動態教學:Open
開發環境:
Visual Studio 2010
SharpGL 2.0 - SharpGL Binaries.zip
(SharpGL is a C# library that allows you to use OpenGL in your .NET Framework based application with ease!)
WPF (MainWindow.xaml):
<Window x:Class="WPFOpenGL.MainWindow" xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" xmlns:sharpGL="clr-namespace:SharpGL.WPF;assembly=SharpGL.WPF" Title="MainWindow" Height="350" Width="525"> <Grid> <sharpGL:OpenGLControl OpenGLDraw="OpenGLControl_OpenGLDraw" /> </Grid> </Window>
C# (MainWindow.xaml.cs):
using System; using System; using System.Windows; using System.Windows.Input; using SharpGL; namespace WPFOpenGL { /// <summary> /// Interaction logic for MainWindow.xaml /// </summary> public partial class MainWindow : Window { public MainWindow() { InitializeComponent(); } private void OpenGLControl_OpenGLDraw(object sender, SharpGL.SceneGraph.OpenGLEventArgs args) { // Get the OpenGL instance that's been passed to us. OpenGL gl = args.OpenGL; // Clear the color and depth buffers. gl.Clear(OpenGL.GL_COLOR_BUFFER_BIT | OpenGL.GL_DEPTH_BUFFER_BIT); // Reset the modelview matrix. gl.LoadIdentity(); // Move the geometry into a fairly central position. gl.Translate(-1.5f, 0.0f, -6.0f); // Draw a pyramid. First, rotate the modelview matrix. gl.Rotate(rotatePyramid, 0.0f, 1.0f, 0.0f); // Start drawing triangles. gl.Begin(OpenGL.GL_TRIANGLES); gl.Color(1.0f, 0.0f, 0.0f); gl.Vertex(0.0f, 1.0f, 0.0f); gl.Color(0.0f, 1.0f, 0.0f); gl.Vertex(-1.0f, -1.0f, 1.0f); gl.Color(0.0f, 0.0f, 1.0f); gl.Vertex(1.0f, -1.0f, 1.0f); gl.Color(1.0f, 0.0f, 0.0f); gl.Vertex(0.0f, 1.0f, 0.0f); gl.Color(0.0f, 0.0f, 1.0f); gl.Vertex(1.0f, -1.0f, 1.0f); gl.Color(0.0f, 1.0f, 0.0f); gl.Vertex(1.0f, -1.0f, -1.0f); gl.Color(1.0f, 0.0f, 0.0f); gl.Vertex(0.0f, 1.0f, 0.0f); gl.Color(0.0f, 1.0f, 0.0f); gl.Vertex(1.0f, -1.0f, -1.0f); gl.Color(0.0f, 0.0f, 1.0f); gl.Vertex(-1.0f, -1.0f, -1.0f); gl.Color(1.0f, 0.0f, 0.0f); gl.Vertex(0.0f, 1.0f, 0.0f); gl.Color(0.0f, 0.0f, 1.0f); gl.Vertex(-1.0f, -1.0f, -1.0f); gl.Color(0.0f, 1.0f, 0.0f); gl.Vertex(-1.0f, -1.0f, 1.0f); gl.End(); // Reset the modelview. gl.LoadIdentity(); // Move into a more central position. gl.Translate(1.5f, 0.0f, -7.0f); // Rotate the cube. gl.Rotate(rquad, 1.0f, 1.0f, 1.0f); // Provide the cube colors and geometry. gl.Begin(OpenGL.GL_QUADS); gl.Color(0.0f, 1.0f, 0.0f); gl.Vertex(1.0f, 1.0f, -1.0f); gl.Vertex(-1.0f, 1.0f, -1.0f); gl.Vertex(-1.0f, 1.0f, 1.0f); gl.Vertex(1.0f, 1.0f, 1.0f); gl.Color(1.0f, 0.5f, 0.0f); gl.Vertex(1.0f, -1.0f, 1.0f); gl.Vertex(-1.0f, -1.0f, 1.0f); gl.Vertex(-1.0f, -1.0f, -1.0f); gl.Vertex(1.0f, -1.0f, -1.0f); gl.Color(1.0f, 0.0f, 0.0f); gl.Vertex(1.0f, 1.0f, 1.0f); gl.Vertex(-1.0f, 1.0f, 1.0f); gl.Vertex(-1.0f, -1.0f, 1.0f); gl.Vertex(1.0f, -1.0f, 1.0f); gl.Color(1.0f, 1.0f, 0.0f); gl.Vertex(1.0f, -1.0f, -1.0f); gl.Vertex(-1.0f, -1.0f, -1.0f); gl.Vertex(-1.0f, 1.0f, -1.0f); gl.Vertex(1.0f, 1.0f, -1.0f); gl.Color(0.0f, 0.0f, 1.0f); gl.Vertex(-1.0f, 1.0f, 1.0f); gl.Vertex(-1.0f, 1.0f, -1.0f); gl.Vertex(-1.0f, -1.0f, -1.0f); gl.Vertex(-1.0f, -1.0f, 1.0f); gl.Color(1.0f, 0.0f, 1.0f); gl.Vertex(1.0f, 1.0f, -1.0f); gl.Vertex(1.0f, 1.0f, 1.0f); gl.Vertex(1.0f, -1.0f, 1.0f); gl.Vertex(1.0f, -1.0f, -1.0f); gl.End(); // Flush OpenGL. gl.Flush(); // Rotate the geometry a bit. rotatePyramid += 3.0f; rquad -= 3.0f; } float rotatePyramid = 0; float rquad = 0; } }
Reference: Using OpenGL in a WPF Application