Opentk/Source/Examples/Tutorial/T08_VBO.cs

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#region --- License ---
/* Copyright (c) 2006, 2007 Stefanos Apostolopoulos
* See license.txt for license info
*/
#endregion
#region --- Using directives ---
using System;
using System.Collections.Generic;
using System.Text;
using OpenTK;
using OpenTK.OpenGL;
using OpenTK.Platform;
using System.Threading;
using OpenTK.OpenGL.Enums;
using System.Runtime.InteropServices;
using OpenTK.Math;
#endregion
namespace Examples.Tutorial
{
public class T08_VBO : GameWindow, IExample
{
#region --- Private Fields ---
Shapes.Shape cube = new Examples.Shapes.Cube();
Shapes.Shape plane = new Examples.Shapes.Plane(16, 16, 2.0f, 2.0f);
struct Vbo
{
public int VboID, EboID, NumElements;
}
Vbo[] vbo = new Vbo[2];
float angle;
public static readonly int order = 8;
#endregion
#region --- Constructor ---
public T08_VBO() : base(new DisplayMode(800, 600), "OpenTK Tutorial 08: Vertex Buffer Objects") { }
#endregion
#region OnLoad override
public override void OnLoad(EventArgs e)
{
base.OnLoad(e);
if (!GL.SupportsExtension("VERSION_1_5"))
{
System.Windows.Forms.MessageBox.Show("You need at least OpenGL 1.5 to run this example. Aborting.", "VBOs not supported",
System.Windows.Forms.MessageBoxButtons.OK, System.Windows.Forms.MessageBoxIcon.Exclamation);
this.Exit();
}
GL.ClearColor(0.1f, 0.1f, 0.5f, 0.0f);
GL.Enable(EnableCap.DepthTest);
// Create the Vertex Buffer Object:
// 1) Generate the buffer handles.
// 2) Bind the Vertex Buffer and upload your vertex data. Check that the data was uploaded correctly.
// 3) Bind the Index Buffer and upload your index data. Check that the data was uploaded correctly.
vbo[0] = Load(cube.Vertices, cube.Indices);
vbo[1] = Load(cube.Vertices, cube.Indices);
}
#endregion
#region OnResize override
protected override void OnResize(ResizeEventArgs e)
{
GL.Viewport(0, 0, Width, Height);
double ratio = e.Width / (double)e.Height;
GL.MatrixMode(MatrixMode.Projection);
GL.LoadIdentity();
Glu.Perspective(45.0, ratio, 1.0, 64.0);
}
#endregion
#region OnUpdateFrame override
/// <summary>
/// Prepares the next frame for rendering.
/// </summary>
/// <remarks>
/// Place your control logic here. This is the place to respond to user input,
/// update object positions etc.
/// </remarks>
public override void OnUpdateFrame(UpdateFrameEventArgs e)
{
if (Keyboard[OpenTK.Input.Key.Escape])
this.Exit();
}
#endregion
#region OnRenderFrame
public override void OnRenderFrame(RenderFrameEventArgs e)
{
base.OnRenderFrame(e);
GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
GL.MatrixMode(MatrixMode.Modelview);
GL.LoadIdentity();
Glu.LookAt(0.0, 5.0, 5.0,
0.0, 0.0, 0.0,
0.0, 1.0, 0.0);
GL.Color4(System.Drawing.Color.Black);
Draw(vbo[0]);
SwapBuffers();
}
#endregion
#region public void Launch()
/// <summary>
/// Launches this example.
/// </summary>
/// <remarks>
/// Provides a simple way for the example launcher to launch the examples.
/// </remarks>
public void Launch()
{
Run(60.0, 60.0);
}
#endregion
2007-10-20 12:54:40 +02:00
Vbo Load(Vector3[] vertices, int[] indices)
{
Vbo handle = new Vbo();
int size;
GL.GenBuffers(1, out handle.VboID);
GL.BindBuffer(Version15.ArrayBuffer, handle.VboID);
GL.BufferData(Version15.ArrayBuffer, (IntPtr)(vertices.Length * Vector3.SizeInBytes), vertices,
Version15.StaticDraw);
GL.GetBufferParameter(Version15.ArrayBuffer, Version15.BufferSize, out size);
if (vertices.Length * Vector3.SizeInBytes != size)
throw new ApplicationException("Vertex array not uploaded correctly");
//GL.BindBuffer(Version15.ArrayBuffer, 0);
GL.GenBuffers(1, out handle.EboID);
GL.BindBuffer(Version15.ElementArrayBuffer, handle.EboID);
GL.BufferData(Version15.ElementArrayBuffer, (IntPtr)(indices.Length * sizeof(int)), indices,
Version15.StaticDraw);
GL.GetBufferParameter(Version15.ElementArrayBuffer, Version15.BufferSize, out size);
if (indices.Length * sizeof(int) != size)
throw new ApplicationException("Element array not uploaded correctly");
//GL.BindBuffer(Version15.ElementArrayBuffer, 0);
handle.NumElements = indices.Length;
return handle;
}
void Draw(Vbo handle)
{
//GL.PushClientAttrib(ClientAttribMask.ClientVertexArrayBit);
//GL.EnableClientState(EnableCap.TextureCoordArray);
GL.EnableClientState(EnableCap.VertexArray);
GL.BindBuffer(Version15.StaticDraw, handle.VboID);
GL.BindBuffer(Version15.ElementArrayBuffer, handle.EboID);
//GL.TexCoordPointer(2, TexCoordPointerType.Float, vector2_size, (IntPtr)vector2_size);
GL.VertexPointer(3, VertexPointerType.Float, Vector3.SizeInBytes, IntPtr.Zero);
GL.DrawElements(BeginMode.Triangles, handle.NumElements, All.UnsignedInt, IntPtr.Zero);
//GL.DrawArrays(BeginMode.LineLoop, 0, vbo.element_count);
GL.BindBuffer(Version15.ArrayBuffer, 0);
GL.BindBuffer(Version15.ElementArrayBuffer, 0);
GL.DisableClientState(EnableCap.VertexArray);
//GL.DisableClientState(EnableCap.TextureCoordArray);
//GL.PopClientAttrib();
}
}
}