1.因為作四軸項目的需要(在上位機顯示飛行器姿態),找了點時間學習了一下OpenGl,什么是OpenGL,OpenGL是一個功能強大的
開放圖形庫(Open Graphics Library)。其前身是SGI公司為其圖形工作站開發的IRIS GL。為使其能夠更加容易地移植到不同的硬
件和操作系統,SGI開發了OpenGL。從程序開發人員的角度來看,OpenGL是一組繪圖命令的API集合。利用這些API能夠方便地描述
二維和三維幾何物體,並控制這些物體按某種方式繪制到顯示緩沖區中。OpenGL的API集提供了物體描述、平移、旋轉、縮放、光照、
紋理、材質、像素、位圖、文字、交互以及提高顯示性能等方面的功能,基本涵蓋了開發二、三維圖形程序所需的各個方面。
2.我這里用到的是CsGl框架,CsGL是openGL在.NET下的包裝。可以在網上下載:目前關於CsGL的開發基本上已經停止,官方主頁上的
說法是認為CsGL對大多數應用而言已經足夠穩定了,目前CsGL開發工作基本上集中在Example程序的撰寫.主要文件列表如下:
GLViewer.1.1.src.tgz
GLViewer.1.1.bin.tgz
CsGLExamples.0.9.1.zip
csgl.1.4.1.doc.zip
csgl.1.4.1.src.zip
csgl.1.4.1.dll.zip
其中我用過以下兩個文件:
csgl.1.4.1.dll.zip(轉到CSDN下載)
為動態鏈接庫文件,將其下載引用
即可進行OpenGL 3D程
CsGLExamples.0.9.1.zip(可從CSDN論壇下載)
為一
些示例的源代碼和可執行
文件,其中包括Nehe的CsGL源代碼,不過是在GUN平台下
建立的,通過一些簡單操作,可以加入到Visual studio
中
來, 我這里使用的是VS2008.
目前大概有兩種導入方法,我用的是繼承CsGL中的
OpenGLControl類的方法 .
步驟如下:
1 新建Form工程,添加一個新建的空類(本例為
OpenGLBase),引用名稱空間
using CsGL.OpenGL;
用於繼
承CsGL中的OpenGLControl類,繼承后的OpenGLBase類就
可以當OpenGL控件使用了。(這中做法的目的是因為C#
中不允許多重繼承,Form工程的主窗口繼承了Form類就
不能夠再繼承OpenGLBase類了).最后添加dll文件的引
用.
注意: csgl.native.dll 這個程序是運行所需要的,需要添加到你 與編譯生成的 .exe文件在同一個目錄 .
添加
csgl.dll
引用
2. 在Form 的構造函數加入下面代碼
//捆綁到一個Form窗體上顯示
OpenGLBase myGLView = new OpenGLBase();
myGLView.Dock = DockStyle.Fill myGLView.Location = new Point(0, 0);
myGLView.Name = "OpenGLView1";
myGLView.Visible = true;
Controls.Add(myGLView);
ResumeLayout(false);
//代碼具體作用 ,VS中有詳細說明
3
編程實例
轉動的幾何體:
代碼說明:這里主要是編寫OpenGLBase 這個類的代碼:
/// <summary> /// 新建一個類,因為C#不允許多重繼承 /// </summary> class OpenGLBase : OpenGLControl { } OpenGLBase類中主要包括下面一些方法: 1.創建屏幕刷新計時器回調函數,每10ms刷新一次OpenGL窗口 private void Timer_GLupdate_Tick(object sender, EventArgs e){ this.Invalidate(); } 2.創建按鍵響應計時器回調函數,(按照個人需求添加),響應按鍵信息,可以按需要修改. private void OpenGLBase_KeyDown(object sender, KeyEventArgs e){} 3.窗口大小改變時發生(窗體加載的時候會運行一次) protected override void OnSizeChanged(EventArgs e) {} 4. OpenGL初始化場景 protected override void InitGLContext() {} 5. OpenGL繪制函數,繪圖代碼都在這里完成 public override void glDraw() {}
下面是完整
OpenGLBase類的原碼,代碼來自NEHE教程,緊供學習(
作者信息:
NeHe Lessons
NeHe Productions
http://nehe.gamedev.net
Contains ports of the lessons developed by Jeff Molofee (NeHe)
and contributors to his site.
using System; using System.Collections.Generic; using System.Linq; using System.Text; using CsGL.OpenGL; using System.Windows.Forms; namespace CsGl_Tri_squ { /// <summary> /// 新建一個類,因為C#不允許多重繼承 /// </summary> class OpenGLBase : OpenGLControl { //Timer Timer_GLupdate = new Timer();窗口重繪計時器 Timer Timer_GLupdate = new Timer();// 窗口重繪計時器 private static float rtri = 0; // Angle For The Triangle private static float rquad = 0; // Angle For The Quad public OpenGLBase() { this.Timer_GLupdate.Tick += new EventHandler(Timer_GLupdate_Tick); this.Timer_GLupdate.Interval = 10; this.Timer_GLupdate.Start(); this.KeyDown += new KeyEventHandler(OpenGLBase_KeyDown); //委托 } //定時器觸發的方法 private void Timer_GLupdate_Tick(object sender, EventArgs e) { this.Invalidate(); } private void OpenGLBase_KeyDown(object sender, KeyEventArgs e) { switch (e.KeyCode) { case Keys.D: break; case Keys.A: break; case Keys.S: break; case Keys.W: break; default: break; } } /// <summary> /// 重寫窗體大小 改變方法 /// </summary> /// <param name="e"></param> protected override void OnSizeChanged(EventArgs e) { GL.glViewport(0, 0, this.Bounds.Width, this.Bounds.Height); GL.glMatrixMode(GL.GL_PROJECTION); GL.glLoadIdentity(); GL.gluPerspective(40.0f, (float)this.Bounds.Width / (float)this.Bounds.Height, 0.1f, 500.0f); GL.glMatrixMode(GL.GL_MODELVIEW); } /// <summary> /// OnPaint方法處理Paint事件 /// </summary> /// <param name="pevent"></param> protected override void OnPaint(System.Windows.Forms.PaintEventArgs pevent) { base.OnPaint(pevent); //ToDo:可加入自己的設計代碼 } /// <summary> /// OpenGL初始化場景 /// </summary> protected override void InitGLContext() { base.InitGLContext(); GL.glEnable(GL.GL_DEPTH_TEST); // Enables Depth Testing // GL.glDepthFunc(GL.GL_LEQUAL); // The Type Of Depth Testing To Do // GL.glHint(GL.GL_PERSPECTIVE_CORRECTION_HINT, GL.GL_NICEST); // Really Nice Perspective Calculations GL.glMatrixMode(GL.GL_PROJECTION); GL.glLoadIdentity();/ GL.gluPerspective(50.0, ((double)(this.Width) / (double)(this.Height)), 1.0, 1000.0); GL.glMatrixMode(GL.GL_MODELVIEW); GL.glLoadIdentity(); GL.glShadeModel(GL.GL_SMOOTH); } public override void glDraw() { // Here's Where We Do All The Drawing GL.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT); // Clear Screen And Depth Buffer GL.glLoadIdentity(); // Reset The Current Modelview Matrix,單位化 GL.glTranslatef(-1.5f, 0.0f, -6.0f); // Move Left 1.5 Units And Into The Screen GL.glRotatef(rtri, 0.0f, 1.0f, 0.0f); // 繞Y軸旋轉金字塔 rtri是角度 GL.glBegin(GL.GL_TRIANGLES); // Drawing Using Triangles //正對的面 GL.glColor3f(1.0f, 0.0f, 0.0f); // Red GL.glVertex3f(0.0f, 1.0f, 0.0f); // Top Of Triangle (Front) GL.glColor3f(0.0f, 1.0f, 0.0f); // Green GL.glVertex3f(-1.0f, -1.0f, 1.0f); // Left Of Triangle (Front) GL.glColor3f(0.0f, 0.0f, 1.0f); // Blue GL.glVertex3f(1.0f, -1.0f, 1.0f); // Right Of Triangle (Front) //2 GL.glColor3f(1.0f, 0.0f, 0.0f); // Red GL.glVertex3f(0.0f, 1.0f, 0.0f); // Top Of Triangle (Right) GL.glColor3f(0.0f, 0.0f, 1.0f); // Blue GL.glVertex3f(1.0f, -1.0f, 1.0f); // Left Of Triangle (Right) GL.glColor3f(0.0f, 1.0f, 0.0f); // Green GL.glVertex3f(1.0f, -1.0f, -1.0f); // Right Of Triangle (Right) //3 GL.glColor3f(1.0f, 0.0f, 0.0f); // Red GL.glVertex3f(0.0f, 1.0f, 0.0f); // Top Of Triangle (Back) GL.glColor3f(0.0f, 1.0f, 0.0f); // Green GL.glVertex3f(1.0f, -1.0f, -1.0f); // Left Of Triangle (Back) GL.glColor3f(0.0f, 0.0f, 1.0f); // Blue GL.glVertex3f(-1.0f, -1.0f, -1.0f); // Right Of Triangle (Back) //4 GL.glColor3f(1.0f, 0.0f, 0.0f); // Red GL.glVertex3f(0.0f, 1.0f, 0.0f); // Top Of Triangle (Left) GL.glColor3f(0.0f, 0.0f, 1.0f); // Blue GL.glVertex3f(-1.0f, -1.0f, -1.0f); // Left Of Triangle (Left) GL.glColor3f(0.0f, 1.0f, 0.0f); // Green GL.glVertex3f(-1.0f, -1.0f, 1.0f); // Right Of Triangle (Left) GL.glEnd(); // Finished Drawing The Pyramid GL.glLoadIdentity(); // Reset The Current Modelview Matrix,回到中心位置 GL.glTranslatef(1.5f, 0.0f, -7.0f); // Move Right 1.5 Units And Into The Screen 7.0 GL.glRotatef(rquad, 1.0f, 1.0f, 1.0f); // Rotate The Quad On The X, Y, And Z Axes GL.glBegin(GL.GL_QUADS); // Draw A Quad //1 GL.glColor3f(0.0f, 1.0f, 0.0f); // Set The Color To Green GL.glVertex3f(1.0f, 1.0f, -1.0f); // Top Right Of The Quad (Top) GL.glVertex3f(-1.0f, 1.0f, -1.0f); // Top Left Of The Quad (Top) GL.glVertex3f(-1.0f, 1.0f, 1.0f); // Bottom Left Of The Quad (Top) GL.glVertex3f(1.0f, 1.0f, 1.0f); // Bottom Right Of The Quad (Top) //2 GL.glColor3f(1.0f, 0.5f, 0.0f); // Set The Color To Orange GL.glVertex3f(1.0f, -1.0f, 1.0f); // Top Right Of The Quad (Bottom) GL.glVertex3f(-1.0f, -1.0f, 1.0f); // Top Left Of The Quad (Bottom) GL.glVertex3f(-1.0f, -1.0f, -1.0f); // Bottom Left Of The Quad (Bottom) GL.glVertex3f(1.0f, -1.0f, -1.0f); // Bottom Right Of The Quad (Bottom) //3 GL.glColor3f(1.0f, 0.0f, 0.0f); // Set The Color To Red GL.glVertex3f(1.0f, 1.0f, 1.0f); // Top Right Of The Quad (Front) GL.glVertex3f(-1.0f, 1.0f, 1.0f); // Top Left Of The Quad (Front) GL.glVertex3f(-1.0f, -1.0f, 1.0f); // Bottom Left Of The Quad (Front) GL.glVertex3f(1.0f, -1.0f, 1.0f); // Bottom Right Of The Quad (Front) //4 GL.glColor3f(1.0f, 1.0f, 0.0f); // Set The Color To Yellow GL.glVertex3f(1.0f, -1.0f, -1.0f); // Bottom Left Of The Quad (Back) GL.glVertex3f(-1.0f, -1.0f, -1.0f); // Bottom Right Of The Quad (Back) GL.glVertex3f(-1.0f, 1.0f, -1.0f); // Top Right Of The Quad (Back) GL.glVertex3f(1.0f, 1.0f, -1.0f); // Top Left Of The Quad (Back) //5 GL.glColor3f(0.0f, 0.0f, 1.0f); // Set The Color To Blue GL.glVertex3f(-1.0f, 1.0f, 1.0f); // Top Right Of The Quad (Left) GL.glVertex3f(-1.0f, 1.0f, -1.0f); // Top Left Of The Quad (Left) GL.glVertex3f(-1.0f, -1.0f, -1.0f); // Bottom Left Of The Quad (Left) GL.glVertex3f(-1.0f, -1.0f, 1.0f); // Bottom Right Of The Quad (Left) //6 GL.glColor3f(1.0f, 0.0f, 1.0f); // Set The Color To Violet GL.glVertex3f(1.0f, 1.0f, -1.0f); // Top Right Of The Quad (Right) GL.glVertex3f(1.0f, 1.0f, 1.0f); // Top Left Of The Quad (Right) GL.glVertex3f(1.0f, -1.0f, 1.0f); // Bottom Left Of The Quad (Right) GL.glVertex3f(1.0f, -1.0f, -1.0f); // Bottom Right Of The Quad (Right) GL.glEnd(); // Done Drawing The Cube rtri += 0.6f; // Increase The Rotation Variable For The Triangle rquad += 0.6f; // Decrease The Rotation Variable For The Quad,單位是角度 } } }