0
我在場景視圖中生成了2D Hectogon,但是現在我對如何使這種形狀變爲三維感到困惑。用於計算這個數學或方法的任何幫助將不勝感激。我剛剛開始使用C#,我覺得考慮到OpenTk缺乏新的相關內容,因此大多數教程中使用的大多數調用現在已經過時,這是一個很高的要求。如何使用OpenTK C繪製3D Hectogon#
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Drawing;
using System.IO;
using OpenTK;
using OpenTK.Input;
using OpenTK.Graphics.OpenGL;
using OpenTK.Graphics;
namespace SimpleGame
{
class Game : GameWindow
{
public Game() : base(1280, 720, new GraphicsMode(32, 24, 0, 4)) // screen resilotion
{
}
int pgmID;
int vsID;
int fsID;
int attribute_vcol;
int attribute_vpos;
int uniform_mview;
int vbo_position;
int vbo_color;
int vbo_mview;
int ibo_elements;
Vector3[] vertdata;
Vector3[] coldata;
Matrix4[] mviewdata;
int[] indicedata;
float time = 0.0f;
void initProgram()
{
pgmID = GL.CreateProgram();
loadShader("F:/Year 1/Semester 2/Simulation In Games/SimpleGame/SimpleGame/vs.glsl", ShaderType.VertexShader, pgmID, out vsID);
loadShader("F:/Year 1/Semester 2/Simulation In Games/SimpleGame/SimpleGame/fs.glsl", ShaderType.FragmentShader, pgmID, out fsID);
GL.LinkProgram(pgmID);
Console.WriteLine(GL.GetProgramInfoLog(pgmID));
attribute_vpos = GL.GetAttribLocation(pgmID, "vPosition");
attribute_vcol = GL.GetAttribLocation(pgmID, "vColor");
uniform_mview = GL.GetUniformLocation(pgmID, "modelview");
GL.GenBuffers(1, out vbo_position);
GL.GenBuffers(1, out vbo_color);
GL.GenBuffers(1, out vbo_mview);
GL.GenBuffers(1, out ibo_elements);
}
protected override void OnLoad(EventArgs e)
{
base.OnLoad(e);
initProgram();
vertdata = new Vector3[] {
//new Vector3(0.0f,0.0f,0.0f), // center
//new Vector3(2.0f, 0f,0f), // right hand side
//new Vector3(0f,2f,0f), // up
new Vector3(0.0f,0.0f,-0.8f), // center point
new Vector3(2.0f,0.0f,-0.8f), // right hand side
new Vector3(1.0f,1.7f,-0.8f), // right hand top
new Vector3(-1.0f,1.7f,-0.8f), // right hand top
new Vector3(-2.0f,0.0f,-0.8f), // left hand top
new Vector3(-1.0f,-1.7f,-0.8f),
new Vector3(1.0f,-1.7f,-0.8f), // right hand top
};
indicedata = new int[]{
//front
0, 1, 2,
0, 2, 3,
//back
0, 3, 4,
0, 4, 5,
//left
0, 5, 6,
0, 6, 1,
};
coldata = new Vector3[] { new Vector3(1f, 0f, 0f),
new Vector3(0f, 0f, 1f),
new Vector3(0f, 1f, 0f),new Vector3(1f, 0f, 0f),
new Vector3(0f, 0f, 1f),
new Vector3(0f, 1f, 0f),new Vector3(1f, 0f, 0f),
new Vector3(0f, 0f, 1f)};
mviewdata = new Matrix4[]{
Matrix4.Identity
};
Title = "Hello OpenTK!";
GL.ClearColor(Color.DarkTurquoise);
GL.PointSize(5f);
}
void loadShader(String filename, ShaderType type, int program, out int address)
{
address = GL.CreateShader(type);
using (StreamReader sr = new StreamReader(filename))
{
GL.ShaderSource(address, sr.ReadToEnd());
}
GL.CompileShader(address);
GL.AttachShader(program, address);
Console.WriteLine(GL.GetShaderInfoLog(address));
}
protected override void OnRenderFrame(FrameEventArgs e)
{
base.OnRenderFrame(e);
GL.Viewport(0, 0, Width, Height);
GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
GL.Enable(EnableCap.DepthTest);
GL.EnableVertexAttribArray(attribute_vpos);
GL.EnableVertexAttribArray(attribute_vcol);
GL.DrawElements(BeginMode.Triangles, indicedata.Length, DrawElementsType.UnsignedInt, 0);
GL.DisableVertexAttribArray(attribute_vpos);
GL.DisableVertexAttribArray(attribute_vcol);
GL.Flush();
SwapBuffers();
}
protected override void OnUpdateFrame(FrameEventArgs e)
{
base.OnUpdateFrame(e);
GL.BindBuffer(BufferTarget.ArrayBuffer, vbo_position);
GL.BufferData<Vector3>(BufferTarget.ArrayBuffer, (IntPtr)(vertdata.Length * Vector3.SizeInBytes), vertdata, BufferUsageHint.StaticDraw);
GL.VertexAttribPointer(attribute_vpos, 3, VertexAttribPointerType.Float, false, 0, 0);
GL.BindBuffer(BufferTarget.ArrayBuffer, vbo_color);
GL.BufferData<Vector3>(BufferTarget.ArrayBuffer, (IntPtr)(coldata.Length * Vector3.SizeInBytes), coldata, BufferUsageHint.StaticDraw);
GL.VertexAttribPointer(attribute_vcol, 3, VertexAttribPointerType.Float, true, 0, 0);
time += (float)e.Time;
mviewdata[0] = Matrix4.CreateRotationY(0.2f time) Matrix4.CreateRotationX(0.0f time) Matrix4.CreateTranslation(0.0f, -1.0f, -4.0f) *
Matrix4.CreatePerspectiveFieldOfView(1.3f, ClientSize.Width/(float)ClientSize.Height, 1.0f, 40.0f); // rotation
GL.UniformMatrix4(uniform_mview, false, ref mviewdata[0]);
GL.UseProgram(pgmID);
GL.BindBuffer(BufferTarget.ArrayBuffer, 0);
GL.BindBuffer(BufferTarget.ElementArrayBuffer, ibo_elements);
GL.BufferData(BufferTarget.ElementArrayBuffer, (IntPtr)(indicedata.Length * sizeof(int)), indicedata, BufferUsageHint.StaticDraw);
}
}
}
Hecto-是100,七溴是7 –
http://stackoverflow.com/questions/8863790/opengl-object-擠壓 – genpfault
你是什麼意思,使二維形狀三維?你正在使用3D矢量,所以你的多邊形可能是平的,但它已經是三維的了。你想把它轉換成棱鏡嗎? –