#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 /// /// 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.Color4(System.Drawing.Color.Black); Draw(vbo[0]); 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 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(); } } }