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604 lines
17 KiB
C#
604 lines
17 KiB
C#
//
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// MainWindow.cs
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//
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// Author:
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// Jarl Gullberg <jarl.gullberg@gmail.com>
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//
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// Copyright (c) 2016 Jarl Gullberg
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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//
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.IO;
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using System.Reflection;
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using Gdk;
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using GLWidgetTestGTK3.Data;
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using GLWidgetTestGTK3.Debug;
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using GLWidgetTestGTK3.World;
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using Gtk;
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using UI = Gtk.Builder.ObjectAttribute;
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using OpenTK;
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using OpenTK.Mathematics;
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using OpenTK.Graphics.OpenGL;
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using KeyPressEventArgs = Gtk.KeyPressEventArgs;
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using OpenTK.Graphics;
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namespace GLWidgetTestGTK3
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{
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public partial class MainWindow : Gtk.Window
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{
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[UI] readonly Box MainBox;
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[UI] readonly MenuBar MainMenuBar;
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[UI] readonly Alignment GLWidgetAlignment;
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[UI] readonly GLWidget MainGLWidget;
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private bool GLInit;
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private Scene Scene;
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private uint VertexArrayID;
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private uint ColourBufferID;
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private int ShaderProgramID;
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/* Default camera positions */
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private Vector3 cameraPosition;
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private Vector3 cameraLookDirection;
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private Vector3 cameraRightVector;
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private Vector3 cameraUpVector;
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private float horizontalViewAngle;
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private float verticalViewAngle;
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private const float defaultFOV = 45.0f;
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private const float defaultMovementSpeed = 10.0f;
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private const float defaultCameraSpeed = 0.5f;
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// Other variables
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private bool wantsToMove = false;
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private float deltaTime;
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private int mouseXLastFrame;
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private int mouseYLastFrame;
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private float rightAxis;
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private float forwardAxis;
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private static readonly float[] cubeColourBufferData =
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{
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0.583f, 0.771f, 0.014f,
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0.609f, 0.115f, 0.436f,
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0.327f, 0.483f, 0.844f,
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0.822f, 0.569f, 0.201f,
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0.435f, 0.602f, 0.223f,
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0.310f, 0.747f, 0.185f,
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0.597f, 0.770f, 0.761f,
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0.559f, 0.436f, 0.730f,
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0.359f, 0.583f, 0.152f,
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0.483f, 0.596f, 0.789f,
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0.559f, 0.861f, 0.639f,
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0.195f, 0.548f, 0.859f,
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0.014f, 0.184f, 0.576f,
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0.771f, 0.328f, 0.970f,
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0.406f, 0.615f, 0.116f,
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0.676f, 0.977f, 0.133f,
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0.971f, 0.572f, 0.833f,
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0.140f, 0.616f, 0.489f,
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0.997f, 0.513f, 0.064f,
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0.945f, 0.719f, 0.592f,
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0.543f, 0.021f, 0.978f,
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0.279f, 0.317f, 0.505f,
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0.167f, 0.620f, 0.077f,
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0.347f, 0.857f, 0.137f,
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0.055f, 0.953f, 0.042f,
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0.714f, 0.505f, 0.345f,
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0.783f, 0.290f, 0.734f,
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0.722f, 0.645f, 0.174f,
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0.302f, 0.455f, 0.848f,
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0.225f, 0.587f, 0.040f,
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0.517f, 0.713f, 0.338f,
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0.053f, 0.959f, 0.120f,
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0.393f, 0.621f, 0.362f,
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0.673f, 0.211f, 0.457f,
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0.820f, 0.883f, 0.371f,
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0.982f, 0.099f, 0.879f
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};
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public static MainWindow Create()
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{
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Builder builder = new Builder(null, "GLWidgetTestGTK3.interfaces.MainWindow.glade", null);
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return new MainWindow(builder, builder.GetObject("MainWindow").Handle);
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}
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protected MainWindow(Builder builder, IntPtr handle)
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: base(handle)
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{
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builder.Autoconnect(this);
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DeleteEvent += OnDeleteEvent;
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this.GLInit = false;
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ResetCamera();
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this.MainGLWidget = new GLWidget(GraphicsMode.Default)
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{
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CanFocus = true,
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SingleBuffer = false,
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ColorBPP = 24,
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DepthBPP = 24,
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Samples = 4,
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GLVersionMajor = 3,
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GLVersionMinor = 3,
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GraphicsContextFlags = GraphicsContextFlags.ForwardCompatible | GraphicsContextFlags.Debug,
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IsRenderHandler = true
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};
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this.MainGLWidget.Events |=
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EventMask.ButtonPressMask |
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EventMask.ButtonReleaseMask |
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EventMask.KeyPressMask |
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EventMask.KeyReleaseMask;
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this.MainGLWidget.Initialized += OnViewportInitialized;
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this.MainGLWidget.ButtonPressEvent += OnViewportButtonPressed;
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this.MainGLWidget.ButtonReleaseEvent += OnViewportButtonReleased;
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this.MainGLWidget.KeyPressEvent += OnViewportKeyPressed;
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this.MainGLWidget.KeyReleaseEvent += OnViewportKeyReleased;
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// Add the GL widget to the UI
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this.GLWidgetAlignment.Add(this.MainGLWidget);
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this.GLWidgetAlignment.ShowAll();
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}
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private List<Vertex> FloatArrayToVertexList(float[] vertexPositions)
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{
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if ((vertexPositions.Length % 3) != 0)
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{
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throw new ArgumentException("The input array must be of a 3-multiple length. Incomplete entries are not allowed.", nameof(vertexPositions));
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}
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List<Vertex> convertedVertices = new List<Vertex>();
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for (int i = 0; i < vertexPositions.Length; i += 3)
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{
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Vector3 Position = new Vector3(vertexPositions[i], vertexPositions[i + 1], vertexPositions[i + 2]);
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Vertex vertex = new Vertex(Position);
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convertedVertices.Add(vertex);
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}
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return convertedVertices;
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}
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private void OnViewportKeyReleased(object o, KeyReleaseEventArgs args)
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{
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if (args.Event.Type == EventType.KeyRelease)
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{
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if( args.Event.Key == Gdk.Key.w || args.Event.Key == Gdk.Key.W)
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{
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forwardAxis = 0.0f;
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}
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else if( args.Event.Key == Gdk.Key.s || args.Event.Key == Gdk.Key.S)
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{
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forwardAxis = 0.0f;
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}
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if( args.Event.Key == Gdk.Key.d || args.Event.Key == Gdk.Key.D)
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{
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rightAxis = 0.0f;
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}
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else if( args.Event.Key == Gdk.Key.a || args.Event.Key == Gdk.Key.A)
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{
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rightAxis = 0.0f;
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}
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}
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}
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private void OnViewportKeyPressed(object o, KeyPressEventArgs args)
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{
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if (args.Event.Type == EventType.KeyPress)
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{
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if( args.Event.Key == Gdk.Key.w || args.Event.Key == Gdk.Key.W)
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{
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forwardAxis = 1.0f;
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}
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else if( args.Event.Key == Gdk.Key.s || args.Event.Key == Gdk.Key.S)
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{
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forwardAxis = -1.0f;
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}
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if( args.Event.Key == Gdk.Key.d || args.Event.Key == Gdk.Key.D)
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{
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rightAxis = 1.0f;
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}
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else if( args.Event.Key == Gdk.Key.a || args.Event.Key == Gdk.Key.A)
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{
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rightAxis = -1.0f;
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}
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if( args.Event.Key == Gdk.Key.r || args.Event.Key == Gdk.Key.R)
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{
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if (wantsToMove)
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{
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ResetCamera();
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}
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}
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if (args.Event.Key == Gdk.Key.Escape)
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{
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Application.Quit();
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}
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}
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}
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private void ResetCamera()
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{
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this.cameraPosition = new Vector3(0.0f, 0.0f, 5.0f);
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this.horizontalViewAngle = MathHelper.DegreesToRadians(180.0f);
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this.verticalViewAngle = MathHelper.DegreesToRadians(0.0f);
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this.cameraLookDirection = new Vector3(
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(float)(Math.Cos(this.verticalViewAngle) * Math.Sin(this.horizontalViewAngle)),
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(float)Math.Sin(this.verticalViewAngle),
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(float)(Math.Cos(this.verticalViewAngle) * Math.Cos(this.horizontalViewAngle)));
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this.cameraRightVector = new Vector3(
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(float)Math.Sin(horizontalViewAngle - MathHelper.PiOver2),
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0,
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(float)Math.Cos(horizontalViewAngle - MathHelper.PiOver2));
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this.cameraUpVector = Vector3.Cross(cameraRightVector, cameraLookDirection);
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}
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[GLib.ConnectBefore]
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private void OnViewportButtonReleased(object o, ButtonReleaseEventArgs args)
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{
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// Right click is released
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if (args.Event.Type == EventType.ButtonRelease && args.Event.Button == 3)
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{
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// Return the mouse pointer
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this.Window.Cursor = new Cursor(CursorType.Arrow);
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this.GrabFocus();
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this.wantsToMove = false;
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}
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}
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[GLib.ConnectBefore]
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private void OnViewportButtonPressed(object o, ButtonPressEventArgs args)
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{
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// Right click is pressed
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if (args.Event.Type == EventType.ButtonPress && args.Event.Button == 3)
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{
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// Hide the mouse pointer
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this.Window.Cursor = new Cursor(CursorType.BlankCursor);
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this.MainGLWidget.GrabFocus();
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this.wantsToMove = true;
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this.MainGLWidget.GetPointer(out this.mouseXLastFrame, out this.mouseYLastFrame);
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}
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}
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protected virtual void OnViewportInitialized(object sender, EventArgs e)
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{
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var version = GL.GetString(StringName.Version);
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this.Scene = new Scene();
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// Create the cube actor
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Actor cubeActor = new Actor(new Mesh(FloatArrayToVertexList(Shapes.UnindexedCube)));
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Actor cubeActor1 = new Actor(new Mesh(FloatArrayToVertexList(Shapes.UnindexedCube)));
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Actor cubeActor2 = new Actor(new Mesh(FloatArrayToVertexList(Shapes.UnindexedCube)));
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Actor cubeActor3 = new Actor(new Mesh(FloatArrayToVertexList(Shapes.UnindexedCube)));
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// Translate the cube actor
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cubeActor.Transform.Translation = new Vector3(4.0f, 0.0f, 0.0f);
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cubeActor1.Transform.Translation = new Vector3(0.0f, 4.0f, 0.0f);
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cubeActor2.Transform.Translation = new Vector3(0.0f, -4.0f, 0.0f);
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cubeActor3.Transform.Translation = new Vector3(-4.0f, 0.0f, 0.0f);
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Actor triangleActor = new Actor(new Mesh(FloatArrayToVertexList(Shapes.UnindexedTriangle)));
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this.Scene.Actors.Add(cubeActor);
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this.Scene.Actors.Add(cubeActor1);
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this.Scene.Actors.Add(cubeActor2);
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this.Scene.Actors.Add(cubeActor3);
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this.Scene.Actors.Add(triangleActor);
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// Generate the colour buffer
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GL.GenBuffers(1, out ColourBufferID);
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// Upload the colour data
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GL.BindBuffer(BufferTarget.ArrayBuffer, ColourBufferID);
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GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(cubeColourBufferData.Length * sizeof(float)), cubeColourBufferData, BufferUsageHint.StaticDraw);
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// Make sure we use the depth buffer when drawing
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GL.Enable(EnableCap.DepthTest);
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//GL.DepthFunc(DepthFunction.Less);
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// Enable backface culling for performance reasons
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//GL.Enable(EnableCap.CullFace);
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// Render wireframe
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//GL.PolygonMode(MaterialFace.FrontAndBack, PolygonMode.Line);
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// Initialize the viewport
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int widgetWidth = this.GLWidgetAlignment.AllocatedWidth;
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int widgetHeight = this.GLWidgetAlignment.AllocatedHeight;
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GL.Viewport(0, 0, widgetWidth, widgetHeight);
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GL.ClearColor(0.522f, 0.573f, 0.678f, 1.0f);
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GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
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// Load the shaders
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ShaderProgramID = LoadShaders();
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// Add idle event handler to process rendering whenever and as long as time is available.
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GLInit = true;
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//GLib.Idle.Add(OnIdleProcessMain);
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MainGLWidget.ClearCurrent();
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System.Threading.Thread thread = new System.Threading.Thread(Start);
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thread.Start();
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}
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protected void RenderFrame()
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{
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MainGLWidget.MakeCurrent();
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// Make sure the viewport is accurate for the current widget size on screen
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int widgetWidth = this.GLWidgetAlignment.AllocatedWidth;
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int widgetHeight = this.GLWidgetAlignment.AllocatedHeight;
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var error = GL.GetError();
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GL.Viewport(0, 0, widgetWidth, widgetHeight);
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GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
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// Activate the shaders
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GL.UseProgram(ShaderProgramID);
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// See if there's any movement to compute
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if (wantsToMove)
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{
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int mouseX;
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int mouseY;
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this.MainGLWidget.GetPointer(out mouseX, out mouseY);
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this.horizontalViewAngle += defaultCameraSpeed * this.deltaTime * (float)(mouseXLastFrame - mouseX);
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this.verticalViewAngle += defaultCameraSpeed * this.deltaTime * (float)(mouseYLastFrame - mouseY);
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if (verticalViewAngle > MathHelper.DegreesToRadians(90.0f))
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{
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verticalViewAngle = MathHelper.DegreesToRadians(90.0f);
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}
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else if (verticalViewAngle < MathHelper.DegreesToRadians(-90.0f))
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{
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verticalViewAngle = MathHelper.DegreesToRadians(-90.0f);
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}
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mouseXLastFrame = mouseX;
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mouseYLastFrame = mouseY;
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// Compute the look direction
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this.cameraLookDirection = new Vector3(
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(float)(Math.Cos(this.verticalViewAngle) * Math.Sin(this.horizontalViewAngle)),
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(float)Math.Sin(this.verticalViewAngle),
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(float)(Math.Cos(this.verticalViewAngle) * Math.Cos(this.horizontalViewAngle)));
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this.cameraRightVector = new Vector3(
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(float)Math.Sin(this.horizontalViewAngle - MathHelper.PiOver2),
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0,
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(float)Math.Cos(this.horizontalViewAngle - MathHelper.PiOver2));
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this.cameraUpVector = Vector3.Cross(this.cameraRightVector, this.cameraLookDirection);
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// Perform any movement
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if (forwardAxis > 0)
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{
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this.cameraPosition += this.cameraLookDirection * deltaTime * defaultMovementSpeed;
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}
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if (forwardAxis < 0)
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{
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this.cameraPosition -= this.cameraLookDirection * deltaTime * defaultMovementSpeed;
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}
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if (rightAxis > 0)
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{
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this.cameraPosition += this.cameraRightVector * deltaTime * defaultMovementSpeed;
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}
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if (rightAxis < 0)
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{
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this.cameraPosition -= this.cameraRightVector * deltaTime * defaultMovementSpeed;
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}
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}
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// Calculate the relative viewpoint
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float aspectRatio = (float)widgetWidth / (float)widgetHeight;
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Matrix4 Projection = Matrix4.CreatePerspectiveFieldOfView(MathHelper.DegreesToRadians(defaultFOV), aspectRatio, 0.1f, 1000.0f);
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Matrix4 View = Matrix4.LookAt(
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cameraPosition,
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cameraPosition + cameraLookDirection,
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cameraUpVector
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);
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// Enable the colour array
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GL.EnableVertexAttribArray(1);
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GL.BindBuffer(BufferTarget.ArrayBuffer, ColourBufferID);
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GL.VertexAttribPointer(
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1,
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3,
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VertexAttribPointerType.Float,
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false,
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0,
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0);
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// Tick the actors before any rendering is done
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this.Scene.Tick(deltaTime);
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foreach (Actor actor in this.Scene.Actors)
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{
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actor.Render(ShaderProgramID, View, Projection);
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}
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// Release the arrays
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GL.DisableVertexAttribArray(1);
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//swap
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MainGLWidget.Swapbuffers();
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MainGLWidget.ClearCurrent();
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}
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public void Start()
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{
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System.Threading.Thread.Sleep(1000);
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while (true)
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{
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RenderFrame();
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System.Threading.Thread.Sleep(5);
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}
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}
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protected bool OnIdleProcessMain()
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{
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if (!GLInit)
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return false;
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else
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{
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// Start deltaTime calculation
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Stopwatch deltaTimeWatcher = new Stopwatch();
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deltaTimeWatcher.Start();
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//System.Threading.Tasks.Task.Run(RenderFrame).Wait();
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RenderFrame();
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// End delta time calculation
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deltaTimeWatcher.Stop();
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this.deltaTime = (float)(deltaTimeWatcher.ElapsedMilliseconds * 0.001f);
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return true;
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}
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}
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private int LoadShaders()
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{
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int VertexShaderID = GL.CreateShader(ShaderType.VertexShader);
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int FragmentShaderID = GL.CreateShader(ShaderType.FragmentShader);
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string vertexShaderSourceCode;
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using (Stream shaderStream =
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Assembly.GetExecutingAssembly().GetManifestResourceStream("GLWidgetTestGTK3.Shaders.VertexShader.glsl"))
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{
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using (StreamReader sr = new StreamReader(shaderStream))
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{
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vertexShaderSourceCode = sr.ReadToEnd();
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}
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}
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string fragmentShaderSourceCode;
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using (Stream shaderStream =
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Assembly.GetExecutingAssembly().GetManifestResourceStream("GLWidgetTestGTK3.Shaders.FragmentShader.glsl"))
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{
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using (StreamReader sr = new StreamReader(shaderStream))
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{
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fragmentShaderSourceCode = sr.ReadToEnd();
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}
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}
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|
|
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int result = 0;
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int compilationLogLength;
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Console.WriteLine("Compiling vertex shader...");
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GL.ShaderSource(VertexShaderID, vertexShaderSourceCode);
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GL.CompileShader(VertexShaderID);
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|
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GL.GetShader(VertexShaderID, ShaderParameter.CompileStatus, out result);
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GL.GetShader(VertexShaderID, ShaderParameter.InfoLogLength, out compilationLogLength);
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|
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if (compilationLogLength > 0)
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{
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string compilationLog;
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GL.GetShaderInfoLog(VertexShaderID, out compilationLog);
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|
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Console.WriteLine(compilationLog);
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}
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|
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Console.WriteLine("Compiling fragment shader...");
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GL.ShaderSource(FragmentShaderID, fragmentShaderSourceCode);
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GL.CompileShader(FragmentShaderID);
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|
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GL.GetShader(FragmentShaderID, ShaderParameter.CompileStatus, out result);
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GL.GetShader(FragmentShaderID, ShaderParameter.InfoLogLength, out compilationLogLength);
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|
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|
if (compilationLogLength > 0)
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|
{
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|
string compilationLog;
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|
GL.GetShaderInfoLog(FragmentShaderID, out compilationLog);
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|
|
|
Console.WriteLine(compilationLog);
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|
}
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|
|
|
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|
Console.WriteLine("Linking shader program...");
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int shaderProgramID = GL.CreateProgram();
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|
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GL.AttachShader(shaderProgramID, VertexShaderID);
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GL.AttachShader(shaderProgramID, FragmentShaderID);
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GL.LinkProgram(shaderProgramID);
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|
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|
GL.GetProgram(shaderProgramID, ProgramParameter.LinkStatus, out result);
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|
GL.GetProgram(shaderProgramID, ProgramParameter.InfoLogLength, out compilationLogLength);
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|
|
|
if (compilationLogLength > 0)
|
|
{
|
|
string compilationLog;
|
|
GL.GetProgramInfoLog(shaderProgramID, out compilationLog);
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|
|
|
Console.WriteLine(compilationLog);
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|
}
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|
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|
// Clean up the shader source code and unlinked object files from graphics memory
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|
GL.DetachShader(shaderProgramID, VertexShaderID);
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|
GL.DetachShader(shaderProgramID, FragmentShaderID);
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|
|
|
GL.DeleteShader(VertexShaderID);
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|
GL.DeleteShader(FragmentShaderID);
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|
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|
return shaderProgramID;
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|
}
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|
|
|
/// <summary>
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|
/// Handles application shutdown procedures - terminating render threads, cleaning
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|
/// up the UI, etc.
|
|
/// </summary>
|
|
/// <param name="sender">Sender.</param>
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|
/// <param name="a">The deletion arguments.</param>
|
|
protected void OnDeleteEvent(object sender, DeleteEventArgs a)
|
|
{
|
|
Application.Quit();
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|
a.RetVal = true;
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|
}
|
|
}
|
|
}
|
|
|