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