用C#开发opengl

王朝c#·作者佚名  2006-01-09
窄屏简体版  字體: |||超大  

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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