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#region License
/*
MIT License
Copyright 2003-2005 Tao Framework Team
http://www.taoframework.com
All rights reserved.
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
*/
#endregion License
#region Original Credits / License
//-----------------------------------------------------------------------------
// File: mirror.cpp
// Desc: sample shows a simple mirror placed on the xy plane
// this a special case of mirror placement (greatly simplified)
// the general method:
// - make stencil mask of mirror pane
// - draw inverted mirror image with stencil mask
// - draw mirror pane to depth buffer
// - draw normal scene without stencil
// - blend mirror pane for effect
//
// Autumn 2000 - Ge Wang, Eric McGimpsey, Christina Hsu
//-----------------------------------------------------------------------------
#endregion Original Credits / License
using System;
using Tao.FreeGlut;
using Tao.OpenGl;
namespace GeWangExamples
{
#region Class Documentation
/// <summary>
/// Shows a simple mirror placed on the xy plane.
/// </summary>
/// <remarks>
/// <para>
/// Original Author: Ge Wang
/// http://www.gewang.com/projects/samples/opengl/mirror.cpp
/// </para>
/// <para>
/// C# Implementation: Randy Ridge
/// http://www.taoframework.com
/// </para>
/// </remarks>
#endregion Class Documentation
public sealed class Mirror {
// --- Fields ---
#region Private Constants
private const float STEP = 2.0f;
private const float PI = 3.14159265359f;
#endregion Private Constants
#region Private Fields
// width and height of the window
private static int windowWidth = 480;
private static int windowHeight = 360;
// whether to animate
private static bool isRotating = true;
// light 0 position
private static float[] light0Position = {10.0f, 5.0f, 0.0f, 1.0f};
// clipping planes
private static double[] clippingPlane = {0.0, 0.0, 1.0, 0.0};
private static float increment = 0.0f;
private static float angle = 0.0f;
#endregion Private Fields
// --- Entry Point ---
#region Run()
[STAThread]
public static void Run()
{
// initialize GLUT
Glut.glutInit();
// double buffer, use rgb color, enable depth and stencil buffers
Glut.glutInitDisplayMode(Glut.GLUT_DOUBLE | Glut.GLUT_RGB | Glut.GLUT_DEPTH | Glut.GLUT_STENCIL);
// initialize the window size
Glut.glutInitWindowSize(windowWidth, windowHeight);
// set the window postion
Glut.glutInitWindowPosition(100, 100);
// create the window
Glut.glutCreateWindow("Mirror");
// set the display function - called when redrawing
Glut.glutDisplayFunc(new Glut.DisplayCallback(Display));
// set the idle function - called when idle
if(isRotating) {
Glut.glutIdleFunc(new Glut.IdleCallback(Idle));
}
else {
Glut.glutIdleFunc(null);
}
// set the keyboard function - called on keyboard events
Glut.glutKeyboardFunc(new Glut.KeyboardCallback(Keyboard));
// set the mouse function - called on mouse stuff
Glut.glutMouseFunc(new Glut.MouseCallback(Mouse));
// set the reshape function - called when client area changes
Glut.glutReshapeFunc(new Glut.ReshapeCallback(Reshape));
// do our own initialization
Init();
// let GLUT handle the current thread from here
Glut.glutMainLoop();
}
#endregion Run()
// --- Application Methods ---
#region Init()
/// <summary>
/// Sets initial OpenGL states and initializes any application data.
/// </summary>
private static void Init() {
// set the GL clear color - use when the color buffer is cleared
Gl.glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
// set the shading model to 'smooth'
Gl.glShadeModel(Gl.GL_SMOOTH);
// enable depth
Gl.glEnable(Gl.GL_DEPTH_TEST);
// set the front faces of polygons
Gl.glFrontFace(Gl.GL_CCW);
// set fill mode
Gl.glPolygonMode(Gl.GL_FRONT_AND_BACK, Gl.GL_FILL);
// set the line width
Gl.glLineWidth(2.0f);
// enable lighting
Gl.glEnable(Gl.GL_LIGHTING);
// enable lighting for front
Gl.glLightModeli(Gl.GL_FRONT, Gl.GL_TRUE);
// material have diffuse and ambient lighting
Gl.glColorMaterial(Gl.GL_FRONT, Gl.GL_AMBIENT_AND_DIFFUSE);
// enable color
Gl.glEnable(Gl.GL_COLOR_MATERIAL);
// enable light 0
Gl.glEnable(Gl.GL_LIGHT0);
Console.WriteLine("Press left or right mouse button to rotate.");
}
#endregion Init()
#region DrawMirror(float val)
/// <summary>
/// Draws mirror pane.
/// </summary>
private static void DrawMirror(float val) {
Gl.glVertex3f(val, val, 0.0f);
Gl.glVertex3f(-val, val, 0.0f);
Gl.glVertex3f(-val, -val, 0.0f);
Gl.glVertex3f(val, -val, 0.0f);
}
#endregion DrawMirror(float val)
#region Render()
/// <summary>
/// Draws the scene.
/// </summary>
private static void Render() {
Gl.glLightfv(Gl.GL_LIGHT0, Gl.GL_POSITION, light0Position);
Gl.glPushMatrix();
Gl.glColor3f(0.4f, 1.0f, 0.4f);
Gl.glTranslatef(0.0f, 0.0f, 2.5f);
Glut.glutSolidSphere(0.5, 12, 12);
Gl.glTranslatef(0.5f, 0.0f, -0.7f);
Gl.glColor3f(1.0f, 0.4f, 0.4f);
Glut.glutSolidCube(0.3);
Gl.glTranslatef(-0.5f, 0.0f, -0.2f);
Gl.glRotatef(-90, 1.0f, 0.0f, 0.0f);
Gl.glColor3f(1.0f, 1.0f, 0.4f);
Glut.glutSolidCone(0.3, 0.6, 8, 8);
Gl.glPopMatrix();
Gl.glPushMatrix();
Gl.glTranslatef(0.2f, 0.3f, -2.0f);
Gl.glColor3f(0.9f, 0.4f, 0.9f);
Glut.glutWireTorus(0.3f, 0.8f, 8, 8);
Gl.glPopMatrix();
}
#endregion Render()
// --- Callbacks ---
#region Display()
/// <summary>
/// Called to draw the client area.
/// </summary>
private static void Display() {
float val = 0.8f;
int[] buffer = { 0 };
// get the current color buffer being drawn to
Gl.glGetIntegerv(Gl.GL_DRAW_BUFFER, buffer);
Gl.glPushMatrix();
// rotate the viewpoint
Gl.glRotatef(angle += increment, 0.0f, 1.0f, 0.0f);
// set the clear value
Gl.glClearStencil(0x0);
// clear the stencil buffer
Gl.glClear(Gl.GL_STENCIL_BUFFER_BIT);
// always pass the stencil test
Gl.glStencilFunc(Gl.GL_ALWAYS, 0x1, 0x1);
// set the operation to modify the stencil buffer
Gl.glStencilOp(Gl.GL_REPLACE, Gl.GL_REPLACE, Gl.GL_REPLACE);
// disable drawing to the color buffer
Gl.glDrawBuffer(Gl.GL_NONE);
// enable stencil
Gl.glEnable(Gl.GL_STENCIL_TEST);
// draw the stencil mask
Gl.glBegin(Gl.GL_QUADS);
DrawMirror(val);
Gl.glEnd();
// reenable drawing to color buffer
Gl.glDrawBuffer(buffer[0]);
// make stencil buffer read only
Gl.glStencilOp(Gl.GL_KEEP, Gl.GL_KEEP, Gl.GL_KEEP);
// clear the color and depth buffers
Gl.glClear(Gl.GL_COLOR_BUFFER_BIT | Gl.GL_DEPTH_BUFFER_BIT);
// draw the mirror image
Gl.glPushMatrix();
// invert image about xy plane
Gl.glScalef(1.0f, 1.0f, -1.0f);
// invert the clipping plane based on the view point
if(Math.Cos(angle * PI / 180.0) < 0.0) {
clippingPlane[2] = -1.0;
}
else {
clippingPlane[2] = 1.0;
}
// clip one side of the plane
Gl.glClipPlane(Gl.GL_CLIP_PLANE0, clippingPlane);
Gl.glEnable(Gl.GL_CLIP_PLANE0);
// draw only where the stencil buffer == 1
Gl.glStencilFunc(Gl.GL_EQUAL, 0x1, 0x1);
// draw the object
Render();
// turn off clipping plane
Gl.glDisable(Gl.GL_CLIP_PLANE0);
Gl.glPopMatrix();
// disable the stencil buffer
Gl.glDisable(Gl.GL_STENCIL_TEST);
// disable drawing to the color buffer
Gl.glDrawBuffer(Gl.GL_NONE);
// draw the mirror pane into depth buffer -
// to prevent object behind mirror from being render
Gl.glBegin(Gl.GL_QUADS);
DrawMirror(val);
Gl.glEnd();
// enable drawing to the color buffer
Gl.glDrawBuffer(buffer[0]);
// draw the normal image, without stencil test
Gl.glPushMatrix();
Render();
Gl.glPopMatrix();
// draw the outline of the mirror
Gl.glColor3f(0.4f, 0.4f, 1.0f);
Gl.glBegin(Gl.GL_LINE_LOOP);
DrawMirror(val);
Gl.glEnd();
// mirror shine
Gl.glBlendFunc(Gl.GL_SRC_ALPHA, Gl.GL_ONE_MINUS_SRC_ALPHA);
Gl.glEnable(Gl.GL_BLEND);
Gl.glDepthMask(false);
Gl.glDepthFunc(Gl.GL_LEQUAL);
Gl.glDisable(Gl.GL_LIGHTING);
Gl.glColor4f(1.0f, 1.0f, 1.0f, 0.2f);
Gl.glTranslatef(0.0f, 0.0f, 0.01f * (float) clippingPlane[2]);
Gl.glBegin(Gl.GL_QUADS);
DrawMirror(val);
Gl.glEnd();
Gl.glDisable(Gl.GL_BLEND);
Gl.glDepthMask(false);
Gl.glDepthFunc(Gl.GL_LESS);
Gl.glEnable(Gl.GL_LIGHTING);
Gl.glPopMatrix();
Gl.glFlush();
Glut.glutSwapBuffers();
}
#endregion Display()
#region Keyboard(byte key, int x, int y)
/// <summary>
/// Called on a key event.
/// </summary>
private static void Keyboard(byte key, int x, int y) {
switch(key) {
case 27:
case (byte) 'Q':
case (byte) 'q':
Environment.Exit(0);
break;
}
Reshape(windowWidth, windowHeight);
Glut.glutPostRedisplay();
}
#endregion Keyboard(byte key, int x, int y)
#region Idle()
private static void Idle() {
// render the scene
Glut.glutPostRedisplay();
}
#endregion Idle()
#region Mouse(int button, int state, int x, int y)
/// <summary>
/// Called on a mouse event.
/// </summary>
private static void Mouse(int button, int state, int x, int y) {
if(button == Glut.GLUT_LEFT_BUTTON) {
// rotate
if(state == Glut.GLUT_DOWN) {
increment -= STEP;
}
else {
increment += STEP;
}
}
else if (button == Glut.GLUT_RIGHT_BUTTON) {
if(state == Glut.GLUT_DOWN) {
increment += STEP;
}
else {
increment -= STEP;
}
}
else {
increment = 0.0f;
}
Glut.glutPostRedisplay();
}
#endregion Mouse(int button, int state, int x, int y)
#region Reshape(int w, int h)
/// <summary>
/// Called when window size changes.
/// </summary>
private static void Reshape(int w, int h) {
// save the new window size
windowWidth = w;
windowHeight = h;
// map the view port to the client area
Gl.glViewport(0, 0, w, h);
// set the matrix mode to project
Gl.glMatrixMode(Gl.GL_PROJECTION);
// load the identity matrix
Gl.glLoadIdentity();
// create the viewing frustum
Glu.gluPerspective(45.0, (float) w / (float) h, 1.0, 300.0);
// set the matrix mode to modelview
Gl.glMatrixMode(Gl.GL_MODELVIEW);
// load the identity matrix
Gl.glLoadIdentity();
// position the view point
Glu.gluLookAt(0.0f, 1.0f, 5.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f);
}
#endregion Reshape(int w, int h)
}
}
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