diff --git a/Source/Examples/OpenGL/1.5/VertexBufferObject.cs b/Source/Examples/OpenGL/1.5/VertexBufferObject.cs
index 1441e68b..3986bc42 100644
--- a/Source/Examples/OpenGL/1.5/VertexBufferObject.cs
+++ b/Source/Examples/OpenGL/1.5/VertexBufferObject.cs
@@ -16,6 +16,7 @@ using OpenTK;
using OpenTK.Graphics;
using OpenTK.Graphics.OpenGL;
using OpenTK.Platform;
+using System.Drawing;
#endregion
@@ -24,28 +25,54 @@ namespace Examples.Tutorial
[Example("Static Vertex Buffer Objects", ExampleCategory.OpenGL, "VBO", Documentation="VertexBufferObject")]
public class T08_VBO : GameWindow
{
- #region --- Private Fields ---
-
- Shapes.Shape cube = new Examples.Shapes.Cube();
-
- struct Vbo
- {
- public int VboID, EboID, NumElements;
- }
+ const float rotation_speed = 180.0f;
+ float angle;
+
+ struct Vbo { public int VboID, EboID, NumElements; }
Vbo[] vbo = new Vbo[2];
+
+ [StructLayout(LayoutKind.Sequential, Pack = 1)]
+ struct VertexPositionColor
+ {
+ public Vector3 Position;
+ public uint Color;
- public static readonly int order = 8;
+ public VertexPositionColor(float x, float y, float z, Color color)
+ {
+ Position = new Vector3(x, y, z);
+ Color = ToRgba(color);
+ }
- #endregion
+ static uint ToRgba(Color color)
+ {
+ return (uint)color.A << 24 | (uint)color.B << 16 | (uint)color.G << 8 | (uint)color.R;
+ }
+ }
- #region --- Constructor ---
+ VertexPositionColor[] CubeVertices = new VertexPositionColor[]
+ {
+ new VertexPositionColor(-1.0f, -1.0f, 1.0f, Color.DarkRed),
+ new VertexPositionColor( 1.0f, -1.0f, 1.0f, Color.DarkRed),
+ new VertexPositionColor( 1.0f, 1.0f, 1.0f, Color.Gold),
+ new VertexPositionColor(-1.0f, 1.0f, 1.0f, Color.Gold),
+ new VertexPositionColor(-1.0f, -1.0f, -1.0f, Color.DarkRed),
+ new VertexPositionColor( 1.0f, -1.0f, -1.0f, Color.DarkRed),
+ new VertexPositionColor( 1.0f, 1.0f, -1.0f, Color.Gold),
+ new VertexPositionColor(-1.0f, 1.0f, -1.0f, Color.Gold)
+ };
+
+ readonly short[] CubeElements = new short[]
+ {
+ 0, 1, 2, 2, 3, 0, // front face
+ 3, 2, 6, 6, 7, 3, // top face
+ 7, 6, 5, 5, 4, 7, // back face
+ 4, 0, 3, 3, 7, 4, // left face
+ 0, 1, 5, 5, 4, 0, // bottom face
+ 1, 5, 6, 6, 2, 1, // right face
+ };
public T08_VBO() : base(800, 600) { }
- #endregion
-
- #region OnLoad override
-
protected override void OnLoad(EventArgs e)
{
base.OnLoad(e);
@@ -60,24 +87,17 @@ namespace Examples.Tutorial
this.Exit();
}
- GL.ClearColor(0.1f, 0.1f, 0.5f, 0.0f);
+ GL.ClearColor(System.Drawing.Color.MidnightBlue);
GL.Enable(EnableCap.DepthTest);
- // Create the Vertex Buffer Object:
- // 1) Generate the buffer handles.
- // 2) Bind the Vertex Buffer and upload your vertex buffer. Check that the buffer was uploaded correctly.
- // 3) Bind the Index Buffer and upload your index buffer. Check that the buffer was uploaded correctly.
-
- vbo[0] = LoadVBO(cube.Vertices, cube.Indices);
- vbo[1] = LoadVBO(cube.Vertices, cube.Indices);
+ vbo[0] = LoadVBO(CubeVertices, CubeElements);
+ vbo[1] = LoadVBO(CubeVertices, CubeElements);
}
- #endregion
-
- #region OnResize override
-
protected override void OnResize(EventArgs e)
{
+ base.OnResize(e);
+
GL.Viewport(0, 0, Width, Height);
float aspect_ratio = Width / (float)Height;
@@ -86,27 +106,14 @@ namespace Examples.Tutorial
GL.LoadMatrix(ref perpective);
}
- #endregion
-
- #region OnUpdateFrame override
-
- ///
- /// Prepares the next frame for rendering.
- ///
- ///
- /// Place your control logic here. This is the place to respond to user input,
- /// update object positions etc.
- ///
protected override void OnUpdateFrame(FrameEventArgs e)
{
+ base.OnUpdateFrame(e);
+
if (Keyboard[OpenTK.Input.Key.Escape])
this.Exit();
}
- #endregion
-
- #region OnRenderFrame
-
protected override void OnRenderFrame(FrameEventArgs e)
{
base.OnRenderFrame(e);
@@ -117,68 +124,65 @@ namespace Examples.Tutorial
GL.MatrixMode(MatrixMode.Modelview);
GL.LoadMatrix(ref lookat);
- GL.Color4(System.Drawing.Color.Black);
+ angle += rotation_speed * (float)e.Time;
+ GL.Rotate(angle, 0.0f, 1.0f, 0.0f);
+
Draw(vbo[0]);
SwapBuffers();
}
- #endregion
-
- Vbo LoadVBO(Vector3[] vertices, int[] indices)
+ Vbo LoadVBO(TVertex[] vertices, short[] elements) where TVertex : struct
{
Vbo handle = new Vbo();
int size;
+ // To create a VBO:
+ // 1) Generate the buffer handles for the vertex and element buffers.
+ // 2) Bind the vertex buffer handle and upload your vertex data. Check that the buffer was uploaded correctly.
+ // 3) Bind the element buffer handle and upload your element data. Check that the buffer was uploaded correctly.
+
GL.GenBuffers(1, out handle.VboID);
GL.BindBuffer(BufferTarget.ArrayBuffer, handle.VboID);
- GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(vertices.Length * Vector3.SizeInBytes), vertices,
+ GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(vertices.Length * BlittableValueType.StrideOf(vertices)), vertices,
BufferUsageHint.StaticDraw);
GL.GetBufferParameter(BufferTarget.ArrayBuffer, BufferParameterName.BufferSize, out size);
- if (vertices.Length * Vector3.SizeInBytes != size)
- throw new ApplicationException("Vertex array not uploaded correctly");
- //GL.BindBuffer(Version15.ArrayBuffer, 0);
+ if (vertices.Length * BlittableValueType.StrideOf(vertices) != size)
+ throw new ApplicationException("Vertex data not uploaded correctly");
GL.GenBuffers(1, out handle.EboID);
GL.BindBuffer(BufferTarget.ElementArrayBuffer, handle.EboID);
- GL.BufferData(BufferTarget.ElementArrayBuffer, (IntPtr)(indices.Length * sizeof(int)), indices,
+ GL.BufferData(BufferTarget.ElementArrayBuffer, (IntPtr)(elements.Length * sizeof(short)), elements,
BufferUsageHint.StaticDraw);
GL.GetBufferParameter(BufferTarget.ElementArrayBuffer, BufferParameterName.BufferSize, out size);
- if (indices.Length * sizeof(int) != size)
- throw new ApplicationException("Element array not uploaded correctly");
- //GL.BindBuffer(Version15.ElementArrayBuffer, 0);
+ if (elements.Length * sizeof(short) != size)
+ throw new ApplicationException("Element data not uploaded correctly");
- handle.NumElements = indices.Length;
+ handle.NumElements = elements.Length;
return handle;
}
void Draw(Vbo handle)
{
- //GL.PushClientAttrib(ClientAttribMask.ClientVertexArrayBit);
+ // To draw a VBO:
+ // 1) Ensure that the VertexArray client state is enabled.
+ // 2) Bind the vertex and element buffer handles.
+ // 3) Set up the data pointers (vertex, normal, color) according to your vertex format.
+ // 4) Call DrawElements. (Note: the last parameter is an offset into the element buffer
+ // and will usually be IntPtr.Zero).
- //GL.EnableClientState(EnableCap.TextureCoordArray);
+ GL.EnableClientState(EnableCap.ColorArray);
GL.EnableClientState(EnableCap.VertexArray);
GL.BindBuffer(BufferTarget.ArrayBuffer, handle.VboID);
GL.BindBuffer(BufferTarget.ElementArrayBuffer, handle.EboID);
- //GL.TexCoordPointer(2, TexCoordPointerType.Float, vector2_size, (IntPtr)vector2_size);
- GL.VertexPointer(3, VertexPointerType.Float, Vector3.SizeInBytes, IntPtr.Zero);
+ GL.VertexPointer(3, VertexPointerType.Float, BlittableValueType.StrideOf(CubeVertices), new IntPtr(0));
+ GL.ColorPointer(4, ColorPointerType.UnsignedByte, BlittableValueType.StrideOf(CubeVertices), new IntPtr(12));
- GL.DrawElements(BeginMode.Triangles, handle.NumElements, DrawElementsType.UnsignedInt, IntPtr.Zero);
- //GL.DrawArrays(BeginMode.LineLoop, 0, vbo.element_count);
-
- GL.BindBuffer(BufferTarget.ArrayBuffer, 0);
- GL.BindBuffer(BufferTarget.ElementArrayBuffer, 0);
-
- GL.DisableClientState(EnableCap.VertexArray);
- //GL.DisableClientState(EnableCap.TextureCoordArray);
-
- //GL.PopClientAttrib();
+ GL.DrawElements(BeginMode.Triangles, handle.NumElements, DrawElementsType.UnsignedShort, IntPtr.Zero);
}
- #region public static void Main()
-
///
/// Entry point of this example.
///
@@ -187,13 +191,9 @@ namespace Examples.Tutorial
{
using (T08_VBO example = new T08_VBO())
{
- // Get the title and category of this example using reflection.
- ExampleAttribute info = ((ExampleAttribute)example.GetType().GetCustomAttributes(false)[0]);
- example.Title = String.Format("OpenTK | {0} {1}: {2}", info.Category, info.Difficulty, info.Title);
+ Utilities.SetWindowTitle(example);
example.Run(30.0, 0.0);
}
}
-
- #endregion
}
}