本文整理匯總了C#中SharpGL.OpenGL.ClearColor方法的典型用法代碼示例。如果您正苦於以下問題:C# OpenGL.ClearColor方法的具體用法?C# OpenGL.ClearColor怎麽用?C# OpenGL.ClearColor使用的例子?那麽, 這裏精選的方法代碼示例或許可以為您提供幫助。您也可以進一步了解該方法所在類SharpGL.OpenGL
的用法示例。
在下文中一共展示了OpenGL.ClearColor方法的7個代碼示例,這些例子默認根據受歡迎程度排序。您可以為喜歡或者感覺有用的代碼點讚,您的評價將有助於係統推薦出更棒的C#代碼示例。
示例1: Initialise
/// <summary>
/// Initialises the scene.
/// </summary>
/// <param name="gl">The OpenGL instance.</param>
/// <param name="width">The width of the screen.</param>
/// <param name="height">The height of the screen.</param>
public void Initialise(OpenGL gl, float width, float height)
{
// Set a blue clear colour.
gl.ClearColor(0.4f, 0.6f, 0.9f, 0.0f);
// Create the shader program.
var vertexShaderSource = ManifestResourceLoader.LoadTextFile("Shader.vert");
var fragmentShaderSource = ManifestResourceLoader.LoadTextFile("Shader.frag");
shaderProgram = new ShaderProgram();
shaderProgram.Create(gl, vertexShaderSource, fragmentShaderSource, null);
shaderProgram.BindAttributeLocation(gl, attributeIndexPosition, "in_Position");
shaderProgram.BindAttributeLocation(gl, attributeIndexColour, "in_Color");
shaderProgram.AssertValid(gl);
// Create a perspective projection matrix.
const float rads = (60.0f / 360.0f) * (float)Math.PI * 2.0f;
projectionMatrix = glm.perspective(rads, width / height, 0.1f, 100.0f);
// Create a view matrix to move us back a bit.
viewMatrix = glm.translate(new mat4(1.0f), new vec3(0.0f, 0.0f, -5.0f));
// Create a model matrix to make the model a little bigger.
modelMatrix = glm.scale(new mat4(1.0f), new vec3(2.5f));
// Now create the geometry for the square.
CreateVerticesForSquare(gl);
}
示例2: Initialise
public void Initialise(OpenGL gl)
{
// Create the per pixel shader.
shaderPerPixel = new ShaderProgram();
shaderPerPixel.Create(gl,
ManifestResourceLoader.LoadTextFile(@"Shaders\PerPixel.vert"),
ManifestResourceLoader.LoadTextFile(@"Shaders\PerPixel.frag"), null);
shaderPerPixel.BindAttributeLocation(gl, VertexAttributes.Position, "Position");
shaderPerPixel.BindAttributeLocation(gl, VertexAttributes.Normal, "Normal");
gl.ClearColor(0f,0f, 0f, 1f);
// Immediate mode only features!
gl.Enable(OpenGL.GL_TEXTURE_2D);
}
示例3: Initialize
public void Initialize(OpenGL gl)
{
this.gl = gl;
gl.Enable(OpenGL.GL_DEPTH_TEST);
gl.DepthFunc(DepthFunction.LessThanOrEqual);
gl.ClearDepth(1.0);
gl.ClearColor(0.0f, 0.0f, 0.0f, 0.0f);
gl.Hint(HintTarget.PerspectiveCorrection, HintMode.Nicest);
gl.Hint(HintTarget.LineSmooth, HintMode.Nicest);
gl.Hint(HintTarget.PointSmooth, HintMode.Nicest);
gl.Hint(HintTarget.PolygonSmooth, HintMode.Nicest);
gl.Enable(OpenGL.GL_SMOOTH);
gl.Enable(OpenGL.GL_LINE_SMOOTH);
gl.Enable(OpenGL.GL_POINT_SMOOTH);
gl.Enable(OpenGL.GL_MULTISAMPLE);
gl.MinSampleShading(4.0f);
}
示例4: SetClearColor
public void SetClearColor(OpenGL _context, Color _color)
{
_context.ClearColor(_color.R, _color.G, _color.B, _color.A);
}
示例5: OnRender
public override void OnRender(OpenGL gl)
{
gl.Clear(OpenGL.GL_COLOR_BUFFER_BIT | OpenGL.GL_DEPTH_BUFFER_BIT);
gl.ClearColor(0.137f, 0.121f, 0.125f, 0f);
_graph.Render();
}
示例6: 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());
}
示例7: OnRender
public override void OnRender(OpenGL gl)
{
gl.Clear(OpenGL.GL_COLOR_BUFFER_BIT | OpenGL.GL_DEPTH_BUFFER_BIT);
gl.ClearColor(0.137f, 0.121f, 0.125f, 0f);
_graph.Render();
gl.Disable(OpenGL.GL_DEPTH_TEST);
using (new Bind(_shader))
{
gl.UniformMatrix4(_modelUniform, 1, false, Mat4.Identity.ToColumnMajorArray());
gl.PointSize(10f);
gl.Begin(BeginMode.Points);
gl.Vertex(6, 0);
gl.End();
}
gl.PointSize(5f);
_points.Render();
gl.Enable(OpenGL.GL_DEPTH_TEST);
}