LookAtNumberValue[5],
                              LookAtNumberValue[6], LookAtNumberValue[7], LookAtNumberValue[8]);
            }

            GL.glTranslatef(0.0f, 0.0f, -20.0f);

            if (enableRotate)
            {
                GL.glRotatef(viewAngle, 0.0f, 1.0f, 0.0f);
                viewAngle -= 2f;
            }

            DrawRoom();
            DrawOldAxes();
            DrawLightSource();

            GL.glGetDoublev(GL.GL_MODELVIEW_MATRIX, ModelViewMatrixBeforeTransforms);
            GL.glLoadIdentity();

            if (coordSysMoveDirection != 0)
            {
                delta = 5.0f * Math.Abs(coordSysMoveDirection) / coordSysMoveDirection;

                switch (Math.Abs(coordSysMoveDirection))
                {
                case 1:
                    GL.glTranslatef(delta / 20, 0, 0);
                    break;

                case 2:
                    GL.glTranslatef(0, delta / 20, 0);
                    break;

                case 3:
                    GL.glTranslatef(0, 0, delta / 20);
                    break;

                case 4:
                    GL.glRotatef(delta, 1, 0, 0);
                    break;

                case 5:
                    GL.glRotatef(delta, 0, 1, 0);
                    break;

                case 6:
                    GL.glRotatef(delta, 0, 0, 1);
                    break;
                }
            }

            GL.glGetDoublev(GL.GL_MODELVIEW_MATRIX, CurrentTraslation);
            GL.glLoadMatrixd(AccumulatedTraslations);
            GL.glMultMatrixd(CurrentTraslation);
            GL.glGetDoublev(GL.GL_MODELVIEW_MATRIX, AccumulatedTraslations);
            GL.glLoadMatrixd(ModelViewMatrixBeforeTransforms);
            GL.glMultMatrixd(AccumulatedTraslations);

            DrawAxes();
            GL.glCallList(handList);

            if (enableReflection)
            {
                GL.glEnable(GL.GL_BLEND);
                GL.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA);
                GL.glEnable(GL.GL_STENCIL_TEST);
                GL.glStencilOp(GL.GL_REPLACE, GL.GL_REPLACE, GL.GL_REPLACE);
                GL.glStencilFunc(GL.GL_ALWAYS, 1, 0xFFFFFFFF);
                GL.glColorMask((byte)GL.GL_FALSE, (byte)GL.GL_FALSE, (byte)GL.GL_FALSE, (byte)GL.GL_FALSE);
                GL.glDisable(GL.GL_DEPTH_TEST);

                //DrawFloor();
                GL.glCallList(floorMainList);

                GL.glColorMask((byte)GL.GL_TRUE, (byte)GL.GL_TRUE, (byte)GL.GL_TRUE, (byte)GL.GL_TRUE);
                GL.glEnable(GL.GL_DEPTH_TEST);
                GL.glStencilFunc(GL.GL_EQUAL, 1, 0xFFFFFFFF);
                GL.glStencilOp(GL.GL_KEEP, GL.GL_KEEP, GL.GL_KEEP);
                GL.glEnable(GL.GL_STENCIL_TEST);
                GL.glPushMatrix();
                GL.glScalef(1, -1, 1);
                GL.glEnable(GL.GL_CULL_FACE);
                GL.glCullFace(GL.GL_BACK);

                GL.glTranslated(0, 3, 0);
                DrawFigures();

                GL.glCullFace(GL.GL_FRONT);

                DrawFigures();

                GL.glDisable(GL.GL_CULL_FACE);
                GL.glPopMatrix();
                GL.glDepthMask((byte)GL.GL_FALSE);

                //DrawFloor();
                GL.glCallList(floorMainList);

                GL.glDepthMask((byte)GL.GL_TRUE);
                GL.glDisable(GL.GL_STENCIL_TEST);
            }

            GL.glFlush();
            WGL.wglSwapBuffers(m_uint_DC);
        }
        public void Draw()
        {
            if (m_uint_DC == 0 || m_uint_RC == 0)
            {
                return;
            }

            GL.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT | GL.GL_STENCIL_BUFFER_BIT);

            //TRIVIAL
            GL.glViewport(0, 0, Width, Height);
            GL.glLoadIdentity();
            GL.glEnable(GL.GL_NORMALIZE);

            GLU.gluLookAt(ScrollValue[0], ScrollValue[1], ScrollValue[2],
                          ScrollValue[3], ScrollValue[4], ScrollValue[5],
                          ScrollValue[6], ScrollValue[7], ScrollValue[8]);



            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[3]           = 0;

            GL.glLightfv(GL.GL_LIGHT0, GL.GL_POSITION, light_position);
            GL.glEnable(GL.GL_LIGHT0);

            GL.glLightfv(GL.GL_LIGHT1, GL.GL_POSITION, light_position);
            GL.glEnable(GL.GL_LIGHT1);

            //beascender look angle
            GL.glTranslatef(0.0f, -50.0f, -340.0f); //how far from the lake
            GL.glTranslatef(0.0f, 1.0f, 0.0f);      //height from the lake
            GL.glRotatef(25, 1.0f, 0, 0);           //look at lake angle

            GL.glRotatef(xAngle, 1.0f, 0.0f, 0.0f);
            if (checkBox)
            {
                GL.glRotatef((float)spirala * 0.018f, 0.0f, 1.0f, 0.0f);
                GL.glRotatef((float)speed * 0.008f, 1.0f, 1.0f, 0.0f);
                GL.glRotatef((float)speed * 0.008f, 0.0f, 1.0f, 1.0f);
                GL.glRotatef((float)speed * -0.005f, 1.0f, 0.0f, 1.0f);
            }
            GL.glRotatef(yAngle, 0.0f, 1.0f, 0.0f);
            GL.glRotatef(zAngle, 0.0f, 0.0f, 1.0f);
            if (checkBox)
            {
                GL.glTranslatef(xShift, yShift + (float)-speed * 0.18f, zShift);
            }
            GL.glTranslatef(xShift, yShift, zShift);



            /*
             *
             * Reflection drawing area start here
             *
             */

            GL.glPushMatrix();

            GL.glEnable(GL.GL_BLEND);
            GL.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA);

            //draw only to STENCIL buffer
            GL.glEnable(GL.GL_STENCIL_TEST);
            GL.glStencilOp(GL.GL_REPLACE, GL.GL_REPLACE, GL.GL_REPLACE);
            GL.glStencilFunc(GL.GL_ALWAYS, 1, 0xFFFFFFFF);
            GL.glColorMask((byte)GL.GL_FALSE, (byte)GL.GL_FALSE, (byte)GL.GL_FALSE, (byte)GL.GL_FALSE);
            GL.glDisable(GL.GL_DEPTH_TEST);

            Drawlake();//Draw area when we want to see reflect

            // restore regular seascendings
            GL.glColorMask((byte)GL.GL_TRUE, (byte)GL.GL_TRUE, (byte)GL.GL_TRUE, (byte)GL.GL_TRUE);
            GL.glEnable(GL.GL_DEPTH_TEST);

            // reflection is drawn only where STENCIL buffer value equal to 1
            GL.glStencilFunc(GL.GL_EQUAL, 1, 0xFFFFFFFF);
            GL.glStencilOp(GL.GL_KEEP, GL.GL_KEEP, GL.GL_KEEP);


            /*
             * draw reflected scene
             */

            GL.glScalef(1, -1, 1); //swap axes down


            GL.glPushMatrix();
            DrawTexturedCube();

            //reflected penguin
            drawPenguin();

            draw_sun();
            draw_moon();
            GL.glPopMatrix();


            GL.glPopMatrix();
            GL.glEnable(GL.GL_LIGHTING);

            Drawlake();

            GL.glDisable(GL.GL_LIGHTING);


            GL.glStencilFunc(GL.GL_NOTEQUAL, 1, 0xFFFFFFFF);
            GL.glStencilOp(GL.GL_KEEP, GL.GL_KEEP, GL.GL_KEEP);

            GL.glDepthMask((byte)GL.GL_FALSE);
            GL.glDepthMask((byte)GL.GL_TRUE);

            drawFloorTextured();

            draw_sun();
            draw_moon();


            GL.glDisable(GL.GL_STENCIL_TEST);

            DrawTexturedCube();    //SKY BOX



            /*
             *
             * paint main scene area - start here
             *
             */

            // drawaxe();



            GL.glShadeModel(GL.GL_FLAT);

            GL.glEnable(GL.GL_LIGHTING);

            //Main Penguin
            drawPenguin();



            /////////

            GL.glDisable(GL.GL_LIGHTING);



            /*
             *
             * Draw shadows area - start here
             *
             */
            GL.glDisable(GL.GL_LIGHTING);


            GL.glPushMatrix();

            MakeShadowMatrix(ground);  //sending fround matrix
            GL.glMultMatrixf(cubeXform);

            GL.glShadeModel(GL.GL_FLAT);
            GL.glColor3d(0, 0, 0);//black

            drawPenguinShade();

            GL.glPopMatrix();



            GL.glFlush();
            WGL.wglSwapBuffers(m_uint_DC);
        }
示例#3
0
        private static void DrawTeapot(int grid, double scale, uint type)
        {
            float[ , , ] p = new float[4, 4, 3];
            float[ , , ] q = new float[4, 4, 3];
            float[ , , ] r = new float[4, 4, 3];
            float[ , , ] s = new float[4, 4, 3];
            long i, j, k, l;

            GL.glPushAttrib(GL.GL_ENABLE_BIT | GL.GL_EVAL_BIT);
            GL.glEnable(GL.GL_AUTO_NORMAL);
            GL.glEnable(GL.GL_NORMALIZE);
            GL.glEnable(GL.GL_MAP2_VERTEX_3);
            GL.glEnable(GL.GL_MAP2_TEXTURE_COORD_2);
            GL.glPushMatrix();
            GL.glRotatef(270.0f, 1.0f, 0.0f, 0.0f);
            GL.glScalef(0.5f * (float)scale, 0.5f * (float)scale, 0.5f * (float)scale);
            GL.glTranslatef(0.0f, 0.0f, -1.5f);
            for (i = 0; i < 10; i++)
            {
                for (j = 0; j < 4; j++)
                {
                    for (k = 0; k < 4; k++)
                    {
                        for (l = 0; l < 3; l++)
                        {
                            p[j, k, l] = cpdata[patchdata[i, j * 4 + k], l];
                            q[j, k, l] = cpdata[patchdata[i, j * 4 + (3 - k)], l];
                            if (l == 1)
                            {
                                q[j, k, l] *= -1.0f;
                            }
                            if (i < 6)
                            {
                                r[j, k, l] = cpdata[patchdata[i, j * 4 + (3 - k)], l];
                                if (l == 0)
                                {
                                    r[j, k, l] *= -1.0f;
                                }
                                s[j, k, l] = cpdata[patchdata[i, j * 4 + k], l];
                                if (l == 0)
                                {
                                    s[j, k, l] *= -1.0f;
                                }
                                if (l == 1)
                                {
                                    s[j, k, l] *= -1.0f;
                                }
                            }
                        }
                    }
                }

                int     cnt  = 0;
                float[] tex1 = new float[8];
                for (int d = 0; d < 2; d++)
                {
                    for (int e = 0; e < 2; e++)
                    {
                        for (int f = 0; f < 2; f++)
                        {
                            tex1[cnt] = tex[d, e, f];
                            cnt++;
                        }
                    }
                }
                GL.glMap2f(GL.GL_MAP2_TEXTURE_COORD_2, 0, 1, 2, 2, 0, 1, 4, 2, tex1);

                cnt = 0;
                float[] p1 = new float[48];
                for (int d = 0; d < 4; d++)
                {
                    for (int e = 0; e < 4; e++)
                    {
                        for (int f = 0; f < 3; f++)
                        {
                            p1[cnt] = p[d, e, f];
                            cnt++;
                        }
                    }
                }
                GL.glMap2f(GL.GL_MAP2_VERTEX_3, 0, 1, 3, 4, 0, 1, 12, 4, p1);
                GL.glMapGrid2f(grid, 0.0f, 1.0f, grid, 0.0f, 1.0f);
                GL.glEvalMesh2(type, 0, grid, 0, grid);

                cnt = 0;
                int     cnt1 = 0;
                int     cnt2 = 0;
                float[] q1   = new float[48];
                float[] r1   = new float[48];
                float[] s1   = new float[48];
                for (int d = 0; d < 4; d++)
                {
                    for (int e = 0; e < 4; e++)
                    {
                        for (int f = 0; f < 3; f++)
                        {
                            q1[cnt] = q[d, e, f];
                            cnt++;
                        }
                    }
                }
                GL.glMap2f(GL.GL_MAP2_VERTEX_3, 0, 1, 3, 4, 0, 1, 12, 4, q1);
                GL.glEvalMesh2(type, 0, grid, 0, grid);
                if (i < 6)
                {
                    for (int d = 0; d < 4; d++)
                    {
                        for (int e = 0; e < 4; e++)
                        {
                            for (int f = 0; f < 3; f++)
                            {
                                r1[cnt1] = r[d, e, f];
                                cnt1++;
                            }
                        }
                    }
                    GL.glMap2f(GL.GL_MAP2_VERTEX_3, 0, 1, 3, 4, 0, 1, 12, 4, r1);
                    GL.glEvalMesh2(type, 0, grid, 0, grid);

                    for (int d = 0; d < 4; d++)
                    {
                        for (int e = 0; e < 4; e++)
                        {
                            for (int f = 0; f < 3; f++)
                            {
                                s1[cnt2] = s[d, e, f];
                                cnt2++;
                            }
                        }
                    }
                    GL.glMap2f(GL.GL_MAP2_VERTEX_3, 0, 1, 3, 4, 0, 1, 12, 4, s1);
                    GL.glEvalMesh2(type, 0, grid, 0, grid);
                }
            }
            GL.glPopMatrix();
            GL.glPopAttrib();
        }
示例#4
0
文件: cOGL.cs 项目: matanmaron/Tanks
        public void Draw()
        {
            GL.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT | GL.GL_STENCIL_BUFFER_BIT);
            GL.glMatrixMode(GL.GL_MODELVIEW);
            GL.glLoadIdentity();

            GL.glTranslatef(0.0f, -1.5f, -6.0f);
            GL.glRotatef(10, 1.0f, 0.0f, 0.0f);
            GL.glRotatef(-tank.rotation, 0.0f, 1.0f, 0.0f);
            GL.glRotatef(-tank.turretRotation, 0.0f, 1.0f, 0.0f);
            GL.glTranslatef(-tank.posX, 0.0f, -tank.posZ);

            //DrawAxes();
            DrawAll();

            //target
            target.Drawself();

            //LIGHT - before transforms
            //  hence it is in const position
            GL.glPushMatrix();
            GL.glEnable(GL.GL_LIGHTING);
            GL.glEnable(GL.GL_LIGHT0);
            GL.glTranslatef(0, 11, -35);
            float[] ambient = { 0, 0, 0.3f, 1 };
            if (tank.TankType == 2)
            {
                ambient[2] = 0.2f;
            }
            else
            {
                ambient[0] = 0.2f;
            }
            float[] diffuse  = { 1, 1, 1, 1 };
            float[] specular = { 0.5f, 0.5f, 0.5f, 1f };
            float[] pos      = { 0, 1f, -0.5f, 0 };
            GL.glLightfv(GL.GL_LIGHT0, GL.GL_AMBIENT, ambient);
            GL.glLightfv(GL.GL_LIGHT0, GL.GL_DIFFUSE, diffuse);
            GL.glLightfv(GL.GL_LIGHT0, GL.GL_SPECULAR, specular);
            GL.glLightfv(GL.GL_LIGHT0, GL.GL_POSITION, pos);

            GL.glColor3f(1, 1, 0);
            GL.glDisable(GL.GL_LIGHTING);
            GLU.gluSphere(obj, 1, 12, 12);    //SUN
            GL.glEnable(GL.GL_LIGHTING);
            GL.glPopMatrix();

            if (!stelthmode)
            {
                GL.glEnable(GL.GL_BLEND);
                GL.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA);
                GL.glEnable(GL.GL_STENCIL_TEST);
                GL.glStencilOp(GL.GL_REPLACE, GL.GL_REPLACE, GL.GL_REPLACE);
                GL.glStencilFunc(GL.GL_ALWAYS, 1, 0xFFFFFFFF); // draw floor always
                GL.glColorMask((byte)GL.GL_FALSE, (byte)GL.GL_FALSE, (byte)GL.GL_FALSE, (byte)GL.GL_FALSE);
                GL.glDisable(GL.GL_DEPTH_TEST);
                DrawMirror(false);
                // restore regular settings
                GL.glColorMask((byte)GL.GL_TRUE, (byte)GL.GL_TRUE, (byte)GL.GL_TRUE, (byte)GL.GL_TRUE);
                GL.glEnable(GL.GL_DEPTH_TEST);

                // reflection is drawn only where STENCIL buffer value equal to 1
                GL.glStencilFunc(GL.GL_EQUAL, 1, 0xFFFFFFFF);
                GL.glStencilOp(GL.GL_KEEP, GL.GL_KEEP, GL.GL_KEEP);

                GL.glEnable(GL.GL_STENCIL_TEST);
                // draw reflected scene
                GL.glPushMatrix();
                GL.glScalef(-1, 1, 1); //swap on Z axis
                GL.glEnable(GL.GL_CULL_FACE);
                GL.glCullFace(GL.GL_BACK);
                tank.drawSelf();
                DrawBullets();
                GL.glCullFace(GL.GL_FRONT);
                tank.drawSelf();
                DrawBullets();
                GL.glDisable(GL.GL_CULL_FACE);
                GL.glPopMatrix();

                GL.glDepthMask((byte)GL.GL_FALSE);
                DrawMirror(false);
                GL.glDepthMask((byte)GL.GL_TRUE);
                // Disable GL.GL_STENCIL_TEST to show All, else it will be cut on GL.GL_STENCIL
                GL.glDisable(GL.GL_STENCIL_TEST);
            }
            else
            {
                GL.glEnable(GL.GL_BLEND);
                GL.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA);
                GL.glEnable(GL.GL_STENCIL_TEST);
                GL.glStencilOp(GL.GL_REPLACE, GL.GL_REPLACE, GL.GL_REPLACE);
                GL.glStencilFunc(GL.GL_ALWAYS, 1, 0xFFFFFFFF); // draw floor always
                GL.glColorMask((byte)GL.GL_FALSE, (byte)GL.GL_FALSE, (byte)GL.GL_FALSE, (byte)GL.GL_FALSE);
                GL.glDisable(GL.GL_DEPTH_TEST);
                DrawMirror(false);
                // restore regular settings
                GL.glColorMask((byte)GL.GL_TRUE, (byte)GL.GL_TRUE, (byte)GL.GL_TRUE, (byte)GL.GL_TRUE);
                GL.glEnable(GL.GL_DEPTH_TEST);

                // reflection is drawn only where STENCIL buffer value equal to 1
                GL.glStencilFunc(GL.GL_EQUAL, 1, 0xFFFFFFFF);
                GL.glStencilOp(GL.GL_KEEP, GL.GL_KEEP, GL.GL_KEEP);

                GL.glEnable(GL.GL_STENCIL_TEST);
                // draw reflected scene
                GL.glPushMatrix();
                GL.glScalef(-1, 1, 1); //swap on Z axis
                GL.glEnable(GL.GL_CULL_FACE);
                GL.glCullFace(GL.GL_BACK);
                DrawBullets();
                GL.glCullFace(GL.GL_FRONT);
                DrawBullets();
                GL.glDisable(GL.GL_CULL_FACE);
                GL.glPopMatrix();

                GL.glDepthMask((byte)GL.GL_FALSE);
                DrawMirror(false);
                GL.glDepthMask((byte)GL.GL_TRUE);
                // Disable GL.GL_STENCIL_TEST to show All, else it will be cut on GL.GL_STENCIL
                GL.glDisable(GL.GL_STENCIL_TEST);
            }

            if (!stelthmode)
            {
                tank.drawSelf();
            }
            else
            {
                tank.drawstelth();
            }

            DrawMirror(true);
            DrawBullets();
            //REFLECTION e

            update();
            WGL.wglSwapBuffers(m_uint_DC);
        }
示例#5
0
        public void Draw()
        {
            if (m_uint_DC == 0 || m_uint_RC == 0)
            {
                return;
            }

            GL.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT | GL.GL_STENCIL_BUFFER_BIT);

            GL.glLoadIdentity();

            if (Weaponchanged)
            {
                //if WeaponIndex changed create lists again!
                Robot.PrepareAndDraw();
                Robot.PrepareAndDrawShadow();
                Weaponchanged = false;
            }

            GLU.gluLookAt(ScrollValue[0], ScrollValue[1], ScrollValue[2],
                          ScrollValue[3], ScrollValue[4], ScrollValue[5],
                          ScrollValue[6], ScrollValue[7], ScrollValue[8]);

            #region Mouse Control
            GL.glTranslatef(-X, -Y, -Z);
            GL.glRotatef(rotX, 1.0f, 0.0f, 0.0f);
            GL.glRotatef(rotY, 0.0f, 1.0f, 0.0f);
            GL.glRotatef(rotZ, 0.0f, 0.0f, 1.0f);
            #endregion


            //move camera to initial position - center of cube and above floor
            GL.glTranslatef(0.0f, 0.0f, -1.0f);
            GL.glTranslatef(0.0f, 5.0f, 0.0f);
            GL.glRotatef(-90.0f, 0.0f, 1.0f, 0.0f);


            //update light position
            LightPosition[0] = ScrollValue[10];
            LightPosition[1] = ScrollValue[11];
            LightPosition[2] = ScrollValue[12];
            LightPosition[3] = 1.0f;

            GL.glGetDoublev(GL.GL_MODELVIEW_MATRIX, ModelVievMatrixBeforeSpecificTransforms);
            GL.glLoadIdentity(); // make it identity matrix

            MoveRobotByDirection();

            GL.glGetDoublev(GL.GL_MODELVIEW_MATRIX, CurrentRotationTraslation);
            GL.glLoadMatrixd(AccumulatedRotationsTraslations); //Global Matrix
            GL.glMultMatrixd(CurrentRotationTraslation);
            GL.glGetDoublev(GL.GL_MODELVIEW_MATRIX, AccumulatedRotationsTraslations);
            GL.glLoadMatrixd(ModelVievMatrixBeforeSpecificTransforms);
            GL.glMultMatrixd(AccumulatedRotationsTraslations);


            //draw actual cube
            cube.Scale(xMaxOfCube, yMaxOfCube, zMaxOfCube);
            cube.Draw(1);

            GL.glRotatef(180, 0, 1, 0);
            GL.glGetDoublev(GL.GL_MODELVIEW_MATRIX, ModelVievMatrixBeforeSpecificTransforms);

            GL.glPushMatrix();
            GL.glLoadIdentity();
            GL.glLoadMatrixd(ModelVievMatrixBeforeSpecificTransforms);
            GL.glMultMatrixd(AccumulatedRotationsTraslations);


            //!!!!!!!!!!! draw orginal Robot
            GL.glPushMatrix();
            RotateRobotByDirection();
            GL.glCullFace(GL.GL_BACK);
            GL.glDisable(GL.GL_CULL_FACE);
            GL.glEnable(GL.GL_LIGHTING);
            GL.glRotatef(-Robot.WalkAngle, 0, 1, 0);
            Robot.Draw(false);
            GL.glPopMatrix();


            GL.glLoadMatrixd(AccumulatedRotationsTraslations); //Global Matrix

            RobotPlace[0]        = AccumulatedRotationsTraslations[12];
            RobotPlaceForward[0] = RobotPlaceBackward[0] = RobotPlaceRight[0] = RobotPlaceLeft[0] = AccumulatedRotationsTraslations[12];
            RobotPlace[1]        = AccumulatedRotationsTraslations[14];
            RobotPlaceForward[1] = RobotPlaceBackward[1] = RobotPlaceRight[1] = RobotPlaceLeft[1] = AccumulatedRotationsTraslations[14];

            switch (WhatWillDirection)
            {
            case arrow.forward:
                //Look future to get wallk forward
                RobotPlaceForward = WillPlace(2.1f, 0, 0);
                break;

            case arrow.backward:
                //Look future to get wallk backward
                RobotPlaceBackward = WillPlace(-2.1f, 0, 0);
                break;

            case arrow.right:
                //Look future to get wallk right
                RobotPlaceRight = WillPlace(0, 0, 2.1f);
                break;

            case arrow.left:
                //Look future to get wallk left
                RobotPlaceLeft = WillPlace(0, 0, -2.1f);
                break;
            }

            if (((RobotPlace[0] < ((car.Drive % 46) - 23) + 7) && (RobotPlace[0] > ((car.Drive % 46) - 23) - 4)) && //in car length
                RobotPlace[1] > 5 && RobotPlace[1] < 10 && !Robot.IsJumping)     //in car width & not jumping
            {
                Robot.IsCrashWithCar = true;
            }

            //!!!!!!!!!!!
            GL.glDisable(GL.GL_CULL_FACE);
            GL.glPopMatrix();
            GL.glRotatef(-180, 0, 1, 0);

            #region Reflaction to cube
            StartReflaction(-1, 1, -1);     //Reflaction to cube

            cube.Scale(xMaxOfCube - 0.002f, yMaxOfCube - 0.002f, zMaxOfCube - 0.002f);
            cube.Draw(-1);       //decrease 0.002 from each dimension of cube to avoid unexpected lines and -1 for mirrow efect
            GL.glDisable(GL.GL_CULL_FACE);
            GL.glPopMatrix();
            #endregion

            // really draw mirror
            //( half-transparent ( see its color's alpha byte)))
            // in order to see reflected objects
            //GL.glPushMatrix();
            //GL.glTranslatef(0, -4, 0);
            //GL.glDepthMask((byte)GL.GL_FALSE);
            //GL.glRotatef(90,0,1,0);
            //DrawMirror();
            //GL.glDepthMask((byte)GL.GL_TRUE);
            //GL.glPopMatrix();

            GL.glScalef(-1, 1, 1);//Some rotation for normal Cube direction
            GL.glRotatef(180, 0, 1, 0);

            #region Reflaction to Robot
            GL.glGetDoublev(GL.GL_MODELVIEW_MATRIX, ModelVievMatrixBeforeSpecificTransforms);
            StartReflaction(-1, 1, 1);  //Start Reflaction to Robot
            GL.glLoadIdentity();
            GL.glGetDoublev(GL.GL_MODELVIEW_MATRIX, CurrentRotationTraslation);
            GL.glLoadMatrixd(AccumulatedRotationsTraslations);
            GL.glMultMatrixd(CurrentRotationTraslation);
            GL.glGetDoublev(GL.GL_MODELVIEW_MATRIX, AccumulatedRotationsTraslations);
            GL.glLoadMatrixd(ModelVievMatrixBeforeSpecificTransforms);
            GL.glMultMatrixd(AccumulatedRotationsTraslations);



            //draw reflected Robot
            GL.glPushMatrix();
            RotateRobotByDirection();
            GL.glCullFace(GL.GL_BACK);
            GL.glCullFace(GL.GL_FRONT);
            GL.glDisable(GL.GL_CULL_FACE);
            GL.glRotatef(-Robot.WalkAngle, 0, 1, 0);
            Robot.Draw(false);
            GL.glPopMatrix();
            GL.glDisable(GL.GL_CULL_FACE);
            GL.glPopMatrix();


            //draw all Robot shadows in the mirror!!
            MakeShadow(ModelVievMatrixBeforeSpecificTransforms, CurrentRotationTraslation);
            DrawLight();   //draw reflected light
            GL.glDisable(GL.GL_STENCIL_TEST);
            #endregion

            GL.glScalef(1, 1, -1);                                                          //Some rotation for normal Cube direction
            GL.glRotatef(180, 0, 1, 0);
            DrawLight();                                                                    //draw actual light
            MakeShadow(ModelVievMatrixBeforeSpecificTransforms, CurrentRotationTraslation); //draw all Robot shadows


            car.Drive += 0.5f;    //for animation of car moving

            //draw car reflection
            StartReflaction(-1, 1, 1);
            car.Draw(false);

            //draw car reflection shadow on floor
            StartReflaction(-1, 1, 1);
            GL.glDisable(GL.GL_LIGHTING);
            GL.glPushMatrix();
            MakeShadowMatrix(floorCoordForShadow);
            GL.glMultMatrixf(cubeXform);
            car.Draw(true);
            GL.glPopMatrix();

            //draw car reflection shadow on back wall
            StartReflaction(-1, 1, 1);
            GL.glDisable(GL.GL_LIGHTING);
            GL.glPushMatrix();
            MakeShadowMatrix(backWallCoordForShadow);
            GL.glMultMatrixf(cubeXform);
            car.Draw(true);
            GL.glPopMatrix();

            //draw car reflection shadow on front wall
            StartReflaction(-1, 1, 1);
            GL.glDisable(GL.GL_LIGHTING);
            GL.glPushMatrix();
            MakeShadowMatrix(frontWallCoordForShadow);
            GL.glMultMatrixf(cubeXform);
            car.Draw(true);
            GL.glPopMatrix();
            GL.glDisable(GL.GL_STENCIL_TEST);

            //draw the Frame of mirror
            mirror.DrawFrame();

            //draw mirror again to cover car from being shown on the other side of mirror
            GL.glPushMatrix();
            GL.glTranslatef(0, -4, 0);
            GL.glRotatef(90, 0, 1, 0);
            mirror.Draw();
            GL.glPopMatrix();

            //draw car
            car.Draw(false);

            //draw shadow car on floor
            GL.glPushMatrix();
            MakeShadowMatrix(floorCoordForShadow);
            GL.glMultMatrixf(cubeXform);
            car.Draw(true);
            GL.glPopMatrix();

            //draw shadow car on back wall
            GL.glPushMatrix();
            MakeShadowMatrix(backWallCoordForShadow);
            GL.glMultMatrixf(cubeXform);
            car.Draw(true);
            GL.glPopMatrix();

            //draw shadow car on front wall
            GL.glPushMatrix();
            MakeShadowMatrix(frontWallCoordForShadow);
            GL.glMultMatrixf(cubeXform);
            car.Draw(true);
            GL.glPopMatrix();


            GL.glFlush();
            WGL.wglSwapBuffers(m_uint_DC);
        }
示例#6
0
        void DrawFigures()
        {
            GL.glPushMatrix();

            DrawLights();

            switch (display_mod)
            {
            case 1:
                DrawMirrors();
                DrawObjects(false);
                GL.glPopMatrix();
                break;

            case 2:
                DrawWalls();
                DrawObjects(false);
                GL.glPopMatrix();

                //SHADING begin
                //we'll define cubeXform matrix in MakeShadowMatrix Sub
                // Disable lighting, we'll just draw the shadow
                //else instead of shadow we'll see stange projection of the same objects
                GL.glDisable(GL.GL_LIGHTING);

                /*
                 * // back shadow
                 * //!!!!!!!!!!!!!
                 * GL.glPushMatrix();
                 * backMirrorSurface.doRotations();
                 * //!!!!!!!!!!!!
                 * MakeShadowMatrix(backMirrorSurface.getSurf());
                 * GL.glMultMatrixf(cubeXform);
                 * DrawObjects(true);
                 * //!!!!!!!!!!!!!
                 * GL.glPopMatrix();
                 * //!!!!!!!!!!!!!
                 */
                // left shadow
                //!!!!!!!!!!!!!
                GL.glPushMatrix();
                leftMirrorSurface.doRotations();
                //!!!!!!!!!!!!
                MakeShadowMatrix(leftMirrorSurface.getSurf());
                GL.glMultMatrixf(shadowCubeXform);
                DrawObjects(true);
                //!!!!!!!!!!!!!
                GL.glPopMatrix();
                //!!!!!!!!!!!!!

                // right shadow
                //!!!!!!!!!!!!!
                GL.glPushMatrix();
                //!!!!!!!!!!!!
                rightMirrorSurface.doRotations();
                MakeShadowMatrix(rightMirrorSurface.getSurf());
                GL.glMultMatrixf(shadowCubeXform);
                DrawObjects(true);
                //!!!!!!!!!!!!!
                GL.glPopMatrix();
                //!!!!!!!!!!!!!
                break;

            case 3:
                DrawRoom();
                GL.glEnable(GL.GL_LIGHTING);
                GL.glTranslatef(0.0f, 0.0f, -7.4f);
                DrawObjects(false);
                GL.glTranslatef(0.0f, 0.0f, +7.4f);
                GL.glPopMatrix();
                GL.glDisable(GL.GL_LIGHTING);
                break;
            }
        }
示例#7
0
        void DrawMirrors()
        {
            //only wall, draw only to STENCIL buffer
            GL.glEnable(GL.GL_BLEND);
            GL.glEnable(GL.GL_STENCIL_TEST);
            GL.glStencilOp(GL.GL_REPLACE, GL.GL_REPLACE, GL.GL_REPLACE); // change stencil according to the object color
            GL.glStencilFunc(GL.GL_ALWAYS, 1, 0xFFFFFFFF);               // draw wall always
            GL.glColorMask((byte)GL.GL_FALSE, (byte)GL.GL_FALSE, (byte)GL.GL_FALSE, (byte)GL.GL_FALSE);
            GL.glDisable(GL.GL_DEPTH_TEST);
            // add mirrors for STENCIL buffer
            backMirrorSurface.Draw(backMinusArray);
            rightMirrorSurface.Draw(rightMinusArray);
            leftMirrorSurface.Draw(leftMinusArray);

            // restore regular settings
            GL.glColorMask((byte)GL.GL_TRUE, (byte)GL.GL_TRUE, (byte)GL.GL_TRUE, (byte)GL.GL_TRUE);
            GL.glEnable(GL.GL_DEPTH_TEST);


            // reflection is drawn only where STENCIL buffer value equal to 1
            GL.glStencilFunc(GL.GL_EQUAL, 1, 0xFFFFFFFF);
            GL.glStencilOp(GL.GL_KEEP, GL.GL_KEEP, GL.GL_KEEP); // keep object origenal color

            GL.glEnable(GL.GL_STENCIL_TEST);

            // draw reflected scene for back mirror
            GL.glPushMatrix();
            GL.glScalef(1, 1, -1); //swap on Z axis
            GL.glTranslated(0, 0, mirrorWidth);
            rubiksCube.Draw();
            GL.glPopMatrix();

            // draw reflected left mirror scene for right mirror scene
            GL.glPushMatrix();
            //GL.glScalef(-1, 1, 1); //swap on Z axis
            GL.glTranslated(mirrorWidth * 2, 0, 0);
            rubiksCube.Draw();
            GL.glPopMatrix();

            // draw reflected scene for right mirror
            GL.glPushMatrix();
            GL.glScalef(-1, 1, 1); //swap on X axis
            GL.glTranslated(-mirrorWidth, 0, 0);
            leftMirrorSurface.Draw(leftMinusArray);
            rubiksCube.Draw();
            GL.glPopMatrix();

            // draw reflected right mirror scene for left mirror scene
            GL.glPushMatrix();
            //GL.glScalef(-1, 1, 1); //swap on Z axis
            GL.glTranslated(-mirrorWidth * 2, 0, 0);
            rubiksCube.Draw();
            GL.glPopMatrix();

            // draw reflected scene for left mirror
            GL.glPushMatrix();
            GL.glScalef(-1, 1, 1); //swap on X axis
            GL.glTranslated(mirrorWidth, 0, 0);
            rightMirrorSurface.Draw(rightMinusArray);
            rubiksCube.Draw();
            GL.glPopMatrix();

            // really draw wall
            //( half-transparent ( see its color's alpha byte)))
            // in order to see reflected objects
            GL.glDepthMask((byte)GL.GL_FALSE);

            backMirrorSurface.Draw(backMinusArray);

            Console.WriteLine((((-1.0 / 15) * (-90 - rightMirrorSurface.AngleY))));
            Console.WriteLine(rightMirrorSurface.AngleY);

            if (ScrollValue[1] < (3 + 5 * ((-1.0 / 15) * (-90 - rightMirrorSurface.AngleY))) && ScrollValue[1] > -(3 + 5 * ((-1.0 / 15) * (-90 - rightMirrorSurface.AngleY))))  // TODO: need to consider with --> cGL.rightMirrorSurface.AngleY >= -90
            {
                rightMirrorSurface.Draw(rightMinusArray);
                leftMirrorSurface.Draw(leftMinusArray);
            }
            else if (ScrollValue[1] < (3 + 5 * ((-1.0 / 15) * (-90 - rightMirrorSurface.AngleY))))
            {
                leftMirrorSurface.DrawAsWall(leftWallColorArray, leftMinusArray);
                rightMirrorSurface.Draw(rightMinusArray);
            }
            else
            {
                rightMirrorSurface.DrawAsWall(rightWallColorArray, rightMinusArray);
                leftMirrorSurface.Draw(leftMinusArray);
            }

            GL.glDepthMask((byte)GL.GL_TRUE);
            // Disable GL.GL_STENCIL_TEST to show All, else it will be cut on GL.GL_STENCIL
            GL.glDisable(GL.GL_STENCIL_TEST);

            // GL.glEnable(GL.GL_DEPTH_TEST);
            //GL.glDisable(GL.GL_DEPTH_TEST);
            //GL.glClear(GL.GL_DEPTH_BUFFER_BIT);
            //GL.glDepthFunc(GL.GL_LESS);
            //GL.glDepthFunc(GL.GL_GREATER);

            //   GL.glDisable(GL.GL_BLEND);
        }
示例#8
0
        public void Draw()
        {
            //Shadows
            pos[0] = 0;//ScrollValue[9];
            pos[1] = ScrollValue[8];
            pos[2] = ScrollValue[7];
            pos[3] = ScrollValue[9];


            if (m_uint_DC == 0 || m_uint_RC == 0)
            {
                return;
            }

            GL.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT);

            GL.glLoadIdentity();



            // not trivial
            double[] ModelVievMatrixBeforeSpecificTransforms = new double[16];
            double[] CurrentRotationTraslation = new double[16];

            GLU.gluLookAt(ScrollValue[0], ScrollValue[1], ScrollValue[2],
                          ScrollValue[3], ScrollValue[4], ScrollValue[5],
                          ScrollValue[6], ScrollValue[7], ScrollValue[8]);
            GL.glTranslatef(0.0f, 0.0f, -1.0f);


            if (!bPerspective)
            {
                GL.glTranslatef(0.0f, 0.0f, 8.0f);
            }



            //3D model b3
            GL.glTranslatef(0.0f, -5.0f, -15.0f);
            GL.glRotated(180, 0, 1, 0);
            //3D model e



            //save current ModelView Matrix values
            //in ModelVievMatrixBeforeSpecificTransforms array
            //ModelView Matrix ========>>>>>> ModelVievMatrixBeforeSpecificTransforms
            GL.glGetDoublev(GL.GL_MODELVIEW_MATRIX, ModelVievMatrixBeforeSpecificTransforms);
            //ModelView Matrix was saved, so
            //  GL.glLoadIdentity(); // make it identity matrix
            GL.glLoadIdentity(); // make it identity matrix

            //make transformation in accordance to KeyCode
            float delta;

            if (intOptionC != 0)
            {
                delta = 5.0f * Math.Abs(intOptionC) / intOptionC; // signed 5

                switch (Math.Abs(intOptionC))
                {
                case 1:
                    GL.glRotatef(delta, 1, 0, 0);
                    break;

                case 2:
                    GL.glRotatef(delta, 0, 1, 0);
                    break;

                case 3:
                    GL.glRotatef(delta, 0, 0, 1);
                    break;

                case 4:
                    GL.glTranslatef(delta / 20, 0, 0);
                    break;

                case 5:
                    GL.glTranslatef(0, delta / 20, 0);
                    break;

                case 6:
                    GL.glTranslatef(0, 0, delta / 20);
                    break;
                }
            }
            //as result - the ModelView Matrix now is pure representation
            //of KeyCode transform and only it !!!

            //save current ModelView Matrix values
            //in CurrentRotationTraslation array
            //ModelView Matrix =======>>>>>>> CurrentRotationTraslation
            GL.glGetDoublev(GL.GL_MODELVIEW_MATRIX, CurrentRotationTraslation);

            //The GL.glLoadMatrix function replaces the current matrix with
            //the one specified in its argument.
            //The current matrix is the
            //projection matrix, modelview matrix, or texture matrix,
            //determined by the current matrix mode (now is ModelView mode)
            GL.glLoadMatrixd(AccumulatedRotationsTraslations); //Global Matrix

            //The GL.glMultMatrix function multiplies the current matrix by
            //the one specified in its argument.
            //That is, if M is the current matrix and T is the matrix passed to
            //GL.glMultMatrix, then M is replaced with M • T
            GL.glMultMatrixd(CurrentRotationTraslation);

            //save the matrix product in AccumulatedRotationsTraslations
            GL.glGetDoublev(GL.GL_MODELVIEW_MATRIX, AccumulatedRotationsTraslations);

            //replace ModelViev Matrix with stored ModelVievMatrixBeforeSpecificTransforms
            GL.glLoadMatrixd(ModelVievMatrixBeforeSpecificTransforms);
            //multiply it by KeyCode defined AccumulatedRotationsTraslations matrix
            GL.glMultMatrixd(AccumulatedRotationsTraslations);

            GL.glEnable(GL.GL_TEXTURE_2D);


            if (!rotate)
            {
                GL.glRotatef(0, 0, 20, 0);
                GL.glDepthRange(1, 1);////////if the zebra behind the cube, change to (1,1)
                GL.glPushMatrix();

                DrawTexturedCube();

                GL.glPopMatrix();
            }
            else
            {
                GL.glRotatef(0, 0, 20, 0);
                GL.glDepthRange(1, 1);
                GL.glPushMatrix();
                angle -= 0.1f;
                GL.glRotatef(angle, 0, 2, 0);
                DrawTexturedCube();

                GL.glPopMatrix();
            }


            GL.glRotated(100, 0, 90, 0);
            GL.glScaled(0.05, 0.05, 0.05);



            GL.glRotated(-90, 180, 0, 0);
            GL.glScaled(30, 30, 30);

            DrawFigures();


            GL.glEnable(GL.GL_BLEND);
            GL.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA);


            //only floor, draw only to STENCIL buffer
            GL.glEnable(GL.GL_STENCIL_TEST);
            GL.glStencilOp(GL.GL_REPLACE, GL.GL_REPLACE, GL.GL_REPLACE);
            GL.glStencilFunc(GL.GL_ALWAYS, 1, 0xFFFFFFFF); // draw floor always
            GL.glColorMask((byte)GL.GL_FALSE, (byte)GL.GL_FALSE, (byte)GL.GL_FALSE, (byte)GL.GL_FALSE);
            GL.glDisable(GL.GL_DEPTH_TEST);


            // restore regular settings
            GL.glColorMask((byte)GL.GL_TRUE, (byte)GL.GL_TRUE, (byte)GL.GL_TRUE, (byte)GL.GL_TRUE);
            GL.glEnable(GL.GL_DEPTH_TEST);


            GL.glEnable(GL.GL_STENCIL_TEST);

            // draw reflected scene
            GL.glPushMatrix();
            GL.glScalef(1, 1, -1); //swap on Z axis
            GL.glEnable(GL.GL_CULL_FACE);
            GL.glCullFace(GL.GL_BACK);
            DrawFigures();
            GL.glCullFace(GL.GL_FRONT);
            DrawFigures();
            GL.glDisable(GL.GL_CULL_FACE);
            GL.glPopMatrix();


            // really draw floor
            //( half-transparent ( see its color's alpha byte)))
            // in order to see reflected objects
            GL.glDepthMask((byte)GL.GL_FALSE);
            DrawFloor();
            GL.glDepthMask((byte)GL.GL_TRUE);
            // Disable GL.GL_STENCIL_TEST to show All, else it will be cut on GL.GL_STENCIL
            GL.glDisable(GL.GL_STENCIL_TEST);
            DrawFigures();
            //REFLECTION e
            GL.glFlush();

            WGL.wglSwapBuffers(m_uint_DC);
        }
示例#9
0
        void DrawFigures()
        {
            //!!!!!!!!!!!!!
            GL.glPushMatrix();
            //!!!!!!!!!!!!!
            GL.glEnable(GL.GL_TEXTURE_2D);
            //plane grids
            if (!rotate)
            {
                GL.glPushMatrix();

                drawground();


                GL.glDisable(GL.GL_TEXTURE_2D);
                GL.glDisable(GL.GL_LIGHTING);

                GL.glEnable(GL.GL_COLOR);
                GL.glTranslatef(pos[0], pos[1], 10);

                GL.glColor3f(1, 1, 0);

                GLU.gluSphere(obj, 1, 16, 16);

                GL.glTranslatef(-pos[0], -pos[1], -10);

                GL.glEnd();
                GL.glEnable(GL.GL_TEXTURE_2D);
                GL.glPopMatrix();
            }
            else
            {
                GL.glPushMatrix();
                angleG -= 0.2f;
                GL.glRotatef(angleG, 0, 0, 0.1f);
                drawground();

                GL.glDisable(GL.GL_TEXTURE_2D);
                GL.glDisable(GL.GL_LIGHTING);


                GL.glEnable(GL.GL_COLOR);
                GL.glTranslatef(pos[0], pos[1], 10);

                GL.glColor3f(1, 1, 0);

                GL.glRotatef(angleG, 0, 2, 0);
                GLU.gluSphere(obj, 1, 16, 16);

                GL.glTranslatef(-pos[0], -pos[1], -10);

                GL.glEnd();
                GL.glEnable(GL.GL_TEXTURE_2D);
                GL.glPopMatrix();
            }


            DrawObjects(false, 1);


            //end of regular showFfron
            //!!!!!!!!!!!!!
            GL.glPopMatrix();
            //!!!!!!!!!!!!!

            //SHADING begin
            //we'll define cubeXform matrix in MakeShadowMatrix Sub
            // Disable lighting, we'll just draw the shadow
            //else instead of shadow we'll see stange projection of the same objects
            GL.glDisable(GL.GL_LIGHTING);

            // floor shadow
            //!!!!!!!!!!!!!
            GL.glPushMatrix();
            //!!!!!!!!!!!!
            MakeShadowMatrix(ground);
            GL.glMultMatrixf(cubeXform);
            DrawObjects(true, 1);
            //!!!!!!!!!!!!!

            GL.glPopMatrix();
        }
示例#10
0
        void DrawFigures()
        {
            skyBox.DrawSkyBox();
            MainLightSource.DrawLightSource(new float[] { 1, 1, 0 });
            StaticRedLightSource.DrawLightSource(new float[] { 1, 0, 0 });
            StaticBlueLightSource.DrawLightSource(new float[] { 0, 0, 1 });
            //Banner Light source
            GL.glTranslatef(bannerLightPos[0], bannerLightPos[1], bannerLightPos[2]);
            Random r = new Random();

            GL.glColor3d(r.NextDouble(), r.NextDouble(), r.NextDouble());
            GLUT.glutSolidSphere(0.1, 8, 8);
            GL.glTranslatef(-bannerLightPos[0], -bannerLightPos[1], -bannerLightPos[2]);
            GL.glEnd();
            GL.glDisable(GL.GL_DEPTH_TEST);
            GL.glDisable(GL.GL_LIGHTING);
            // Start Drawing Floor Shadow
            GL.glPushMatrix();
            GL.glEnable(GL.GL_BLEND);
            GL.glColor4d(0, 0, 0, 0.25);
            mainShadowManager.MakeShadowMatrix(mainShadowManager.Ground, cubeXform);
            GL.glMultMatrixf(cubeXform);
            m_SideMachine.DrawSideMachines(new double[3] {
                0, -0.4, 6
            }, true);
            m_SideMachine.DrawSideMachines(new double[3] {
                0, -0.4, -6
            }, true);
            GL.glCallList(SHADOW_LIST);

            //GL.glColor4d(0.05, 0, 0, 0.25);
            //redShadowManager.MakeShadowMatrix(redShadowManager.Ground, cubeXform);
            //GL.glMultMatrixf(cubeXform);
            //m_SideMachine.DrawSideMachines(new double[3] { 0, -0.4, 6 }, true);
            //m_SideMachine.DrawSideMachines(new double[3] { 0, -0.4, -6 }, true);
            //GL.glCallList(SHADOW_LIST);

            //GL.glColor4d(0, 0, 0.05, 0.25);
            //blueShadowManager.MakeShadowMatrix(blueShadowManager.Ground, cubeXform);
            //GL.glMultMatrixf(cubeXform);
            //m_SideMachine.DrawSideMachines(new double[3] { 0, -0.4, 6 }, true);
            //m_SideMachine.DrawSideMachines(new double[3] { 0, -0.4, -6 }, true);
            //GL.glCallList(SHADOW_LIST);

            GL.glDisable(GL.GL_BLEND);
            GL.glPopMatrix();
            //for (int i = 0; i < 4; i++)
            //{
            //    GL.glPushMatrix();
            //    shadowManager.MakeShadowMatrix(shadowManager.Walls[i], cubeXform);
            //    GL.glMultMatrixf(cubeXform);
            //    m_SideMachine.DrawSideMachines(new double[3] { 0, -0.4, 6 }, true);
            //    m_SideMachine.DrawSideMachines(new double[3] { 0, -0.4, -6 }, true);
            //    GL.glCallList(SHADOW_LIST);
            //    GL.glPopMatrix();
            //}
            //End Drawing Floor Shadow
            GL.glEnable(GL.GL_DEPTH_TEST);
            GL.glEnable(GL.GL_COLOR_MATERIAL);
            GL.glEnable(GL.GL_LIGHT0);
            GL.glEnable(GL.GL_LIGHT1);
            GL.glEnable(GL.GL_LIGHT2);
            GL.glEnable(GL.GL_LIGHT3);
            GL.glEnable(GL.GL_LIGHTING);

            GL.glPushMatrix();
            m_SideMachine.DrawSideMachines(new double[3] {
                0, -0.4, 6
            }, false);
            m_SideMachine.DrawSideMachines(new double[3] {
                0, -0.4, -6
            }, false);

            //toyCar.DrawToy(new double[3] { 1.4, 0.3, 0 }, new double[4] { 40, 0, 1, 0 }, false);

            GL.glCallList(CLAW_MACHINE_LIST);
            GL.glPopMatrix();
            GL.glDisable(GL.GL_COLOR_MATERIAL);
            GL.glDisable(GL.GL_LIGHTING);
            //!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
        }