
转、修改自ShareIdeas文章C# 基于CSGL opengl
OpenGL是一个功能强大的开放图形库(Open Graphics Library)。其前身是SGI公司为其图形工作站开发的IRIS GL。为使其能够更加容易地移植到不同的硬件和操作系统,SGI开发了OpenGL。从程序开发人员的角度来看,OpenGL是一组绘图命令的API集合。利用这些API能够方便地描述二维和三维几何物体,并控制这些物体按某种方式绘制到显示缓冲区中。OpenGL的API集提供了物体描述、平移、旋转、缩放、光照、纹理、材质、像素、位图、文字、交互以及提高显示性能等方面的功能,基本涵盖了开发二、三维图形程序所需的各个方面。
我这里用到的是CsGl框架,CsGL是openGL在.NET下的包装。可以在网上下载:目前关于CsGL的开发基本上已经停止,官方主页上的
说法是认为CsGL对大多数应用而言已经足够稳定了,目前CsGL开发工作基本上集中在Example程序的撰写.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
其中需要用以下两个文件:csgl.1.4.1.dll.zip (或转到****下载csgl.1.4.1.dll.zip)为动态链接库文件。
将csgl.dll及csgl.native.dll下载引用,即可进行OpenGL 3D开发,demo可以自己去找(如可从****论坛下载,如CsGLExamples.0.9.1.zip,其中包括Nehe的CsGL源代码,不过是在GUN平台下建立的,通过一些简单操作,可以加入到Visual studio 中来)。目前大概有两种导入方法,我用的是继承CsGL中的OpenGLControl类的方法。
补充说明:
更多CSGL的样例可参考GIT上一大神整理的资源,vazgriz/CSGL_Samples 。
考虑到目前csgl的使用率较低,请大家选取C#下的3D开发技术时,尽量选择类似的GIT上的热门库,如CSharpGL(2019,且支持着色语言的,可编程管线渲染方式,DEMO也比较多,更新比较及时且开源)等。本博客之所以转载存在,就是本人为了比较不同的三维开发类库的原因而存在的,请朋友们知悉。
DEMO
1 新建Form工程,添加一个新建的空类(本例为OpenGLBase),引用名称空间using CsGL.OpenGL;用于继承CsGL中的OpenGLControl类,继承后的OpenGLBase类就可以当OpenGL控件使用了。(这中做法的目的是因为C#中不允许多重继承,Form工程的主窗口继承了Form类就不能够再继承OpenGLBase类了).最后添加dll文件的引用.
注意: csgl.native.dll 这个程序是运行所需要的,需要添加到你与编译生成的 .exe文件在同一个目录 .
2. 在Form 的构造函数加入下面代码
//捆绑到一个Form窗体上显示
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);
//代码具体作用 ,VS中有详细说明
3 编程实例
转动的几何体:

代码说明:这里主要是编写OpenGLBase 这个类的代码:
/// <summary>
/// 新建一个类,因为C#不允许多重继承
/// </summary>
class OpenGLBase : OpenGLControl
{
} // OpenGLBase类中主要包括下面一些方法:
// 1.创建屏幕刷新计时器回调函数,每10ms刷新一次OpenGL窗口
private void Timer_GLupdate_Tick(object sender, EventArgs e){
this.Invalidate();
}
//.创建按键响应计时器回调函数,(按照个人需求添加),响应按键信息,可以按需要修改.
private void OpenGLBase_KeyDown(object sender, KeyEventArgs e){}
//.窗口大小改变时发生(窗体加载的时候会运行一次)
protected override void OnSizeChanged(EventArgs e) {} //. OpenGL初始化场景
protected override void InitGLContext()
{}
//. OpenGL绘制函数,绘图代码都在这里完成
public override void glDraw()
{
}
下面是完整OpenGLBase类的原码,代码来自NEHE教程。
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using CsGL.OpenGL;
using System.Windows.Forms; namespace CsGl_Tri_squ
{
/// <summary>
/// 新建一个类,因为C#不允许多重继承
/// </summary>
class OpenGLBase : OpenGLControl
{
//Timer Timer_GLupdate = new Timer();窗口重绘计时器
Timer Timer_GLupdate = new Timer();// 窗口重绘计时器
private static float rtri = ; // Angle For The Triangle
private static float rquad = ; // Angle For The Quad public OpenGLBase()
{
this.Timer_GLupdate.Tick += new EventHandler(Timer_GLupdate_Tick);
this.Timer_GLupdate.Interval = ;
this.Timer_GLupdate.Start();
this.KeyDown += new KeyEventHandler(OpenGLBase_KeyDown); //委托
}
//定时器触发的方法
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>
/// 重写窗体大小 改变方法
/// </summary>
/// <param name="e"></param>
protected override void OnSizeChanged(EventArgs e)
{ GL.glViewport(, , 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方法处理Paint事件
/// </summary>
/// <param name="pevent"></param>
protected override void OnPaint(System.Windows.Forms.PaintEventArgs pevent)
{
base.OnPaint(pevent);
//ToDo:可加入自己的设计代码
}
/// <summary>
/// OpenGL初始化场景
/// </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,单位化 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); // 绕Y轴旋转金字塔 rtri是角度
GL.glBegin(GL.GL_TRIANGLES); // Drawing Using Triangles
//正对的面
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)
//
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)
//
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)
//
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
//
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)
//
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)
//
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)
//
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)
//
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)
//
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,单位是角度 } }
}