248 lines
7.6 KiB
C#
248 lines
7.6 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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#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.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.OpenGL;
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using OpenTK;
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#endregion --- Using Directives ---
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namespace Examples.Tutorial
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{
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/// <summary>
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/// Demonstrates how to load and use a simple OpenGL shader program.
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/// </summary>
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public class T10_GLSL_Cube : GameWindow, IExample
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{
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#region --- Fields ---
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#region Shaders
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string[] vertex_shader_source =
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{@"
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void main()
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{
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gl_FrontColor = gl_Color;
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gl_Position = ftransform();
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}
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"};
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string[] fragment_shader_source =
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{@"
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void main()
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{
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gl_FragColor = gl_Color;
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}
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"};
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#endregion
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static float angle;
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int vertex_shader_object, fragment_shader_object, shader_program;
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#endregion
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#region --- Constructors ---
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public T10_GLSL_Cube()
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{
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this.CreateWindow(new DisplayMode(800, 600), "OpenTK | GLSL Example 1");
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}
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#endregion
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#region OnLoad
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/// <summary>
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/// This is the place to load resources that change little
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/// during the lifetime of the GameWindow. In this case, we
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/// check for GLSL support, and load the shaders.
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/// </summary>
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/// <param name="e">Not used.</param>
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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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// Check for necessary capabilities:
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if (!GL.SupportsExtension("VERSION_2_0"))
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{
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MessageBox.Show("You need at least OpenGL 2.0 to run this example. Aborting.", "GLSL not supported",
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MessageBoxButtons.OK, MessageBoxIcon.Exclamation);
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this.Exit();
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return;
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}
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GL.ClearColor(Color.MidnightBlue);
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GL.Enable(GL.Enums.EnableCap.DEPTH_TEST);
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GL.EnableClientState(GL.Enums.EnableCap.VERTEX_ARRAY);
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GL.EnableClientState(GL.Enums.EnableCap.COLOR_ARRAY);
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GL.VertexPointer(3, GL.Enums.VertexPointerType.FLOAT, 0, Shapes.Cube.Vertices);
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GL.ColorPointer(4, GL.Enums.ColorPointerType.UNSIGNED_BYTE, 0, Shapes.Cube.Colors);
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int status;
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vertex_shader_object = GL.CreateShader(GL.Enums.VERSION_2_0.VERTEX_SHADER);
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fragment_shader_object = GL.CreateShader(GL.Enums.VERSION_2_0.FRAGMENT_SHADER);
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unsafe { GL.ShaderSource(vertex_shader_object, vertex_shader_source.Length, vertex_shader_source, (int*)null); }
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GL.CompileShader(vertex_shader_object);
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GL.GetShader(vertex_shader_object, GL.Enums.VERSION_2_0.COMPILE_STATUS, out status);
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if (status != (int)GL.Enums.Boolean.TRUE)
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{
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int length = 0;
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GL.GetShader(vertex_shader_object, GL.Enums.VERSION_2_0.INFO_LOG_LENGTH, out length);
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StringBuilder info = new StringBuilder(length);
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GL.GetShaderInfoLog(vertex_shader_object, info.Capacity, out length, info);
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throw new Exception(info.ToString());
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}
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unsafe { GL.ShaderSource(fragment_shader_object, fragment_shader_source.Length, fragment_shader_source, (int*)null); }
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GL.CompileShader(fragment_shader_object);
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GL.GetShader(fragment_shader_object, GL.Enums.VERSION_2_0.COMPILE_STATUS, out status);
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if (status != (int)GL.Enums.Boolean.TRUE)
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{
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int length;
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GL.GetShader(vertex_shader_object, GL.Enums.VERSION_2_0.INFO_LOG_LENGTH, out length);
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StringBuilder info = new StringBuilder(length);
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GL.GetShaderInfoLog(fragment_shader_object, info.Capacity, out length, info);
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throw new Exception(info.ToString());
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}
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shader_program = GL.CreateProgram();
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GL.AttachShader(shader_program, fragment_shader_object);
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GL.AttachShader(shader_program, vertex_shader_object);
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GL.LinkProgram(shader_program);
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GL.UseProgram(shader_program);
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//OnResize(new OpenTK.Platform.ResizeEventArgs(this.Width, this.Height));
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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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//angle += 180.0f * (float)e.Time;
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angle += 3.0f;
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if (angle > 720.0f)
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angle -= 720.0f;
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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, 5.0, 5.0,
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0.0, 0.0, 0.0,
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0.0, 1.0, 0.0
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);
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GL.Rotate(angle, 0.0f, 1.0f, 0.0f);
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GL.DrawElements(GL.Enums.BeginMode.TRIANGLES, Shapes.Cube.Indices.Length,
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GL.Enums.All.UNSIGNED_SHORT, Shapes.Cube.Indices);
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Context.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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#region public override void Dispose()
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public override void Dispose()
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{
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GL.DeleteProgram(shader_program);
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GL.DeleteShader(fragment_shader_object);
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GL.DeleteShader(vertex_shader_object);
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base.Dispose();
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}
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#endregion
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}
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}
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