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私はシーンビューで2Dヘクトゴンを生成しましたが、今は形状を3次元にする方法が混乱しています。これを計算するのに使用される数学や方法の助けがあれば大いに感謝します。私はちょうどC#で始まったばかりですが、OpenTkでのほとんどのチュートリアルで使用されているほとんどの呼び出しに関して新しい関連コンテンツが不足していることを考えると、これは大変です。OpenTKを使って3Dヘクトゴンを描く方法C#
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-はヘプタ7 –
http://stackoverflow.com/questions/8863790/opengl-object-あり、100であります押し出し – genpfault
2次元形状を3次元にするとどういう意味ですか?あなたは3Dベクトルを使って作業していますので、ポリゴンはフラットであるかもしれませんが、三次元です。それをプリズムに変換したいですか? –