Removed OpenTK Samples

This commit is contained in:
varon 2016-07-15 13:33:33 +02:00
parent b1b543849e
commit ec36b5754c
23 changed files with 0 additions and 1161 deletions

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Any raw assets you want to be deployed with your application can be placed in
this directory (and child directories) and given a Build Action of "AndroidAsset".
These files will be deployed with your package and will be accessible using Android's
AssetManager, like this:
public class ReadAsset : Activity
{
protected override void OnCreate (Bundle bundle)
{
base.OnCreate (bundle);
InputStream input = Assets.Open ("my_asset.txt");
}
}
Additionally, some Android functions will automatically load asset files:
Typeface tf = Typeface.CreateFromAsset (Context.Assets, "fonts/samplefont.ttf");

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<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
<ProductVersion>8.0.30703</ProductVersion>
<SchemaVersion>2.0</SchemaVersion>
<ProjectGuid>{61E47728-8B64-442E-89EA-1FE6D2ADE654}</ProjectGuid>
<ProjectTypeGuids>{EFBA0AD7-5A72-4C68-AF49-83D382785DCF};{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}</ProjectTypeGuids>
<OutputType>Library</OutputType>
<RootNamespace>ES11</RootNamespace>
<AndroidApplication>True</AndroidApplication>
<AndroidResgenFile>Resources\Resource.designer.cs</AndroidResgenFile>
<AndroidResgenClass>Resource</AndroidResgenClass>
<MonoAndroidResourcePrefix>Resources</MonoAndroidResourcePrefix>
<MonoAndroidAssetsPrefix>Assets</MonoAndroidAssetsPrefix>
<AndroidUseLatestPlatformSdk>False</AndroidUseLatestPlatformSdk>
<AssemblyName>ES11</AssemblyName>
<AndroidManifest>Properties\AndroidManifest.xml</AndroidManifest>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
<DebugSymbols>true</DebugSymbols>
<DebugType>full</DebugType>
<Optimize>false</Optimize>
<OutputPath>bin\Debug</OutputPath>
<DefineConstants>DEBUG;__MOBILE__;__ANDROID__;</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
<AndroidLinkMode>None</AndroidLinkMode>
<ConsolePause>false</ConsolePause>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
<DebugType>full</DebugType>
<Optimize>true</Optimize>
<OutputPath>bin\Release</OutputPath>
<DefineConstants>__MOBILE__;__ANDROID__;</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
<ConsolePause>false</ConsolePause>
<AndroidUseSharedRuntime>false</AndroidUseSharedRuntime>
<AndroidLinkMode>Full</AndroidLinkMode>
</PropertyGroup>
<ItemGroup>
<Reference Include="System" />
<Reference Include="System.Xml" />
<Reference Include="System.Core" />
<Reference Include="Mono.Android" />
</ItemGroup>
<ItemGroup>
<Compile Include="MainActivity.cs" />
<Compile Include="GLView1.cs" />
<Compile Include="Resources\Resource.designer.cs" />
<Compile Include="Properties\AssemblyInfo.cs" />
</ItemGroup>
<ItemGroup>
<None Include="Resources\AboutResources.txt" />
<None Include="Assets\AboutAssets.txt" />
<None Include="Properties\AndroidManifest.xml" />
</ItemGroup>
<ItemGroup>
<AndroidResource Include="Resources\layout\Main.axml" />
<AndroidResource Include="Resources\values\Strings.xml" />
<AndroidResource Include="Resources\drawable\Icon.png" />
</ItemGroup>
<Import Project="$(MSBuildExtensionsPath)\Novell\Novell.MonoDroid.CSharp.targets" />
<ItemGroup>
<ProjectReference Include="..\..\..\OpenTK\OpenTK.Android.csproj">
<Project>{1648ACE1-E7D0-41CB-9A0E-C2A9D76C13A9}</Project>
<Name>OpenTK.Android</Name>
</ProjectReference>
</ItemGroup>
</Project>

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using System;
using OpenTK;
using OpenTK.Graphics;
using OpenTK.Graphics.ES11;
using OpenTK.Platform;
using OpenTK.Platform.Android;
using Android.Views;
using Android.Content;
using Android.Util;
namespace ES11
{
class GLView1 : AndroidGameView
{
public GLView1(Context context) : base(context)
{
}
// This gets called when the drawing surface is ready
protected override void OnLoad(EventArgs e)
{
base.OnLoad(e);
// Run the render loop
Run();
}
// This method is called everytime the context needs
// to be recreated. Use it to set any egl-specific settings
// prior to context creation
//
// In this particular case, we demonstrate how to set
// the graphics mode and fallback in case the device doesn't
// support the defaults
protected override void CreateFrameBuffer()
{
// the default GraphicsMode that is set consists of (16, 16, 0, 0, 2, false)
try
{
Log.Verbose("GLCube", "Loading with default settings");
// if you don't call this, the context won't be created
base.CreateFrameBuffer();
return;
}
catch (Exception ex)
{
Log.Verbose("GLCube", "{0}", ex);
}
// this is a graphics setting that sets everything to the lowest mode possible so
// the device returns a reliable graphics setting.
try
{
Log.Verbose("GLCube", "Loading with custom Android settings (low mode)");
GraphicsMode = new AndroidGraphicsMode(0, 0, 0, 0, 0, false);
// if you don't call this, the context won't be created
base.CreateFrameBuffer();
return;
}
catch (Exception ex)
{
Log.Verbose("GLCube", "{0}", ex);
}
throw new Exception("Can't load egl, aborting");
}
// This gets called on each frame render
protected override void OnRenderFrame(FrameEventArgs e)
{
// you only need to call this if you have delegates
// registered that you want to have called
base.OnRenderFrame(e);
GL.MatrixMode(All.Projection);
GL.LoadIdentity();
GL.Ortho(-1.0f, 1.0f, -1.5f, 1.5f, -1.0f, 1.0f);
GL.MatrixMode(All.Modelview);
GL.Rotate(3.0f, 0.0f, 0.0f, 1.0f);
GL.ClearColor(0.5f, 0.5f, 0.5f, 1.0f);
GL.Clear(ClearBufferMask.ColorBufferBit);
GL.VertexPointer(2, All.Float, 0, square_vertices);
GL.EnableClientState(All.VertexArray);
GL.ColorPointer(4, All.UnsignedByte, 0, square_colors);
GL.EnableClientState(All.ColorArray);
GL.DrawArrays(All.TriangleStrip, 0, 4);
SwapBuffers();
}
float[] square_vertices =
{
-0.5f, -0.5f,
0.5f, -0.5f,
-0.5f, 0.5f,
0.5f, 0.5f,
};
byte[] square_colors =
{
255, 255, 0, 255,
0, 255, 255, 255,
0, 0, 0, 0,
255, 0, 255, 255,
};
}
}

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using System;
using Android.App;
using Android.Content;
using Android.Runtime;
using Android.Views;
using Android.Widget;
using Android.OS;
using Android.Content.PM;
namespace ES11
{
// the ConfigurationChanges flags set here keep the EGL context
// from being destroyed whenever the device is rotated or the
// keyboard is shown (highly recommended for all GL apps)
[Activity(Label = "ES11",
#if __ANDROID_11__
HardwareAccelerated=false,
#endif
ConfigurationChanges = ConfigChanges.Orientation | ConfigChanges.KeyboardHidden,
MainLauncher = true)]
public class MainActivity : Activity
{
GLView1 view;
protected override void OnCreate(Bundle bundle)
{
base.OnCreate(bundle);
// Create our OpenGL view, and display it
view = new GLView1(this);
SetContentView(view);
}
protected override void OnPause()
{
// never forget to do this!
base.OnPause();
view.Pause();
}
protected override void OnResume()
{
// never forget to do this!
base.OnResume();
view.Resume();
}
}
}

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<?xml version="1.0" encoding="utf-8"?>
<manifest xmlns:android="http://schemas.android.com/apk/res/android" android:versionCode="1" android:versionName="1.0" package="ES11.ES11">
<uses-sdk />
<application android:label="ES11">
</application>
</manifest>

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using System.Reflection;
using System.Runtime.CompilerServices;
using Android.App;
// Information about this assembly is defined by the following attributes.
// Change them to the values specific to your project.
[assembly: AssemblyTitle("ES11")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("")]
[assembly: AssemblyProduct("")]
[assembly: AssemblyCopyright("Stefanos Apostolopoulos")]
[assembly: AssemblyTrademark("")]
[assembly: AssemblyCulture("")]
// The assembly version has the format "{Major}.{Minor}.{Build}.{Revision}".
// The form "{Major}.{Minor}.*" will automatically update the build and revision,
// and "{Major}.{Minor}.{Build}.*" will update just the revision.
[assembly: AssemblyVersion("1.0.0")]
// The following attributes are used to specify the signing key for the assembly,
// if desired. See the Mono documentation for more information about signing.
//[assembly: AssemblyDelaySign(false)]
//[assembly: AssemblyKeyFile("")]

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Images, layout descriptions, binary blobs and string dictionaries can be included
in your application as resource files. Various Android APIs are designed to
operate on the resource IDs instead of dealing with images, strings or binary blobs
directly.
For example, a sample Android app that contains a user interface layout (main.axml),
an internationalization string table (strings.xml) and some icons (drawable-XXX/icon.png)
would keep its resources in the "Resources" directory of the application:
Resources/
drawable/
icon.png
layout/
main.axml
values/
strings.xml
In order to get the build system to recognize Android resources, set the build action to
"AndroidResource". The native Android APIs do not operate directly with filenames, but
instead operate on resource IDs. When you compile an Android application that uses resources,
the build system will package the resources for distribution and generate a class called "R"
(this is an Android convention) that contains the tokens for each one of the resources
included. For example, for the above Resources layout, this is what the R class would expose:
public class R {
public class drawable {
public const int icon = 0x123;
}
public class layout {
public const int main = 0x456;
}
public class strings {
public const int first_string = 0xabc;
public const int second_string = 0xbcd;
}
}
You would then use R.drawable.icon to reference the drawable/icon.png file, or R.layout.main
to reference the layout/main.axml file, or R.strings.first_string to reference the first
string in the dictionary file values/strings.xml.

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#pragma warning disable 1591
//------------------------------------------------------------------------------
// <auto-generated>
// This code was generated by a tool.
// Runtime Version:4.0.30319.42000
//
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
// </auto-generated>
//------------------------------------------------------------------------------
[assembly: global::Android.Runtime.ResourceDesignerAttribute("ES11.Resource", IsApplication=true)]
namespace ES11
{
[System.CodeDom.Compiler.GeneratedCodeAttribute("Xamarin.Android.Build.Tasks", "1.0.0.0")]
public partial class Resource
{
static Resource()
{
global::Android.Runtime.ResourceIdManager.UpdateIdValues();
}
public static void UpdateIdValues()
{
}
public partial class Attribute
{
static Attribute()
{
global::Android.Runtime.ResourceIdManager.UpdateIdValues();
}
private Attribute()
{
}
}
public partial class Drawable
{
// aapt resource value: 0x7f020000
public const int Icon = 2130837504;
static Drawable()
{
global::Android.Runtime.ResourceIdManager.UpdateIdValues();
}
private Drawable()
{
}
}
public partial class Layout
{
// aapt resource value: 0x7f030000
public const int Main = 2130903040;
static Layout()
{
global::Android.Runtime.ResourceIdManager.UpdateIdValues();
}
private Layout()
{
}
}
public partial class String
{
// aapt resource value: 0x7f040000
public const int app_name = 2130968576;
static String()
{
global::Android.Runtime.ResourceIdManager.UpdateIdValues();
}
private String()
{
}
}
}
}
#pragma warning restore 1591

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<?xml version="1.0" encoding="utf-8"?>
<LinearLayout xmlns:android="http://schemas.android.com/apk/res/android"
android:orientation="vertical"
android:layout_width="fill_parent"
android:layout_height="fill_parent"
>
</LinearLayout>

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<?xml version="1.0" encoding="utf-8"?>
<resources>
<string name="app_name">ES11</string>
</resources>

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using System;
using System.Collections.Generic;
using System.Linq;
using Foundation;
using UIKit;
namespace ES11
{
// The UIApplicationDelegate for the application. This class is responsible for launching the
// User Interface of the application, as well as listening (and optionally responding) to
// application events from iOS.
[Register("AppDelegate")]
public partial class AppDelegate : UIApplicationDelegate
{
// class-level declarations
public override UIWindow Window
{
get;
set;
}
// This method is invoked when the application is about to move from active to inactive state.
// OpenGL applications should use this method to pause.
public override void OnResignActivation(UIApplication application)
{
}
// This method should be used to release shared resources and it should store the application state.
// If your application supports background exection this method is called instead of WillTerminate
// when the user quits.
public override void DidEnterBackground(UIApplication application)
{
}
// This method is called as part of the transiton from background to active state.
public override void WillEnterForeground(UIApplication application)
{
}
// This method is called when the application is about to terminate. Save data, if needed.
public override void WillTerminate(UIApplication application)
{
}
}
}

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using System;
using OpenTK;
using OpenTK.Graphics.ES20;
using GL1 = OpenTK.Graphics.ES11.GL;
using All1 = OpenTK.Graphics.ES11.All;
using OpenTK.Platform.iPhoneOS;
using Foundation;
using CoreAnimation;
using ObjCRuntime;
using OpenGLES;
using UIKit;
namespace ES11
{
[Register("EAGLView")]
public class EAGLView : iPhoneOSGameView
{
[Export("initWithCoder:")]
public EAGLView(NSCoder coder) : base(coder)
{
LayerRetainsBacking = true;
LayerColorFormat = EAGLColorFormat.RGBA8;
}
[Export("layerClass")]
public static new Class GetLayerClass()
{
return iPhoneOSGameView.GetLayerClass();
}
protected override void ConfigureLayer(CAEAGLLayer eaglLayer)
{
eaglLayer.Opaque = true;
}
protected override void CreateFrameBuffer()
{
try
{
ContextRenderingApi = EAGLRenderingAPI.OpenGLES2;
base.CreateFrameBuffer();
}
catch (Exception e)
{
System.Diagnostics.Debug.Print(e.ToString());
ContextRenderingApi = EAGLRenderingAPI.OpenGLES1;
base.CreateFrameBuffer();
}
if (ContextRenderingApi == EAGLRenderingAPI.OpenGLES2)
LoadShaders();
}
protected override void DestroyFrameBuffer()
{
base.DestroyFrameBuffer();
DestroyShaders();
}
#region DisplayLink support
int frameInterval;
CADisplayLink displayLink;
public bool IsAnimating { get; private set; }
// How many display frames must pass between each time the display link fires.
public int FrameInterval
{
get
{
return frameInterval;
}
set
{
if (value <= 0)
throw new ArgumentException();
frameInterval = value;
if (IsAnimating)
{
StopAnimating();
StartAnimating();
}
}
}
public void StartAnimating()
{
if (IsAnimating)
return;
CreateFrameBuffer();
displayLink = UIScreen.MainScreen.CreateDisplayLink(this, new Selector("drawFrame"));
displayLink.FrameInterval = frameInterval;
displayLink.AddToRunLoop(NSRunLoop.Current, NSRunLoop.NSDefaultRunLoopMode);
IsAnimating = true;
}
public void StopAnimating()
{
if (!IsAnimating)
return;
displayLink.Invalidate();
displayLink = null;
DestroyFrameBuffer();
IsAnimating = false;
}
[Export("drawFrame")]
void DrawFrame()
{
OnRenderFrame(new FrameEventArgs());
}
#endregion
static readonly float[] squareVertices =
{
-0.5f, -0.33f,
0.5f, -0.33f,
-0.5f, 0.33f,
0.5f, 0.33f,
};
static readonly byte[] squareColors =
{
255, 255, 0, 255,
0, 255, 255, 255,
0, 0, 0, 0,
255, 0, 255, 255,
};
static float transY = 0.0f;
const int UNIFORM_TRANSLATE = 0;
const int UNIFORM_COUNT = 1;
readonly int[] uniforms = new int [UNIFORM_COUNT];
const int ATTRIB_VERTEX = 0;
const int ATTRIB_COLOR = 1;
const int ATTRIB_COUNT = 2;
int program;
protected override void OnRenderFrame(FrameEventArgs e)
{
base.OnRenderFrame(e);
MakeCurrent();
// Replace the implementation of this method to do your own custom drawing.
GL.ClearColor(0.5f, 0.5f, 0.5f, 1.0f);
GL.Clear(ClearBufferMask.ColorBufferBit);
if (ContextRenderingApi == EAGLRenderingAPI.OpenGLES2)
{
// Use shader program.
GL.UseProgram(program);
// Update uniform value.
GL.Uniform1(uniforms[UNIFORM_TRANSLATE], transY);
transY += 0.075f;
// Update attribute values.
GL.VertexAttribPointer(ATTRIB_VERTEX, 2, VertexAttribPointerType.Float, false, 0, squareVertices);
GL.EnableVertexAttribArray(ATTRIB_VERTEX);
GL.VertexAttribPointer(ATTRIB_COLOR, 4, VertexAttribPointerType.UnsignedByte, true, 0, squareColors);
GL.EnableVertexAttribArray(ATTRIB_COLOR);
// Validate program before drawing. This is a good check, but only really necessary in a debug build.
#if DEBUG
if (!ValidateProgram (program)) {
Console.WriteLine ("Failed to validate program {0:x}", program);
return;
}
#endif
}
else
{
GL1.MatrixMode(All1.Projection);
GL1.LoadIdentity();
GL1.MatrixMode(All1.Modelview);
GL1.LoadIdentity();
GL1.Translate(0.0f, (float)Math.Sin(transY) / 2.0f, 0.0f);
transY += 0.075f;
GL1.VertexPointer(2, All1.Float, 0, squareVertices);
GL1.EnableClientState(All1.VertexArray);
GL1.ColorPointer(4, All1.UnsignedByte, 0, squareColors);
GL1.EnableClientState(All1.ColorArray);
}
GL.DrawArrays(BeginMode.TriangleStrip, 0, 4);
SwapBuffers();
}
bool LoadShaders()
{
int vertShader, fragShader;
// Create shader program.
program = GL.CreateProgram();
// Create and compile vertex shader.
var vertShaderPathname = NSBundle.MainBundle.PathForResource("Shader", "vsh");
if (!CompileShader(ShaderType.VertexShader, vertShaderPathname, out vertShader))
{
Console.WriteLine("Failed to compile vertex shader");
return false;
}
// Create and compile fragment shader.
var fragShaderPathname = NSBundle.MainBundle.PathForResource("Shader", "fsh");
if (!CompileShader(ShaderType.FragmentShader, fragShaderPathname, out fragShader))
{
Console.WriteLine("Failed to compile fragment shader");
return false;
}
// Attach vertex shader to program.
GL.AttachShader(program, vertShader);
// Attach fragment shader to program.
GL.AttachShader(program, fragShader);
// Bind attribute locations.
// This needs to be done prior to linking.
GL.BindAttribLocation(program, ATTRIB_VERTEX, "position");
GL.BindAttribLocation(program, ATTRIB_COLOR, "color");
// Link program.
if (!LinkProgram(program))
{
Console.WriteLine("Failed to link program: {0:x}", program);
if (vertShader != 0)
GL.DeleteShader(vertShader);
if (fragShader != 0)
GL.DeleteShader(fragShader);
if (program != 0)
{
GL.DeleteProgram(program);
program = 0;
}
return false;
}
// Get uniform locations.
uniforms[UNIFORM_TRANSLATE] = GL.GetUniformLocation(program, "translate");
// Release vertex and fragment shaders.
if (vertShader != 0)
{
GL.DetachShader(program, vertShader);
GL.DeleteShader(vertShader);
}
if (fragShader != 0)
{
GL.DetachShader(program, fragShader);
GL.DeleteShader(fragShader);
}
return true;
}
void DestroyShaders()
{
if (program != 0)
{
GL.DeleteProgram(program);
program = 0;
}
}
#region Shader utilities
static bool CompileShader(ShaderType type, string file, out int shader)
{
string src = System.IO.File.ReadAllText(file);
shader = GL.CreateShader(type);
GL.ShaderSource(shader, 1, new string[] { src }, (int[])null);
GL.CompileShader(shader);
#if DEBUG
int logLength;
GL.GetShader (shader, ShaderParameter.InfoLogLength, out logLength);
if (logLength > 0) {
var infoLog = new System.Text.StringBuilder ();
GL.GetShaderInfoLog (shader, logLength, out logLength, infoLog);
Console.WriteLine ("Shader compile log:\n{0}", infoLog);
}
#endif
int status;
GL.GetShader(shader, ShaderParameter.CompileStatus, out status);
if (status == 0)
{
GL.DeleteShader(shader);
return false;
}
return true;
}
static bool LinkProgram(int program)
{
GL.LinkProgram(program);
#if DEBUG
int logLength;
GL.GetProgram (program, ProgramParameter.InfoLogLength, out logLength);
if (logLength > 0) {
var infoLog = new System.Text.StringBuilder ();
GL.GetProgramInfoLog (program, logLength, out logLength, infoLog);
Console.WriteLine ("Program link log:\n{0}", infoLog);
}
#endif
int status;
GL.GetProgram(program, ProgramParameter.LinkStatus, out status);
if (status == 0)
return false;
return true;
}
static bool ValidateProgram(int program)
{
GL.ValidateProgram(program);
int logLength;
GL.GetProgram(program, ProgramParameter.InfoLogLength, out logLength);
if (logLength > 0)
{
var infoLog = new System.Text.StringBuilder();
GL.GetProgramInfoLog(program, logLength, out logLength, infoLog);
Console.WriteLine("Program validate log:\n{0}", infoLog);
}
int status;
GL.GetProgram(program, ProgramParameter.LinkStatus, out status);
if (status == 0)
return false;
return true;
}
#endregion
}
}

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<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<Platform Condition=" '$(Platform)' == '' ">iPhoneSimulator</Platform>
<ProjectGuid>{7848ED9E-A937-4FDA-96DC-3B5B0EA27C59}</ProjectGuid>
<ProjectTypeGuids>{FEACFBD2-3405-455C-9665-78FE426C6842};{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}</ProjectTypeGuids>
<OutputType>Exe</OutputType>
<RootNamespace>ES11</RootNamespace>
<IPhoneResourcePrefix>Resources</IPhoneResourcePrefix>
<AssemblyName>ES11</AssemblyName>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|iPhoneSimulator' ">
<DebugSymbols>true</DebugSymbols>
<DebugType>full</DebugType>
<Optimize>false</Optimize>
<OutputPath>bin\iPhoneSimulator\Debug</OutputPath>
<DefineConstants>DEBUG;__MOBILE__;__IOS__;</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
<ConsolePause>false</ConsolePause>
<MtouchLink>None</MtouchLink>
<CodesignEntitlements>Entitlements.plist</CodesignEntitlements>
<MtouchDebug>true</MtouchDebug>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|iPhoneSimulator' ">
<DebugType>full</DebugType>
<Optimize>true</Optimize>
<OutputPath>bin\iPhoneSimulator\Release</OutputPath>
<DefineConstants>__MOBILE__;__IOS__;</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
<MtouchLink>Full</MtouchLink>
<ConsolePause>false</ConsolePause>
<CodesignEntitlements>Entitlements.plist</CodesignEntitlements>
<MtouchI18n>
</MtouchI18n>
<MtouchArch>ARMv7</MtouchArch>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|iPhone' ">
<DebugSymbols>true</DebugSymbols>
<DebugType>full</DebugType>
<Optimize>false</Optimize>
<OutputPath>bin\iPhone\Debug</OutputPath>
<DefineConstants>DEBUG;__MOBILE__;__IOS__;</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
<ConsolePause>false</ConsolePause>
<CodesignEntitlements>Entitlements.plist</CodesignEntitlements>
<MtouchDebug>true</MtouchDebug>
<CodesignKey>iPhone Developer</CodesignKey>
<IpaPackageName>
</IpaPackageName>
<MtouchI18n>
</MtouchI18n>
<MtouchArch>ARMv7</MtouchArch>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|iPhone' ">
<DebugType>full</DebugType>
<Optimize>true</Optimize>
<OutputPath>bin\iPhone\Release</OutputPath>
<DefineConstants>__MOBILE__;__IOS__;</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
<CodesignEntitlements>Entitlements.plist</CodesignEntitlements>
<ConsolePause>false</ConsolePause>
<CodesignKey>iPhone Developer</CodesignKey>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Ad-Hoc|iPhone' ">
<DebugType>full</DebugType>
<Optimize>true</Optimize>
<OutputPath>bin\iPhone\Ad-Hoc</OutputPath>
<DefineConstants>__MOBILE__;__IOS__;</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
<ConsolePause>false</ConsolePause>
<CodesignEntitlements>Entitlements.plist</CodesignEntitlements>
<BuildIpa>true</BuildIpa>
<CodesignProvision>Automatic:AdHoc</CodesignProvision>
<CodesignKey>iPhone Distribution</CodesignKey>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'AppStore|iPhone' ">
<DebugType>full</DebugType>
<Optimize>true</Optimize>
<OutputPath>bin\iPhone\AppStore</OutputPath>
<DefineConstants>__MOBILE__;__IOS__;</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
<ConsolePause>false</ConsolePause>
<CodesignEntitlements>Entitlements.plist</CodesignEntitlements>
<CodesignProvision>Automatic:AppStore</CodesignProvision>
<CodesignKey>iPhone Distribution</CodesignKey>
</PropertyGroup>
<ItemGroup>
<Reference Include="System" />
<Reference Include="System.Xml" />
<Reference Include="System.Core" />
<Reference Include="Xamarin.iOS" />
</ItemGroup>
<ItemGroup>
<BundleResource Include="Resources\Default-568h%402x.png" />
<BundleResource Include="Shader.fsh" />
<BundleResource Include="Shader.vsh" />
</ItemGroup>
<ItemGroup>
<None Include="Info.plist" />
<None Include="Entitlements.plist" />
</ItemGroup>
<ItemGroup>
<Compile Include="Main.cs" />
<Compile Include="AppDelegate.cs" />
<Compile Include="OpenGLViewController.cs" />
<Compile Include="EAGLView.cs" />
</ItemGroup>
<ItemGroup>
<InterfaceDefinition Include="MainStoryboard_iPhone.storyboard" />
<InterfaceDefinition Include="MainStoryboard_iPad.storyboard" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\..\..\OpenTK\OpenTK.iOS.csproj">
<Project>{88368190-E3DF-4EBE-ACAA-7B1779F376CA}</Project>
<Name>OpenTK.iOS</Name>
</ProjectReference>
</ItemGroup>
<Import Project="$(MSBuildExtensionsPath)\Xamarin\iOS\Xamarin.iOS.CSharp.targets" />
</Project>

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@ -1,6 +0,0 @@
<?xml version="1.0" encoding="UTF-8" ?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
</dict>
</plist>

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@ -1,44 +0,0 @@
<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>CFBundleDisplayName</key>
<string>ES11</string>
<key>CFBundleIdentifier</key>
<string>com.your-company.ES11</string>
<key>CFBundleShortVersionString</key>
<string>1.0</string>
<key>CFBundleVersion</key>
<string>1.0</string>
<key>LSRequiresIPhoneOS</key>
<true/>
<key>MinimumOSVersion</key>
<string>7.0</string>
<key>UIDeviceFamily</key>
<array>
<integer>1</integer>
<integer>2</integer>
</array>
<key>UIMainStoryboardFile</key>
<string>MainStoryboard_iPhone</string>
<key>UIMainStoryboardFile~ipad</key>
<string>MainStoryboard_iPad</string>
<key>UIRequiredDeviceCapabilities</key>
<array>
<string>armv7</string>
</array>
<key>UISupportedInterfaceOrientations</key>
<array>
<string>UIInterfaceOrientationPortrait</string>
<string>UIInterfaceOrientationLandscapeLeft</string>
<string>UIInterfaceOrientationLandscapeRight</string>
</array>
<key>UISupportedInterfaceOrientations~ipad</key>
<array>
<string>UIInterfaceOrientationPortrait</string>
<string>UIInterfaceOrientationPortraitUpsideDown</string>
<string>UIInterfaceOrientationLandscapeLeft</string>
<string>UIInterfaceOrientationLandscapeRight</string>
</array>
</dict>
</plist>

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@ -1,20 +0,0 @@
using System;
using System.Collections.Generic;
using System.Linq;
using Foundation;
using UIKit;
namespace ES11
{
public class Application
{
// This is the main entry point of the application.
static void Main(string[] args)
{
// if you want to use a different Application Delegate class from "AppDelegate"
// you can specify it here.
UIApplication.Main(args, null, "AppDelegate");
}
}
}

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@ -1,26 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no"?>
<document type="com.apple.InterfaceBuilder3.CocoaTouch.Storyboard.XIB" version="3.0" toolsVersion="4451" systemVersion="13A461" targetRuntime="iOS.CocoaTouch.iPad" propertyAccessControl="none" useAutolayout="YES" initialViewController="BV1-FR-VrT">
<dependencies>
<plugIn identifier="com.apple.InterfaceBuilder.IBCocoaTouchPlugin" version="3676"/>
</dependencies>
<scenes>
<!--class Prefix:identifier View Controller-->
<scene sceneID="tXr-a1-R10">
<objects>
<glkViewController preferredFramesPerSecond="30" id="BV1-FR-VrT" customClass="OpenGLViewController" sceneMemberID="viewController">
<glkView key="view" contentMode="scaleToFill" id="3se-qz-xqx" customClass="EAGLView">
<rect key="frame" x="0.0" y="0.0" width="768" height="1024"/>
<autoresizingMask key="autoresizingMask" widthSizable="YES" heightSizable="YES"/>
<color key="backgroundColor" white="1" alpha="1" colorSpace="custom" customColorSpace="calibratedWhite"/>
</glkView>
</glkViewController>
<placeholder placeholderIdentifier="IBFirstResponder" id="SZV-WD-TEh" sceneMemberID="firstResponder"/>
</objects>
</scene>
</scenes>
<simulatedMetricsContainer key="defaultSimulatedMetrics">
<nil key="statusBar"/>
<simulatedOrientationMetrics key="orientation"/>
<simulatedScreenMetrics key="destination"/>
</simulatedMetricsContainer>
</document>

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@ -1,26 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no"?>
<document type="com.apple.InterfaceBuilder3.CocoaTouch.Storyboard.XIB" version="3.0" toolsVersion="4451" systemVersion="13A461" targetRuntime="iOS.CocoaTouch" propertyAccessControl="none" useAutolayout="YES" initialViewController="LVB-YS-i5n">
<dependencies>
<plugIn identifier="com.apple.InterfaceBuilder.IBCocoaTouchPlugin" version="3676"/>
</dependencies>
<scenes>
<!--class Prefix:identifier View Controller-->
<scene sceneID="CtS-rA-C9T">
<objects>
<glkViewController preferredFramesPerSecond="30" id="LVB-YS-i5n" customClass="OpenGLViewController" sceneMemberID="viewController">
<glkView key="view" contentMode="scaleToFill" id="bdc-N1-crn" customClass="EAGLView">
<rect key="frame" x="0.0" y="0.0" width="320" height="568"/>
<autoresizingMask key="autoresizingMask" flexibleMaxX="YES" flexibleMaxY="YES"/>
<color key="backgroundColor" white="1" alpha="1" colorSpace="custom" customColorSpace="calibratedWhite"/>
</glkView>
</glkViewController>
<placeholder placeholderIdentifier="IBFirstResponder" id="btX-cZ-eVz" sceneMemberID="firstResponder"/>
</objects>
</scene>
</scenes>
<simulatedMetricsContainer key="defaultSimulatedMetrics">
<nil key="statusBar"/>
<simulatedOrientationMetrics key="orientation"/>
<simulatedScreenMetrics key="destination" type="retina4"/>
</simulatedMetricsContainer>
</document>

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@ -1,71 +0,0 @@
using System;
using OpenTK;
using OpenTK.Graphics.ES20;
using OpenTK.Platform.iPhoneOS;
using Foundation;
using CoreAnimation;
using ObjCRuntime;
using OpenGLES;
using UIKit;
namespace ES11
{
[Register("OpenGLViewController")]
public partial class OpenGLViewController : UIViewController
{
public OpenGLViewController(IntPtr handle) : base(handle)
{
}
new EAGLView View { get { return (EAGLView)base.View; } }
public override void ViewDidLoad()
{
base.ViewDidLoad();
NSNotificationCenter.DefaultCenter.AddObserver(UIApplication.WillResignActiveNotification, a =>
{
if (IsViewLoaded && View.Window != null)
View.StopAnimating();
}, this);
NSNotificationCenter.DefaultCenter.AddObserver(UIApplication.DidBecomeActiveNotification, a =>
{
if (IsViewLoaded && View.Window != null)
View.StartAnimating();
}, this);
NSNotificationCenter.DefaultCenter.AddObserver(UIApplication.WillTerminateNotification, a =>
{
if (IsViewLoaded && View.Window != null)
View.StopAnimating();
}, this);
}
protected override void Dispose(bool disposing)
{
base.Dispose(disposing);
NSNotificationCenter.DefaultCenter.RemoveObserver(this);
}
public override void DidReceiveMemoryWarning()
{
// Releases the view if it doesn't have a superview.
base.DidReceiveMemoryWarning();
// Release any cached data, images, etc that aren't in use.
}
public override void ViewWillAppear(bool animated)
{
base.ViewWillAppear(animated);
View.StartAnimating();
}
public override void ViewWillDisappear(bool animated)
{
base.ViewWillDisappear(animated);
View.StopAnimating();
}
}
}

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varying lowp vec4 colorVarying;
void main()
{
gl_FragColor = colorVarying;
}

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attribute vec4 position;
attribute vec4 color;
varying vec4 colorVarying;
uniform float translate;
void main()
{
gl_Position = position;
gl_Position.y += sin(translate) / 2.0;
colorVarying = color;
}