C# CSGL

轉、修改自ShareIdeas文章C# 基於CSGL openglhtml

 

OpenGL是一個功能強大的開放圖形庫(Open Graphics Library)。其前身是SGI公司爲其圖形工做站開發的IRIS GL。爲使其可以更加容易地移植到不一樣的硬件和操做系統,SGI開發了OpenGL。從程序開發人員的角度來看,OpenGL是一組繪圖命令的API集合。利用這些API可以方便地描述二維和三維幾何物體,並控制這些物體按某種方式繪製到顯示緩衝區中。OpenGL的API集提供了物體描述、平移、旋轉、縮放、光照、紋理、材質、像素、位圖、文字、交互以及提升顯示性能等方面的功能,基本涵蓋了開發2、三維圖形程序所需的各個方面。git

我這裏用到的是CsGl框架,CsGL是openGL在.NET下的包裝。能夠在網上下載:目前關於CsGL的開發基本上已經中止,官方主頁上的github

說法是認爲CsGL對大多數應用而言已經足夠穩定了,目前CsGL開發工做基本上集中在Example程序的撰寫.主要文件列表以下:編程

 GLViewer.1.1.src.tgz
 GLViewer.1.1.bin.tgz
 CsGLExamples.0.9.1.zip
 csgl.1.4.1.doc.zip
 csgl.1.4.1.src.zip
 csgl.1.4.1.dll.zip
 
其中須要用如下兩個文件: csgl.1.4.1.dll.zip (或轉到CSDN下載csgl.1.4.1.dll.zip)爲動態連接庫文件。
將csgl.dll及csgl.native.dll下載引用,便可進行OpenGL 3D開發,demo能夠本身去找(如可從CSDN論壇下載,如CsGLExamples.0.9.1.zip,其中包括Nehe的CsGL源代碼,不過是在GUN平臺下創建的,經過一些簡單操做,能夠加入到Visual studio 中來)。目前大概有兩種導入方法,我用的是繼承CsGL中的 OpenGLControl類的方法。
 
補充說明:
更多CSGL的樣例可參考GIT上一大神整理的資源, vazgriz/CSGL_Samples
CSGL的源碼,可參考 KoMaTo3/csgl ThatOneCheetah/CSGL,兩位GIT神的貢獻。
考慮到目前csgl的使用率較低,請你們選取C#下的3D開發技術時,儘可能選擇相似的GIT上的熱門庫,如 CSharpGL(2019,且支持着色語言的,可編程管線渲染方式,DEMO也比較多,更新比較及時且開源)等。本博客之因此轉載存在,就是本人爲了比較不一樣的三維開發類庫的緣由而存在的,請朋友們知悉。
 
 

DEMO

1 新建Form工程,添加一個新建的空類(本例爲OpenGLBase),引用名稱空間using CsGL.OpenGL;用於繼承CsGL中的OpenGLControl類,繼承後的OpenGLBase類就能夠當OpenGL控件使用了。(這中作法的目的是由於C#中不容許多重繼承,Form工程的主窗口繼承了Form類就不可以再繼承OpenGLBase類了).最後添加dll文件的引用.
注意: csgl.native.dll  這個程序是運行所須要的,須要添加到你與編譯生成的  .exe文件在同一個目錄 .
 
2. 在Form 的構造函數加入下面代碼
 
//捆綁到一個Form窗體上顯示
OpenGLBase myGLView = new OpenGLBase();
myGLView.Dock = DockStyle.Fill           
myGLView.Location = new Point(0, 0);
myGLView.Name = "OpenGLView1";
myGLView.Visible = true;
Controls.Add(myGLView);
ResumeLayout(false);
//代碼具體做用 ,VS中有詳細說明
 
3 編程實例
轉動的幾何體:

代碼說明:這裏主要是編寫OpenGLBase 這個類的代碼:框架

/// <summary>
/// 新建一個類,由於C#不容許多重繼承
/// </summary>
class OpenGLBase : OpenGLControl
{
}
 
// OpenGLBase類中主要包括下面一些方法:

// 1.建立屏幕刷新計時器回調函數,每10ms刷新一次OpenGL窗口 private void Timer_GLupdate_Tick(object sender, EventArgs e){ this.Invalidate(); } //2.建立按鍵響應計時器回調函數,(按照我的需求添加),響應按鍵信息,能夠按須要修改. private void OpenGLBase_KeyDown(object sender, KeyEventArgs e){} //3.窗口大小改變時發生(窗體加載的時候會運行一次) protected override void OnSizeChanged(EventArgs e) {} //4. OpenGL初始化場景 protected override void InitGLContext() {}
//
5. OpenGL繪製函數,繪圖代碼都在這裏完成 public override void glDraw() {
}

下面是完整OpenGLBase類的原碼,代碼來自NEHE教程ide

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using CsGL.OpenGL;
using System.Windows.Forms;

namespace CsGl_Tri_squ
{
    /// <summary>
    /// 新建一個類,由於C#不容許多重繼承
    /// </summary>
    class OpenGLBase : OpenGLControl
    {
        //Timer Timer_GLupdate = new Timer();窗口重繪計時器
        Timer Timer_GLupdate = new Timer();//  窗口重繪計時器
        private static float rtri = 0;                                                    // Angle For The Triangle
        private static float rquad = 0;                                                    // Angle For The Quad

        public OpenGLBase()
        {
            this.Timer_GLupdate.Tick += new EventHandler(Timer_GLupdate_Tick);
            this.Timer_GLupdate.Interval = 10;
            this.Timer_GLupdate.Start();
            this.KeyDown += new KeyEventHandler(OpenGLBase_KeyDown);  //委託
        }
        //定時器觸發的方法
        private void Timer_GLupdate_Tick(object sender, EventArgs e)
        {
            this.Invalidate();
        }
        private void OpenGLBase_KeyDown(object sender, KeyEventArgs e)
        {
            switch (e.KeyCode)
            {
                case Keys.D:
                    break;
                case Keys.A:
                    break;
                case Keys.S:
                    break;
                case Keys.W:
                    break;
                default:
                    break;
            }
        }
        /// <summary>
        /// 重寫窗體大小 改變方法
        /// </summary>
        /// <param name="e"></param>
        protected override void OnSizeChanged(EventArgs e)
        {
            
            GL.glViewport(0, 0, this.Bounds.Width, this.Bounds.Height);
            
            GL.glMatrixMode(GL.GL_PROJECTION);
            GL.glLoadIdentity();
            GL.gluPerspective(40.0f, (float)this.Bounds.Width / (float)this.Bounds.Height, 0.1f, 500.0f);
            
            GL.glMatrixMode(GL.GL_MODELVIEW);
        }
        /// <summary>
        /// OnPaint方法處理Paint事件
        /// </summary>
        /// <param name="pevent"></param>
        protected override void OnPaint(System.Windows.Forms.PaintEventArgs pevent)
        {
            base.OnPaint(pevent);
            //ToDo:可加入本身的設計代碼
        }
        /// <summary>
        /// OpenGL初始化場景
        /// </summary>
        protected override void InitGLContext()
        {
            base.InitGLContext();
            GL.glEnable(GL.GL_DEPTH_TEST);                        // Enables Depth Testing
           // GL.glDepthFunc(GL.GL_LEQUAL);                        // The Type Of Depth Testing To Do
           // GL.glHint(GL.GL_PERSPECTIVE_CORRECTION_HINT, GL.GL_NICEST);    // Really Nice Perspective Calculations
            GL.glMatrixMode(GL.GL_PROJECTION);
            GL.glLoadIdentity();/
            GL.gluPerspective(50.0, ((double)(this.Width) / (double)(this.Height)), 1.0, 1000.0);
           GL.glMatrixMode(GL.GL_MODELVIEW);
            GL.glLoadIdentity();
            GL.glShadeModel(GL.GL_SMOOTH);    
             }

        
        public override void glDraw()
        {

            // Here's Where We Do All The Drawing
           GL.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT);                            // Clear Screen And Depth Buffer
            GL.glLoadIdentity();                                                            // Reset The Current Modelview Matrix,單位化
         
            GL.glTranslatef(-1.5f, 0.0f, -6.0f);                                            // Move Left 1.5 Units And Into The Screen 

            GL.glRotatef(rtri, 0.0f, 1.0f, 0.0f);                                            // 繞Y軸旋轉金字塔  rtri是角度
            GL.glBegin(GL.GL_TRIANGLES);                                                        // Drawing Using Triangles
            //正對的面
            GL.glColor3f(1.0f, 0.0f, 0.0f);                                            // Red
            GL.glVertex3f(0.0f, 1.0f, 0.0f);                                            // Top Of Triangle (Front)
            GL.glColor3f(0.0f, 1.0f, 0.0f);                                            // Green
            GL.glVertex3f(-1.0f, -1.0f, 1.0f);                                            // Left Of Triangle (Front)
            GL.glColor3f(0.0f, 0.0f, 1.0f);                                            // Blue
            GL.glVertex3f(1.0f, -1.0f, 1.0f);                                            // Right Of Triangle (Front)
            //2
            GL.glColor3f(1.0f, 0.0f, 0.0f);                                        // Red
            GL.glVertex3f(0.0f, 1.0f, 0.0f);                                        // Top Of Triangle (Right)
            GL.glColor3f(0.0f, 0.0f, 1.0f);                                        // Blue
            GL.glVertex3f(1.0f, -1.0f, 1.0f);                                        // Left Of Triangle (Right)
            GL.glColor3f(0.0f, 1.0f, 0.0f);                                        // Green
            GL.glVertex3f(1.0f, -1.0f, -1.0f);                                        // Right Of Triangle (Right)
            //3
            GL.glColor3f(1.0f, 0.0f, 0.0f);                                        // Red
            GL.glVertex3f(0.0f, 1.0f, 0.0f);                                        // Top Of Triangle (Back)
            GL.glColor3f(0.0f, 1.0f, 0.0f);                                        // Green
            GL.glVertex3f(1.0f, -1.0f, -1.0f);                                        // Left Of Triangle (Back)
            GL.glColor3f(0.0f, 0.0f, 1.0f);                                        // Blue
            GL.glVertex3f(-1.0f, -1.0f, -1.0f);                                        // Right Of Triangle (Back)
            //4
            GL.glColor3f(1.0f, 0.0f, 0.0f);                                        // Red
            GL.glVertex3f(0.0f, 1.0f, 0.0f);                                        // Top Of Triangle (Left)
            GL.glColor3f(0.0f, 0.0f, 1.0f);                                        // Blue
            GL.glVertex3f(-1.0f, -1.0f, -1.0f);                                        // Left Of Triangle (Left)
            GL.glColor3f(0.0f, 1.0f, 0.0f);                                        // Green
            GL.glVertex3f(-1.0f, -1.0f, 1.0f);                                        // Right Of Triangle (Left)
            GL.glEnd();                                                                    // Finished Drawing The Pyramid

            GL.glLoadIdentity();                                                            // Reset The Current Modelview Matrix,回到中心位置
            GL.glTranslatef(1.5f, 0.0f, -7.0f);                                            // Move Right 1.5 Units And Into The Screen 7.0

            GL.glRotatef(rquad, 1.0f, 1.0f, 1.0f);                                            // Rotate The Quad On The X, Y, And Z Axes
            GL.glBegin(GL.GL_QUADS);                                                            // Draw A Quad
            //1
            GL.glColor3f(0.0f, 1.0f, 0.0f);                                            // Set The Color To Green
            GL.glVertex3f(1.0f, 1.0f, -1.0f);                                            // Top Right Of The Quad (Top)
            GL.glVertex3f(-1.0f, 1.0f, -1.0f);                                            // Top Left Of The Quad (Top)
            GL.glVertex3f(-1.0f, 1.0f, 1.0f);                                            // Bottom Left Of The Quad (Top)
            GL.glVertex3f(1.0f, 1.0f, 1.0f);                                            // Bottom Right Of The Quad (Top)
            //2
            GL.glColor3f(1.0f, 0.5f, 0.0f);                                        // Set The Color To Orange
            GL.glVertex3f(1.0f, -1.0f, 1.0f);                                        // Top Right Of The Quad (Bottom)
            GL.glVertex3f(-1.0f, -1.0f, 1.0f);                                        // Top Left Of The Quad (Bottom)
            GL.glVertex3f(-1.0f, -1.0f, -1.0f);                                        // Bottom Left Of The Quad (Bottom)
            GL.glVertex3f(1.0f, -1.0f, -1.0f);                                        // Bottom Right Of The Quad (Bottom)
            //3
            GL.glColor3f(1.0f, 0.0f, 0.0f);                                            // Set The Color To Red
            GL.glVertex3f(1.0f, 1.0f, 1.0f);                                            // Top Right Of The Quad (Front)
            GL.glVertex3f(-1.0f, 1.0f, 1.0f);                                            // Top Left Of The Quad (Front)
            GL.glVertex3f(-1.0f, -1.0f, 1.0f);                                            // Bottom Left Of The Quad (Front)
            GL.glVertex3f(1.0f, -1.0f, 1.0f);                                            // Bottom Right Of The Quad (Front)
            //4
            GL.glColor3f(1.0f, 1.0f, 0.0f);                                        // Set The Color To Yellow
            GL.glVertex3f(1.0f, -1.0f, -1.0f);                                        // Bottom Left Of The Quad (Back)
            GL.glVertex3f(-1.0f, -1.0f, -1.0f);                                        // Bottom Right Of The Quad (Back)
            GL.glVertex3f(-1.0f, 1.0f, -1.0f);                                        // Top Right Of The Quad (Back)
            GL.glVertex3f(1.0f, 1.0f, -1.0f);                                        // Top Left Of The Quad (Back)
            //5
            GL.glColor3f(0.0f, 0.0f, 1.0f);                                        // Set The Color To Blue
            GL.glVertex3f(-1.0f, 1.0f, 1.0f);                                        // Top Right Of The Quad (Left)
            GL.glVertex3f(-1.0f, 1.0f, -1.0f);                                        // Top Left Of The Quad (Left)
            GL.glVertex3f(-1.0f, -1.0f, -1.0f);                                        // Bottom Left Of The Quad (Left)
            GL.glVertex3f(-1.0f, -1.0f, 1.0f);                                        // Bottom Right Of The Quad (Left)
            //6
            GL.glColor3f(1.0f, 0.0f, 1.0f);                                                    // Set The Color To Violet
            GL.glVertex3f(1.0f, 1.0f, -1.0f);                                            // Top Right Of The Quad (Right)
            GL.glVertex3f(1.0f, 1.0f, 1.0f);                                            // Top Left Of The Quad (Right)
            GL.glVertex3f(1.0f, -1.0f, 1.0f);                                            // Bottom Left Of The Quad (Right)
            GL.glVertex3f(1.0f, -1.0f, -1.0f);                                            // Bottom Right Of The Quad (Right)
            GL.glEnd();                // Done Drawing The Cube
            rtri += 0.6f;                     // Increase The Rotation Variable For The Triangle
            rquad += 0.6f;            // Decrease The Rotation Variable For The Quad,單位是角度
          
           

        }

    }
}
相關文章
相關標籤/搜索