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C# OpenGL.ShadeModel方法代码示例

本文整理汇总了C#中SharpGL.OpenGL.ShadeModel方法的典型用法代码示例。如果您正苦于以下问题:C# OpenGL.ShadeModel方法的具体用法?C# OpenGL.ShadeModel怎么用?C# OpenGL.ShadeModel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.ShadeModel方法的4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: 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2: 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3: CreateBasicLighting

        public void CreateBasicLighting(OpenGL _context, Vector4 _position)
        {
            //ThrowIfNull(_context);

            _context.Enable(OpenGL.GL_DEPTH_TEST);

            float[] global_ambient = new float[] { 0.5f, 0.5f, 0.5f, 1.0f };
            float[] light0ambient = new float[] { 0.2f, 0.2f, 0.2f, 1.0f };
            float[] light0diffuse = new float[] { 0.3f, 0.3f, 0.3f, 1.0f };
            float[] light0specular = new float[] { 0.8f, 0.8f, 0.8f, 1.0f };

            float[] lmodel_ambient = new float[] { 0.2f, 0.2f, 0.2f, 1.0f };
            _context.LightModel(OpenGL.GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);

            _context.LightModel(OpenGL.GL_LIGHT_MODEL_AMBIENT, global_ambient);
            _context.Light(OpenGL.GL_LIGHT0, OpenGL.GL_POSITION, _position.ToFloatArray());
            _context.Light(OpenGL.GL_LIGHT0, OpenGL.GL_AMBIENT, light0ambient);
            _context.Light(OpenGL.GL_LIGHT0, OpenGL.GL_DIFFUSE, light0diffuse);
            _context.Light(OpenGL.GL_LIGHT0, OpenGL.GL_SPECULAR, light0specular);
            _context.Enable(OpenGL.GL_LIGHTING);
            _context.Enable(OpenGL.GL_LIGHT0);

            _context.ShadeModel(OpenGL.GL_SMOOTH);
        }
开发者ID:mkramers,项目名称:Projects,代码行数:24,代码来源:MainWindow.xaml.cs

示例4: 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


注:本文中的SharpGL.OpenGL.ShadeModel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。