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C# OpenGL类代码示例

本文整理汇总了C#中OpenGL的典型用法代码示例。如果您正苦于以下问题:C# OpenGL类的具体用法?C# OpenGL怎么用?C# OpenGL使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。


OpenGL类属于命名空间,在下文中一共展示了OpenGL类的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。

示例1: Push

        /// <summary>
        /// Pushes this object into the provided OpenGL instance.
        /// This will generally push elements of the attribute stack
        /// and then set current values.
        /// </summary>
        /// <param name="gl">The OpenGL instance.</param>
        public virtual void Push(OpenGL gl)
        {
            //  Push texture attributes.
            gl.PushAttrib(Enumerations.AttributeMask.Texture);

            //  Bind the texture.
            Bind(gl);
        }
开发者ID:hhool,项目名称:sharpgl,代码行数:14,代码来源:Texture.cs

示例2: SetData

 public void SetData(OpenGL gl, uint attributeIndex, float[] rawData, bool isNormalised, int stride)
 {
     //  Set the data, specify its shape and assign it to a vertex attribute (so shaders can bind to it).
     gl.BufferData(OpenGL.GL_ARRAY_BUFFER, rawData, OpenGL.GL_STATIC_DRAW);
     gl.VertexAttribPointer(attributeIndex, stride, OpenGL.GL_FLOAT, isNormalised, 0, IntPtr.Zero);
     gl.EnableVertexAttribArray(attributeIndex);
 }
开发者ID:hhool,项目名称:sharpgl,代码行数:7,代码来源:VertexBuffer.cs

示例3: SetAttributes

 /// <summary>
 /// Sets the attributes.
 /// </summary>
 /// <param name="gl">The OpenGL instance.</param>
 public override void SetAttributes(OpenGL gl)
 {
     if(enableAlphaTest.HasValue) gl.EnableIf(OpenGL.GL_ALPHA_TEST,enableAlphaTest.Value);
     if(enableAutoNormal.HasValue) gl.EnableIf(OpenGL.GL_AUTO_NORMAL,enableAutoNormal.Value);
     if(enableBlend.HasValue) gl.EnableIf(OpenGL.GL_BLEND,enableBlend.Value);
     if(enableCullFace.HasValue) gl.EnableIf(OpenGL.GL_CULL_FACE,enableCullFace.Value);
     if(enableDepthTest.HasValue) gl.EnableIf(OpenGL.GL_DEPTH_TEST,enableDepthTest.Value);
     if(enableDither.HasValue) gl.EnableIf(OpenGL.GL_DITHER,enableDither.Value);
     if(enableFog.HasValue) gl.EnableIf(OpenGL.GL_FOG,enableFog.Value);
     if(enableLighting.HasValue) gl.EnableIf(OpenGL.GL_LIGHTING,enableLighting.Value);
     if(enableLineSmooth.HasValue) gl.EnableIf(OpenGL.GL_LINE_SMOOTH,enableLineSmooth.Value);
     if(enableLineStipple.HasValue) gl.EnableIf(OpenGL.GL_LINE_STIPPLE,enableLineStipple.Value);
     if(enableColorLogicOp.HasValue) gl.EnableIf(OpenGL.GL_COLOR_LOGIC_OP,enableColorLogicOp.Value);
     if(enableIndexLogicOp.HasValue) gl.EnableIf(OpenGL.GL_INDEX_LOGIC_OP,enableIndexLogicOp.Value);
     if(enableNormalize.HasValue) gl.EnableIf(OpenGL.GL_NORMALIZE,enableNormalize.Value);
     if(enablePointSmooth.HasValue) gl.EnableIf(OpenGL.GL_POINT_SMOOTH,enablePointSmooth.Value);
     if(enablePolygonOffsetLine.HasValue) gl.EnableIf(OpenGL.GL_POLYGON_OFFSET_LINE,enablePolygonOffsetLine.Value);
     if(enablePolygonOffsetFill.HasValue) gl.EnableIf(OpenGL.GL_POLYGON_OFFSET_FILL,enablePolygonOffsetFill.Value);
     if(enablePolygonOffsetPoint.HasValue) gl.EnableIf(OpenGL.GL_POLYGON_OFFSET_POINT,enablePolygonOffsetPoint.Value);
     if(enablePolygonSmooth.HasValue) gl.EnableIf(OpenGL.GL_POLYGON_SMOOTH,enablePolygonSmooth.Value);
     if(enablePolygonStipple.HasValue) gl.EnableIf(OpenGL.GL_POLYGON_STIPPLE,enablePolygonStipple.Value);
     if(enableScissorTest.HasValue) gl.EnableIf(OpenGL.GL_SCISSOR_TEST,enableScissorTest.Value);
     if(enableStencilTest.HasValue) gl.EnableIf(OpenGL.GL_STENCIL,enableStencilTest.Value);
     if(enableTexture1D.HasValue) gl.EnableIf(OpenGL.GL_TEXTURE_1D,enableTexture1D.Value);
     if (enableTexture2D.HasValue) gl.EnableIf(OpenGL.GL_TEXTURE_2D, enableTexture2D.Value);
 }
开发者ID:cvanherk,项目名称:3d-engine,代码行数:30,代码来源:EnableAttributes.cs

示例4: CreateDisplayList

        /// <summary>
        /// Creates the display list. This function draws the
        /// geometry as well as compiling it.
        /// </summary>
        private void CreateDisplayList(OpenGL gl)
        {
            //  Create the display list.
            displayList = new DisplayList();

            //  Generate the display list and
            displayList.Generate(gl);
            displayList.New(gl, DisplayList.DisplayListMode.CompileAndExecute);

            //  Push attributes, set the color.
            gl.PushAttrib(OpenGL.GL_CURRENT_BIT | OpenGL.GL_ENABLE_BIT |
                OpenGL.GL_LINE_BIT);
            gl.Disable(OpenGL.GL_LIGHTING);
            gl.Disable(OpenGL.GL_TEXTURE_2D);
            gl.LineWidth(1.0f);

            //  Draw the grid lines.
            gl.Begin(OpenGL.GL_LINES);
            for (int i = -10; i <= 10; i++)
            {
                float fcol = ((i % 10) == 0) ? 0.3f : 0.15f;
                gl.Color(fcol, fcol, fcol);
                gl.Vertex(i, -10, 0);
                gl.Vertex(i, 10, 0);
                gl.Vertex(-10, i, 0);
                gl.Vertex(10, i, 0);
            }
            gl.End();

            //  Restore attributes.
            gl.PopAttrib();

            //  End the display list.
            displayList.End(gl);
        }
开发者ID:chantsunman,项目名称:sharpgl,代码行数:39,代码来源:Grid.cs

示例5: SetAttributes

 /// <summary>
 /// Sets the attributes.
 /// </summary>
 /// <param name="gl">The OpenGL instance.</param>
 public override void SetAttributes(OpenGL gl)
 {
     if (viewportX.HasValue && viewportY.HasValue && viewportWidth.HasValue && viewportHeight.HasValue)
         gl.Viewport(viewportX.Value, viewportY.Value, viewportWidth.Value, viewportHeight.Value);
     if (depthRangeNear.HasValue && depthRangeFar.HasValue)
         gl.DepthRange(depthRangeNear.Value, depthRangeFar.Value);
 }
开发者ID:hhool,项目名称:sharpgl,代码行数:11,代码来源:ViewportAttributes.cs

示例6: Render

        /// <summary>
        /// Render to the provided instance of OpenGL.
        /// </summary>
        /// <param name="gl">The OpenGL instance.</param>
        /// <param name="renderMode">The render mode.</param>
        public override void Render(OpenGL gl, Core.RenderMode renderMode)
        {
            base.Render(gl, renderMode);

            //	Begin drawing a NURBS surface.
            gl.BeginSurface(nurbsRenderer);

            //	Draw the surface.
            gl.NurbsSurface(nurbsRenderer,		//	The internal nurbs object.
                sKnots.Length,					//	Number of s-knots.
                sKnots,							//	The s-knots themselves.
                tKnots.Length,					//	The number of t-knots.
                tKnots,							//	The t-knots themselves.
                ControlPoints.Width * 3,		//	The size of a row of control points.
                3,								//	The size of a control points.
                ControlPoints.ToFloatArray(),	//	The control points.
                ControlPoints.Width,			//	The order, i.e degree + 1.
                ControlPoints.Height,			//	The order, i.e degree + 1.
                OpenGL.GL_MAP2_VERTEX_3);			//	Type of data to generate.

            //	End the surface.
            gl.EndSurface(nurbsRenderer);

            //	Draw the control points.
            ControlPoints.Draw(gl, DrawControlPoints, DrawControlGrid);
        }
开发者ID:cvanherk,项目名称:3d-engine,代码行数:31,代码来源:NurbsSurface.cs

示例7: Create

 public void Create(OpenGL gl)
 {
     //  Generate the vertex array.
     uint[] ids = new uint[1];
     gl.GenVertexArrays(1, ids);
     vertexArrayObject = ids[0];
 }
开发者ID:hhool,项目名称:sharpgl,代码行数:7,代码来源:VertexBufferArray.cs

示例8: UpdateContextVersion

        /// <summary>
        /// Only valid to be called after the render context is created, this function attempts to
        /// move the render context to the OpenGL version originally requested. If this is &gt; 2.1, this
        /// means building a new context. If this fails, we'll have to make do with 2.1.
        /// </summary>
        /// <param name="gl">The OpenGL instance.</param>
        protected void UpdateContextVersion(OpenGL gl)
        {
            //  If the request version number is anything up to and including 2.1, standard render contexts
            //  will provide what we need (as long as the graphics card drivers are up to date).
            var requestedVersionNumber = VersionAttribute.GetVersionAttribute(requestedOpenGLVersion);
            if (requestedVersionNumber.IsAtLeastVersion(3, 0) == false)
            {
                createdOpenGLVersion = requestedOpenGLVersion;
                return;
            }

            //  Now the none-trivial case. We must use the WGL_ARB_create_context extension to 
            //  attempt to create a 3.0+ context.
            try
            {
                int[] attributes = 
                {
                    OpenGL.WGL_CONTEXT_MAJOR_VERSION_ARB, requestedVersionNumber.Major,  
                    OpenGL.WGL_CONTEXT_MINOR_VERSION_ARB, requestedVersionNumber.Minor,
                    OpenGL.WGL_CONTEXT_FLAGS_ARB, OpenGL.WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB,
                    0
                };
                var hrc = gl.CreateContextAttribsARB(IntPtr.Zero, attributes);
                Win32.wglMakeCurrent(IntPtr.Zero, IntPtr.Zero);
                Win32.wglDeleteContext(renderContextHandle);
                Win32.wglMakeCurrent(deviceContextHandle, hrc);
                renderContextHandle = hrc; 
            }
            catch(Exception)
            {
                //  TODO: can we actually get the real version?
                createdOpenGLVersion = OpenGLVersion.OpenGL2_1;
            }
        }
开发者ID:cvanherk,项目名称:3d-engine,代码行数:40,代码来源:RenderContextProvider.cs

示例9: Create

        /// <summary>
        /// Creates the shader program.
        /// </summary>
        /// <param name="gl">The gl.</param>
        /// <param name="vertexShaderSource">The vertex shader source.</param>
        /// <param name="fragmentShaderSource">The fragment shader source.</param>
        /// <param name="attributeLocations">The attribute locations. This is an optional array of
        /// uint attribute locations to their names.</param>
        /// <exception cref="ShaderCompilationException"></exception>
        public void Create(OpenGL gl, string vertexShaderSource, string fragmentShaderSource, 
            Dictionary<uint, string> attributeLocations)
        {
            //  Create the shaders.
            vertexShader.Create(gl, OpenGL.GL_VERTEX_SHADER, vertexShaderSource);
            fragmentShader.Create(gl, OpenGL.GL_FRAGMENT_SHADER, fragmentShaderSource);

            //  Create the program, attach the shaders.
            shaderProgramObject = gl.CreateProgram();
            gl.AttachShader(shaderProgramObject, vertexShader.ShaderObject);
            gl.AttachShader(shaderProgramObject, fragmentShader.ShaderObject);

            //  Before we link, bind any vertex attribute locations.
            if (attributeLocations != null)
            {
                foreach (var vertexAttributeLocation in attributeLocations)
                    gl.BindAttribLocation(shaderProgramObject, vertexAttributeLocation.Key, vertexAttributeLocation.Value);
            }

            //  Now we can link the program.
            gl.LinkProgram(shaderProgramObject);

            //  Now that we've compiled and linked the shader, check it's link status. If it's not linked properly, we're
            //  going to throw an exception.
            if (GetLinkStatus(gl) == false)
            {
                throw new ShaderCompilationException(string.Format("Failed to link shader program with ID {0}.", shaderProgramObject), GetInfoLog(gl));
            }
        }
开发者ID:hhool,项目名称:sharpgl,代码行数:38,代码来源:ShaderProgram.cs

示例10: Initialise

        /// <summary>
        /// Initialises the Scene.
        /// </summary>
        /// <param name="gl">The OpenGL instance.</param>
        public void Initialise(OpenGL gl)
        {
            //  We're going to specify the attribute locations for the position and normal,
            //  so that we can force both shaders to explicitly have the same locations.
            const uint positionAttribute = 0;
            const uint normalAttribute = 1;
            var attributeLocations = new Dictionary<uint, string>
            {
                {positionAttribute, "Position"},
                {normalAttribute, "Normal"},
            };

            //  Create the per pixel shader.
            shaderPerPixel = new ShaderProgram();
            shaderPerPixel.Create(gl,
                ManifestResourceLoader.LoadTextFile(@"Shaders\PerPixel.vert"),
                ManifestResourceLoader.LoadTextFile(@"Shaders\PerPixel.frag"), attributeLocations);

            //  Create the toon shader.
            shaderToon = new ShaderProgram();
            shaderToon.Create(gl,
                ManifestResourceLoader.LoadTextFile(@"Shaders\Toon.vert"),
                ManifestResourceLoader.LoadTextFile(@"Shaders\Toon.frag"), attributeLocations);

            //  Generate the geometry and it's buffers.
            trefoilKnot.GenerateGeometry(gl, positionAttribute, normalAttribute);
        }
开发者ID:chantsunman,项目名称:sharpgl,代码行数:31,代码来源:Scene.cs

示例11: SetAttributes

 /// <summary>
 /// Sets the attributes.
 /// </summary>
 /// <param name="gl">The OpenGL instance.</param>
 public override void SetAttributes(OpenGL gl)
 {
     if (enableDepthTest.HasValue) gl.EnableIf(OpenGL.GL_DEPTH_TEST, enableDepthTest.Value);
     if (depthFunction.HasValue) gl.DepthFunc(depthFunction.Value);
     if (depthClearValue.HasValue) gl.ClearDepth(depthClearValue.Value);
     if (enableDepthWritemask.HasValue) gl.EnableIf(OpenGL.GL_DEPTH_WRITEMASK, enableDepthWritemask.Value);
 }
开发者ID:cvanherk,项目名称:3d-engine,代码行数:11,代码来源:DepthBufferAttributes.cs

示例12: SetAttributes

        /// <summary>
        /// Sets the attributes.
        /// </summary>
        /// <param name="gl">The OpenGL instance.</param>
        public override void SetAttributes(OpenGL gl)
        {
            if(enableAlphaTest.HasValue && alphaTestFunction.HasValue && alphaTestReferenceValue.HasValue) 
            {
                gl.EnableIf(OpenGL.GL_ALPHA_TEST, enableAlphaTest.Value);
                gl.AlphaFunc(alphaTestFunction.Value, alphaTestReferenceValue.Value);
            }
            
            if(enableBlend.HasValue && blendingSourceFactor.HasValue && blendingDestinationFactor.HasValue) 
            {
                gl.EnableIf(OpenGL.GL_BLEND, enableBlend.Value);
                gl.BlendFunc(blendingSourceFactor.Value, blendingDestinationFactor.Value);
            }

            if(enableDither.HasValue) gl.EnableIf(OpenGL.GL_DITHER, enableDither.Value);
            if(drawBufferMode.HasValue) gl.DrawBuffer(drawBufferMode.Value);
            
            if(enableLogicOp.HasValue && logicOp.HasValue) 
            {
                gl.EnableIf(OpenGL.GL_COLOR_LOGIC_OP, enableLogicOp.Value);
                gl.LogicOp(logicOp.Value);
            }
            if(colorModeClearColor != null) gl.ClearColor(colorModeClearColor.R, colorModeClearColor.G, colorModeClearColor.B, colorModeClearColor.A);
            //todowritemask
        }
开发者ID:cvanherk,项目名称:3d-engine,代码行数:29,代码来源:ColorBufferAttributes.cs

示例13: Create

        /// <summary>
        /// Creates the render context provider. Must also create the OpenGL extensions.
        /// </summary>
        /// <param name="openGLVersion">The desired OpenGL version.</param>
        /// <param name="gl">The OpenGL context.</param>
        /// <param name="width">The width.</param>
        /// <param name="height">The height.</param>
        /// <param name="bitDepth">The bit depth.</param>
        /// <param name="parameter">The extra parameter.</param>
        /// <returns></returns>
        public override bool Create(OpenGLVersion openGLVersion, OpenGL gl, int width, int height, int bitDepth, object parameter)
        {
            //  Call the base.
            base.Create(openGLVersion, gl, width, height, bitDepth, parameter);

            //  Get the desktop DC.
            IntPtr desktopDC = Win32.GetDC(IntPtr.Zero);

            //  Create our DC as a compatible DC for the desktop.
            deviceContextHandle = Win32.CreateCompatibleDC(desktopDC);

            //  Release the desktop DC.
            Win32.ReleaseDC(IntPtr.Zero, desktopDC);

            //  Create our dib section.
            dibSection.Create(deviceContextHandle, width, height, bitDepth);

            //  Create the render context.
            Win32.wglMakeCurrent(IntPtr.Zero, IntPtr.Zero);
            renderContextHandle = Win32.wglCreateContext(deviceContextHandle);

            //  Make current.
            MakeCurrent();

            //  Update the context if required.
            UpdateContextVersion(gl);

            //  Return success.
            return true;
        }
开发者ID:chantsunman,项目名称:sharpgl,代码行数:40,代码来源:DIBSectionRenderContextProvider.cs

示例14: Create

 public void Create(OpenGL gl)
 {
     //  Generate the vertex array.
     uint[] ids = new uint[1];
     gl.GenBuffers(1, ids);
     bufferObject = ids[0];
 }
开发者ID:hhool,项目名称:sharpgl,代码行数:7,代码来源:IndexBuffer.cs

示例15: Initialise

        /// <summary>
        /// Initialises the scene.
        /// </summary>
        /// <param name="gl">The OpenGL instance.</param>
        /// <param name="width">The width of the screen.</param>
        /// <param name="height">The height of the screen.</param>
        public void Initialise(OpenGL gl, float width, float height)
        {
            //  Set a blue clear colour.
            gl.ClearColor(0.4f, 0.6f, 0.9f, 0.0f);

            //  Create the shader program.
            var vertexShaderSource = ManifestResourceLoader.LoadTextFile("Shader.vert");
            var fragmentShaderSource = ManifestResourceLoader.LoadTextFile("Shader.frag");
            shaderProgram = new ShaderProgram();
            shaderProgram.Create(gl, vertexShaderSource, fragmentShaderSource, null);
            shaderProgram.BindAttributeLocation(gl, attributeIndexPosition, "in_Position");
            shaderProgram.BindAttributeLocation(gl, attributeIndexColour, "in_Color");
            shaderProgram.AssertValid(gl);

            //  Create a perspective projection matrix.
            const float rads = (60.0f / 360.0f) * (float)Math.PI * 2.0f;
            projectionMatrix = glm.perspective(rads, width / height, 0.1f, 100.0f);

            //  Create a view matrix to move us back a bit.
            viewMatrix = glm.translate(new mat4(1.0f), new vec3(0.0f, 0.0f, -5.0f));

            //  Create a model matrix to make the model a little bigger.
            modelMatrix = glm.scale(new mat4(1.0f), new vec3(2.5f));

            //  Now create the geometry for the square.
            CreateVerticesForSquare(gl);
        }
开发者ID:chantsunman,项目名称:sharpgl,代码行数:33,代码来源:Scene.cs


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