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C# OpenGL.MatrixMode方法代码示例

本文整理汇总了C#中OpenGL.MatrixMode方法的典型用法代码示例。如果您正苦于以下问题:C# OpenGL.MatrixMode方法的具体用法?C# OpenGL.MatrixMode怎么用?C# OpenGL.MatrixMode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.MatrixMode方法的7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: CreateProjectionMatrix

        /// <summary>
        /// Creates the projection matrix for the given screen size.
        /// </summary>
        /// <param name="gl">The OpenGL instance.</param>
        /// <param name="screenWidth">Width of the screen.</param>
        /// <param name="screenHeight">Height of the screen.</param>
        public void CreateProjectionMatrix(OpenGL gl, float screenWidth, float screenHeight)
        {
            //  Create the projection matrix for our screen size.
            const float S = 0.46f;
            float H = S * screenHeight / screenWidth;
            projectionMatrix = glm.pfrustum(-S, S, -H, H, 1, 100);

            //  When we do immediate mode drawing, OpenGL needs to know what our projection matrix
            //  is, so set it now.
            gl.MatrixMode(OpenGL.GL_PROJECTION);
            gl.LoadIdentity();
            gl.MultMatrix(projectionMatrix.to_array());
            gl.MatrixMode(OpenGL.GL_MODELVIEW);
        }
开发者ID:chantsunman,项目名称:sharpgl,代码行数:20,代码来源:Scene.cs

示例2: Project

		/// <summary>
		///	This function projects through the camera, to OpenGL, ie. it 
		///	creates a projection matrix.
		/// </summary>
		public virtual void Project(OpenGL gl)
		{
			//	Load the projection identity matrix.
            gl.MatrixMode(OpenGL.GL_PROJECTION);
			gl.LoadIdentity();

			//	Perform the projection.
		    TransformProjectionMatrix(gl);

			//	Get the matrix.
			float[] matrix = new float[16];
            gl.GetFloat(OpenGL.GL_PROJECTION_MATRIX, matrix);
			for(int i=0; i<4; i++)
				for(int j=0; j<4; j++)
					projectionMatrix[i,j] = matrix[(i*4) + j];
				
			//	Back to the modelview matrix.
            gl.MatrixMode(OpenGL.GL_MODELVIEW);
		}
开发者ID:hhool,项目名称:sharpgl,代码行数:23,代码来源:Camera.cs

示例3: CreatePolygon

        /// <summary>
        /// This is the main function of the class, it'll create a triangulated polygon
        /// from and SceneObject.
        /// </summary>
        /// <param name="gl">The gl.</param>
        /// <param name="sourceObject">The object to convert.</param>
        /// <param name="guarenteedView">A camera that can see the whole object.</param>
        /// <returns>
        /// A polygon created from 'sourceObject'.
        /// </returns>
        public Polygon CreatePolygon(OpenGL gl, IRenderable sourceObject, Camera guarenteedView)
        {
            //	Save the current camera data.
            gl.MatrixMode(OpenGL.GL_PROJECTION);
            gl.PushMatrix();

            //	Look through the camera that can see the object.
            guarenteedView.Project(gl);

            //	Start triangulation.
            Begin(gl);

            //	Draw the object.
            sourceObject.Render(gl, RenderMode.Design);

            //	End triangulation.
            End(gl);

            Polygon newPoly = Triangle;
            newPoly.Name = (sourceObject is SceneElement ? ((SceneElement)sourceObject).Name : "Object") + " (Triangulated Poly)";
            return newPoly;
        }
开发者ID:cvanherk,项目名称:3d-engine,代码行数:32,代码来源:Polygonator.cs

示例4: CreatePolygon

            /// <summary>
            /// This is the main function of the class, it'll create a triangulated polygon
            /// from and SceneObject.
            /// </summary>
            /// <param name="sourceObject">The object to convert.</param>
            /// <param name="guarenteedView">A camera that can see the whole object.</param>
            /// <returns>A polygon created from 'sourceObject'.</returns>
            public Polygon CreatePolygon(OpenGL gl, SceneObject sourceObject, Cameras.Camera guarenteedView)
            {
                //	Save the current camera data.
                gl.MatrixMode(OpenGL.PROJECTION);
                gl.PushMatrix();

                //	Look through the camera that can see the object.
                guarenteedView.Project(gl);

                //	Start triangulation.
                Begin(gl);

                //	Draw the object.
                sourceObject.Draw(gl);

                //	End triangulation.
                End(gl);

                Polygon newPoly = Triangle;
                newPoly.Name = sourceObject.Name + " (Triangulated Poly)";
                return newPoly;
            }
开发者ID:nromik,项目名称:sharpgl,代码行数:29,代码来源:Feedback.cs

示例5: SetAttributes

 /// <summary>
 /// Sets the attributes.
 /// </summary>
 /// <param name="gl">The OpenGL instance.</param>
 public override void SetAttributes(OpenGL gl)
 {
     if (enableNormalize.HasValue) gl.EnableIf(OpenGL.GL_NORMALIZE, enableNormalize.Value);
     if (matrixMode.HasValue) gl.MatrixMode(matrixMode.Value);
 }
开发者ID:chantsunman,项目名称:sharpgl,代码行数:9,代码来源:TransformAttributes.cs

示例6: RenderImmediateMode

        /// <summary>
        /// Renders the scene in immediate mode.
        /// </summary>
        /// <param name="gl">The OpenGL instance.</param>
        public void RenderImmediateMode(OpenGL gl)
        {
            //  Setup the modelview matrix.
            gl.MatrixMode(OpenGL.GL_MODELVIEW);
            gl.LoadIdentity();
            gl.MultMatrix(modelviewMatrix.to_array());

            //  Push the polygon attributes and set line mode.
            gl.PushAttrib(OpenGL.GL_POLYGON_BIT);
            gl.PolygonMode(FaceMode.FrontAndBack, PolygonMode.Lines);

            //  Render the trefoil.
            var vertices = trefoilKnot.Vertices;
            gl.Begin(BeginMode.Triangles);
            foreach (var index in trefoilKnot.Indices)
                gl.Vertex(vertices[index].x, vertices[index].y, vertices[index].z);
            gl.End();

            //  Pop the attributes, restoring all polygon state.
            gl.PopAttrib();
        }
开发者ID:chantsunman,项目名称:sharpgl,代码行数:25,代码来源:Scene.cs

示例7: Project

        /// <summary>
        ///	This function projects through the camera, to OpenGL, ie. it 
        ///	creates a projection matrix.
        /// </summary>
        public virtual void Project(OpenGL gl)
        {
            //	Load the projection identity matrix.
            gl.MatrixMode(OpenGL.PROJECTION);
            gl.LoadIdentity();

            //	Perform the projection.
            TransformProjectionMatrix(gl);

            //	If we have the lookAtTarget set to true, look at it now.
            if(lookAtTarget)
                LookAt(gl);

            //	Get the matrix.
            float[] matrix = new float[16];
            gl.GetFloat(OpenGL.PROJECTION_MATRIX, matrix);
            for(int i=0; i<4; i++)
                for(int j=0; j<4; j++)
                    projectionMatrix.data[j][i] = matrix[(i*4) + j];

            //	Back to the modelview matrix.
            gl.MatrixMode(OpenGL.MODELVIEW);
            //    if(lookAtTarget)
            //		LookAt(gl);
        }
开发者ID:nromik,项目名称:sharpgl,代码行数:29,代码来源:Cameras.cs


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