156 lines
No EOL
3.8 KiB
C#
156 lines
No EOL
3.8 KiB
C#
// This code was written for the OpenTK library and has been released
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// to the Public Domain.
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// It is provided "as is" without express or implied warranty of any kind.
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#region --- Using Directives ---
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using System;
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using System.Collections.Generic;
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using System.ComponentModel;
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using System.Data;
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using System.Drawing;
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using System.Text;
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using System.Windows.Forms;
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using System.Threading;
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using OpenTK;
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using OpenTK.Graphics.OpenGL;
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#endregion --- Using Directives ---
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namespace Examples.Tutorial
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{
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[Example("Display Lists", ExampleCategory.OpenGL, "1.x", 2, Documentation = "DisplayLists")]
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public class T07_Display_Lists_Flower : GameWindow
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{
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#region --- Fields ---
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const int num_lists = 13;
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int[] lists = new int[num_lists];
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#endregion
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#region --- Constructor ---
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public T07_Display_Lists_Flower()
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: base(800, 600)
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{
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}
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#endregion
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#region OnLoad
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protected override void OnLoad(EventArgs e)
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{
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GL.ClearColor(Color.MidnightBlue);
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GL.Enable(EnableCap.DepthTest);
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GL.MatrixMode(MatrixMode.Modelview);
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GL.LoadIdentity();
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// Build some display lists.
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int first_list = GL.GenLists(num_lists);
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float c = 0;
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for (int i = 0; i < num_lists; i++)
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{
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lists[i] = first_list + i;
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GL.NewList(first_list + i, ListMode.Compile);
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GL.Color3(0.3 + 0.7 * c * c, 0.3 + 1.4 * c * c, 0.7 - 0.7 * c * c);
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c += 1 / (float)num_lists;
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GL.PushMatrix();
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GL.Rotate(c * 360.0f, 0.0, 0.0, 1.0);
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GL.Translate(5.0, 0.0, 0.0);
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GL.Begin(BeginMode.Quads);
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GL.Vertex3(-1.0f, -1.0f, 1.0f);
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GL.Vertex3(1.0f, -1.0f, 1.0f);
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GL.Vertex3(1.0f, 1.0f, 1.0f);
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GL.Vertex3(-1.0f, 1.0f, 1.0f);
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GL.End();
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GL.PopMatrix();
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GL.EndList();
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}
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}
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#endregion
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#region OnUnload
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protected override void OnUnload(EventArgs e)
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{
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GL.DeleteLists(lists[0], num_lists);
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}
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#endregion
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#region OnResize
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protected override void OnResize(EventArgs e)
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{
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GL.Viewport(ClientRectangle);
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float aspect = this.ClientSize.Width / (float)this.ClientSize.Height;
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Matrix4 projection_matrix;
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Matrix4.CreatePerspectiveFieldOfView((float)Math.PI / 4, aspect, 1, 64, out projection_matrix);
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GL.MatrixMode(MatrixMode.Projection);
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GL.LoadMatrix(ref projection_matrix);
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}
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#endregion
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#region OnUpdateFrame
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protected override void OnUpdateFrame(FrameEventArgs e)
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{
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if (Keyboard[OpenTK.Input.Key.Escape])
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{
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this.Exit();
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}
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}
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#endregion
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#region OnRenderFrame
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protected override void OnRenderFrame(FrameEventArgs e)
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{
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Matrix4 lookat = Matrix4.LookAt(0, 0, 16, 0, 0, 0, 0, 1, 0);
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GL.MatrixMode(MatrixMode.Modelview);
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GL.LoadMatrix(ref lookat);
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GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
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GL.CallLists(num_lists, ListNameType.Int, lists);
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SwapBuffers();
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}
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#endregion
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#region public static void Main()
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/// <summary>
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/// Entry point of this example.
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/// </summary>
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[STAThread]
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public static void Main()
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{
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using (T07_Display_Lists_Flower example = new T07_Display_Lists_Flower())
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{
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Utilities.SetWindowTitle(example);
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example.Run(30.0, 0.0);
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}
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}
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#endregion
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}
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} |