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| // Fenetre openGl
float distance = 0f;
private void OpenGLControl_OpenGLInitialized(object sender, OpenGLEventArgs args)
{
// Enable the OpenGL depth testing functionality.
args.OpenGL.Enable(OpenGL.GL_DEPTH_TEST);
args.OpenGL.Enable(OpenGL.GL_TEXTURE_2D);
}
private void OpenGLControl_OpenGLDraw(object sender, OpenGLEventArgs args)
{
// Get the OpenGL instance that's been passed to us.
OpenGL gl = args.OpenGL;
// Clear the color and depth buffers.
gl.Clear(OpenGL.GL_COLOR_BUFFER_BIT | OpenGL.GL_DEPTH_BUFFER_BIT);
gl.ClearColor(255f, 255f, 255f, 0f);
// Use the 'look at' helper function to position and aim the camera.
gl.LookAt(this.distance, 5, -5, 0, 0, 0, 0, 1, 0);
foreach (Point point in this.scannerControl.scanActuel.pointsList)
if(point.Byte != 0) // On vérifie que ce n'est pas un point nul
if(point == this.scannerControl.scanActuel.pointsDataGrid.SelectedItem) // Si c'est le point selectionner
this.genererGrosCube(gl, point); // On le grossi pour bien le distinguer
else
this.genererCube(gl, point);
// Flush OpenGL.
gl.Flush();
this.distance += 0.1f;
}
private void genererCube(OpenGL gl, Point point)
{
gl.LoadIdentity();
// Move into a more central position.
gl.Translate(point.CooX, point.CooZ/2 - 4.5, -point.CooY - 15);
// Provide the cube colors and geometry.
gl.Begin(OpenGL.GL_QUADS);
gl.Color(0.0f, 0.0f, 0.0f);
gl.Vertex(0.02f, 0.02f, -0.02f);
gl.Vertex(-0.02f, 0.02f, -0.02f);
gl.Vertex(-0.02f, 0.02f, 0.02f);
gl.Vertex(0.02f, 0.02f, 0.02f);
gl.Color(0.0f, 0.0f, 0.0f);
gl.Vertex(0.02f, -0.02f, 0.02f);
gl.Vertex(-0.02f, -0.02f, 0.02f);
gl.Vertex(-0.02f, -0.02f, -0.02f);
gl.Vertex(0.02f, -0.02f, -0.02f);
gl.Color(0.0f, 0.0f, 0.0f);
gl.Vertex(0.02f, 0.02f, 0.02f);
gl.Vertex(-0.02f, 0.02f, 0.02f);
gl.Vertex(-0.02f, -0.02f, 0.02f);
gl.Vertex(0.02f, -0.02f, 0.02f);
gl.Color(0.0f, 0.0f, 0.0f);
gl.Vertex(0.02f, -0.02f, -0.02f);
gl.Vertex(-0.02f, -0.02f, -0.02f);
gl.Vertex(-0.02f, 0.02f, -0.02f);
gl.Vertex(0.02f, 0.02f, -0.02f);
gl.Color(0.0f, 0.0f, 0.0f);
gl.Vertex(-0.02f, 0.02f, 0.02f);
gl.Vertex(-0.02f, 0.02f, -0.02f);
gl.Vertex(-0.02f, -0.02f, -0.02f);
gl.Vertex(-0.02f, -0.02f, 0.02f);
gl.Color(0.0f, 0.0f, 0.0f);
gl.Vertex(0.02f, 0.02f, -0.02f);
gl.Vertex(0.02f, 0.02f, 0.02f);
gl.Vertex(0.02f, -0.02f, 0.02f);
gl.Vertex(0.02f, -0.02f, -0.02f);
gl.End();
}
private void genererGrosCube(OpenGL gl, Point point)
{
gl.LoadIdentity();
// Move into a more central position.
gl.Translate(point.CooX, point.CooZ / 2 - 4.5, -point.CooY - 15);
// Provide the cube colors and geometry.
gl.Begin(OpenGL.GL_QUADS);
gl.Color(0.0f, 1.0f, 0.0f);
gl.Vertex(0.1f, 0.1f, -0.1f);
gl.Vertex(-0.1f, 0.1f, -0.1f);
gl.Vertex(-0.1f, 0.1f, 0.1f);
gl.Vertex(0.1f, 0.1f, 0.1f);
gl.Color(1.0f, 0.5f, 0.0f);
gl.Vertex(0.1f, -0.1f, 0.1f);
gl.Vertex(-0.1f, -0.1f, 0.1f);
gl.Vertex(-0.1f, -0.1f, -0.1f);
gl.Vertex(0.1f, -0.1f, -0.1f);
gl.Color(1.0f, 0.0f, 0.0f);
gl.Vertex(0.1f, 0.1f, 0.1f);
gl.Vertex(-0.1f, 0.1f, 0.1f);
gl.Vertex(-0.1f, -0.1f, 0.1f);
gl.Vertex(0.1f, -0.1f, 0.1f);
gl.Color(1.0f, 1.0f, 0.0f);
gl.Vertex(0.1f, -0.1f, -0.1f);
gl.Vertex(-0.1f, -0.1f, -0.1f);
gl.Vertex(-0.1f, 0.1f, -0.1f);
gl.Vertex(0.1f, 0.1f, -0.1f);
gl.Color(0.0f, 0.0f, 1.0f);
gl.Vertex(-0.1f, 0.1f, 0.1f);
gl.Vertex(-0.1f, 0.1f, -0.1f);
gl.Vertex(-0.1f, -0.1f, -0.1f);
gl.Vertex(-0.1f, -0.1f, 0.1f);
gl.Color(1.0f, 0.0f, 1.0f);
gl.Vertex(0.1f, 0.1f, -0.1f);
gl.Vertex(0.1f, 0.1f, 0.1f);
gl.Vertex(0.1f, -0.1f, 0.1f);
gl.Vertex(0.1f, -0.1f, -0.1f);
gl.End();
} |
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