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C# OpenGL.PopMatrix方法代碼示例

本文整理匯總了C#中SharpGL.OpenGL.PopMatrix方法的典型用法代碼示例。如果您正苦於以下問題:C# OpenGL.PopMatrix方法的具體用法?C# OpenGL.PopMatrix怎麽用?C# OpenGL.PopMatrix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SharpGL.OpenGL的用法示例。


在下文中一共展示了OpenGL.PopMatrix方法的5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: 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);
        }
開發者ID:hhool,項目名稱:sharpgl,代碼行數:80,代碼來源:FontOutlines.cs

示例2: PopObjectSpace

 public void PopObjectSpace(OpenGL gl)
 {
     if (material != null)
         material.Pop(gl);
     gl.PopMatrix();
 }
開發者ID:chances,項目名稱:Animatum,代碼行數:6,代碼來源:Sphere.cs

示例3: PopObjectSpace

 public void PopObjectSpace(OpenGL gl)
 {
     gl.PopMatrix();
 }
開發者ID:chances,項目名稱:Animatum,代碼行數:4,代碼來源:Line.cs

示例4: 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);
        }
開發者ID:mind0n,項目名稱:hive,代碼行數:89,代碼來源:FontOutlines.cs

示例5: drawModel

 /// <summary>
 /// Function to draw the model
 /// </summary>
 private void drawModel(OpenGL gl) 
 {
     if(l_vboId != null)
     {
         gl.EnableClientState(OpenGL.GL_VERTEX_ARRAY);
         gl.EnableClientState(OpenGL.GL_COLOR_ARRAY);
         // itering over each list of points
         for(int k = 0; k < l_vboId.Count; k++)
         {
             gl.PushMatrix();
                 //transformations
                 gl.Scale(1.0f / f_scale, 1.0f / f_scale, 1.0f / f_scale);
                 gl.Translate(-v_center.X, -v_center.Y, -v_center.Z);
                 //vertexes
                 gl.BindBuffer(OpenGL.GL_ARRAY_BUFFER, l_vboId[k][0]);
                 gl.VertexPointer(3, OpenGL.GL_FLOAT, 0, BUFFER_OFFSET_ZERO);
                 //color
                 gl.BindBuffer(OpenGL.GL_ARRAY_BUFFER, l_vboId[k][1]);
                 gl.ColorPointer(3, OpenGL.GL_FLOAT, 0, BUFFER_OFFSET_ZERO);
                 //draw l_sizes[k] points
                 gl.DrawArrays(OpenGL.GL_POINTS, 0, l_sizes[k]);
             gl.PopMatrix();
         }
         gl.DisableClientState(OpenGL.GL_VERTEX_ARRAY);
         gl.DisableClientState(OpenGL.GL_COLOR_ARRAY);
         gl.BindBuffer(OpenGL.GL_ARRAY_BUFFER, 0);
     }
 }
開發者ID:esmitt,項目名稱:csharpOpenGL,代碼行數:31,代碼來源:SharpGLForm.cs


注:本文中的SharpGL.OpenGL.PopMatrix方法示例由純淨天空整理自Github/MSDocs等開源代碼及文檔管理平台,相關代碼片段篩選自各路編程大神貢獻的開源項目,源碼版權歸原作者所有,傳播和使用請參考對應項目的License;未經允許,請勿轉載。