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C# OpenGL.LineWidth方法代码示例

本文整理汇总了C#中OpenGL.LineWidth方法的典型用法代码示例。如果您正苦于以下问题:C# OpenGL.LineWidth方法的具体用法?C# OpenGL.LineWidth怎么用?C# OpenGL.LineWidth使用的例子?那么恭喜您, 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OpenGL的用法示例。


在下文中一共展示了OpenGL.LineWidth方法的8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: 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2: 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 all attributes, disable lighting and depth testing.
            gl.PushAttrib(OpenGL.GL_CURRENT_BIT | OpenGL.GL_ENABLE_BIT |
                OpenGL.GL_LINE_BIT | OpenGL.GL_DEPTH_BUFFER_BIT);
            gl.Disable(OpenGL.GL_LIGHTING);
            gl.Disable(OpenGL.GL_TEXTURE_2D);
            gl.DepthFunc(OpenGL.GL_ALWAYS);

            //  Set a nice fat line width.
            gl.LineWidth(1.50f);

            //  Draw the axies.
            gl.Begin(OpenGL.GL_LINES);
            gl.Color(1f, 0f, 0f, 1f);
            gl.Vertex(0, 0, 0);
            gl.Vertex(3, 0, 0);
            gl.Color(0f, 1f, 0f, 1f);
            gl.Vertex(0, 0, 0);
            gl.Vertex(0, 3, 0);
            gl.Color(0f, 0f, 1f, 1f);
            gl.Vertex(0, 0, 0);
            gl.Vertex(0, 0, 3);
            gl.End();

            //  Restore attributes.
            gl.PopAttrib();

            //  End the display list.
            displayList.End(gl);
        }
开发者ID:cvanherk,项目名称:3d-engine,代码行数:42,代码来源:Axies.cs

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();
        }
开发者ID:nromik,项目名称:sharpgl,代码行数:50,代码来源:StockDrawing.cs

示例4: Create

        /// <summary>
        /// This function creates the internal display lists.
        /// </summary>
        /// <param name="gl">OpenGL object.</param>
        public virtual void Create(OpenGL gl)
        {
            //	Create the arrow.
            arrow.Generate(gl);
            arrow.New(gl, DisplayList.DisplayListMode.Compile);

                //	Draw the 'line' of the arrow.
                gl.Begin(OpenGL.LINES);
                gl.Vertex(0, 0, 0);
                gl.Vertex(0, 0, 1);
                gl.End();

                //	Draw the arrowhead.
                gl.Begin(OpenGL.TRIANGLE_FAN);
                gl.Vertex(0, 0, 1);
                gl.Vertex(0.2f, 0.8f, 0.2f);
                gl.Vertex(0.2f, 0.8f, -0.2f);
                gl.Vertex(-0.2f, 0.8f, -0.2f);
                gl.Vertex(-0.2f, 0.8f, 0.2f);
                gl.End();

            //	End the arrow list.
            arrow.End(gl);

            //	Create the grid.
            grid.Generate(gl);
            grid.New(gl, DisplayList.DisplayListMode.Compile);

                gl.PushAttrib(OpenGL.LIGHTING_BIT);
                gl.Disable(OpenGL.LIGHTING);

                gl.Color(1, 1, 1);

                gl.Begin(OpenGL.LINES);
                for(int i = -10; i <= 10; i++)
                {
                    gl.Vertex(i, 0, -10);
                    gl.Vertex(i, 0, 10);
                    gl.Vertex(-10, 0, i);
                    gl.Vertex(10, 0, i);
                }

                gl.End();

                gl.PopAttrib();

            grid.End(gl);

            //	Create the axies.
            axies.Generate(gl);
            axies.New(gl, DisplayList.DisplayListMode.Compile);

                gl.PushAttrib(OpenGL.ALL_ATTRIB_BITS);
                gl.Disable(OpenGL.LIGHTING);
                gl.Disable(OpenGL.DEPTH_TEST);
                gl.LineWidth(2.0f);

                gl.Begin(OpenGL.LINES);
                    gl.Color(1, 0, 0, 1);
                    gl.Vertex(0, 0, 0);
                    gl.Vertex(3, 0, 0);
                    gl.Color(0, 1, 0, 1);
                    gl.Vertex(0, 0, 0);
                    gl.Vertex(0, 3, 0);
                    gl.Color(0, 0, 1, 1);
                    gl.Vertex(0, 0, 0);
                    gl.Vertex(0, 0, 3);
                gl.End();

                gl.PopAttrib();

            axies.End(gl);

            camera.Generate(gl);
            camera.New(gl, DisplayList.DisplayListMode.Compile);

                Polygon poly = new Polygon();
                poly.CreateCube();
                poly.Scale.Set(.2f ,0.2f, 0.2f);
                poly.Draw(gl);
            //	poly.Dispose();

            camera.End(gl);
        }
开发者ID:nromik,项目名称:sharpgl,代码行数:88,代码来源:StockDrawing.cs

示例5: 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 void Render(OpenGL gl, RenderMode renderMode)
        {
            //  Push attributes, disable lighting.
            gl.PushAttrib(OpenGL.GL_CURRENT_BIT | OpenGL.GL_ENABLE_BIT |
                OpenGL.GL_LINE_BIT | OpenGL.GL_POLYGON_BIT);
            gl.Disable(OpenGL.GL_LIGHTING);
            gl.Disable(OpenGL.GL_TEXTURE_2D);
            gl.LineWidth(1.0f);
            gl.Color(1f, 0.2f, 0.2f, 0.6f);
            gl.PolygonMode(OpenGL.GL_FRONT_AND_BACK, 
                renderMode == RenderMode.HitTest ? (uint)PolygonMode.Filled : (uint)PolygonMode.Lines);
            
            gl.Begin(OpenGL.GL_QUADS);		// Draw The Cube Using quads
            gl.Vertex(hhl);	// Top Right Of The Quad (Top)
            gl.Vertex(lhl);	// Top Left Of The Quad (Top)
            gl.Vertex(lhh);	// Bottom Left Of The Quad (Top)
            gl.Vertex(hhh);	// Bottom Right Of The Quad (Top)
            gl.Vertex(hlh);	// Top Right Of The Quad (Bottom)
            gl.Vertex(llh);	// Top Left Of The Quad (Bottom)
            gl.Vertex(lll);	// Bottom Left Of The Quad (Bottom)
            gl.Vertex(hll);	// Bottom Right Of The Quad (Bottom)
            gl.Vertex(hhh);	// Top Right Of The Quad (Front)
            gl.Vertex(lhh);	// Top Left Of The Quad (Front)
            gl.Vertex(llh);	// Bottom Left Of The Quad (Front)
            gl.Vertex(hlh);	// Bottom Right Of The Quad (Front)
            gl.Vertex(hll);	// Top Right Of The Quad (Back)
            gl.Vertex(lll);	// Top Left Of The Quad (Back)
            gl.Vertex(lhl);	// Bottom Left Of The Quad (Back)
            gl.Vertex(hhl);	// Bottom Right Of The Quad (Back)
            gl.Vertex(lhh);	// Top Right Of The Quad (Left)
            gl.Vertex(lhl);	// Top Left Of The Quad (Left)
            gl.Vertex(lll);	// Bottom Left Of The Quad (Left)
            gl.Vertex(llh);	// Bottom Right Of The Quad (Left)
            gl.Vertex(hhl);	// Top Right Of The Quad (Right)
            gl.Vertex(hhh);	// Top Left Of The Quad (Right)
            gl.Vertex(hlh);	// Bottom Left Of The Quad (Right)
            gl.Vertex(hll);	// Bottom Right Of The Quad (Right)
            gl.End();			// End Drawing The Cube

            //  Pop attributes.
            gl.PopAttrib();
        }
开发者ID:cvanherk,项目名称:3d-engine,代码行数:47,代码来源:BoundingVolume.cs

示例6: SetAttributes

 /// <summary>
 /// Sets the attributes.
 /// </summary>
 /// <param name="gl">The OpenGL instance.</param>
 public override void SetAttributes(OpenGL gl)
 {
     if(width.HasValue) gl.LineWidth(width.Value);
     if(smooth.HasValue) gl.EnableIf(OpenGL.GL_LINE_SMOOTH, smooth.Value);
 }
开发者ID:cvanherk,项目名称:3d-engine,代码行数:9,代码来源:LineAttributes.cs

示例7: Draw

		/// <summary>
		/// Use this to draw the vertex grid.
		/// </summary>
		/// <param name="gl">OpenGL object.</param>
		/// <param name="points">Draw each individual vertex (with selection names).</param>
		/// <param name="lines">Draw the lines connecting the points.</param>
		public virtual void Draw(OpenGL gl, bool points, bool lines)
		{
			//	Save the attributes.
            gl.PushAttrib(OpenGL.GL_ALL_ATTRIB_BITS);
            gl.Disable(OpenGL.GL_LIGHTING);
			gl.Color(1, 0, 0, 1);

			if(points)
			{
                int name = 0;

				gl.PointSize(5);

				//	Add a new name (the vertex name).
				gl.PushName(0);

				foreach(Vertex v in vertices)
				{
					//	Set the name, draw the vertex.
					gl.LoadName((uint)name++);
					//todo draw vertex
                    //((IInteractable)v).DrawPick(gl);
				}

				//	Pop the name.
				gl.PopName();
			}

			if(lines)
			{
				//	Draw lines along each row, then along each column.
                gl.DepthFunc(OpenGL.GL_ALWAYS);

				gl.LineWidth(1);
                gl.Disable(OpenGL.GL_LINE_SMOOTH);

				for(int col=0; col < y; col++)
				{
					for(int row=0; row < x; row++)
					{
						//	Create vertex indicies.
						int nTopLeft = (col * x) + row;
						int nBottomLeft = ((col + 1) * x) + row;

                        gl.Begin(OpenGL.GL_LINES);
						if(row < (x-1))
						{
							gl.Vertex(vertices[nTopLeft]);
							gl.Vertex(vertices[nTopLeft + 1]);
						}
						if(col < (y-1))
						{
							gl.Vertex(vertices[nTopLeft]);
							gl.Vertex(vertices[nBottomLeft]);
						}
						gl.End();
					}
				}
                gl.DepthFunc(OpenGL.GL_LESS);
			}

			gl.PopAttrib();
		}
开发者ID:hhool,项目名称:sharpgl,代码行数:69,代码来源:VertexGrid.cs

示例8: Set

        public override void Set(OpenGL gl)
        {
            base.Set(gl);

            //	Save the current attributes.
            gl.PushAttrib(AttributeBit);

            gl.LineWidth(width);
            gl.EnableIf(OpenGL.LINE_SMOOTH, smooth);
        }
开发者ID:nromik,项目名称:sharpgl,代码行数:10,代码来源:Attributes.cs


注:本文中的OpenGL.LineWidth方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。