glStencilFunc() private method

private glStencilFunc ( uint func, int refx, uint mask ) : void
func uint
refx int
mask uint
return void
示例#1
0
        void StartReflaction(int x, int y, int z)
        {
            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);
            GL.glPushMatrix();
            GL.glRotated(90, 0, 1, 0);
            GL.glTranslatef(0, -4, 0);
            mirror.Draw();
            GL.glPopMatrix();
            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(x, y, z); //swap on Z axis
        }
示例#2
0
        private void DrawAll()
        {
            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);

            DrawSea();

            // 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.glEnable(GL.GL_CULL_FACE);
            GL.glScalef(1, 1, -1); //swap on Z axis
            GL.glCullFace(GL.GL_FRONT);
            DrawReflected();
            GL.glCullFace(GL.GL_BACK);
            DrawReflected();
            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);
            DrawSea();
            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);

            DrawReflected();
        }
示例#3
0
        /**********************************************************************************************************
        *
        *
        *
        * MAIN DRAW FUNCTION
        *
        *
        *
        **********************************************************************************************************/
        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.glViewport(0, 0, Width, Height);
            GL.glLoadIdentity();

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

            GL.glRotatef(xAngle, 1.0f, 0.0f, 0.0f);
            GL.glRotatef(yAngle, 0.0f, 1.0f, 0.0f);
            GL.glRotatef(zAngle, 0.0f, 0.0f, 1.0f);
            GL.glTranslatef(xShift, yShift, zShift);

            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;

            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);
            GL.glEnable(GL.GL_LIGHT0);

            /*
             *
             * Reflection
             *
             */
            GL.glEnable(GL.GL_BLEND);
            GL.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA);
            if (reflectionOn)
            {
                //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();

                // 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);

                /*
                 *
                 * draw reflected scene
                 *
                 */

                GL.glEnable(GL.GL_LIGHTING);
                for (currentTree = 0; currentTree < numOfTrees; currentTree++)
                {
                    GL.glPushMatrix();
                    //GL.glTranslated(randX[currentTree], 0,randZ[currentTree]);
                    GL.glTranslated(locationX[currentTree], 0, locationZ[currentTree]);
                    GL.glRotated(locationRotateY[currentTree], 0, 1, 0);
                    GL.glScalef(1, -1, 1); //swap on Z axis

                    if (scullFaceOn)
                    {
                        GL.glEnable(GL.GL_CULL_FACE);
                        GL.glCullFace(GL.GL_BACK);
                        GL.glCallList(TREE_LIST + currentTree);
                        GL.glCullFace(GL.GL_FRONT);
                        GL.glCallList(TREE_LIST + currentTree);
                        GL.glDisable(GL.GL_CULL_FACE);
                    }
                    else
                    {
                        GL.glCallList(TREE_LIST + currentTree);
                    }

                    GL.glPopMatrix();
                }

                drawLake();

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

                // really draw floor
                //( half-transparent ( see its color's alpha byte)))
                // in order to see reflected objects
                //GL.glDepthMask((byte)GL.GL_FALSE);
                GL.glDepthMask((byte)GL.GL_TRUE);
                if (!textureOn)
                {
                    drawFloor();
                }
                else
                {
                    drawFloorTextured();
                    DrawTexturedCube();
                }

                GL.glDisable(GL.GL_LIGHTING);
                GL.glDisable(GL.GL_STENCIL_TEST);
            }
            else
            {
                GL.glEnable(GL.GL_LIGHTING);
                drawLake();
                if (!textureOn)
                {
                    drawFloor();
                }
                else
                {
                    drawFloorTextured();
                    DrawTexturedCube();
                }
                GL.glDisable(GL.GL_LIGHTING);
            }

            DrawLight();

            /*
             * Draw trees
             */

            GL.glEnable(GL.GL_LIGHTING);
            GL.glPushMatrix();
            for (currentTree = 0; currentTree < numOfTrees; currentTree++)
            {
                GL.glPushMatrix();
                //GL.glTranslated(randX[currentTree], 0, randZ[currentTree]);
                GL.glTranslated(locationX[currentTree], 0, locationZ[currentTree]);
                GL.glRotated(locationRotateY[currentTree], 0, 1, 0);
                GL.glCallList(TREE_LIST + currentTree);
                GL.glPopMatrix();
            }
            GL.glPopMatrix();

            /*
             * Draw trees shadows
             */
            GL.glDisable(GL.GL_LIGHTING);
            GL.glColor3d(0, 0, 0);
            if (shadowOn)
            {
                GL.glPushMatrix();
                MakeShadowMatrix(ground);
                GL.glMultMatrixf(cubeXform);
                for (currentTree = 0; currentTree < numOfTrees; currentTree++)
                {
                    GL.glPushMatrix();
                    //GL.glTranslated(randX[currentTree], 0, randZ[currentTree]);
                    GL.glTranslated(locationX[currentTree], 0, locationZ[currentTree]);
                    GL.glRotated(locationRotateY[currentTree], 0, 1, 0);
                    GL.glCallList(TREE_LIST + currentTree);
                    GL.glPopMatrix();
                }
                GL.glPopMatrix();
            }

            GL.glFlush();
            WGL.wglSwapBuffers(m_uint_DC);
        }
示例#4
0
        public void Draw()
        {
            pos[0] = -4 + (float)xExisOrigin + (float)ScrollValue[11];
            pos[1] = 15 + (float)yExisOrigin + (float)ScrollValue[12];
            pos[2] = 15 + (float)ScrollValue[13];


            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();


            // 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, -30.0f);

            GL.glRotatef(105, 0, 0, 1);
            GL.glRotatef(70, 0, 1, 0);
            GL.glRotatef(15, 1, 0, 0);
            //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

            //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);


            //REFLECTION//DrawAxes();

            //REFLECTION b
            intOptionB += 1;  //for rotation
            intOptionC += 10; //for rotation
            // without REFLECTION was only DrawAll();
            // now
            //!!!!------sky box
            GL.glPushMatrix();
            GL.glPushAttrib(GL.GL_CURRENT_BIT);
            GL.glColor4f(1.0f, 1.0f, 1.0f, 0.5f);


            GL.glEnable(GL.GL_TEXTURE_2D);
            GL.glDisable(GL.GL_BLEND);
            GL.glRotatef(90, 1, 0, 0);
            DrawTexturedCube();
            GL.glPopAttrib();
            GL.glPopMatrix();
            /////
            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);

            DrawFloor3();

            // 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);
            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);

            DrawFloor3();

            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();



            GL.glDisable(GL.GL_TEXTURE_2D);

            GL.glFlush();
            WGL.wglSwapBuffers(m_uint_DC);
        }
示例#5
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#7
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#8
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#9
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);
        }