Removed tabs.

This commit is contained in:
the_fiddler 2009-06-26 21:09:55 +00:00
parent 828836675b
commit 2d535853af

View file

@ -119,9 +119,9 @@ void main(void)
GraphicsContextFlags.ForwardCompatible | GraphicsContextFlags.Debug) GraphicsContextFlags.ForwardCompatible | GraphicsContextFlags.Debug)
{ } { }
public override void OnLoad (System.EventArgs e) public override void OnLoad (System.EventArgs e)
{ {
// Create shaders // Create shaders
vertexShaderHandle = GL.CreateShader(ShaderType.VertexShader); vertexShaderHandle = GL.CreateShader(ShaderType.VertexShader);
fragmentShaderHandle = GL.CreateShader(ShaderType.FragmentShader); fragmentShaderHandle = GL.CreateShader(ShaderType.FragmentShader);
@ -131,10 +131,10 @@ void main(void)
GL.CompileShader(vertexShaderHandle); GL.CompileShader(vertexShaderHandle);
GL.CompileShader(fragmentShaderHandle); GL.CompileShader(fragmentShaderHandle);
Debug.WriteLine(GL.GetShaderInfoLog(vertexShaderHandle)); Debug.WriteLine(GL.GetShaderInfoLog(vertexShaderHandle));
Debug.WriteLine(GL.GetShaderInfoLog(fragmentShaderHandle)); Debug.WriteLine(GL.GetShaderInfoLog(fragmentShaderHandle));
// Create program // Create program
shaderProgramHandle = GL.CreateProgram(); shaderProgramHandle = GL.CreateProgram();
GL.AttachShader(shaderProgramHandle, vertexShaderHandle); GL.AttachShader(shaderProgramHandle, vertexShaderHandle);
@ -146,7 +146,7 @@ void main(void)
GL.UseProgram(shaderProgramHandle); GL.UseProgram(shaderProgramHandle);
// Set uniforms // Set uniforms
projectionMatrixLocation = GL.GetUniformLocation(shaderProgramHandle, "projection_matrix"); projectionMatrixLocation = GL.GetUniformLocation(shaderProgramHandle, "projection_matrix");
modelviewMatrixLocation = GL.GetUniformLocation(shaderProgramHandle, "modelview_matrix"); modelviewMatrixLocation = GL.GetUniformLocation(shaderProgramHandle, "modelview_matrix");
@ -157,7 +157,7 @@ void main(void)
GL.UniformMatrix4(projectionMatrixLocation, false, ref projectionMatrix); GL.UniformMatrix4(projectionMatrixLocation, false, ref projectionMatrix);
GL.UniformMatrix4(modelviewMatrixLocation, false, ref modelviewMatrix); GL.UniformMatrix4(modelviewMatrixLocation, false, ref modelviewMatrix);
// Create vertex buffer // Create vertex buffer
GL.GenVertexArrays(1, out vaoHandle); GL.GenVertexArrays(1, out vaoHandle);
GL.BindVertexArray(vaoHandle); GL.BindVertexArray(vaoHandle);
@ -182,19 +182,19 @@ void main(void)
GL.BindAttribLocation(shaderProgramHandle, 0, "in_position"); GL.BindAttribLocation(shaderProgramHandle, 0, "in_position");
GL.BindAttribLocation(shaderProgramHandle, 1, "in_normal"); GL.BindAttribLocation(shaderProgramHandle, 1, "in_normal");
// Other state // Other state
GL.Enable(EnableCap.DepthTest); GL.Enable(EnableCap.DepthTest);
GL.ClearColor(System.Drawing.Color.MidnightBlue); GL.ClearColor(System.Drawing.Color.MidnightBlue);
} }
protected override void OnUpdateFrame(FrameEventArgs e) protected override void OnUpdateFrame(FrameEventArgs e)
{ {
Matrix4 rotation = Matrix4.RotateY((float)e.Time); Matrix4 rotation = Matrix4.RotateY((float)e.Time);
Matrix4.Mult(ref rotation, ref modelviewMatrix, out modelviewMatrix); Matrix4.Mult(ref rotation, ref modelviewMatrix, out modelviewMatrix);
GL.UniformMatrix4(modelviewMatrixLocation, false, ref modelviewMatrix); GL.UniformMatrix4(modelviewMatrixLocation, false, ref modelviewMatrix);
if (Keyboard[OpenTK.Input.Key.Escape]) if (Keyboard[OpenTK.Input.Key.Escape])
Exit(); Exit();
} }
protected override void OnRenderFrame(FrameEventArgs e) protected override void OnRenderFrame(FrameEventArgs e)
@ -213,10 +213,10 @@ void main(void)
public static void Main() public static void Main()
{ {
using (HelloGL3 example = new HelloGL3()) using (HelloGL3 example = new HelloGL3())
{ {
Utilities.SetWindowTitle(example); Utilities.SetWindowTitle(example);
example.Run(30); example.Run(30);
} }
} }
} }
} }