Cleaned up deprecated methods.
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fa81d3daa8
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10 changed files with 61 additions and 66 deletions
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@ -209,7 +209,7 @@ namespace Examples.Tutorial
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{
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GL.Viewport(ClientRectangle);
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Matrix4 projection = Matrix4.Perspective(45.0f, this.Width / (float)this.Height, 0.1f, 10.0f);
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Matrix4 projection = Matrix4.CreatePerspectiveFieldOfView(MathHelper.PiOver4, this.Width / (float)this.Height, 0.1f, 10.0f);
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GL.MatrixMode(MatrixMode.Projection);
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GL.LoadMatrix(ref projection);
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}
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@ -31,20 +31,28 @@ namespace Examples.Tutorial
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float CameraZoom;
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float CameraRotX;
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float CameraRotY;
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Vector3 EyePosition = new Vector3( 0f, 0f, 5f );
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Vector3 EyePosition = new Vector3( 0f, 0f, 15f );
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#region Window
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public StencilCSG()
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: base( 800, 600, new GraphicsMode( new ColorFormat( 8, 8, 8, 8 ), 24, 8 ) ) // request 8-bit stencil buffer
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{
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base.VSync = VSyncMode.Off;
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Keyboard.KeyDown += delegate(object sender, KeyboardKeyEventArgs e)
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{
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switch (e.Key)
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{
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case Key.Escape: this.Exit(); break;
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case Key.Space: ShowDebugWireFrame = !ShowDebugWireFrame; break;
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}
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};
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}
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protected override void OnResize(EventArgs e )
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{
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GL.Viewport( 0, 0, Width, Height );
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GL.MatrixMode( MatrixMode.Projection );
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Matrix4 p= Matrix4.Perspective( 45f, Width / (float)Height, 0.1f, 15.0f);
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Matrix4 p = Matrix4.CreatePerspectiveFieldOfView(MathHelper.PiOver4, Width / (float)Height, 0.1f, 64.0f);
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GL.LoadMatrix(ref p);
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}
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#endregion Window
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@ -142,7 +150,7 @@ namespace Examples.Tutorial
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for (int i = 0; i < tempVertices.Length; i++)
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{
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tempVertices[i].Normal.Mult(-1.0);
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tempVertices[i].Normal *= -1.0;
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tempVertices[i].Normal.Normalize();
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}
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@ -162,17 +170,6 @@ namespace Examples.Tutorial
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protected override void OnUpdateFrame( FrameEventArgs e )
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{
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if (Keyboard[OpenTK.Input.Key.Escape])
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{
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this.Exit();
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}
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if (Keyboard[Key.Space])
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{
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ShowDebugWireFrame = !ShowDebugWireFrame;
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}
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#region Magic numbers for camera
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CameraRotX = -Mouse.X * .5f;
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CameraRotY = Mouse.Y * .5f;
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@ -260,7 +257,7 @@ namespace Examples.Tutorial
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protected override void OnRenderFrame( FrameEventArgs e )
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{
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this.Title = WindowTitle + " fps: " + ( 1f / e.Time );
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this.Title = WindowTitle + " fps: " + ( 1f / e.Time ).ToString("0.");
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MySphereZOffset += (float)( e.Time * 3.1 );
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MySphereXOffset += (float)( e.Time * 4.2 );
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@ -284,9 +281,10 @@ namespace Examples.Tutorial
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if ( ShowDebugWireFrame )
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{
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GL.Color3(System.Drawing.Color.LightGray);
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GL.Disable( EnableCap.StencilTest );
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GL.Disable( EnableCap.Lighting );
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GL.Disable( EnableCap.DepthTest );
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//GL.Disable( EnableCap.DepthTest );
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GL.PolygonMode( MaterialFace.Front, PolygonMode.Line );
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DrawOperandB();
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GL.PolygonMode( MaterialFace.Front, PolygonMode.Fill );
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@ -78,7 +78,7 @@ namespace Examples.Tutorial
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{
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GL.Viewport(this.ClientRectangle);
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Matrix4 projection = Matrix4.Perspective(45.0f, Width / (float)Height, 1.0f, 50.0f);
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Matrix4 projection = Matrix4.CreatePerspectiveFieldOfView(MathHelper.PiOver4, Width / (float)Height, 1.0f, 50.0f);
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GL.MatrixMode(MatrixMode.Projection);
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GL.LoadMatrix(ref projection);
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}
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@ -49,7 +49,7 @@ namespace Examples.Tutorial
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DrawableShape sphere;
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// Camera
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Vector3 EyePos = new Vector3( 0.0f, 0.0f, 3.0f );
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Vector3 EyePos = new Vector3( 0.0f, 0.0f, 6.0f );
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Vector3 Trackball = Vector3.Zero;
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#endregion internal Fields
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@ -60,22 +60,19 @@ namespace Examples.Tutorial
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{
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this.VSync = VSyncMode.Off;
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/*
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// Check for necessary capabilities:
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if ( !GL.SupportsExtension( "VERSION_2_0" ) )
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string extensions = GL.GetString(StringName.Extensions);
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if (!GL.GetString(StringName.Extensions).Contains("GL_ARB_shading_language"))
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{
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MessageBox.Show( "You need at least OpenGL 2.0 to run this example. Aborting.",
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"GLSL not supported", MessageBoxButtons.OK, MessageBoxIcon.Exclamation );
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this.Exit( );
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throw new NotSupportedException(String.Format("This example requires OpenGL 2.0. Found {0}. Aborting.",
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GL.GetString(StringName.Version).Substring(0, 3)));
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}
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if ( !GL.SupportsExtension( "GL_ARB_texture_compression" ) ||
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!GL.SupportsExtension( "GL_EXT_texture_compression_s3tc" ) )
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if (!extensions.Contains("GL_ARB_texture_compression") ||
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!extensions.Contains("GL_EXT_texture_compression_s3tc"))
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{
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MessageBox.Show( "Texture compression extensions not found. Trying to run anyways.",
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"Possible problem", MessageBoxButtons.OK, MessageBoxIcon.Warning );
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throw new NotSupportedException("This example requires support for texture compression. Aborting.");
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}
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*/
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#region GL State
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@ -193,7 +190,7 @@ namespace Examples.Tutorial
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GL.Viewport( 0, 0, Width, Height );
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GL.MatrixMode( MatrixMode.Projection );
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Matrix4 p = Matrix4.Perspective( 45.0f, Width / (float) Height, 0.1f, 10.0f );
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Matrix4 p = Matrix4.CreatePerspectiveFieldOfView(MathHelper.PiOver4, Width / (float)Height, 0.1f, 10.0f);
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GL.LoadMatrix(ref p);
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GL.MatrixMode( MatrixMode.Modelview );
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@ -225,7 +222,7 @@ namespace Examples.Tutorial
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/// <remarks>There is no need to call the base implementation.</remarks>
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protected override void OnRenderFrame(FrameEventArgs e)
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{
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this.Title = "FPS: " + 1 / e.Time;
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this.Title = "FPS: " + (1 / e.Time).ToString("0.");
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GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
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@ -219,7 +219,7 @@ namespace Examples.Tutorial
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GL.Viewport( 0, 0, Width, Height );
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GL.MatrixMode( MatrixMode.Projection );
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Matrix4 p = Matrix4.Perspective( 45.0f, Width / (float) Height, 0.1f, 100.0f );
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Matrix4 p = Matrix4.CreatePerspectiveFieldOfView(MathHelper.PiOver4, Width / (float)Height, 0.1f, 100.0f);
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GL.LoadMatrix(ref p);
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GL.MatrixMode( MatrixMode.Modelview );
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@ -281,7 +281,7 @@ namespace Examples.Tutorial
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/// <remarks>There is no need to call the base implementation.</remarks>
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protected override void OnRenderFrame( FrameEventArgs e )
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{
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this.Title = "FPS: " + 1 / e.Time;
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this.Title = "FPS: " + (1 / e.Time).ToString("0.");
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GL.Clear( ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit );
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@ -37,15 +37,15 @@ namespace Examples.Shapes
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// find the 3 points AB, BC, CA
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Vector3d CenterAB;
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Vector3d.Add( ref this.APosition, ref this.BPosition, out temp );
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Vector3d.Mult( ref temp, 0.5f, out CenterAB );
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Vector3d.Multiply( ref temp, 0.5f, out CenterAB );
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Vector3d CenterBC;
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Vector3d.Add( ref this.BPosition, ref this.CPosition, out temp );
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Vector3d.Mult( ref temp, 0.5f, out CenterBC );
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Vector3d.Multiply( ref temp, 0.5f, out CenterBC );
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Vector3d CenterCA;
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Vector3d.Add( ref this.CPosition, ref this.APosition, out temp );
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Vector3d.Mult( ref temp, 0.5f, out CenterCA );
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Vector3d.Multiply( ref temp, 0.5f, out CenterCA );
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// find the 3 points AD, BD, CD
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Vector3d CenterAD;
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@ -93,21 +93,21 @@ namespace Examples.Shapes
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Vector3d.Lerp( ref this.BPosition, ref this.CPosition, 0.5, out CenterBC );
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Vector3d.Lerp( ref this.CPosition, ref this.APosition, 0.5, out CenterCA );
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CenterD = CenterAB;
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CenterD.Add( ref CenterBC );
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CenterD.Add( ref CenterCA );
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CenterD.Div( 3.0 );
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Vector3d.Add(ref CenterD, ref CenterBC, out CenterD);
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Vector3d.Add(ref CenterD, ref CenterCA, out CenterD);
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CenterD /= 3.0;
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Vector3d E = CenterD + ( this.Normal * 0.5 );
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Vector3d temp = this.Normal;
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temp.Mult( height );
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CenterD.Add( temp );
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temp *= height;
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Vector3d.Add(ref CenterD, ref temp, out CenterD);
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Vector2d.Lerp( ref this.ATexCoord, ref this.BTexCoord, 0.5, out TexCoordAB );
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Vector2d.Lerp( ref this.BTexCoord, ref this.CTexCoord, 0.5, out TexCoordBC );
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Vector2d.Lerp( ref this.CTexCoord, ref this.ATexCoord, 0.5, out TexCoordCA );
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TexCoordD = TexCoordAB;
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TexCoordD.Add( ref TexCoordBC );
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TexCoordD.Add( ref TexCoordCA );
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TexCoordD.Div( 3.0 );
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Vector2d.Add(ref TexCoordD, ref TexCoordBC, out TexCoordD);
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Vector2d.Add(ref TexCoordD, ref TexCoordCA, out TexCoordD);
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TexCoordD /= 3.0;
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#region 1
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first.APosition = this.APosition;
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first.ATexCoord = this.ATexCoord;
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first.Normal = this.Normal;
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temp = ( this.APosition + CenterAB + CenterCA );
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temp.Div( 3.0 );
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temp.Add( this.Normal * -1.0 );
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temp /= 3.0;
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temp += this.Normal * -1.0;
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first.DPosition = temp;
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#endregion 1
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#region 2
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second.Normal = this.Normal;
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temp = CenterAB + this.BPosition + CenterBC;
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temp.Div( 3.0 );
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temp.Add( this.Normal * -1.0 );
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temp /= 3.0;
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temp += this.Normal * -1.0;
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second.DPosition = temp;
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#endregion 2
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@ -154,8 +154,8 @@ namespace Examples.Shapes
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third.Normal = this.Normal;
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temp = CenterBC + this.CPosition + CenterCA;
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temp.Div( 3.0 );
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temp.Add( this.Normal * -1.0 );
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temp /= 3.0;
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temp += this.Normal * -1.0;
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third.DPosition = temp;
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#endregion 3
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#region 4
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@ -148,24 +148,24 @@ namespace Examples.Shapes
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{
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Vector3d temp1, temp2, temp3;
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Vector3d.Sub( ref A, ref D, out temp1 );
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Vector3d.Sub( ref B, ref D, out temp2 );
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Vector3d.Sub( ref C, ref D, out temp3 );
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Vector3d.Subtract( ref A, ref D, out temp1 );
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Vector3d.Subtract( ref B, ref D, out temp2 );
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Vector3d.Subtract( ref C, ref D, out temp3 );
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Vector3d.Add( ref temp1, ref temp2, out result );
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result.Add( ref temp3 );
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Vector3d.Add(ref result, ref temp3, out result);
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result.Normalize();
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}
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internal static void FindNormal( ref Vector3d A, ref Vector3d B, ref Vector3d C, out Vector3d result )
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{
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Vector3d temp1, temp2;
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Vector3d.Sub( ref A, ref B, out temp1 );
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Vector3d.Subtract( ref A, ref B, out temp1 );
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temp1.Normalize();
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Vector3d.Sub( ref C, ref B, out temp2 );
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Vector3d.Subtract(ref C, ref B, out temp2);
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temp2.Normalize();
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Vector3d.Cross( ref temp1, ref temp2, out result );
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result.Mult( -1.0 );
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result *= -1.0;
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result.Normalize();
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}
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@ -133,7 +133,7 @@ namespace Examples.Shapes
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Slerp( ref start, ref end, Multiplier, out temp[i].Normal );
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temp[i].Normal.Normalize();
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temp[i].Position = temp[i].Normal;
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temp[i].Position.Mult( scale );
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temp[i].Position *= scale;
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}
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VertexArray = new VertexT2dN3dV3d[temp.Length * 2];
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@ -184,8 +184,8 @@ namespace Examples.Shapes
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double t2 = System.Math.Sin( ( 1.0 - factor ) * theta ) * temp;
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double t3 = System.Math.Sin( factor * theta ) * temp;
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Vector3d v1 = Vector3d.Mult( a, t2);
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Vector3d v2 = Vector3d.Mult( b, t3 );
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Vector3d v1 = Vector3d.Multiply( a, t2);
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Vector3d v2 = Vector3d.Multiply( b, t3 );
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result = Vector3d.Add( v1, v2 );
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}
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@ -93,7 +93,7 @@ namespace Examples.Shapes
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for (int i=0; i<VertexArray.Length;i++)
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{
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VertexArray[i].Position.Add( ref offset );
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Vector3d.Add(ref VertexArray[i].Position, ref offset, out VertexArray[i].Position);
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}
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}
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@ -44,12 +44,12 @@ namespace Examples.Shapes
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#region Find the Torus length
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Vector3d result;
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double[] Lengths = new double[pathsteps];
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Vector3d.Sub( ref PathPositions[pathsteps - 1], ref PathPositions[0], out result );
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Vector3d.Subtract( ref PathPositions[pathsteps - 1], ref PathPositions[0], out result );
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Lengths[0] = result.Length;
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double TotalLength = result.Length;
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for ( int i = 1; i < pathsteps; i++ ) // skipping
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{
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Vector3d.Sub( ref PathPositions[i - 1], ref PathPositions[i], out result );
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Vector3d.Subtract( ref PathPositions[i - 1], ref PathPositions[i], out result );
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Lengths[i] = result.Length;
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TotalLength += result.Length;
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}
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else
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last = PathPositions[i - 1];
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Vector3d.Sub( ref next, ref last, out tangent ); // Guesstimate tangent
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Vector3d.Subtract( ref next, ref last, out tangent ); // Guesstimate tangent
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tangent.Normalize();
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Vector3d.Add( ref next, ref last, out normal ); // Approximate N
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normal.Normalize();
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Vector3d.Mult( ref normal, radius, out normal );// scale the shape to desired radius
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Vector3d.Multiply( ref normal, radius, out normal );// scale the shape to desired radius
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for ( uint j = 0; j < shapevertices; j++ )
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{
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Vector3d point = Vector3d.TransformVector( normal, RotationMatrix );
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Vector3d.Add( ref PathPositions[i], ref point, out VertexArray[index].Position );
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// Since the used shape is a circle, the Vertex normal's heading is easy to find
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Vector3d.Sub( ref VertexArray[index].Position, ref PathPositions[i], out VertexArray[index].Normal );
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Vector3d.Subtract( ref VertexArray[index].Position, ref PathPositions[i], out VertexArray[index].Normal );
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VertexArray[index].Normal.Normalize();
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// just generate some semi-useful UVs to fill blanks
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VertexArray[index].TexCoord = new Vector2d( (double)( i / TotalLength/ TexCount ), j / ( shapevertices - 1.0 ) );
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