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());
}
}
}