本文整理汇总了C#中SharpGL.OpenGL.PopAttrib方法的典型用法代码示例。如果您正苦于以下问题:C# OpenGL.PopAttrib方法的具体用法?C# OpenGL.PopAttrib怎么用?C# OpenGL.PopAttrib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SharpGL.OpenGL
的用法示例。
在下文中一共展示了OpenGL.PopAttrib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
private void CreateDisplayList(OpenGL gl)
{
displayList = new DisplayList();
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 line width.
gl.LineWidth(lineWidth);
//Draw the line.
gl.Begin(OpenGL.GL_LINES);
for (float i = (size * -1); i < size; i+=0.4f)
{
float add = 0.2f;
if (i > 0) add = 0.4f;
if (i < 0 && i > -0.2f) add = 0.4f;
gl.Color(1f, 0f, 0f, 1f);
gl.Vertex(i, 0, 0);
gl.Vertex(i + add, 0, 0);
gl.Color(0f, 1f, 0f, 1f);
gl.Vertex(0, i, 0);
gl.Vertex(0, i + add, 0);
gl.Color(0f, 0f, 1f, 1f);
gl.Vertex(0, 0, i);
gl.Vertex(0, 0, i + add);
}
gl.End();
// Restore attributes.
gl.PopAttrib();
displayList.End(gl);
}
示例2: DrawText
/// <summary>
/// Draws the text.
/// </summary>
/// <param name="gl">The gl.</param>
/// <param name="x">The x.</param>
/// <param name="y">The y.</param>
/// <param name="r">The r.</param>
/// <param name="g">The g.</param>
/// <param name="b">The b.</param>
/// <param name="faceName">Name of the face.</param>
/// <param name="fontSize">Size of the font.</param>
/// <param name="text">The text.</param>
public void DrawText(OpenGL gl, int x, int y, float r, float g, float b, string faceName, float fontSize, string text)
{
// Get the font size in pixels.
var fontHeight = (int)(fontSize * (16.0f / 12.0f));
// Do we have a font bitmap entry for this OpenGL instance and face name?
var result = (from fbe in fontBitmapEntries
where fbe.HDC == gl.RenderContextProvider.DeviceContextHandle
&& fbe.HRC == gl.RenderContextProvider.RenderContextHandle
&& String.Compare(fbe.FaceName, faceName, StringComparison.OrdinalIgnoreCase) == 0
&& fbe.Height == fontHeight
select fbe).ToList();
// Get the FBE or null.
var fontBitmapEntry = result.FirstOrDefault();
// If we don't have the FBE, we must create it.
if (fontBitmapEntry == null)
fontBitmapEntry = CreateFontBitmapEntry(gl, faceName, fontHeight);
double width = gl.RenderContextProvider.Width;
double height = gl.RenderContextProvider.Height;
// Create the appropriate projection matrix.
gl.MatrixMode(OpenGL.GL_PROJECTION);
gl.PushMatrix();
gl.LoadIdentity();
int[] viewport = new int[4];
gl.GetInteger(OpenGL.GL_VIEWPORT, viewport);
gl.Ortho(0, width, 0, height, -1, 1);
// Create the appropriate modelview matrix.
gl.MatrixMode(OpenGL.GL_MODELVIEW);
gl.PushMatrix();
gl.LoadIdentity();
gl.Color(r, g, b);
gl.RasterPos(x, y);
gl.PushAttrib(OpenGL.GL_LIST_BIT | OpenGL.GL_CURRENT_BIT |
OpenGL.GL_ENABLE_BIT | OpenGL.GL_TRANSFORM_BIT);
gl.Color(r, g, b);
gl.Disable(OpenGL.GL_LIGHTING);
gl.Disable(OpenGL.GL_TEXTURE_2D);
gl.Disable(OpenGL.GL_DEPTH_TEST);
gl.RasterPos(x, y);
// Set the list base.
gl.ListBase(fontBitmapEntry.ListBase);
// Create an array of lists for the glyphs.
var lists = text.Select(c => (byte) c).ToArray();
// Call the lists for the string.
gl.CallLists(lists.Length, lists);
gl.Flush();
// Reset the list bit.
gl.PopAttrib();
// Pop the modelview.
gl.PopMatrix();
// back to the projection and pop it, then back to the model view.
gl.MatrixMode(OpenGL.GL_PROJECTION);
gl.PopMatrix();
gl.MatrixMode(OpenGL.GL_MODELVIEW);
}
示例3: CreateDisplayList
private void CreateDisplayList(OpenGL gl)
{
displayList = new DisplayList();
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 line width.
gl.LineWidth(lineWidth);
//Draw the line.
gl.Begin(OpenGL.GL_LINES);
for (int i = (size * -1); i <= size; i++)
{
if (i != 0)
{
if ((i % 4) == 0)
gl.Color(Convert.ColorToGLColor(darkColor));
else
gl.Color(Convert.ColorToGLColor(lightColor));
gl.Vertex(i, (size * -1), 0);
gl.Vertex(i, size, 0);
gl.Vertex((size * -1), i, 0);
gl.Vertex(size, i, 0);
}
}
gl.End();
// Restore attributes.
gl.PopAttrib();
displayList.End(gl);
}
示例4: 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.ALL_ATTRIB_BITS);
gl.Disable(OpenGL.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++);
((IInteractable)v).DrawPick(gl);
}
// Pop the name.
gl.PopName();
}
if(lines)
{
// Draw lines along each row, then along each column.
gl.DepthFunc(OpenGL.ALWAYS);
gl.LineWidth(1);
gl.Disable(OpenGL.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.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.LESS);
}
gl.PopAttrib();
}
示例5: 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();
}
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();
}
示例7: CreateDisplayList
private void CreateDisplayList(OpenGL gl)
{
displayList = new DisplayList();
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 line width.
gl.LineWidth(lineWidth);
//Draw the line.
gl.Begin(OpenGL.GL_LINES);
gl.Color(Convert.ColorToGLColor(c1));
gl.Vertex(v1.X, v1.Y, v1.Z);
gl.Color(Convert.ColorToGLColor(c2));
gl.Vertex(v2.X, v2.Y, v2.Z);
gl.End();
// Restore attributes.
gl.PopAttrib();
displayList.End(gl);
}
示例8: DrawText
/// <summary>
/// Draws the text.
/// </summary>
/// <param name="gl">The gl.</param>
/// <param name="x">The x.</param>
/// <param name="y">The y.</param>
/// <param name="r">The r.</param>
/// <param name="g">The g.</param>
/// <param name="b">The b.</param>
/// <param name="faceName">Name of the face.</param>
/// <param name="fontSize">Size of the font.</param>
/// <param name="text">The text.</param>
public void DrawText(OpenGL gl, int x, int y, float r, float g, float b, string faceName, float fontSize, string text)
{
// Get the font size in pixels.
int fontHeight = (int)(fontSize * (16.0f / 12.0f));
// Do we have a font bitmap entry for this OpenGL instance and face name?
var result = from fbe in fontBitmapEntries
where fbe.HDC == gl.RenderContextProvider.DeviceContextHandle
&& fbe.HRC == gl.RenderContextProvider.RenderContextHandle
&& string.Compare(fbe.FaceName, faceName, true) == 0
&& fbe.Height == fontHeight
select fbe;
// Get the FBE or null.
FontBitmapEntry fontBitmapEntry = result == null || result.Count() == 0 ? null : result.First();
// If we don't have the FBE, we must create it.
if (fontBitmapEntry == null)
fontBitmapEntry = CreateFontBitmapEntry(gl, faceName, fontHeight);
double width = gl.RenderContextProvider.Width;
double height = gl.RenderContextProvider.Height;
double aspect_ratio = width / height;
// Create the appropriate projection matrix.
gl.MatrixMode(OpenGL.GL_PROJECTION);
gl.PushMatrix();
gl.LoadIdentity();
int[] viewport = new int[4];
gl.GetInteger(OpenGL.GL_VIEWPORT, viewport);
//gl.Ortho2D(viewport[0], viewport[2], viewport[1], viewport[3]);
gl.Ortho(0, width, 0, height, -1, 1);
// Create the appropriate modelview matrix.
gl.MatrixMode(OpenGL.GL_MODELVIEW);
gl.PushMatrix();
gl.LoadIdentity();
//gl.Translate(0, 0, -5);
//gl.RasterPos(x, y);
gl.Color(r, g, b);
gl.RasterPos(x, y);
gl.PushAttrib(OpenGL.GL_LIST_BIT | OpenGL.GL_CURRENT_BIT |
OpenGL.GL_ENABLE_BIT | OpenGL.GL_TRANSFORM_BIT);
gl.Color(r, g, b);
gl.Disable(OpenGL.GL_LIGHTING);
gl.Disable(OpenGL.GL_TEXTURE_2D);
gl.Disable(OpenGL.GL_DEPTH_TEST);
gl.RasterPos(x, y);
/** gl.Enable(OpenGL.GL_BLEND);
gl.BlendFunc(OpenGL.GL_SRC_ALPHA, OpenGL.GL_ONE_MINUS_SRC_ALPHA); */
// Set the list base.
gl.ListBase(fontBitmapEntry.ListBase);
// Create an array of lists for the glyphs.
List<byte> lists = new List<byte>();
foreach(char c in text)
lists.Add((byte)c);
// Call the lists for the string.
gl.CallLists(lists.Count, lists.ToArray());
gl.Flush();
// Reset the list bit.
gl.PopAttrib();
// Pop the modelview.
gl.PopMatrix();
// back to the projection and pop it, then back to the model view.
gl.MatrixMode(OpenGL.GL_PROJECTION);
gl.PopMatrix();
gl.MatrixMode(OpenGL.GL_MODELVIEW);
}