177 lines
6.3 KiB
C#
177 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.OpenGL;
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using Examples.Shapes;
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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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class T04_Lit_Cube : GameWindow, IExample
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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_Lit_Cube()
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{
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this.CreateWindow(new DisplayMode(800, 600), "OpenTK | Vertex Lighting example");
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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(GL.Enums.EnableCap.DEPTH_TEST);
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//GL.Enable(GL.Enums.EnableCap.CULL_FACE);
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GL.EnableClientState(GL.Enums.EnableCap.VERTEX_ARRAY);
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GL.EnableClientState(GL.Enums.EnableCap.NORMAL_ARRAY);
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GL.VertexPointer(3, GL.Enums.VertexPointerType.FLOAT, 0, shape.Vertices);
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GL.NormalPointer(GL.Enums.NormalPointerType.FLOAT, 0, shape.Normals);
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// Enable Light 0 and set its parameters.
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GL.Lightv(GL.Enums.LightName.LIGHT0, GL.Enums.LightParameter.POSITION, new float[] { 1.0f, 1.0f, -0.5f });
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GL.Lightv(GL.Enums.LightName.LIGHT0, GL.Enums.LightParameter.AMBIENT, new float[] { 0.3f, 0.3f, 0.3f, 1.0f });
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GL.Lightv(GL.Enums.LightName.LIGHT0, GL.Enums.LightParameter.DIFFUSE, new float[] { 1.0f, 1.0f, 1.0f, 1.0f });
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GL.Lightv(GL.Enums.LightName.LIGHT0, GL.Enums.LightParameter.SPECULAR, new float[] { 1.0f, 1.0f, 1.0f, 1.0f });
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GL.Lightv(GL.Enums.LightName.LIGHT0, GL.Enums.LightParameter.SPOT_EXPONENT, new float[] { 1.0f, 1.0f, 1.0f, 1.0f });
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GL.LightModelv(GL.Enums.LightModelParameter.LIGHT_MODEL_AMBIENT, new float[] { 0.2f, 0.2f, 0.2f, 1.0f });
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GL.LightModel(GL.Enums.LightModelParameter.LIGHT_MODEL_TWO_SIDE, 1);
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GL.LightModel(GL.Enums.LightModelParameter.LIGHT_MODEL_LOCAL_VIEWER, 1);
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GL.Enable(GL.Enums.EnableCap.LIGHTING);
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GL.Enable(GL.Enums.EnableCap.LIGHT0);
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// Use GL.Material to set your object's material parameters..
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GL.Materialv(GL.Enums.MaterialFace.FRONT, GL.Enums.MaterialParameter.AMBIENT, new float[] { 0.3f, 0.3f, 0.3f, 1.0f });
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GL.Materialv(GL.Enums.MaterialFace.FRONT, GL.Enums.MaterialParameter.DIFFUSE, new float[] { 1.0f, 1.0f, 1.0f, 1.0f });
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GL.Materialv(GL.Enums.MaterialFace.FRONT, GL.Enums.MaterialParameter.SPECULAR, new float[] { 1.0f, 1.0f, 1.0f, 1.0f });
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GL.Materialv(GL.Enums.MaterialFace.FRONT, GL.Enums.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(GL.Enums.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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{
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Fullscreen = !Fullscreen;
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}
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if (Mouse[OpenTK.Input.MouseButton.Left])
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x_angle += Mouse.XDelta;
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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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if (Mouse[OpenTK.Input.MouseButton.Right])
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zoom += Mouse.YDelta;
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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(GL.Enums.ClearBufferMask.COLOR_BUFFER_BIT | GL.Enums.ClearBufferMask.DEPTH_BUFFER_BIT);
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GL.MatrixMode(GL.Enums.MatrixMode.MODELVIEW);
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GL.LoadIdentity();
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Glu.LookAt(
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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.DrawElements(GL.Enums.BeginMode.TRIANGLES, shape.Indices.Length,
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GL.Enums.All.UNSIGNED_INT, shape.Indices);
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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 void Launch()
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{
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// Lock UpdateFrame and RenderFrame at 60Hz.
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Run(60.0, 60.0);
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}
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#endregion
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}
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}
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