Start of T04_Lighting example. Slight updates to T10_GLSL_Cube. Updates to ExampleLauncher exception handling.

This commit is contained in:
the_fiddler 2007-09-23 13:38:03 +00:00
parent dfe1d7c335
commit 8cfee01131
4 changed files with 182 additions and 80 deletions

View file

@ -88,8 +88,8 @@ namespace Examples
} }
catch (Exception expt) catch (Exception expt)
{ {
MessageBox.Show(String.Format("Stacktrace:{0}{1}{0}{0}Inner exception:{0}{2}", MessageBox.Show(String.Format("{3}{0}Stacktrace:{0}{1}{0}{0}Inner exception:{0}{2}",
System.Environment.NewLine, expt.StackTrace, expt.InnerException), expt.Message); System.Environment.NewLine, expt.StackTrace, expt.InnerException, expt.Message), expt.Message);
} }
} }

View file

@ -39,12 +39,14 @@ namespace Examples.Shapes
public static readonly Vector3[] Normals = public static readonly Vector3[] Normals =
{ {
new Vector3( 1.0f, 0.0f, 0.0f), new Vector3(-1.0f, -1.0f, 1.0f),
new Vector3( 0.0f, 1.0f, 0.0f), new Vector3( 1.0f, -1.0f, 1.0f),
new Vector3( 0.0f, 0.0f, 1.0f), new Vector3( 1.0f, 1.0f, 1.0f),
new Vector3(-1.0f, 0.0f, 0.0f), new Vector3(-1.0f, 1.0f, 1.0f),
new Vector3( 0.0f, -1.0f, 0.0f), new Vector3(-1.0f, -1.0f, -1.0f),
new Vector3( 0.0f, 0.0f, -1.0f), new Vector3( 1.0f, -1.0f, -1.0f),
new Vector3( 1.0f, 1.0f, -1.0f),
new Vector3(-1.0f, 1.0f, -1.0f),
}; };
public static readonly int[] Colors = public static readonly int[] Colors =

View file

@ -10,28 +10,149 @@ using System.Text;
using OpenTK; using OpenTK;
using OpenTK.OpenGL; using OpenTK.OpenGL;
using System.Drawing;
namespace Examples.Tutorial namespace Examples.Tutorial
{ {
class T04_Lit_Cube : GameWindow//, IExample class T04_Lit_Cube : GameWindow, IExample
{ {
float angle;
#region Constructor
public T04_Lit_Cube() public T04_Lit_Cube()
{ {
CreateWindow(new DisplayMode(800, 600)); this.CreateWindow(new DisplayMode(800, 600));
} }
#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.NORMAL_ARRAY);
GL.VertexPointer(3, GL.Enums.VertexPointerType.FLOAT, 0, Shapes.Cube.Vertices);
GL.NormalPointer(GL.Enums.NormalPointerType.FLOAT, 0, Shapes.Cube.Normals);
//GL.ColorPointer(4, GL.Enums.ColorPointerType.UNSIGNED_BYTE, 0, Shapes.Cube.Colors);
// Enable Light 0 and set its parameters.
GL.Lightv(GL.Enums.LightName.LIGHT0, GL.Enums.LightParameter.POSITION, new float[] { 1.0f, 1.0f, 0.0f });
GL.Lightv(GL.Enums.LightName.LIGHT0, GL.Enums.LightParameter.AMBIENT, new float[] { 0.0f, 0.0f, 0.0f, 1.0f });
GL.Lightv(GL.Enums.LightName.LIGHT0, GL.Enums.LightParameter.DIFFUSE, new float[] { 1.0f, 1.0f, 1.0f, 1.0f });
GL.Lightv(GL.Enums.LightName.LIGHT0, GL.Enums.LightParameter.SPECULAR, new float[] { 1.0f, 1.0f, 1.0f, 1.0f });
GL.LightModelv(GL.Enums.LightModelParameter.LIGHT_MODEL_AMBIENT, new float[] { 0.2f, 0.2f, 0.2f, 1.0f });
GL.Enable(GL.Enums.EnableCap.LIGHTING);
GL.Enable(GL.Enums.EnableCap.LIGHT0);
// Use GL.Material to set your object's material parameters..
GL.Materialv(GL.Enums.MaterialFace.FRONT, GL.Enums.MaterialParameter.AMBIENT, new float[] { 0.3f, 0.3f, 0.9f, 1.0f });
GL.Materialv(GL.Enums.MaterialFace.FRONT, GL.Enums.MaterialParameter.DIFFUSE, new float[] { 0.3f, 0.3f, 0.9f, 1.0f });
GL.Materialv(GL.Enums.MaterialFace.FRONT, GL.Enums.MaterialParameter.SPECULAR, new float[] { 1.0f, 1.0f, 1.0f, 1.0f });
GL.Materialv(GL.Enums.MaterialFace.FRONT, GL.Enums.MaterialParameter.EMISSION, new float[] { 0.0f, 0.0f, 0.0f, 1.0f });
}
#endregion
#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) protected override void OnResize(OpenTK.Platform.ResizeEventArgs e)
{ {
base.OnResize(e); base.OnResize(e);
//GL.ARB. 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);
} }
#region IExample Members #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[0][OpenTK.Input.Key.Escape])
{
this.Exit();
return;
}
if ((Keyboard[0][OpenTK.Input.Key.AltLeft] || Keyboard[0][OpenTK.Input.Key.AltRight]) &&
Keyboard[0][OpenTK.Input.Key.Enter])
{
Fullscreen = !Fullscreen;
}
//angle += 180.0f * (float)e.Time;
angle += 3.0f;
if (angle > 720.0f)
angle -= 720.0f;
}
#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
);
GL.Rotate(angle, 0.0f, 1.0f, 0.0f);
GL.DrawElements(GL.Enums.BeginMode.TRIANGLES, Shapes.Cube.Indices.Length,
GL.Enums.All.UNSIGNED_SHORT, Shapes.Cube.Indices);
Context.SwapBuffers();
}
#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() public void Launch()
{ {
this.Run(60.0, 60.0); // Lock UpdateFrame and RenderFrame at 60Hz.
Run(60.0, 60.0);
} }
#endregion #endregion

View file

@ -28,17 +28,21 @@ namespace Examples.Tutorial
#region Shaders #region Shaders
string[] vertex_shader_source = string[] vertex_shader_source =
{ {@"
"void main() {", void main()
"gl_FrontColor = gl_Color;", {
"gl_Position = ftransform();", gl_FrontColor = gl_Color;
"}", gl_Position = ftransform();
}; }
"};
string[] fragment_shader_source = string[] fragment_shader_source =
{ {@"
"void main() { gl_FragColor = gl_Color; }\0" void main()
}; {
gl_FragColor = gl_Color;
}
"};
#endregion #endregion
@ -76,9 +80,14 @@ namespace Examples.Tutorial
return; return;
} }
GL.ClearColor(0.1f, 0.1f, 0.5f, 0.0f); GL.ClearColor(Color.MidnightBlue);
GL.Enable(GL.Enums.EnableCap.DEPTH_TEST); 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, Shapes.Cube.Vertices);
GL.ColorPointer(4, GL.Enums.ColorPointerType.UNSIGNED_BYTE, 0, Shapes.Cube.Colors);
uint vertex_shader_object, fragment_shader_object; uint vertex_shader_object, fragment_shader_object;
int status; int status;
uint shader_program; uint shader_program;
@ -126,14 +135,20 @@ namespace Examples.Tutorial
#region OnResize #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) protected override void OnResize(OpenTK.Platform.ResizeEventArgs e)
{ {
base.OnResize(e); base.OnResize(e);
GL.Viewport(0, 0, Width, Height); GL.Viewport(0, 0, Width, Height);
double ratio = 0.0; double ratio = e.Width / (double)e.Height;
ratio = this.Width / (double)this.Height;
GL.MatrixMode(GL.Enums.MatrixMode.PROJECTION); GL.MatrixMode(GL.Enums.MatrixMode.PROJECTION);
GL.LoadIdentity(); GL.LoadIdentity();
@ -145,18 +160,27 @@ namespace Examples.Tutorial
#region OnUpdateFrame #region OnUpdateFrame
/// <summary> /// <summary>
/// Occurs when it is time to update the next frame. /// Prepares the next frame for rendering.
/// </summary> /// </summary>
/// <param name="e">Not used yet.</param> /// <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) public override void OnUpdateFrame(UpdateFrameEventArgs e)
{ {
base.OnUpdateFrame(e);
if (Keyboard[0][OpenTK.Input.Key.Escape]) if (Keyboard[0][OpenTK.Input.Key.Escape])
{ {
this.Exit(); this.Exit();
return;
} }
if ((Keyboard[0][OpenTK.Input.Key.AltLeft] || Keyboard[0][OpenTK.Input.Key.AltRight]) &&
Keyboard[0][OpenTK.Input.Key.Enter])
{
Fullscreen = !Fullscreen;
}
//angle += 180.0f * (float)e.Time;
angle += 3.0f; angle += 3.0f;
if (angle > 720.0f) if (angle > 720.0f)
angle -= 720.0f; angle -= 720.0f;
@ -166,10 +190,11 @@ namespace Examples.Tutorial
#region OnRenderFrame #region OnRenderFrame
/// <summary>
/// Place your rendering code here.
/// </summary>
public override void OnRenderFrame(RenderFrameEventArgs e) public override void OnRenderFrame(RenderFrameEventArgs e)
{ {
base.OnRenderFrame(e);
GL.Clear(GL.Enums.ClearBufferMask.COLOR_BUFFER_BIT | GL.Enums.ClearBufferMask.DEPTH_BUFFER_BIT); GL.Clear(GL.Enums.ClearBufferMask.COLOR_BUFFER_BIT | GL.Enums.ClearBufferMask.DEPTH_BUFFER_BIT);
GL.MatrixMode(GL.Enums.MatrixMode.MODELVIEW); GL.MatrixMode(GL.Enums.MatrixMode.MODELVIEW);
@ -181,61 +206,14 @@ namespace Examples.Tutorial
); );
GL.Rotate(angle, 0.0f, 1.0f, 0.0f); GL.Rotate(angle, 0.0f, 1.0f, 0.0f);
DrawCube(); GL.DrawElements(GL.Enums.BeginMode.TRIANGLES, Shapes.Cube.Indices.Length,
GL.Enums.All.UNSIGNED_SHORT, Shapes.Cube.Indices);
Context.SwapBuffers(); Context.SwapBuffers();
} }
#endregion #endregion
#region private void DrawCube()
private void DrawCube()
{
GL.Begin(GL.Enums.BeginMode.QUADS);
GL.Color3(Color.Silver);
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.Color3(Color.Honeydew);
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.Color3(Color.Moccasin);
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.Color3(Color.IndianRed);
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.Color3(Color.PaleVioletRed);
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.Color3(Color.ForestGreen);
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();
}
#endregion
#region public void Launch() #region public void Launch()
/// <summary> /// <summary>
@ -246,6 +224,7 @@ namespace Examples.Tutorial
/// </remarks> /// </remarks>
public void Launch() public void Launch()
{ {
// Lock UpdateFrame and RenderFrame at 60Hz.
Run(60.0, 60.0); Run(60.0, 60.0);
} }