本文整理汇总了C#中OpenGL.BlendFunc方法的典型用法代码示例。如果您正苦于以下问题:C# OpenGL.BlendFunc方法的具体用法?C# OpenGL.BlendFunc怎么用?C# OpenGL.BlendFunc使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类OpenGL
的用法示例。
在下文中一共展示了OpenGL.BlendFunc方法的5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: 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
}
示例2: InitialiseHighQuality
/// <summary>
/// Initialises the supplied OpenGL instance for high quality rendering.
/// </summary>
/// <param name="gl">The OpenGL instance.</param>
public static void InitialiseHighQuality(OpenGL gl)
{
// Set parameters that give us some high quality settings.
gl.Enable(OpenGL.GL_DEPTH_TEST);
gl.Enable(OpenGL.GL_NORMALIZE);
gl.Enable(OpenGL.GL_LIGHTING);
gl.Enable(OpenGL.GL_TEXTURE_2D);
gl.ShadeModel(OpenGL.GL_SMOOTH);
gl.LightModel(OpenGL.GL_LIGHT_MODEL_TWO_SIDE, OpenGL.GL_TRUE);
gl.Enable(OpenGL.GL_BLEND);
gl.BlendFunc(OpenGL.GL_SRC_ALPHA, OpenGL.GL_ONE_MINUS_SRC_ALPHA);
}
示例3: DrawGrid
public virtual void DrawGrid(OpenGL gl)
{
gl.PushAttrib(OpenGL.LINE_BIT | OpenGL.ENABLE_BIT | OpenGL.COLOR_BUFFER_BIT);
// Turn off lighting, set up some nice anti-aliasing for lines.
gl.Disable(OpenGL.LIGHTING);
gl.Hint(OpenGL.LINE_SMOOTH_HINT, OpenGL.NICEST);
gl.Enable(OpenGL.LINE_SMOOTH);
gl.Enable(OpenGL.BLEND);
gl.BlendFunc(OpenGL.SRC_ALPHA, OpenGL.ONE_MINUS_SRC_ALPHA);
// Create the grid.
gl.LineWidth(1.5f);
gl.Begin(OpenGL.LINES);
for (int i = -10; i <= 10; i++)
{
gl.Color(0.2f, 0.2f, 0.2f, 1f);
gl.Vertex(i, 0, -10);
gl.Vertex(i, 0, 10);
gl.Vertex(-10, 0, i);
gl.Vertex(10, 0, i);
}
gl.End();
// Turn off the depth test for the axies.
gl.Disable(OpenGL.DEPTH_TEST);
gl.LineWidth(2.0f);
// Create the axies.
gl.Begin(OpenGL.LINES);
gl.Color(1f, 0f, 0f, 1f);
gl.Vertex(0f, 0f, 0f);
gl.Vertex(3f, 0f, 0f);
gl.Color(0f, 1f, 0f, 1f);
gl.Vertex(0f, 0f, 0f);
gl.Vertex(0f, 3f, 0f);
gl.Color(0f, 0f, 1f, 1f);
gl.Vertex(0f, 0f, 0f);
gl.Vertex(0f, 0f, 3f);
gl.End();
gl.PopAttrib();
// gl.Flush();
}
示例4: CastShadow
/// <summary>
/// Casts a real time 3D shadow.
/// </summary>
/// <param name="gl">The OpenGL object.</param>
/// <param name="lights">The lights.</param>
private void CastShadow(OpenGL gl)
{
// Set the connectivity, (calculate the neighbours of each face).
SetConnectivity();
// Get the lights in the scene.
var lights = TraverseToRootElement().Traverse<Light>(l => l.IsEnabled && l.On && l.CastShadow);
// Get some useful references.
var faces = ParentPolygon.Faces;
// Go through every light in the scene.
foreach(var light in lights)
{
// Every face will have a visibility setting.
bool[] facesVisible = new bool[faces.Count];
// Get the light position relative to the polygon.
Vertex lightPos = light.Position;
lightPos = lightPos - ParentPolygon.Transformation.TranslationVertex;
// Go through every face, finding out whether it's visible to the light.
for(int nFace = 0; nFace < faces.Count; nFace++)
{
// Get a reference to the face.
Face face = faces[nFace];
// Is this face facing the light?
float[] planeEquation = face.GetPlaneEquation(ParentPolygon);
float side = planeEquation[0] * lightPos.X +
planeEquation[1] * lightPos.Y +
planeEquation[2] * lightPos.Z + planeEquation[3];
facesVisible[nFace] = (side > 0) ? true : false;
}
// Save all the attributes.
gl.PushAttrib(OpenGL.GL_ALL_ATTRIB_BITS);
// Turn off lighting.
gl.Disable(OpenGL.GL_LIGHTING);
// Turn off writing to the depth mask.
gl.DepthMask(0);
gl.DepthFunc(OpenGL.GL_LEQUAL);
// Turn on stencil buffer testing.
gl.Enable(OpenGL.GL_STENCIL_TEST);
// Translate our shadow volumes.
ParentPolygon.PushObjectSpace(gl);
// Don't draw to the color buffer.
gl.ColorMask(0, 0, 0, 0);
gl.StencilFunc(OpenGL.GL_ALWAYS, 1, 0xFFFFFFFF);
gl.Enable(OpenGL.GL_CULL_FACE);
// First Pass. Increase Stencil Value In The Shadow
gl.FrontFace(OpenGL.GL_CCW);
gl.StencilOp(OpenGL.GL_KEEP, OpenGL.GL_KEEP, OpenGL.GL_INCR);
DoShadowPass(gl, lightPos, facesVisible);
// Second Pass. Decrease Stencil Value In The Shadow
gl.FrontFace(OpenGL.GL_CW);
gl.StencilOp(OpenGL.GL_KEEP, OpenGL.GL_KEEP, OpenGL.GL_DECR);
DoShadowPass(gl, lightPos, facesVisible);
gl.FrontFace(OpenGL.GL_CCW);
ParentPolygon.PopObjectSpace(gl);
// Enable writing to the color buffer.
gl.ColorMask(1, 1, 1, 1);
// Draw A Shadowing Rectangle Covering The Entire Screen
gl.Color(light.ShadowColor);
gl.Enable(OpenGL.GL_BLEND);
gl.BlendFunc(OpenGL.GL_SRC_ALPHA, OpenGL.GL_ONE_MINUS_SRC_ALPHA);
gl.StencilFunc(OpenGL.GL_NOTEQUAL, 0, 0xFFFFFFF);
gl.StencilOp(OpenGL.GL_KEEP, OpenGL.GL_KEEP, OpenGL.GL_KEEP);
Quadrics.Sphere shadow = new Quadrics.Sphere();
shadow.Transformation.ScaleX = shadowSize;
shadow.Transformation.ScaleY = shadowSize;
shadow.Transformation.ScaleZ = shadowSize;
shadow.Render(gl, RenderMode.Design);
gl.PopAttrib();
}
}
示例5: CastShadow
/// <summary>
/// Casts a real time 3D shadow.
/// </summary>
/// <param name="gl">The OpenGL object.</param>
/// <param name="light">The source light.</param>
public void CastShadow(OpenGL gl, Collections.LightCollection lights)
{
// Set the connectivity, (calculate the neighbours of each face).
SetConnectivity();
// Go through every light in the scene.
foreach(Lights.Light light in lights)
{
// Skip null lights.
if(light == null)
continue;
// Skip turned off lights and non shadow lights.
if(light.On == false || light.CastShadow == false)
continue;
// Every face will have a visibility setting.
bool[] facesVisible = new bool[faces.Count];
// Get the light position relative to the polygon.
Vertex lightPos = light.Translate;
lightPos = lightPos - Translate;
// Go through every face, finding out whether it's visible to the light.
for(int nFace = 0; nFace < faces.Count; nFace++)
{
// Get a reference to the face.
Face face = faces[nFace];
// Is this face facing the light?
float[] planeEquation = face.GetPlaneEquation(this);
float side = planeEquation[0] * lightPos.X +
planeEquation[1] * lightPos.Y +
planeEquation[2] * lightPos.Z + planeEquation[3];
facesVisible[nFace] = (side > 0) ? true : false;
}
// Save all the attributes.
gl.PushAttrib(OpenGL.ALL_ATTRIB_BITS);
// Turn off lighting.
gl.Disable(OpenGL.LIGHTING);
// Turn off writing to the depth mask.
gl.DepthMask(0);
gl.DepthFunc(OpenGL.LEQUAL);
// Turn on stencil buffer testing.
gl.Enable(OpenGL.STENCIL_TEST);
// Translate our shadow volumes.
gl.PushMatrix();
Transform(gl);
// Don't draw to the color buffer.
gl.ColorMask(0, 0, 0, 0);
gl.StencilFunc(OpenGL.ALWAYS, 1, 0xFFFFFFFF);
gl.Enable(OpenGL.CULL_FACE);
// First Pass. Increase Stencil Value In The Shadow
gl.FrontFace(OpenGL.CCW);
gl.StencilOp(OpenGL.KEEP, OpenGL.KEEP, OpenGL.INCR);
DoShadowPass(gl, lightPos, facesVisible);
// Second Pass. Decrease Stencil Value In The Shadow
gl.FrontFace(OpenGL.CW);
gl.StencilOp(OpenGL.KEEP, OpenGL.KEEP, OpenGL.DECR);
DoShadowPass(gl, lightPos, facesVisible);
gl.FrontFace(OpenGL.CCW);
gl.PopMatrix();
// Enable writing to the color buffer.
gl.ColorMask(1, 1, 1, 1);
// Draw A Shadowing Rectangle Covering The Entire Screen
gl.Color(light.ShadowColor);
gl.Enable(OpenGL.BLEND);
gl.BlendFunc(OpenGL.SRC_ALPHA, OpenGL.ONE_MINUS_SRC_ALPHA);
gl.StencilFunc(OpenGL.NOTEQUAL, 0, 0xFFFFFFF);
gl.StencilOp(OpenGL.KEEP, OpenGL.KEEP, OpenGL.KEEP);
Quadrics.Sphere shadow = new Quadrics.Sphere();
shadow.Scale.Set(shadowSize, shadowSize, shadowSize);
shadow.Draw(gl);
gl.PopAttrib();
}
}