微軟提供較少的標準支持,對于和他們競爭的東西—比如corba(com的競爭對手)和opengl(directx的競爭對手)。
不過在c#中實現opengl也并非沒有可能,有很多很好的第3方庫可以使用,這里列舉2個。
(1)csgl
http://csgl.sourceforge.net/index.html
名氣較大的opengl庫,有穩定版本。sf上的項目地址http://sourceforge.net/project/showfiles.php?group_id=33241。
目前有多個3d引擎項目使用的這個庫。
(2)csopengl
http://www.ia.hiof.no/gb/ptools/csharp/p-csharp.html
有較詳細的文檔和例子。sf上的項目地址http://sourceforge.net/project/showfiles.php?group_id=54966&package_id=49782。
csopengl的一個例子(我在vs2005上編譯)
-------form1.cs-------
#region using directives
using system;
using system.collections.generic;
using system.drawing;
using system.collections;
using system.componentmodel;
using system.windows.forms;
using system.data;
using csopengl;
#endregion
namespace opentest
{
partial class form1 : system.windows.forms.form
{
//private system.componentmodel.container components = null;
private glview view;
public form1()
{
initializecomponent();
view = new glview();
view.parent = this;
view.createcontrol();
view.dock = dockstyle.fill;
view._onpaint = new painter();
}
/*
protected override void dispose(bool disposing)
{
if (disposing)
{
if (components != null)
{
components.dispose();
}
view.dispose();
}
base.dispose(disposing);
}
*/
private void form1_load(object sender, eventargs e)
{
}
}
public class painter : glviewpainter
{
public painter() { }
public override void paint(glview view)
{
glviewport(0, 0, view.width, view.height);
glmatrixmode(gl_projection);
glloadidentity();
gluperspective(45.0f, 1.0f, 0.1f, 100.0f);
glshademodel(gl_smooth);
glclearcolor(0.0f, 0.0f, 0.0f, 0.0f);
glcleardepth(1.0f);
glenable(gl_depth_test);
gldepthfunc(gl_lequal);
glhint(gl_perspective_correction_hint, gl_nicest);
glclear(gl_color_buffer_bit | gl_depth_buffer_bit);
glmatrixmode(gl_modelview);
//drawpyramid();
//drawsphere();
drawcube();
glflush();
}
private void drawpyramid()
{
glloadidentity();
gltranslatef(-0.2f, 0.3f, -4.0f);
glrotatef(45.0f, 1.0f, 1.0f, 1.0f);
glbegin(gl_triangles);
// front face triangle:
glcolor3f(1.0f, 0.0f, 0.0f);
glvertex3f(0.0f, 1.0f, 0.0f);
glcolor3f(0.0f, 1.0f, 0.0f);
glvertex3f(-1.0f, -1.0f, 1.0f);
glcolor3f(0.0f, 0.0f, 1.0f);
glvertex3f(1.0f, -1.0f, 1.0f);
// right face triangle:
glcolor3f(1.0f, 0.0f, 0.0f);
glvertex3f(0.0f, 1.0f, 0.0f);
glcolor3f(0.0f, 0.0f, 1.0f);
glvertex3f(1.0f, -1.0f, 1.0f);
glcolor3f(0.0f, 1.0f, 0.0f);
glvertex3f(1.0f, -1.0f, -1.0f);
//back face triangle:
glcolor3f(1.0f, 0.0f, 0.0f);
glvertex3f(0.0f, 1.0f, 0.0f);
glcolor3f(0.0f, 1.0f, 0.0f);
glvertex3f(1.0f, -1.0f, -1.0f);
glcolor3f(0.0f, 0.0f, 1.0f);
glvertex3f(-1.0f, -1.0f, -1.0f);
// left face triangle:
glcolor3f(1.0f, 0.0f, 0.0f);
glvertex3f(0.0f, 1.0f, 0.0f);
glcolor3f(0.0f, 0.0f, 1.0f);
glvertex3f(-1.0f, -1.0f, -1.0f);
glcolor3f(0.0f, 1.0f, 0.0f);
glvertex3f(-1.0f, -1.0f, 1.0f);
glend();
}
private void drawcube()
{
// enable color blending:
glenable(gl_blend);
glblendfunc(gl_src_alpha, gl_one_minus_src_alpha);
glloadidentity();
gltranslatef(0.0f, 0.2f, -6.0f);
glrotatef(45.0f, 1.0f, 1.0f, 1.0f);
glbegin(gl_quads);
// tegner først de sidene som ikke skal være gjennomsiktige:
//the back:
glcolor4f(1.0f, 1.0f, 0.0f, 1.0f); // yellow
glvertex3f(1.0f, -1.0f, -1.0f);
glvertex3f(-1.0f, -1.0f, -1.0f);
glvertex3f(-1.0f, 1.0f, -1.0f);
glvertex3f(1.0f, 1.0f, -1.0f);
//the bottom:
glcolor4f(1.0f, 0.5f, 0.0f, 1.0f); // orange
glvertex3f(1.0f, -1.0f, 1.0f);
glvertex3f(-1.0f, -1.0f, 1.0f);
glvertex3f(-1.0f, -1.0f, -1.0f);
glvertex3f(1.0f, -1.0f, -1.0f);
//the right face:
glcolor4f(1.0f, 0.0f, 1.0f, 0.75f); // cyan
glvertex3f(1.0f, 1.0f, -1.0f);
glvertex3f(1.0f, 1.0f, 1.0f);
glvertex3f(1.0f, -1.0f, 1.0f);
glvertex3f(1.0f, -1.0f, -1.0f);
// de sidene som skal være gjennomsiktige:
// setter depthbuffer read-only:
gldepthmask(0);
//the front:
glcolor4f(1.0f, 0.0f, 0.0f, 0.75f); // red
glvertex3f(1.0f, 1.0f, 1.0f);
glvertex3f(-1.0f, 1.0f, 1.0f);
glvertex3f(-1.0f, -1.0f, 1.0f);
glvertex3f(1.0f, -1.0f, 1.0f);
//the top:
glcolor4f(0.0f, 1.0f, 0.0f, 0.75f); // green
glvertex3f(1.0f, 1.0f, -1.0f);
glvertex3f(-1.0f, 1.0f, -1.0f);
glvertex3f(-1.0f, 1.0f, 1.0f);
glvertex3f(1.0f, 1.0f, 1.0f);
//the left face:
glcolor4f(0.0f, 0.0f, 1.0f, 0.75f); // blue
glvertex3f(-1.0f, 1.0f, 1.0f);
glvertex3f(-1.0f, 1.0f, -1.0f);
glvertex3f(-1.0f, -1.0f, -1.0f);
glvertex3f(-1.0f, -1.0f, 1.0f);
glend();
gldepthmask(1);
gldisable(gl_blend);
}
private void drawsphere()
{
float[] ambient = { 1.0f, 1.0f, 0.0f, 1.0f };
float[] diffuse = { 1.0f, 1.0f, 0.0f, 1.0f };
float[] specular = { 1.0f, 1.0f, 1.0f, 1.0f };
float[] position = { 4.0f, 0.0f, 6.0f, 0.0f };
gllightfv(gl_light0, gl_ambient, ambient);
gllightfv(gl_light0, gl_diffuse, diffuse);
gllightfv(gl_light0, gl_specular, specular);
gllightfv(gl_light0, gl_position, position);
glenable(gl_light0);
glenable(gl_lighting);
glulookat(-4.0, -5.0, 6.0, 0.0, 0.0, 0.0, 0.0, 0.0, 1.0);
intptr hdc = glunewquadric();
glusphere(hdc, 2.0, 40, 40);
gludeletequadric(hdc);
}
}
}
-------------program.cs--------------
#region using directives
using system;
using system.collections.generic;
using system.windows.forms;
#endregion
namespace opentest
{
static class program
{
/// <summary>
/// the main entry point for the application.
/// </summary>
[stathread]
static void main()
{
application.enablevisualstyles();
application.enablertlmirroring();
application.run(new form1());
}
}
}