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C# OpenGL.BlendFunc方法代码示例

本文整理汇总了C#中SharpGL.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SharpGL.OpenGL的用法示例。


在下文中一共展示了OpenGL.BlendFunc方法的10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: openGLControl_OpenGLDraw

        /// <summary>
        /// Handles the OpenGLDraw event of the openGLControl control.
        /// </summary>
        /// <param name="sender">The source of the event.</param>
        /// <param name="e">The <see cref="RenderEventArgs"/> instance containing the event data.</param>
        public void openGLControl_OpenGLDraw(object sender, RenderEventArgs e)
        {
            //  Get the OpenGL object.
            gl = openGLControl.OpenGL;

            //  Clear the color and depth buffer.
            gl.Clear(OpenGL.GL_COLOR_BUFFER_BIT | OpenGL.GL_DEPTH_BUFFER_BIT);

            //  Load the identity matrix.
            gl.LoadIdentity();

            //  Rotate around the Y axis.
            //gl.Rotate(rotation, 0.0f, 1.0f, 0.0f);
            cord = ComInput.Coordinates.Instance;
            this.ModelRotater(gl);

            gl.Enable(OpenGL.GL_BLEND);
            gl.BlendFunc(OpenGL.GL_SRC_ALPHA, OpenGL.GL_ONE_MINUS_SRC_ALPHA);

            //  Draw a coloured parallelepiped.
            gl.Begin(OpenGL.GL_QUADS);

            gl.Color(0.0f, 1.0f, 0.0f);
            gl.Vertex(-2.0f, -0.25f, -1.0f);

            gl.Color(0.0f, 1.0f, 0.0f);
            gl.Vertex(2.0f, -0.25f, -1.0f);

            gl.Color(0.0f, 1.0f, 0.0f);
            gl.Vertex(2.0f, 0.25f, -1.0f);

            gl.Color(0.0f, 1.0f, 0.0f);
            gl.Vertex(-2.0f, 0.25f, -1.0f);
            //-------------------------------------
            gl.Color(1.0f, 0.0f, 0.0f);
            gl.Vertex(-2.0f, -0.25f, -1.0f);

            gl.Color(1.0f, 0.0f, 0.0f);
            gl.Vertex(-2.0f, -0.25f, 1.0f);

            gl.Color(1.0f, 0.0f, 0.0f);
            gl.Vertex(-2.0f, 0.25f, 1.0f);

            gl.Color(1.0f, 0.0f, 0.0f);
            gl.Vertex(-2.0f, 0.25f, -1.0f);
            //-------------------------------------
            gl.Color(0.0f, 1.0f, 0.0f);
            gl.Vertex(-2.0f, -0.25f, 1.0f);

            gl.Color(0.0f, 1.0f, 0.0f);
            gl.Vertex(2.0f, -0.25f, 1.0f);

            gl.Color(0.0f, 1.0f, 0.0f);
            gl.Vertex(2.0f, 0.25f, 1.0f);

            gl.Color(0.0f, 1.0f, 0.0f);
            gl.Vertex(-2.0f, 0.25f, 1.0f);
            //-------------------------------------
            gl.Color(1.0f, 0.0f, 0.0f);
            gl.Vertex(2.0f, -0.25f, 1.0f);

            gl.Color(1.0f, 0.0f, 0.0f);
            gl.Vertex(2.0f, -0.25f, -1.0f);

            gl.Color(1.0f, 0.0f, 0.0f);
            gl.Vertex(2.0f, 0.25f, -1.0f);

            gl.Color(1.0f, 0.0f, 0.0f);
            gl.Vertex(2.0f, 0.25f, 1.0f);
            //-------------------------------------
            gl.Color(0.0f, 1.0f, 1.0f);
            gl.Vertex(-2.0f, 0.25f, -1.0f);

            gl.Color(0.0f, 1.0f, 1.0f);
            gl.Vertex(2.0f, 0.25f, -1.0f);

            gl.Color(0.0f, 1.0f, 1.0f);
            gl.Vertex(2.0f, 0.25f, 1.0f);

            gl.Color(0.0f, 1.0f, 1.0f);
            gl.Vertex(-2.0f, 0.25f, 1.0f);
            //--------------------------------------
            gl.Color(0.0f, 0.0f, 1.0f);
            gl.Vertex(-2.0f, -0.25f, -1.0f);

            gl.Color(0.0f, 0.0f, 1.0f);
            gl.Vertex(2.0f, -0.25f, -1.0f);

            gl.Color(0.0f, 0.0f, 1.0f);
            gl.Vertex(2.0f, -0.25f, 1.0f);

            gl.Color(0.0f, 0.0f, 1.0f);
            gl.Vertex(-2.0f, -0.25f, 1.0f);

            gl.End();
//.........这里部分代码省略.........
开发者ID:ulqiorra,项目名称:Gyroscope,代码行数:101,代码来源:SharpGLForm.cs

示例2: InitShader

        void IRenderable.Render(OpenGL gl, RenderMode renderMode)
        {
            if (positionBuffer != null && colorBuffer != null && radiusBuffer != null)
            {
                if (this.shaderProgram == null)
                {
                    this.shaderProgram = InitShader(gl, renderMode);
                }
                if (this.vertexArrayObject == null)
                {
                    CreateVertexArrayObject(gl, renderMode);
                }

                BeforeRendering(gl, renderMode);

                if (this.RenderGrid && this.vertexArrayObject != null)
                {
                    gl.Enable(OpenGL.GL_BLEND);
                    gl.BlendFunc(SharpGL.Enumerations.BlendingSourceFactor.SourceAlpha, SharpGL.Enumerations.BlendingDestinationFactor.OneMinusSourceAlpha);

                    gl.BindVertexArray(this.vertexArrayObject[0]);
                    gl.DrawArrays(OpenGL.GL_POINTS, 0, count);
                    gl.BindVertexArray(0);

                    gl.Disable(OpenGL.GL_BLEND);
                }

                AfterRendering(gl, renderMode);
            }
        }
开发者ID:bitzhuwei,项目名称:CSharpGL,代码行数:30,代码来源:PointGrid.cs

示例3: OnLoad

        public override void OnLoad(OpenGL gl)
        {
            gl.Enable(OpenGL.GL_CULL_FACE);
            gl.Enable(OpenGL.GL_DEPTH_TEST);
            gl.Enable(OpenGL.GL_BLEND);
            gl.BlendFunc(BlendingSourceFactor.SourceAlpha, BlendingDestinationFactor.OneMinusSourceAlpha);

            _camera = new OrthographicCamera();
            _camera.View *= Mat4.RotateY(Angle.FromDegrees(15));

            _shader = new BasicShader(gl);
            _modelUniform = gl.GetUniformLocation(_shader.Handle, "Model");
            _viewUniform = gl.GetUniformLocation(_shader.Handle, "View");
            _projectionUniform = gl.GetUniformLocation(_shader.Handle, "Projection");

            _graph = new OpenGLSceneGraph();
            _graph.Nodes.Add(new CoordinateSystemLeaf(gl, _shader, _model.Features.OfType<CoordinateSystem>()));
            _graph.Nodes.Add(new DatumPlaneLeaf(gl, _shader, _model.Features.OfType<DatumPlane>()));
            _graph.Nodes.Add(new GeometryLeaf(gl, _shader));
        }
开发者ID:veggielane,项目名称:OpenCAD_old,代码行数:20,代码来源:ModelControl.cs

示例4: InitShader

        void IRenderable.Render(OpenGL gl, RenderMode renderMode)
        {
            if (positionBuffer == null || colorBuffer == null) { return; }

            if (this.shaderProgram == null)
            {
                this.shaderProgram = InitShader(gl, renderMode);
            }
            if (this.vertexArrayObject == null)
            {
                CreateVertexArrayObject(gl, renderMode);
            }

            BeforeRendering(gl, renderMode);

            if (this.RenderGridWireframe && this.vertexArrayObject != null)
            {
                //if (wireframeIndexBuffer != null)
                if (positionBuffer != null && colorBuffer != null && indexBuffer != null)
                {
                    shaderProgram.SetUniform1(gl, "renderingWireframe", 1.0f);// shader一律上白色。

                    gl.Disable(OpenGL.GL_LINE_STIPPLE);
                    gl.Disable(OpenGL.GL_POLYGON_STIPPLE);
                    gl.Enable(OpenGL.GL_LINE_SMOOTH);
                    gl.Enable(OpenGL.GL_POLYGON_SMOOTH);
                    gl.ShadeModel(SharpGL.Enumerations.ShadeModel.Smooth);
                    gl.Hint(SharpGL.Enumerations.HintTarget.LineSmooth, SharpGL.Enumerations.HintMode.Nicest);
                    gl.Hint(SharpGL.Enumerations.HintTarget.PolygonSmooth, SharpGL.Enumerations.HintMode.Nicest);
                    gl.PolygonMode(SharpGL.Enumerations.FaceMode.FrontAndBack, SharpGL.Enumerations.PolygonMode.Lines);

                    gl.Enable(OpenGL.GL_PRIMITIVE_RESTART);
                    gl.PrimitiveRestartIndex(uint.MaxValue);

                    gl.Enable(OpenGL.GL_BLEND);
                    gl.BlendFunc(SharpGL.Enumerations.BlendingSourceFactor.SourceAlpha, SharpGL.Enumerations.BlendingDestinationFactor.OneMinusSourceAlpha);

                    gl.BindVertexArray(this.vertexArrayObject[0]);
                    gl.BindBuffer(OpenGL.GL_ELEMENT_ARRAY_BUFFER, indexBuffer[0]);
                    gl.DrawElements(OpenGL.GL_QUAD_STRIP, this.indexBufferLength, OpenGL.GL_UNSIGNED_INT, IntPtr.Zero);
                    gl.BindVertexArray(0);

                    gl.Disable(OpenGL.GL_BLEND);

                    gl.Disable(OpenGL.GL_PRIMITIVE_RESTART);

                    gl.PolygonMode(SharpGL.Enumerations.FaceMode.FrontAndBack, SharpGL.Enumerations.PolygonMode.Filled);
                    gl.Disable(OpenGL.GL_POLYGON_SMOOTH);
                }
            }

            if (this.RenderGrid && this.vertexArrayObject != null)
            {
                if (positionBuffer != null && colorBuffer != null && indexBuffer != null)
                {
                    shaderProgram.SetUniform1(gl, "renderingWireframe", 0.0f);// shader根据uv buffer来上色。

                    gl.Enable(OpenGL.GL_PRIMITIVE_RESTART);
                    gl.PrimitiveRestartIndex(uint.MaxValue);

                    gl.Enable(OpenGL.GL_BLEND);
                    gl.BlendFunc(SharpGL.Enumerations.BlendingSourceFactor.SourceAlpha, SharpGL.Enumerations.BlendingDestinationFactor.OneMinusSourceAlpha);

                    gl.BindVertexArray(this.vertexArrayObject[0]);
                    gl.BindBuffer(OpenGL.GL_ELEMENT_ARRAY_BUFFER, indexBuffer[0]);
                    gl.DrawElements(OpenGL.GL_QUAD_STRIP, this.indexBufferLength, OpenGL.GL_UNSIGNED_INT, IntPtr.Zero);
                    gl.BindVertexArray(0);

                    gl.Disable(OpenGL.GL_BLEND);

                    gl.Disable(OpenGL.GL_PRIMITIVE_RESTART);
                }
            }

            AfterRendering(gl, renderMode);
        }
开发者ID:bitzhuwei,项目名称:CSharpGL,代码行数:76,代码来源:HexahedronGrid.cs

示例5: DrawMesh

        /// <summary>
        /// Draw a mesh.
        /// </summary>
        /// <param name="gl">OpenGL handler.</param>
        /// <param name="buildingObj">The mesh.</param>BuildingObjectLib3DS _object,
        private void DrawMesh(OpenGL gl,  Lib3dsMesh thisMesh, Hashtable textures, List<Lib3dsMaterial> matrials, DrawType type)
        {
            if (thisMesh == null || thisMesh.nfaces == 0)
                return;

            // Draw all the faces in this mesh.
            for (int j = 0; j < thisMesh.faces.Count; j++)
            {
                Lib3dsFace thisFace = thisMesh.faces[j];
                float transparency = matrials[thisFace.material].transparency;
                //float[] fogColor = new float[4] { 0.5f, 0.5f, 0.5f, 1.0f };
                //float[] LightAmbient = new float[4] { 0.5f, 0.5f, 0.5f, 1.0f };
                //float[] LightDiffuse = new float[4] { 1.0f, 1.0f, 1.0f, 1.0f };
                //float[] LightPosition = new float[4] { 0.0f, 0.0f, 2.0f, 1.0f };

                switch (type)
                {
                    case DrawType.WireFrame:
                        gl.PolygonMode(OpenGL.GL_FRONT_AND_BACK, OpenGL.GL_LINE);
                        IsDrawTexture = false;
                        gl.Color(0.5f, 0.5f, 0.5f, 0.5f);
                        gl.LineWidth(1.5f);
                        break;
                    case DrawType.Full:
                        IsDrawTexture = BindTexture(gl, textures, matrials[thisFace.material].name);
                        gl.PolygonMode(OpenGL.GL_FRONT_AND_BACK, OpenGL.GL_FILL);
                        break;
                    case DrawType.Face:
                        gl.PolygonMode(OpenGL.GL_FRONT_AND_BACK, OpenGL.GL_FILL);
                        IsDrawTexture = false;
                        break;
                    case DrawType.Translucent:
                        IsDrawTexture = BindTexture(gl, textures, matrials[thisFace.material].name);
                        gl.PolygonMode(OpenGL.GL_FRONT_AND_BACK, OpenGL.GL_FILL);
                        gl.Enable(OpenGL.GL_BLEND);
                        gl.BlendFunc(OpenGL.GL_SRC_ALPHA,OpenGL.GL_ONE_MINUS_SRC_ALPHA);

                        //gl.Enable(OpenGL.GL_TEXTURE_2D);							// Enable Texture Mapping
                        //gl.ShadeModel(OpenGL.GL_SMOOTH);							// Enable Smooth Shading
                        //gl.ClearColor(0.5f,0.5f,0.5f,1.0f);					// We'll Clear To The Color Of The Fog
                        //gl.ClearDepth(1.0f);									// Depth Buffer Setup
                        //gl.Enable(OpenGL.GL_DEPTH_TEST);							// Enables Depth Testing
                        //gl.DepthFunc(OpenGL.GL_LEQUAL);								// The Type Of Depth Testing To Do
                        //gl.Hint(OpenGL.GL_PERSPECTIVE_CORRECTION_HINT, OpenGL.GL_NICEST);	// Really Nice Perspective Calculations

                        //gl.Light(OpenGL.GL_LIGHT1, OpenGL.GL_AMBIENT, LightAmbient);		// Setup The Ambient Light
                        //gl.Light(OpenGL.GL_LIGHT1, OpenGL.GL_DIFFUSE, LightDiffuse);		// Setup The Diffuse Light
                        //gl.Light(OpenGL.GL_LIGHT1, OpenGL.GL_POSITION,LightPosition);	// Position The Light
                        //gl.Enable(OpenGL.GL_LIGHT1);

                        //gl.Fog(OpenGL.GL_FOG_COLOR, fogColor);//设置雾颜色,f是一个指定颜色的数组float f[4]
                        //gl.Fog(OpenGL.GL_FOG_DENSITY, 0.85f); // 设置雾的密度
                        //gl.Hint(OpenGL.GL_FOG_HINT, OpenGL.GL_DONT_CARE); // 设置系统如何计算雾气
                        //gl.Fog(OpenGL.GL_FOG_START, 0.01f);//设置雾从多远开始
                        //gl.Fog(OpenGL.GL_FOG_END, 100.0f);//设置雾从多远结束
                        //gl.Fog(OpenGL.GL_FOG_MODE, OpenGL.GL_LINEAR);//设置使用哪种雾,共有三中雾化模式
                        //gl.Enable(OpenGL.GL_FOG);//打开雾效果

                        transparency = 0.2f;
                        break;
                    default:
                        gl.PolygonMode(OpenGL.GL_FRONT_AND_BACK, OpenGL.GL_FILL);
                        IsDrawTexture = false;
                        break;
                }
                if (type != DrawType.WireFrame)
                {
                    gl.Color(matrials[thisFace.material].diffuse[0], matrials[thisFace.material].diffuse[1],
                        matrials[thisFace.material].diffuse[2], matrials[thisFace.material].transparency);
                }

                gl.Begin(OpenGL.GL_TRIANGLES);

                for (int k = 0; k != 3; ++k)
                {
                    int index = thisFace.index[k];

                    if (IsDrawTexture)
                        gl.TexCoord(thisMesh.texcos[index].s, thisMesh.texcos[index].t);
                    gl.Vertex(thisMesh.vertices[index].x / 20, thisMesh.vertices[index].z / 20, -thisMesh.vertices[index].y / 20);
                }

                gl.End();
                if(type == DrawType.Translucent)
                   gl.Disable(OpenGL.GL_BLEND);
            }
        }
开发者ID:k19862217,项目名称:DioramaExhibitionSupportSystem,代码行数:92,代码来源:3DSDrawer.cs

示例6: InitEngine

        public void InitEngine(OpenGL gl)
        {
            try
            {
                DebugTools.LogToConsole("Prepareing GL");
                //setup open gl and activate modes
                gl.TexParameter(OpenGL.GL_TEXTURE_2D, OpenGL.GL_TEXTURE_WRAP_S, OpenGL.GL_REPEAT);
                gl.TexParameter(OpenGL.GL_TEXTURE_2D, OpenGL.GL_TEXTURE_WRAP_T, OpenGL.GL_REPEAT);
                gl.TexParameter(OpenGL.GL_TEXTURE_2D, OpenGL.GL_TEXTURE_MAG_FILTER, OpenGL.GL_NEAREST);
                gl.TexParameter(OpenGL.GL_TEXTURE_2D, OpenGL.GL_TEXTURE_MIN_FILTER, OpenGL.GL_NEAREST);
                gl.Enable(OpenGL.GL_BLEND);
                gl.Enable(OpenGL.GL_TEXTURE_2D);
                gl.Enable(OpenGL.GL_DEPTH_TEST);
                //fffgl.Enable(OpenGL.GL_LIGHTING);
                gl.BlendFunc(OpenGL.GL_SRC_ALPHA, OpenGL.GL_ONE_MINUS_SRC_ALPHA);
                gl.ShadeModel(OpenGL.GL_SMOOTH);
                //Darw the first frame with a load test
                Draw(gl);

                DebugTools.LogToConsole("Loading Resources");
                //Loading the resources and bind to gl
                resourceManager = new ResourceManager();
                DebugTools.LogToConsole("Applying Textures");
                resourceManager.InitTextures(gl);
                DebugTools.LogToConsole("Loading Level");
                //Loading level
                //_level = new MasterMindGame.MasterMind();
                //_level.Build(this);
                _level = new MasterMindGame.MasterMind();
                _level.Build(this);
                GameObjects.Sort(
                    delegate(GameObject p1, GameObject p2)
                    {
                        return p1.Z_Index.CompareTo(p2.Z_Index);
                    }
                );
                //Startup is complete
                StartupComplete = true;
            }
            catch (Exception error)
            {
                DebugTools.LogError(error);
            }
        }
开发者ID:Vinic,项目名称:TomatoEngine,代码行数:44,代码来源:TomatoMainEngine.cs

示例7: StartRendering

        /// <summary>
        /// Create device and renderbuffer, initialize NV_DX_interop and start rendering.
        /// </summary>
        private void StartRendering()
        {
            _gl = new OpenGL();

            _hwnd = new HwndSource(0, 0, 0, 0, 0, "test", IntPtr.Zero).Handle;

            _gl.Create(SharpGL.Version.OpenGLVersion.OpenGL2_1, RenderContextType.HiddenWindow, 1, 1, 32, _hwnd);

            //  Set the most basic OpenGL styles.
            _gl.ShadeModel(OpenGL.GL_SMOOTH);
            _gl.ClearColor(0.0f, 0.0f, 0.0f, 1.0f);
            _gl.ClearDepth(1.0f);

            _gl.Enable(OpenGL.GL_BLEND);
            _gl.Disable(OpenGL.GL_DEPTH_TEST);

            _gl.Enable(OpenGL.GL_TEXTURE_2D);
            _gl.TexEnv(OpenGL.GL_TEXTURE_ENV, OpenGL.GL_TEXTURE_ENV_MODE, OpenGL.GL_REPLACE);

            _gl.BlendFunc(OpenGL.GL_SRC_ALPHA, OpenGL.GL_ONE_MINUS_SRC_ALPHA);

            //_gl.Enable(OpenGL.GL_MULTISAMPLE);
            //_gl.Enable(OpenGL.GL_MULTISAMPLE_ARB);

            _gl.Hint(0x8534, OpenGL.GL_FASTEST);

            ResizeRendering();

            // leverage the Rendering event of WPF's composition target to
            // update the custom D3D scene
            CompositionTarget.Rendering += OnRenderOpenGL;

            if (GLInitialize != null)
                GLInitialize(this, new EventArgs());
        }
开发者ID:LittleFox94,项目名称:sharpgl,代码行数:38,代码来源:FastGLControl.xaml.cs

示例8: foreach

        /// <summary>
        /// This is called when a face is interactable, so highlight it.
        /// </summary>
        void IInteractable.DrawPick(OpenGL gl)
        {
            //	Save all the attributes.
            gl.PushAttrib(OpenGL.ALL_ATTRIB_BITS);

            //	Disable lighting, set colour to red etc.
            gl.Disable(OpenGL.LIGHTING);
            gl.DepthFunc(OpenGL.LEQUAL);

            //	Now draw it with a faint red.
            gl.Enable(OpenGL.BLEND);
            gl.BlendFunc(OpenGL.SRC_ALPHA, OpenGL.ONE_MINUS_SRC_ALPHA);
            gl.Color(1, 0, 0, 0.2f);

            //	Draw the face.
            gl.Begin(OpenGL.POLYGON);
            foreach(Index index in indices)
                gl.Vertex(parentpoly.Vertices[index.Vertex]);
            gl.End();

            gl.Disable(OpenGL.BLEND);

            //	Draw the face.
            gl.Begin(OpenGL.LINE_LOOP);
            for(int i = 0; i < indices.Count - 1; i++)
                gl.Vertex(parentpoly.Vertices[indices[i].Vertex]);
            gl.End();

            gl.PopAttrib();
        }
开发者ID:nromik,项目名称:sharpgl,代码行数:33,代码来源:SimpleTypes.cs

示例9: DoRenderMatrix

        /// <summary>
        /// 渲染基质
        /// </summary>
        /// <param name="gl"></param>
        /// <param name="renderMode"></param>
        private void DoRenderMatrix(OpenGL gl, RenderMode renderMode)
        {
            if (this.positionBuffer == null || this.colorBuffer == null) { return; }

            if (this.RenderGrid && this.matrixVertexArrayObject != null)
            {
                shaderProgram.SetUniform1(gl, "renderingWireframe", 0.0f);
                shaderProgram.SetUniform1(gl, "opacity", this.Opacity);

                gl.Enable(OpenGL.GL_POLYGON_OFFSET_FILL);
                gl.PolygonOffset(1.0f, 1.0f);

                gl.Enable(OpenGL.GL_BLEND);
                gl.BlendFunc(SharpGL.Enumerations.BlendingSourceFactor.SourceAlpha, SharpGL.Enumerations.BlendingDestinationFactor.OneMinusSourceAlpha);

                gl.BindVertexArray(matrixVertexArrayObject[0]);

                switch (this.MatrixType)
                {
                    case MatrixFormat.Triangle:
                        gl.DrawArrays(this.matrixRenderMode, 0, this.MatrixVertexOrIndexCount);
                        break;
                    case MatrixFormat.Tetrahedron:
                        gl.Enable(OpenGL.GL_PRIMITIVE_RESTART);
                        gl.PrimitiveRestartIndex(uint.MaxValue);

                        gl.BindBuffer(OpenGL.GL_ELEMENT_ARRAY_BUFFER, this.matrixIndexBuffer[0]);
                        gl.DrawElements(this.matrixRenderMode, this.MatrixVertexOrIndexCount, OpenGL.GL_UNSIGNED_INT, IntPtr.Zero);
                        gl.Disable(OpenGL.GL_PRIMITIVE_RESTART);
                        break;
                    case MatrixFormat.TriangularPrism:
                        // 先渲染三棱柱的上下三角形
                        gl.DrawArrays(OpenGL.GL_TRIANGLES, 0, this.MatrixVertexOrIndexCount);
                        // 再渲染三棱柱的三个侧面
                        gl.Enable(OpenGL.GL_PRIMITIVE_RESTART);
                        gl.PrimitiveRestartIndex(uint.MaxValue);
                        gl.BindBuffer(OpenGL.GL_ELEMENT_ARRAY_BUFFER, this.matrixIndexBuffer[0]);
                        gl.DrawElements(this.matrixRenderMode, this.MatrixVertexOrIndexCount, OpenGL.GL_UNSIGNED_INT, IntPtr.Zero);
                        gl.Disable(OpenGL.GL_PRIMITIVE_RESTART);
                        break;
                    default:
                        break;
                }
                gl.BindVertexArray(0);
                gl.Disable(OpenGL.GL_BLEND);

                gl.Disable(OpenGL.GL_POLYGON_OFFSET_FILL);
            }

            if (this.RenderGridWireframe && this.matrixVertexArrayObject != null)
            {
                shaderProgram.SetUniform1(gl, "renderingWireframe", 1.0f);
                shaderProgram.SetUniform1(gl, "opacity", this.Opacity);
                gl.PolygonMode(SharpGL.Enumerations.FaceMode.FrontAndBack, SharpGL.Enumerations.PolygonMode.Lines);

                gl.Enable(OpenGL.GL_BLEND);
                gl.BlendFunc(SharpGL.Enumerations.BlendingSourceFactor.SourceAlpha, SharpGL.Enumerations.BlendingDestinationFactor.OneMinusSourceAlpha);

                gl.BindVertexArray(matrixVertexArrayObject[0]);
                switch (this.MatrixType)
                {
                    case MatrixFormat.Triangle:
                        gl.DrawArrays(this.matrixRenderMode, 0, this.MatrixVertexOrIndexCount);
                        break;
                    case MatrixFormat.Tetrahedron:
                        gl.Enable(OpenGL.GL_PRIMITIVE_RESTART);
                        gl.PrimitiveRestartIndex(uint.MaxValue);
                        gl.BindBuffer(OpenGL.GL_ELEMENT_ARRAY_BUFFER, this.matrixIndexBuffer[0]);
                        gl.DrawElements(this.matrixRenderMode, this.MatrixVertexOrIndexCount, OpenGL.GL_UNSIGNED_INT, IntPtr.Zero);
                        gl.Disable(OpenGL.GL_PRIMITIVE_RESTART);
                        break;
                    case MatrixFormat.TriangularPrism:
                        // 先渲染三棱柱的上下三角形
                        gl.DrawArrays(OpenGL.GL_TRIANGLES, 0, this.MatrixVertexOrIndexCount / 9 * 6);
                        // 再渲染三棱柱的三个侧面
                        gl.Enable(OpenGL.GL_PRIMITIVE_RESTART);
                        gl.PrimitiveRestartIndex(uint.MaxValue);
                        gl.BindBuffer(OpenGL.GL_ELEMENT_ARRAY_BUFFER, this.matrixIndexBuffer[0]);
                        gl.DrawElements(this.matrixRenderMode, this.MatrixVertexOrIndexCount, OpenGL.GL_UNSIGNED_INT, IntPtr.Zero);
                        gl.Disable(OpenGL.GL_PRIMITIVE_RESTART);
                        break;
                    default:
                        break;
                }
                gl.PolygonMode(SharpGL.Enumerations.FaceMode.FrontAndBack, SharpGL.Enumerations.PolygonMode.Filled);
                gl.BindVertexArray(0);

                gl.Disable(OpenGL.GL_BLEND);
            }
        }
开发者ID:bitzhuwei,项目名称:CSharpGL,代码行数:95,代码来源:DynamicUnstructureGrid.cs

示例10: OnLoad

        public override void OnLoad(OpenGL gl)
        {
            gl.Enable(OpenGL.GL_CULL_FACE);
            gl.Enable(OpenGL.GL_DEPTH_TEST);
            gl.Enable(OpenGL.GL_BLEND);
            gl.BlendFunc(BlendingSourceFactor.SourceAlpha, BlendingDestinationFactor.OneMinusSourceAlpha);

            _camera = new OrthographicCamera();
            _camera.View *= Mat4.RotateY(Angle.FromDegrees(15));

            _shader = new BasicShader(gl);
            _modelUniform = gl.GetUniformLocation(_shader.Handle, "Model");
            _viewUniform = gl.GetUniformLocation(_shader.Handle, "View");
            _projectionUniform = gl.GetUniformLocation(_shader.Handle, "Projection");

            _graph = new SceneGraph();

            _graph.Nodes.Add(new CoordinateSystemLeaf(gl, _shader, _model.Features.OfType<CoordinateSystem>()));
            _graph.Nodes.Add(new DatumPlaneLeaf(gl, _shader, _model.Features.OfType<DatumPlane>()));

            const double s = 5.0;
            var v0 = new Vertex("v0", new Vect3(0, 0, 0));
            var v1 = new Vertex("v1", new Vect3(0, 0, s));
            var v2 = new Vertex("v2", new Vect3(s, 0, s));
            var v3 = new Vertex("v3", new Vect3(s, 0, 0));
            var v4 = new Vertex("v4", new Vect3(0, s, 0));
            var v5 = new Vertex("v5", new Vect3(0, s, s));
            var v6 = new Vertex("v6", new Vect3(s, s, s));
            var v7 = new Vertex("v7", new Vect3(s, s, 0));

            var f0 = new Face("f0");
            var f1 = new Face("f1");
            var f2 = new Face("f2");
            var f3 = new Face("f3");
            var f4 = new Face("f4");
            var f5 = new Face("f5");
            LineHalfEdge e0a = null;
            LineHalfEdge e0b = null;
            LineHalfEdge e1a = null;
            LineHalfEdge e1b = null;
            LineHalfEdge e2a = null;
            LineHalfEdge e2b = null;
            LineHalfEdge e3a = null;
            LineHalfEdge e3b = null;
            LineHalfEdge e4a = null;
            LineHalfEdge e4b = null;
            LineHalfEdge e5a = null;
            LineHalfEdge e5b = null;
            LineHalfEdge e6a = null;
            LineHalfEdge e6b = null;
            LineHalfEdge e7a = null;
            LineHalfEdge e7b = null;
            LineHalfEdge e8a = null;
            LineHalfEdge e8b = null;
            LineHalfEdge e9a = null;
            LineHalfEdge e9b = null;
            LineHalfEdge e10a = null;
            LineHalfEdge e10b = null;
            LineHalfEdge e11a = null;
            LineHalfEdge e11b = null;

            e0a = new LineHalfEdge("e0a", v1, new Lazy<IHalfEdge>(() => e0b), f0);
            e1a = new LineHalfEdge("e1a", v2, new Lazy<IHalfEdge>(() => e1b), f0);
            e2a = new LineHalfEdge("e2a", v3, new Lazy<IHalfEdge>(() => e2b), f0);
            e3a = new LineHalfEdge("e3a", v0, new Lazy<IHalfEdge>(() => e3b), f0);
            f0.Loops.Add(new EdgeLoop(e0a, e1a, e2a, e3a));

            e0b = new LineHalfEdge("e0b", v0, new Lazy<IHalfEdge>(() => e0a), f1);
            e7a = new LineHalfEdge("e7a", v4, new Lazy<IHalfEdge>(() => e7b), f1);
            e8a = new LineHalfEdge("e8a", v5, new Lazy<IHalfEdge>(() => e8b), f1);
            e4a = new LineHalfEdge("e4a", v1, new Lazy<IHalfEdge>(() => e4b), f1);
            f1.Loops.Add(new EdgeLoop(e0b, e7a, e8a, e4a));

            e1b = new LineHalfEdge("e1b", v1, new Lazy<IHalfEdge>(() => e1a), f2);
            e4b = new LineHalfEdge("e4b", v5, new Lazy<IHalfEdge>(() => e4a), f2);
            e9a = new LineHalfEdge("e9a", v6, new Lazy<IHalfEdge>(() => e9b), f2);
            e5a = new LineHalfEdge("e5a", v2, new Lazy<IHalfEdge>(() => e5b), f2);
            f2.Loops.Add(new EdgeLoop(e1b, e4b, e9a, e5a));

            e2b = new LineHalfEdge("e2b", v2, new Lazy<IHalfEdge>(() => e2a), f3);
            e5b = new LineHalfEdge("e5b", v6, new Lazy<IHalfEdge>(() => e5a), f3);
            e10a = new LineHalfEdge("e10a", v7, new Lazy<IHalfEdge>(() => e10b), f3);
            e6a = new LineHalfEdge("e6a", v3, new Lazy<IHalfEdge>(() => e6b), f3);
            f3.Loops.Add(new EdgeLoop(e2b, e5b, e10a, e6a));

            e3b = new LineHalfEdge("e3b", v3, new Lazy<IHalfEdge>(() => e3a), f4);
            e6b = new LineHalfEdge("e6b", v7, new Lazy<IHalfEdge>(() => e6a), f4);
            e11a = new LineHalfEdge("e11a", v4, new Lazy<IHalfEdge>(() => e11b), f4);
            e7b = new LineHalfEdge("e7b", v0, new Lazy<IHalfEdge>(() => e7a), f4);
            f4.Loops.Add(new EdgeLoop(e3b, e6b, e11a, e7b));

            e8b = new LineHalfEdge("e8b", v4, new Lazy<IHalfEdge>(() => e8a), f5);
            e11b = new LineHalfEdge("e11b", v7, new Lazy<IHalfEdge>(() => e11a), f5);
            e10b = new LineHalfEdge("e10b", v6, new Lazy<IHalfEdge>(() => e10a), f5);
            e9b = new LineHalfEdge("e9b", v5, new Lazy<IHalfEdge>(() => e9b), f5);
            f5.Loops.Add(new EdgeLoop(e8b, e11b, e10b, e9b));

            var shell = new Shell(f0,f1,f2,f3,f4,f5);

            var data = new List<Vert>();
//.........这里部分代码省略.........
开发者ID:rho24,项目名称:OpenCAD,代码行数:101,代码来源:ModelControl.cs


注:本文中的SharpGL.OpenGL.BlendFunc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。