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用C#开发opengl

发表于2004/10/9 10:33:00  2372人阅读

微软提供较少的标准支持,对于和他们竞争的东西—比如CORBA(COM的竞争对手)和OpenGL(DirectX的竞争对手)。
不过在C#中实现Opengl也并非没有可能,有很多很好的第3方库可以使用,这里列举2个。
(1)CsGL
http://csgl.sourceforge.net/index.html
名气较大的opengl库,有稳定版本。sf上的项目地址http://sourceforge.net/project/showfiles.php?group_id=33241
目前有多个3D引擎项目使用的这个库。

(2)CSopenGL
http://www.ia.hiof.no/gb/ptools/csharp/p-csharp.html
有较详细的文档和例子。sf上的项目地址http://sourceforge.net/project/showfiles.php?group_id=54966&package_id=49782

CSopenGL的一个例子(我在VS2005上编译)
-------form1.cs-------
#region Using directives

using System;
using System.Collections.Generic;
using System.Drawing;
using System.Collections;
using System.ComponentModel;
using System.Windows.Forms;
using System.Data;
using CSOpenGL;
#endregion

namespace opentest
{
    partial class Form1 : System.Windows.Forms.Form
    {
        //private System.ComponentModel.Container components = null;
        private GLView view;

        public Form1()
        {
            InitializeComponent();

            view = new GLView();
            view.Parent = this;
            view.CreateControl();
            view.Dock = DockStyle.Fill;
            view._OnPaint = new Painter();

        }

        /*
        protected override void Dispose(bool disposing)
        {
            if (disposing)
            {
                if (components != null)
                {
                    components.Dispose();
                }
                view.Dispose();
            }
            base.Dispose(disposing);
        }
        */

        private void Form1_Load(object sender, EventArgs e)
        {
       
        }

    }


    public class Painter : GLViewPainter
    {
        public Painter() { }

        public override void Paint(GLView view)
        {
            glViewport(0, 0, view.Width, view.Height);
            glMatrixMode(GL_PROJECTION);
            glLoadIdentity();
            gluPerspective(45.0f, 1.0f, 0.1f, 100.0f);
            glShadeModel(GL_SMOOTH);

            glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
            glClearDepth(1.0f);
            glEnable(GL_DEPTH_TEST);
            glDepthFunc(GL_LEQUAL);
            glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);

            glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
            glMatrixMode(GL_MODELVIEW);
            //drawPyramid();
            //drawSphere();
            drawCube();
            glFlush();
        }

        private void drawPyramid()
        {
            glLoadIdentity();
            glTranslatef(-0.2f, 0.3f, -4.0f);
            glRotatef(45.0f, 1.0f, 1.0f, 1.0f);

            glBegin(GL_TRIANGLES);

            // front face triangle:
            glColor3f(1.0f, 0.0f, 0.0f);
            glVertex3f(0.0f, 1.0f, 0.0f);
            glColor3f(0.0f, 1.0f, 0.0f);
            glVertex3f(-1.0f, -1.0f, 1.0f);
            glColor3f(0.0f, 0.0f, 1.0f);
            glVertex3f(1.0f, -1.0f, 1.0f);

            // right face triangle:
            glColor3f(1.0f, 0.0f, 0.0f);
            glVertex3f(0.0f, 1.0f, 0.0f);
            glColor3f(0.0f, 0.0f, 1.0f);
            glVertex3f(1.0f, -1.0f, 1.0f);
            glColor3f(0.0f, 1.0f, 0.0f);
            glVertex3f(1.0f, -1.0f, -1.0f);

            //back face triangle:
            glColor3f(1.0f, 0.0f, 0.0f);
            glVertex3f(0.0f, 1.0f, 0.0f);
            glColor3f(0.0f, 1.0f, 0.0f);
            glVertex3f(1.0f, -1.0f, -1.0f);
            glColor3f(0.0f, 0.0f, 1.0f);
            glVertex3f(-1.0f, -1.0f, -1.0f);

            // left face triangle:
            glColor3f(1.0f, 0.0f, 0.0f);
            glVertex3f(0.0f, 1.0f, 0.0f);
            glColor3f(0.0f, 0.0f, 1.0f);
            glVertex3f(-1.0f, -1.0f, -1.0f);
            glColor3f(0.0f, 1.0f, 0.0f);
            glVertex3f(-1.0f, -1.0f, 1.0f);

            glEnd();
        }

        private void drawCube()
        {
            // enable color blending:
            glEnable(GL_BLEND);
            glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
            glLoadIdentity();

            glTranslatef(0.0f, 0.2f, -6.0f);
            glRotatef(45.0f, 1.0f, 1.0f, 1.0f);

            glBegin(GL_QUADS);
            // tegner først de sidene som ikke skal være gjennomsiktige:
            //the back:
            glColor4f(1.0f, 1.0f, 0.0f, 1.0f); // yellow
            glVertex3f(1.0f, -1.0f, -1.0f);
            glVertex3f(-1.0f, -1.0f, -1.0f);
            glVertex3f(-1.0f, 1.0f, -1.0f);
            glVertex3f(1.0f, 1.0f, -1.0f);

            //the bottom:
            glColor4f(1.0f, 0.5f, 0.0f, 1.0f); // orange
            glVertex3f(1.0f, -1.0f, 1.0f);
            glVertex3f(-1.0f, -1.0f, 1.0f);
            glVertex3f(-1.0f, -1.0f, -1.0f);
            glVertex3f(1.0f, -1.0f, -1.0f);

            //the right face:
            glColor4f(1.0f, 0.0f, 1.0f, 0.75f); // cyan
            glVertex3f(1.0f, 1.0f, -1.0f);
            glVertex3f(1.0f, 1.0f, 1.0f);
            glVertex3f(1.0f, -1.0f, 1.0f);
            glVertex3f(1.0f, -1.0f, -1.0f);

            // de sidene som skal være gjennomsiktige:
            // setter DepthBuffer read-only:
            glDepthMask(0);
            //the front:
            glColor4f(1.0f, 0.0f, 0.0f, 0.75f); // red
            glVertex3f(1.0f, 1.0f, 1.0f);
            glVertex3f(-1.0f, 1.0f, 1.0f);
            glVertex3f(-1.0f, -1.0f, 1.0f);
            glVertex3f(1.0f, -1.0f, 1.0f);

            //the top:
            glColor4f(0.0f, 1.0f, 0.0f, 0.75f); // green
            glVertex3f(1.0f, 1.0f, -1.0f);
            glVertex3f(-1.0f, 1.0f, -1.0f);
            glVertex3f(-1.0f, 1.0f, 1.0f);
            glVertex3f(1.0f, 1.0f, 1.0f);

            //the left face:
            glColor4f(0.0f, 0.0f, 1.0f, 0.75f); // blue
            glVertex3f(-1.0f, 1.0f, 1.0f);
            glVertex3f(-1.0f, 1.0f, -1.0f);
            glVertex3f(-1.0f, -1.0f, -1.0f);
            glVertex3f(-1.0f, -1.0f, 1.0f);
            glEnd();

            glDepthMask(1);
            glDisable(GL_BLEND);
        }

        private void drawSphere()
        {
            float[] ambient = { 1.0f, 1.0f, 0.0f, 1.0f };
            float[] diffuse = { 1.0f, 1.0f, 0.0f, 1.0f };
            float[] specular = { 1.0f, 1.0f, 1.0f, 1.0f };
            float[] position = { 4.0f, 0.0f, 6.0f, 0.0f };

            glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
            glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
            glLightfv(GL_LIGHT0, GL_SPECULAR, specular);
            glLightfv(GL_LIGHT0, GL_POSITION, position);
            glEnable(GL_LIGHT0);
            glEnable(GL_LIGHTING);

            gluLookAt(-4.0, -5.0, 6.0, 0.0, 0.0, 0.0, 0.0, 0.0, 1.0);

            IntPtr hdc = gluNewQuadric();
            gluSphere(hdc, 2.0, 40, 40);
            gluDeleteQuadric(hdc);
        }
    }

}

-------------program.cs--------------
#region Using directives

using System;
using System.Collections.Generic;
using System.Windows.Forms;

#endregion

namespace opentest
{
    static class Program
    {
        /// <summary>
        /// The main entry point for the application.
        /// </summary>
        [STAThread]
        static void Main()
        {
            Application.EnableVisualStyles();
            Application.EnableRTLMirroring();
            Application.Run(new Form1());
        }
    }
}

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