Opentk/Source/Examples/Tutorial/T10_GLSL_Cube.cs

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#region --- License ---
/* Copyright (c) 2006, 2007 Stefanos Apostolopoulos
* See license.txt for license info
*/
#endregion
#region --- Using Directives ---
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Drawing;
using System.Text;
using System.Windows.Forms;
using System.Threading;
using OpenTK.OpenGL;
using Enums = OpenTK.OpenGL.Enums;
using OpenTK;
using OpenTK.Input;
#endregion --- Using Directives ---
namespace Examples.Tutorial
{
public class T10_GLSL_Cube : GameWindow, IExample
{
#region --- Fields ---
#region Shaders
string[] vertex_shader_source =
{
"void main() {",
"gl_FrontColor = gl_Color;",
"gl_Position = ftransform();",
"}",
};
string[] fragment_shader_source =
{
"void main() { gl_FragColor = gl_Color; }\0"
};
#endregion
static float angle;
#endregion
#region --- Constructors ---
public T10_GLSL_Cube()
{
Context.MakeCurrent();
//Text =
// GL.GetString(Enums.StringName.VENDOR) + " " +
// GL.GetString(Enums.StringName.RENDERER) + " " +
// GL.GetString(Enums.StringName.VERSION);
GL.ClearColor(0.1f, 0.1f, 0.5f, 0.0f);
GL.Enable(Enums.EnableCap.DEPTH_TEST);
int vertex_shader_object, fragment_shader_object;
int status;
int shader_program;
vertex_shader_object = GL.CreateShader(Enums.VERSION_2_0.VERTEX_SHADER);
fragment_shader_object = GL.CreateShader(Enums.VERSION_2_0.FRAGMENT_SHADER);
GL.ShaderSource(vertex_shader_object, vertex_shader_source.Length, vertex_shader_source, null);
GL.CompileShader(vertex_shader_object);
GL.GetShaderiv(vertex_shader_object, Enums.VERSION_2_0.COMPILE_STATUS, out status);
if (status != (int)Enums.Boolean.TRUE)
{
StringBuilder info = new StringBuilder(1024);
GL.GetShaderInfoLog(vertex_shader_object, info.MaxCapacity, null, info);
throw new Exception(info.ToString());
}
GL.ShaderSource(fragment_shader_object, fragment_shader_source.Length, fragment_shader_source, null);
GL.CompileShader(fragment_shader_object);
GL.GetShaderiv(fragment_shader_object, Enums.VERSION_2_0.COMPILE_STATUS, out status);
if (status != (int)Enums.Boolean.TRUE)
{
StringBuilder info = new StringBuilder(1024);
GL.GetShaderInfoLog(fragment_shader_object, 1024, null, info);
throw new Exception(info.ToString());
}
shader_program = GL.CreateProgram();
GL.AttachShader(shader_program, fragment_shader_object);
GL.AttachShader(shader_program, vertex_shader_object);
GL.LinkProgram(shader_program);
GL.UseProgram(shader_program);
OnResize(new OpenTK.Platform.ResizeEventArgs(this.Width, this.Height));
}
#endregion
#region static public void Launch()
/// <summary>
/// Launches this example.
/// </summary>
/// <remarks>
/// Provides a simple way for the example launcher to launch the examples.
/// </remarks>
static public void Launch()
{
using (T10_GLSL_Cube ex = new T10_GLSL_Cube())
{
ex.Run();
}
}
#endregion
#region OnResize
protected override void OnResize(OpenTK.Platform.ResizeEventArgs e)
{
base.OnResize(e);
GL.Viewport(0, 0, this.Width, this.Height);
double ratio = 0.0;
ratio = this.Width / (double)this.Height;
GL.MatrixMode(Enums.MatrixMode.PROJECTION);
GL.LoadIdentity();
Glu.Perspective(45.0, ratio, 1.0, 64.0);
}
#endregion
#region UpdateFrame
public override void UpdateFrame()
{
base.UpdateFrame();
if (Key.Escape)
{
this.Quit = true;
}
GL.MatrixMode(Enums.MatrixMode.MODELVIEW);
GL.LoadIdentity();
Glu.LookAt(
0.0, 5.0, 5.0,
0.0, 0.0, 0.0,
0.0, 1.0, 0.0
);
GL.Rotatef(angle, 0.0f, 1.0f, 0.0f);
angle += 0.05f;
}
#endregion
#region RenderFrame
public override void RenderFrame()
{
base.RenderFrame();
GL.Clear(Enums.ClearBufferMask.COLOR_BUFFER_BIT | Enums.ClearBufferMask.DEPTH_BUFFER_BIT);
DrawCube();
Context.SwapBuffers();
}
#endregion
#region DrawCube
public void DrawCube()
{
GL.Begin(Enums.BeginMode.QUADS);
GL.Color3f(1, 0, 0);
GL.Vertex3f(-1.0f, -1.0f, -1.0f);
GL.Vertex3f(-1.0f, 1.0f, -1.0f);
GL.Vertex3f(1.0f, 1.0f, -1.0f);
GL.Vertex3f(1.0f, -1.0f, -1.0f);
GL.Color3f(1, 1, 0);
GL.Vertex3f(-1.0f, -1.0f, -1.0f);
GL.Vertex3f(1.0f, -1.0f, -1.0f);
GL.Vertex3f(1.0f, -1.0f, 1.0f);
GL.Vertex3f(-1.0f, -1.0f, 1.0f);
GL.Color3f(1, 0, 1);
GL.Vertex3f(-1.0f, -1.0f, -1.0f);
GL.Vertex3f(-1.0f, -1.0f, 1.0f);
GL.Vertex3f(-1.0f, 1.0f, 1.0f);
GL.Vertex3f(-1.0f, 1.0f, -1.0f);
GL.Color3f(0, 1, 0);
GL.Vertex3f(-1.0f, -1.0f, 1.0f);
GL.Vertex3f(1.0f, -1.0f, 1.0f);
GL.Vertex3f(1.0f, 1.0f, 1.0f);
GL.Vertex3f(-1.0f, 1.0f, 1.0f);
GL.Color3f(0, 0, 1);
GL.Vertex3f(-1.0f, 1.0f, -1.0f);
GL.Vertex3f(-1.0f, 1.0f, 1.0f);
GL.Vertex3f(1.0f, 1.0f, 1.0f);
GL.Vertex3f(1.0f, 1.0f, -1.0f);
GL.Color3f(0, 1, 1);
GL.Vertex3f(1.0f, -1.0f, -1.0f);
GL.Vertex3f(1.0f, 1.0f, -1.0f);
GL.Vertex3f(1.0f, 1.0f, 1.0f);
GL.Vertex3f(1.0f, -1.0f, 1.0f);
GL.End();
}
#endregion
}
}