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| using System;
| using System.Windows.Forms;
| using OpenTK;
| using OpenTK.GLControl;
| using OpenTK.Graphics;
| using OpenTK.Graphics.OpenGL;
| using OpenTK.Mathematics;
|
| namespace Yw.WinFrmUI.Test.Core
| {
| public partial class Form1 : Form
| {
| private GLControl glControl;
|
| public Form1()
| {
| InitializeComponent();
|
| // ´´½¨ GLControl
| glControl = new GLControl();
| glControl.Dock = DockStyle.Fill;
| glControl.Load += GLControl_Load;
| glControl.Paint += GLControl_Paint;
| glControl.Resize += GLControl_Resize;
|
| // ½« GLControl Ìí¼Óµ½´°Ìå
| this.Controls.Add(glControl);
| }
|
| private void GLControl_Load(object sender, EventArgs e)
| {
| // ³õʼ»¯ OpenGL ÉèÖÃ
| GL.ClearColor(Color4.CornflowerBlue);
| GL.Enable(EnableCap.DepthTest);
| }
|
| private void GLControl_Paint(object sender, PaintEventArgs e)
| {
| // äÖȾ³¡¾°
| Render();
| }
|
| private void GLControl_Resize(object sender, EventArgs e)
| {
| // µ÷ÕûÊÓ¿Ú
| glControl.MakeCurrent();
| GL.Viewport(0, 0, glControl.Width, glControl.Height);
|
| // ÉèÖÃͶӰ¾ØÕó
| Matrix4 projection = Matrix4.CreatePerspectiveFieldOfView(
| MathHelper.PiOver4, glControl.Width / (float)glControl.Height, 0.1f, 100f);
| GL.MatrixMode(MatrixMode.Projection);
| GL.LoadMatrix(ref projection);
| }
|
| private void Render()
| {
| // Çå³ýÑÕÉ«ºÍÉî¶È»º³åÇø
| GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
|
| // ÉèÖÃÄ£ÐÍÊÓͼ¾ØÕó
| Matrix4 modelView = Matrix4.LookAt(Vector3.UnitZ * 5, Vector3.Zero, Vector3.UnitY);
| GL.MatrixMode(MatrixMode.Modelview);
| GL.LoadMatrix(ref modelView);
|
| // »æÖƹÜÍøÄ£ÐÍ
| DrawPipeline();
|
| // ½»»»»º³åÇø
| glControl.SwapBuffers();
| }
|
| private void DrawPipeline()
| {
| // ÕâÀï»æÖÆÄãµÄÈýά¹ÜÍøÄ£ÐÍ
| GL.Begin(PrimitiveType.Lines);
|
| // ʾÀý£º»æÖÆÒ»¸ö¼òµ¥µÄÁ¢·½Ìå
| GL.Color3(139, 0, 0);
| GL.Vertex3(-1, -1, -1);
| GL.Vertex3(1, -1, -1);
|
| GL.Vertex3(1, -1, -1);
| GL.Vertex3(1, 1, -1);
|
| GL.Vertex3(1, 1, -1);
| GL.Vertex3(-1, 1, -1);
|
| GL.Vertex3(-1, 1, -1);
| GL.Vertex3(-1, -1, -1);
|
| GL.Vertex3(-1, -1, 1);
| GL.Vertex3(1, -1, 1);
|
| GL.Vertex3(1, -1, 1);
| GL.Vertex3(1, 1, 1);
|
| GL.Vertex3(1, 1, 1);
| GL.Vertex3(-1, 1, 1);
|
| GL.Vertex3(-1, 1, 1);
| GL.Vertex3(-1, -1, 1);
|
| GL.Vertex3(-1, -1, -1);
| GL.Vertex3(-1, -1, 1);
|
| GL.Vertex3(1, -1, -1);
| GL.Vertex3(1, -1, 1);
|
| GL.Vertex3(1, 1, -1);
| GL.Vertex3(1, 1, 1);
|
| GL.Vertex3(-1, 1, -1);
| GL.Vertex3(-1, 1, 1);
|
| GL.End();
| }
| }
| }
|
|