#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; #endregion namespace Examples.Tutorial { public class T08_VBO : GameWindow, IExample { #region --- Private Fields --- Shapes.Shape shape = new Examples.Shapes.Cube(); //new Examples.Shapes.Plane(16, 16, 2.0f, 2.0f); int handle_vertex_buffer, ibo, nbo; // vertex, index and normal buffer objects. float angle; #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_4")) { System.Windows.Forms.MessageBox.Show("You need at least OpenGL 1.4 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); GL.EnableClientState(EnableCap.VertexArray); //GL.EnableClientState(GL.Enums.EnableCap.INDEX_ARRAY); // 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. int size; // To check whether the buffers were uploaded correctly. // Generate handles. GL.GenBuffers(1, out handle_vertex_buffer); //GL.GenBuffers(1, out ibo); // Upload the vertex data. GL.BindBuffer(Version15.ArrayBuffer, handle_vertex_buffer); GL.BufferData(Version15.ArrayBuffer, (IntPtr)shape.Vertices.Length, shape.Vertices, Version15.StaticDraw); GL.VertexPointer(3, VertexPointerType.Float, 0, IntPtr.Zero); GL.GetBufferParameter(Version15.ArrayBuffer, Version15.BufferSize, out size); if (shape.Vertices.Length != size) throw new ApplicationException("Vertex array not uploaded correctly"); /* // Upload the index data. GL.BindBuffer(GL.Enums.VERSION_1_5.ELEMENT_ARRAY_BUFFER, ibo); GL.BufferData(GL.Enums.VERSION_1_5.ELEMENT_ARRAY_BUFFER, (IntPtr)shape.Indices.Length, shape.Indices, GL.Enums.VERSION_1_5.STATIC_DRAW); GL.GetBufferParameter(GL.Enums.VERSION_1_5.ELEMENT_ARRAY_BUFFER, GL.Enums.VERSION_1_5.BUFFER_SIZE, out size); if (shape.Indices.Length != size) throw new ApplicationException("Index array not uploaded correctly"); */ } #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 /// /// Prepares the next frame for rendering. /// /// /// Place your control logic here. This is the place to respond to user input, /// update object positions etc. /// 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.Color3(1.0f, 1.0f, 1.0f); GL.DrawElements(BeginMode.Triangles, shape.Indices.Length, All.UnsignedInt, shape.Indices); Context.SwapBuffers(); } #endregion #region public void Launch() /// /// Launches this example. /// /// /// Provides a simple way for the example launcher to launch the examples. /// public void Launch() { Run(60.0, 60.0); } #endregion public static readonly int order = 8; } }