184 lines
6.3 KiB
C#
184 lines
6.3 KiB
C#
#region --- License ---
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/* Copyright (c) 2006, 2007 Stefanos Apostolopoulos
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* See license.txt for license info
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using System.Text;
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using System.Drawing;
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using OpenTK;
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using OpenTK.Graphics;
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using Examples.Shapes;
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using OpenTK.Math;
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namespace Examples.Tutorial
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{
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/// <summary>
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/// Demonstrates fixed-function OpenGL lighting. Example is incomplete (documentation).
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/// </summary>
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[Example("Vertex Lighting", ExampleCategory.OpenGL)]
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public class T04_Vertex_Lighting : GameWindow
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{
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float x_angle, zoom;
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Shape shape = new Plane(16, 16, 4.0f, 4.0f);
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#region Constructor
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public T04_Vertex_Lighting() : 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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public override void OnLoad(EventArgs e)
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{
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base.OnLoad(e);
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GL.ClearColor(Color.MidnightBlue);
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GL.Enable(EnableCap.DepthTest);
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//GL.Enable(GL.Enums.EnableCap.CULL_FACE);
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GL.EnableClientState(EnableCap.VertexArray);
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GL.EnableClientState(EnableCap.NormalArray);
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GL.VertexPointer(3, VertexPointerType.Float, 0, shape.Vertices);
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GL.NormalPointer(NormalPointerType.Float, 0, shape.Normals);
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// Enable Light 0 and set its parameters.
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GL.Lightv(LightName.Light0, LightParameter.Position, new float[] { 1.0f, 1.0f, -0.5f });
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GL.Lightv(LightName.Light0, LightParameter.Ambient, new float[] { 0.3f, 0.3f, 0.3f, 1.0f });
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GL.Lightv(LightName.Light0, LightParameter.Diffuse, new float[] { 1.0f, 1.0f, 1.0f, 1.0f });
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GL.Lightv(LightName.Light0, LightParameter.Specular, new float[] { 1.0f, 1.0f, 1.0f, 1.0f });
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GL.Lightv(LightName.Light0, LightParameter.SpotExponent, new float[] { 1.0f, 1.0f, 1.0f, 1.0f });
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GL.LightModelv(LightModelParameter.LightModelAmbient, new float[] { 0.2f, 0.2f, 0.2f, 1.0f });
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GL.LightModel(LightModelParameter.LightModelTwoSide, 1);
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GL.LightModel(LightModelParameter.LightModelLocalViewer, 1);
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GL.Enable(EnableCap.Lighting);
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GL.Enable(EnableCap.Light0);
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// Use GL.Material to set your object's material parameters.
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GL.Materialv(MaterialFace.Front, MaterialParameter.Ambient, new float[] { 0.3f, 0.3f, 0.3f, 1.0f });
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GL.Materialv(MaterialFace.Front, MaterialParameter.Diffuse, new float[] { 1.0f, 1.0f, 1.0f, 1.0f });
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GL.Materialv(MaterialFace.Front, MaterialParameter.Specular, new float[] { 1.0f, 1.0f, 1.0f, 1.0f });
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GL.Materialv(MaterialFace.Front, MaterialParameter.Emission, new float[] { 0.0f, 0.0f, 0.0f, 1.0f });
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}
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#endregion
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#region OnResize
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/// <summary>
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/// Called when the user resizes the window.
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/// </summary>
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/// <param name="e">Contains the new width/height of the window.</param>
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/// <remarks>
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/// You want the OpenGL viewport to match the window. This is the place to do it!
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/// </remarks>
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protected override void OnResize(OpenTK.Platform.ResizeEventArgs e)
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{
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base.OnResize(e);
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GL.Viewport(0, 0, Width, Height);
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double ratio = e.Width / (double)e.Height;
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GL.MatrixMode(MatrixMode.Projection);
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GL.LoadIdentity();
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Glu.Perspective(45.0, ratio, 1.0, 64.0);
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}
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#endregion
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#region OnUpdateFrame
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/// <summary>
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/// Prepares the next frame for rendering.
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/// </summary>
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/// <remarks>
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/// Place your control logic here. This is the place to respond to user input,
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/// update object positions etc.
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/// </remarks>
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public override void OnUpdateFrame(UpdateFrameEventArgs 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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return;
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}
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if ((Keyboard[OpenTK.Input.Key.AltLeft] || Keyboard[OpenTK.Input.Key.AltRight]) &&
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Keyboard[OpenTK.Input.Key.Enter])
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if (WindowState != WindowState.Fullscreen)
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WindowState = WindowState.Fullscreen;
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else
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WindowState = WindowState.Normal;
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if (Mouse[OpenTK.Input.MouseButton.Left])
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x_angle = Mouse.X;
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else
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x_angle += 0.5f;
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zoom = Mouse.Wheel * 0.5f; // Mouse.Wheel is broken on both Linux and Windows.
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// Do not leave x_angle drift too far away, as this will cause inaccuracies.
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if (x_angle > 360.0f)
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x_angle -= 360.0f;
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else if (x_angle < -360.0f)
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x_angle += 360.0f;
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}
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#endregion
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#region OnRenderFrame
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/// <summary>
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/// Place your rendering code here.
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/// </summary>
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public override void OnRenderFrame(RenderFrameEventArgs e)
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{
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GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
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GL.MatrixMode(MatrixMode.Modelview);
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GL.LoadIdentity();
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Glu.LookAt(0.0, 0.0, -7.5 + zoom,
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0.0, 0.0, 0.0,
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0.0, 1.0, 0.0);
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GL.Rotate(x_angle, 0.0f, 1.0f, 0.0f);
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GL.Begin(BeginMode.Triangles);
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foreach (int index in shape.Indices)
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{
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GL.Normal3(shape.Normals[index]);
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GL.Vertex3(shape.Vertices[index]);
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}
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GL.End();
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SwapBuffers();
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}
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#endregion
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#region public void Launch()
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/// <summary>
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/// Launches this example.
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/// </summary>
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/// <remarks>
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/// Provides a simple way for the example launcher to launch the examples.
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/// </remarks>
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public static void Main()
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{
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using (T04_Vertex_Lighting example = new T04_Vertex_Lighting())
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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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}
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