Opentk/Source/Examples/Tutorial/T02_Vertex_Arrays.cs

213 lines
6.8 KiB
C#
Raw Normal View History

#region --- License ---
/* Copyright (c) 2006, 2007 Stefanos Apostolopoulos
* See license.txt for license info
*/
#endregion
using System;
using System.Collections.Generic;
using System.Text;
using System.Drawing;
using System.Threading;
using OpenTK;
using OpenTK.OpenGL;
using System.Diagnostics;
namespace Examples.Tutorial
{
/// <summary>
/// Demonstrates Vertex Arrays (in system memory). Example is incomplete (documentation).
/// </summary>
2007-09-27 01:14:09 +00:00
class T02_Vertex_Arrays : GameWindow, IExample
{
float angle_speed = 3.0f;
float angle = 0.0f;
Shapes.Shape shape = new Examples.Shapes.Plane(16, 16, 2.0f, 2.0f);
System.Threading.Timer info_timer;
#region Constructor
2007-09-27 01:14:09 +00:00
public T02_Vertex_Arrays()
{
this.CreateWindow(new DisplayMode(800, 600));
//Thread.CurrentThread.Priority = ThreadPriority.AboveNormal;
//this.VSync = VSyncMode.Off;
}
#endregion
#region OnLoad
public override void OnLoad(EventArgs e)
{
base.OnLoad(e);
GL.ClearColor(Color.MidnightBlue);
GL.Enable(GL.Enums.EnableCap.DEPTH_TEST);
GL.EnableClientState(GL.Enums.EnableCap.VERTEX_ARRAY);
//GL.EnableClientState(GL.Enums.EnableCap.COLOR_ARRAY);
GL.VertexPointer(3, GL.Enums.VertexPointerType.FLOAT, 0, shape.Vertices);
//GL.ColorPointer(4, GL.Enums.ColorPointerType.UNSIGNED_BYTE, 0, shape.Colors);
factor_target = TargetRenderPeriod / TargetUpdatePeriod;
info_timer = new Timer(new TimerCallback(PrintDebugInfo), null, 1000, 1000);
}
double factor_target;
void PrintDebugInfo(object o)
{
double factor = RenderPeriod / UpdatePeriod;
Debug.Print("NORMAL: Frame: {0} ({1}), Update: {2} ({3}), Factor: {4}, Error: {5}",
RenderPeriod.ToString("g8"), RenderFrequency.ToString("g3"), UpdatePeriod.ToString("g8"), UpdateFrequency.ToString("g3"),
factor.ToString("g8"), Math.Abs(factor_target - factor).ToString("g8"));
}
#endregion
public override void OnUnload(EventArgs e)
{
info_timer.Dispose();
}
#region OnResize
/// <summary>
/// Called when the user resizes the window.
/// </summary>
/// <param name="e">Contains the new width/height of the window.</param>
/// <remarks>
/// You want the OpenGL viewport to match the window. This is the place to do it!
/// </remarks>
protected override void OnResize(OpenTK.Platform.ResizeEventArgs e)
{
base.OnResize(e);
GL.Viewport(0, 0, Width, Height);
double ratio = e.Width / (double)e.Height;
GL.MatrixMode(GL.Enums.MatrixMode.PROJECTION);
GL.LoadIdentity();
Glu.Perspective(45.0, ratio, 1.0, 64.0);
}
#endregion
#region OnUpdateFrame
/// <summary>
/// Prepares the next frame for rendering.
/// </summary>
/// <remarks>
/// Place your control logic here. This is the place to respond to user input,
/// update object positions etc.
/// </remarks>
public override void OnUpdateFrame(UpdateFrameEventArgs e)
{
if (Keyboard[OpenTK.Input.Key.Escape])
{
this.Exit();
return;
}
if ((Keyboard[OpenTK.Input.Key.AltLeft] || Keyboard[OpenTK.Input.Key.AltRight]) &&
Keyboard[OpenTK.Input.Key.Enter])
{
Fullscreen = !Fullscreen;
}
if (Keyboard[OpenTK.Input.Key.Plus])
TargetRenderFrequency++;
else if (Keyboard[OpenTK.Input.Key.Minus])
TargetRenderFrequency--;
else if (Keyboard[OpenTK.Input.Key.PageUp])
TargetUpdateFrequency++;
else if (Keyboard[OpenTK.Input.Key.PageDown])
TargetUpdateFrequency--;
if (Keyboard[OpenTK.Input.Key.Space])
angle_speed = 12.0f;
else
angle_speed = 3.0f;
//angle += angle_speed;
}
#endregion
#region OnRenderFrame
/// <summary>
/// Place your rendering code here.
/// </summary>
public override void OnRenderFrame(RenderFrameEventArgs e)
{
GL.Clear(GL.Enums.ClearBufferMask.COLOR_BUFFER_BIT | GL.Enums.ClearBufferMask.DEPTH_BUFFER_BIT);
GL.MatrixMode(GL.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
);
//angle += angle_speed * (float)(UpdateFrequency / RenderFrequency);
//if (e.Time != 0.0)
if (Math.Abs(e.ScaleFactor - factor_target) > 0.5)
{
/*Debug.Print("JITTER: Frame: {0} ({1}), Update: {2} ({3}), Factor: {4}, Error: {5}",
RenderPeriod.ToString("g8"), RenderFrequency.ToString("g3"), UpdatePeriod.ToString("g8"), UpdateFrequency.ToString("g3"),
e.ScaleFactor.ToString("g8"), Math.Abs(factor_target - e.ScaleFactor).ToString("g8"));*/
}
angle += angle_speed * (float)e.ScaleFactor;
//angle += angle_speed * (float)e.Time;
if (angle >= 360.0f)
angle -= 360.0f;
GL.Rotate(angle, 0.0f, 1.0f, 0.0f);
GL.DrawElements(GL.Enums.BeginMode.TRIANGLES, shape.Indices.Length,
GL.Enums.All.UNSIGNED_INT, shape.Indices);
// GL.DrawArrays(GL.Enums.BeginMode.LINES, 0, shape.Vertices.Length);
GL.Begin(GL.Enums.BeginMode.TRIANGLES);
GL.Vertex3(-1.0, -1.0, 5.0);
GL.Vertex3(1.0, -1.0, 5.0);
GL.Vertex3(1.0, 1.0, 5.0);
GL.End();
int zero = GC.CollectionCount(0);
int one = GC.CollectionCount(1);
int two = GC.CollectionCount(2);
SwapBuffers();
//Thread.Sleep(25);
}
#endregion
#region public void Launch()
/// <summary>
/// Launches this example.
/// </summary>
/// <remarks>
/// Provides a simple way for the example launcher to launch the examples.
/// </remarks>
public void Launch()
{
// Lock UpdateFrame rate at 30Hz and RenderFrame rate 85Hz.
Run(30.0, 20.0);
}
#endregion
}
}