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類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);
}
示例2: PopObjectSpace
public void PopObjectSpace(OpenGL gl)
{
if (material != null)
material.Pop(gl);
gl.PopMatrix();
}
示例3: PopObjectSpace
public void PopObjectSpace(OpenGL gl)
{
gl.PopMatrix();
}
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);
}
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);
}
}