CgExamples.Gl_14_bulge.display C# (CSharp) Метод

display() статический приватный Метод

static private display ( ) : void
Результат void
        static void display()
        {
            /* World-space positions for light and eye. */
            float[] eyePosition = { 0, 0, 8, 1 };
            float[] lightPosition = { 5*(float) Math.Sin(myLightAngle), 
                                   1.5f,
                                   5*(float) Math.Cos(myLightAngle), 1 };

            float[] translateMatrix = new float[16], rotateMatrix = new float[16],
                    modelMatrix = new float[16], invModelMatrix = new float[16], viewMatrix = new float[16],
                    modelViewMatrix = new float[16], modelViewProjMatrix = new float[16];
            float[] objSpaceEyePosition = new float[4], objSpaceLightPosition = new float[4];

            Cg.cgSetParameter1f(myCgVertexParam_time, myTime);

            buildLookAtMatrix(eyePosition[0], eyePosition[1], eyePosition[2],
                    0, 0, 0,
                    0, 1, 0,
                    ref viewMatrix);

            Gl.glClear(Gl.GL_COLOR_BUFFER_BIT | Gl.GL_DEPTH_BUFFER_BIT);

            CgGl.cgGLEnableProfile(myCgVertexProfile);
            checkForCgError("enabling vertex profile");

            CgGl.cgGLEnableProfile(myCgFragmentProfile);
            checkForCgError("enabling fragment profile");

            CgGl.cgGLBindProgram(myCgVertexProgram);
            checkForCgError("binding vertex program");

            CgGl.cgGLBindProgram(myCgFragmentProgram);
            checkForCgError("binding fragment program");

            /*** Render green solid bulging sphere ***/

            /* modelView = rotateMatrix * translateMatrix */
            makeRotateMatrix(70f, 1f, 1f, 1f, ref rotateMatrix);
            makeTranslateMatrix(2.2f, 1f, 0.2f, ref translateMatrix);
            multMatrix(ref modelMatrix, translateMatrix, rotateMatrix);

            /* invModelMatrix = inverse(modelMatrix) */
            invertMatrix(ref invModelMatrix, ref modelMatrix);

            /* Transform world-space eye and light positions to sphere's object-space. */
            transform(ref objSpaceEyePosition, invModelMatrix, eyePosition);
            Cg.cgSetParameter3fv(myCgVertexParam_eyePosition, out objSpaceEyePosition[0]);
            transform(ref objSpaceLightPosition, invModelMatrix, lightPosition);
            Cg.cgSetParameter3fv(myCgVertexParam_lightPosition, out objSpaceLightPosition[0]);

            /* modelViewMatrix = viewMatrix * modelMatrix */
            multMatrix(ref modelViewMatrix, viewMatrix, modelMatrix);

            /* modelViewProj = projectionMatrix * modelViewMatrix */
            multMatrix(ref modelViewProjMatrix, myProjectionMatrix, modelViewMatrix);

            /* Set matrix parameter with row-major matrix. */
            Cg.cgSetMatrixParameterfr(myCgVertexParam_modelViewProj, out modelViewProjMatrix[0]);
            Cg.cgSetParameter4f(myCgVertexParam_Kd, 0.1f, 0.7f, 0.1f, 1f);  /* Green */
            Glut.glutSolidSphere(1.0, 40, 40);

            /*** Render red solid bulging torus ***/

            /* modelView = viewMatrix * translateMatrix */
            makeTranslateMatrix(-2f, -1.5f, 0f, ref translateMatrix);
            makeRotateMatrix(55, 1, 0, 0, ref rotateMatrix);
            multMatrix(ref modelMatrix, translateMatrix, rotateMatrix);

            /* invModelMatrix = inverse(modelMatrix) */
            invertMatrix(ref invModelMatrix, ref modelMatrix);

            /* Transform world-space eye and light positions to sphere's object-space. */
            transform(ref objSpaceEyePosition, invModelMatrix, eyePosition);
            Cg.cgSetParameter3fv(myCgVertexParam_eyePosition, out objSpaceEyePosition[0]);
            transform(ref objSpaceLightPosition, invModelMatrix, lightPosition);
            Cg.cgSetParameter3fv(myCgVertexParam_lightPosition, out objSpaceLightPosition[0]);

            /* modelViewMatrix = viewMatrix * modelMatrix */
            multMatrix(ref modelViewMatrix, viewMatrix, modelMatrix);

            /* modelViewProj = projectionMatrix * modelViewMatrix */
            multMatrix(ref modelViewProjMatrix, myProjectionMatrix, modelViewMatrix);

            /* Set matrix parameter with row-major matrix. */
            Cg.cgSetMatrixParameterfr(myCgVertexParam_modelViewProj, out modelViewProjMatrix[0]);
            Cg.cgSetParameter4f(myCgVertexParam_Kd, 0.8f, 0.1f, 0.1f, 1f);  /* Red */
            Glut.glutSolidTorus(0.15, 1.7, 40, 40);

            /*** Render light as emissive yellow ball ***/

            CgGl.cgGLBindProgram(myCgLightVertexProgram);
            checkForCgError("binding light vertex program");

            /* modelView = translateMatrix */
            makeTranslateMatrix(lightPosition[0], lightPosition[1], lightPosition[2],
              ref modelMatrix);

            /* modelViewMatrix = viewMatrix * modelMatrix */
            multMatrix(ref modelViewMatrix, viewMatrix, modelMatrix);

            /* modelViewProj = projectionMatrix * modelViewMatrix */
            multMatrix(ref modelViewProjMatrix, myProjectionMatrix, modelViewMatrix);

            /* Set matrix parameter with row-major matrix. */
            Cg.cgSetMatrixParameterfr(myCgLightVertexParam_modelViewProj,
              out modelViewProjMatrix[0]);
            Glut.glutSolidSphere(0.1, 12, 12);

            CgGl.cgGLDisableProfile(myCgVertexProfile);
            checkForCgError("disabling vertex profile");

            CgGl.cgGLDisableProfile(myCgFragmentProfile);
            checkForCgError("disabling fragment profile");

            Glut.glutSwapBuffers();
        }