// This code was written for the OpenTK library and has been released // to the Public Domain. // It is provided "as is" without express or implied warranty of any kind. #region --- Using Directives --- using System; using System.Collections.Generic; using System.ComponentModel; using System.Drawing; using System.Text; using System.Windows.Forms; using System.Threading; using System.Diagnostics; using System.IO; using OpenTK; using OpenTK.Graphics; using OpenTK.Graphics.OpenGL; #endregion --- Using Directives --- namespace Examples.Tutorial { /// /// Demonstrates how to load and use a simple OpenGL shader program. Example is incomplete (documentation). /// [Example("First shader", ExampleCategory.OpenGL, "2.x", Documentation = "SimpleGLSL")] public class T10_GLSL_Cube : GameWindow { #region --- Fields --- static float angle = 0.0f, rotation_speed = 3.0f; int vertex_shader_object, fragment_shader_object, shader_program; int vertex_buffer_object, color_buffer_object, element_buffer_object; Shapes.Shape shape = new Examples.Shapes.Cube(); #endregion #region --- Constructors --- public T10_GLSL_Cube() : base(800, 600, GraphicsMode.Default) { } #endregion #region OnLoad /// /// This is the place to load resources that change little /// during the lifetime of the GameWindow. In this case, we /// check for GLSL support, and load the shaders. /// /// Not used. protected override void OnLoad(EventArgs e) { base.OnLoad(e); // Check for necessary capabilities: Version version = new Version(GL.GetString(StringName.Version).Substring(0, 3)); Version target = new Version(2, 0); if (version < target) { throw new NotSupportedException(String.Format( "OpenGL {0} is required (you only have {1}).", target, version)); } GL.ClearColor(Color.MidnightBlue); GL.Enable(EnableCap.DepthTest); CreateVBO(); using (StreamReader vs = new StreamReader("Data/Shaders/Simple_VS.glsl")) using (StreamReader fs = new StreamReader("Data/Shaders/Simple_FS.glsl")) CreateShaders(vs.ReadToEnd(), fs.ReadToEnd(), out vertex_shader_object, out fragment_shader_object, out shader_program); } #endregion #region CreateShaders void CreateShaders(string vs, string fs, out int vertexObject, out int fragmentObject, out int program) { int status_code; string info; vertexObject = GL.CreateShader(ShaderType.VertexShader); fragmentObject = GL.CreateShader(ShaderType.FragmentShader); // Compile vertex shader GL.ShaderSource(vertexObject, vs); GL.CompileShader(vertexObject); GL.GetShaderInfoLog(vertexObject, out info); GL.GetShader(vertexObject, ShaderParameter.CompileStatus, out status_code); if (status_code != 1) throw new ApplicationException(info); // Compile vertex shader GL.ShaderSource(fragmentObject, fs); GL.CompileShader(fragmentObject); GL.GetShaderInfoLog(fragmentObject, out info); GL.GetShader(fragmentObject, ShaderParameter.CompileStatus, out status_code); if (status_code != 1) throw new ApplicationException(info); program = GL.CreateProgram(); GL.AttachShader(program, fragmentObject); GL.AttachShader(program, vertexObject); GL.LinkProgram(program); GL.UseProgram(program); } #endregion #region private void CreateVBO() void CreateVBO() { int size; GL.GenBuffers(1, out vertex_buffer_object); GL.GenBuffers(1, out color_buffer_object); GL.GenBuffers(1, out element_buffer_object); // Upload the vertex buffer. GL.BindBuffer(BufferTarget.ArrayBuffer, vertex_buffer_object); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(shape.Vertices.Length * 3 * sizeof(float)), shape.Vertices, BufferUsageHint.StaticDraw); GL.GetBufferParameter(BufferTarget.ArrayBuffer, BufferParameterName.BufferSize, out size); if (size != shape.Vertices.Length * 3 * sizeof(Single)) throw new ApplicationException(String.Format( "Problem uploading vertex buffer to VBO (vertices). Tried to upload {0} bytes, uploaded {1}.", shape.Vertices.Length * 3 * sizeof(Single), size)); // Upload the color buffer. GL.BindBuffer(BufferTarget.ArrayBuffer, color_buffer_object); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(shape.Colors.Length * sizeof(int)), shape.Colors, BufferUsageHint.StaticDraw); GL.GetBufferParameter(BufferTarget.ArrayBuffer, BufferParameterName.BufferSize, out size); if (size != shape.Colors.Length * sizeof(int)) throw new ApplicationException(String.Format( "Problem uploading vertex buffer to VBO (colors). Tried to upload {0} bytes, uploaded {1}.", shape.Colors.Length * sizeof(int), size)); // Upload the index buffer (elements inside the vertex buffer, not color indices as per the IndexPointer function!) GL.BindBuffer(BufferTarget.ElementArrayBuffer, element_buffer_object); GL.BufferData(BufferTarget.ElementArrayBuffer, (IntPtr)(shape.Indices.Length * sizeof(Int32)), shape.Indices, BufferUsageHint.StaticDraw); GL.GetBufferParameter(BufferTarget.ElementArrayBuffer, BufferParameterName.BufferSize, out size); if (size != shape.Indices.Length * sizeof(int)) throw new ApplicationException(String.Format( "Problem uploading vertex buffer to VBO (offsets). Tried to upload {0} bytes, uploaded {1}.", shape.Indices.Length * sizeof(int), size)); } #endregion #region OnUnload protected override void OnUnload(EventArgs e) { if (shader_program != 0) GL.DeleteProgram(shader_program); if (fragment_shader_object != 0) GL.DeleteShader(fragment_shader_object); if (vertex_shader_object != 0) GL.DeleteShader(vertex_shader_object); if (vertex_buffer_object != 0) GL.DeleteBuffers(1, ref vertex_buffer_object); if (element_buffer_object != 0) GL.DeleteBuffers(1, ref element_buffer_object); } #endregion #region OnResize /// /// Called when the user resizes the window. /// /// Contains the new width/height of the window. /// /// You want the OpenGL viewport to match the window. This is the place to do it! /// protected override void OnResize(EventArgs e) { GL.Viewport(0, 0, Width, Height); float aspect_ratio = Width / (float)Height; Matrix4 perpective = Matrix4.CreatePerspectiveFieldOfView(MathHelper.PiOver4, aspect_ratio, 1, 64); GL.MatrixMode(MatrixMode.Projection); GL.LoadMatrix(ref perpective); } #endregion #region OnUpdateFrame /// /// 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) { if (Keyboard[OpenTK.Input.Key.Escape]) this.Exit(); if (Keyboard[OpenTK.Input.Key.F11]) if (WindowState != WindowState.Fullscreen) WindowState = WindowState.Fullscreen; else WindowState = WindowState.Normal; } #endregion #region OnRenderFrame /// /// Place your rendering code here. /// protected override void OnRenderFrame(FrameEventArgs e) { GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit); Matrix4 lookat = Matrix4.LookAt(0, 5, 5, 0, 0, 0, 0, 1, 0); GL.MatrixMode(MatrixMode.Modelview); GL.LoadMatrix(ref lookat); angle += rotation_speed * (float)e.Time; GL.Rotate(angle, 0.0f, 1.0f, 0.0f); GL.EnableClientState(ArrayCap.VertexArray); GL.EnableClientState(ArrayCap.ColorArray); GL.BindBuffer(BufferTarget.ArrayBuffer, vertex_buffer_object); GL.VertexPointer(3, VertexPointerType.Float, 0, IntPtr.Zero); GL.BindBuffer(BufferTarget.ArrayBuffer, color_buffer_object); GL.ColorPointer(4, ColorPointerType.UnsignedByte, 0, IntPtr.Zero); GL.BindBuffer(BufferTarget.ElementArrayBuffer, element_buffer_object); GL.DrawElements(BeginMode.Triangles, shape.Indices.Length, DrawElementsType.UnsignedInt, IntPtr.Zero); //GL.DrawArrays(GL.Enums.BeginMode.POINTS, 0, shape.Vertices.Length); GL.DisableClientState(ArrayCap.VertexArray); GL.DisableClientState(ArrayCap.ColorArray); //int error = GL.GetError(); //if (error != 0) // Debug.Print(Glu.ErrorString(Glu.Enums.ErrorCode.INVALID_OPERATION)); SwapBuffers(); } #endregion #region public static void Main() /// /// Entry point of this example. /// [STAThread] public static void Main() { using (T10_GLSL_Cube example = new T10_GLSL_Cube()) { // 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); example.Run(30.0, 0.0); } } #endregion } }