程序師世界是廣大編程愛好者互助、分享、學習的平台,程序師世界有你更精彩!
首頁
編程語言
C語言|JAVA編程
Python編程
網頁編程
ASP編程|PHP編程
JSP編程
數據庫知識
MYSQL數據庫|SqlServer數據庫
Oracle數據庫|DB2數據庫
 程式師世界 >> 編程語言 >> C語言 >> 關於C語言 >> 用C#開發opengl

用C#開發opengl

編輯:關於C語言

微軟提供較少的標准支持,對於和他們競爭的東西—比如CORBA(COM的競爭對手)和OpenGL(DirectX的競爭對手)。
不過在C#中實現Opengl也並非沒有可能,有很多很好的第3方庫可以使用,這裡列舉2個。
(1)CsGL
http://csgl.sourceforge.Net/index.Html
名氣較大的opengl庫,有穩定版本。sf上的項目地址http://sourceforge.Net/project/showfiles.PHP?group_id=33241。
目前有多個3D引擎項目使用的這個庫。

(2)CSopenGL
http://www.ia.hiof.no/gb/ptools/csharp/p-csharp.Html
有較詳細的文檔和例子。sf上的項目地址http://sourceforge.Net/project/showfiles.PHP?group_id=54966&package_id=49782。

CSopenGL的一個例子(我在VS2005上編譯)
-------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());
}
}
}

  1. 上一頁:
  2. 下一頁:
Copyright © 程式師世界 All Rights Reserved