Opentk/Source/Examples/OpenGL/1.x/DisplayLists.cs

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// This code was written for the OpenTK library and has been released
// to the Public Domain.
// It is provided "as is" without express or implied warranty of any kind.
#region --- Using Directives ---
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Text;
using System.Windows.Forms;
using System.Threading;
using OpenTK;
using OpenTK.Graphics.OpenGL;
#endregion --- Using Directives ---
namespace Examples.Tutorial
{
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[Example("Display Lists", ExampleCategory.OpenGL, "1.x", 2, Documentation = "DisplayLists")]
public class T07_Display_Lists_Flower : GameWindow
{
#region --- Fields ---
const int num_lists = 13;
int[] lists = new int[num_lists];
#endregion
#region --- Constructor ---
public T07_Display_Lists_Flower()
: base(800, 600)
{
}
#endregion
#region OnLoad
protected override void OnLoad(EventArgs e)
{
GL.ClearColor(Color.MidnightBlue);
GL.Enable(EnableCap.DepthTest);
GL.MatrixMode(MatrixMode.Modelview);
GL.LoadIdentity();
// Build some display lists.
int first_list = GL.GenLists(num_lists);
float c = 0;
for (int i = 0; i < num_lists; i++)
{
lists[i] = first_list + i;
GL.NewList(first_list + i, ListMode.Compile);
GL.Color3(0.3 + 0.7 * c * c, 0.3 + 1.4 * c * c, 0.7 - 0.7 * c * c);
c += 1 / (float)num_lists;
GL.PushMatrix();
GL.Rotate(c * 360.0f, 0.0, 0.0, 1.0);
GL.Translate(5.0, 0.0, 0.0);
GL.Begin(PrimitiveType.Quads);
GL.Vertex3(-1.0f, -1.0f, 1.0f);
GL.Vertex3(1.0f, -1.0f, 1.0f);
GL.Vertex3(1.0f, 1.0f, 1.0f);
GL.Vertex3(-1.0f, 1.0f, 1.0f);
GL.End();
GL.PopMatrix();
GL.EndList();
}
}
#endregion
#region OnUnload
protected override void OnUnload(EventArgs e)
{
GL.DeleteLists(lists[0], num_lists);
}
#endregion
#region OnResize
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protected override void OnResize(EventArgs e)
{
GL.Viewport(ClientRectangle);
float aspect = this.ClientSize.Width / (float)this.ClientSize.Height;
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Matrix4 projection_matrix;
Matrix4.CreatePerspectiveFieldOfView((float)Math.PI / 4, aspect, 1, 64, out projection_matrix);
GL.MatrixMode(MatrixMode.Projection);
GL.LoadMatrix(ref projection_matrix);
}
#endregion
#region OnUpdateFrame
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protected override void OnUpdateFrame(FrameEventArgs e)
{
if (Keyboard[OpenTK.Input.Key.Escape])
{
this.Exit();
}
}
#endregion
#region OnRenderFrame
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protected override void OnRenderFrame(FrameEventArgs e)
{
Matrix4 lookat = Matrix4.LookAt(0, 0, 16, 0, 0, 0, 0, 1, 0);
GL.MatrixMode(MatrixMode.Modelview);
GL.LoadMatrix(ref lookat);
GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
GL.CallLists(num_lists, ListNameType.Int, lists);
SwapBuffers();
}
#endregion
#region public static void Main()
/// <summary>
/// Entry point of this example.
/// </summary>
[STAThread]
public static void Main()
{
using (T07_Display_Lists_Flower example = new T07_Display_Lists_Flower())
{
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Utilities.SetWindowTitle(example);
example.Run(30.0, 0.0);
}
}
#endregion
}
}