#region License // // The Open Toolkit Library License // // Copyright (c) 2006 - 2009 the Open Toolkit library. // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal // in the Software without restriction, including without limitation the rights to // use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of // the Software, and to permit persons to whom the Software is furnished to do // so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in all // copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, // EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES // OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND // NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT // HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, // WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR // OTHER DEALINGS IN THE SOFTWARE. // #endregion using System; using System.Diagnostics; using System.IO; using OpenTK; using OpenTK.Graphics; using OpenTK.Graphics.OpenGL; namespace Examples.Tutorial { [Example("OpenGL 3.0", ExampleCategory.OpenGL, "3.x", Documentation="HelloGL3")] public class HelloGL3 : GameWindow { string vertexShaderSource = @" #version 130 precision highp float; uniform mat4 projection_matrix; uniform mat4 modelview_matrix; in vec3 in_position; in vec3 in_normal; out vec3 normal; void main(void) { //works only for orthogonal modelview normal = (modelview_matrix * vec4(in_normal, 0)).xyz; gl_Position = projection_matrix * modelview_matrix * vec4(in_position, 1); }"; string fragmentShaderSource = @" #version 130 precision highp float; const vec3 ambient = vec3(0.1, 0.1, 0.1); const vec3 lightVecNormalized = normalize(vec3(0.5, 0.5, 2.0)); const vec3 lightColor = vec3(0.9, 0.9, 0.7); in vec3 normal; out vec4 out_frag_color; void main(void) { float diffuse = clamp(dot(lightVecNormalized, normalize(normal)), 0.0, 1.0); out_frag_color = vec4(ambient + diffuse * lightColor, 1.0); }"; int vertexShaderHandle, fragmentShaderHandle, shaderProgramHandle, modelviewMatrixLocation, projectionMatrixLocation, vaoHandle, positionVboHandle, normalVboHandle, eboHandle; Vector3[] positionVboData = new Vector3[]{ new Vector3(-1.0f, -1.0f, 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), new Vector3(-1.0f, -1.0f, -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) }; int[] indicesVboData = new int[]{ // front face 0, 1, 2, 2, 3, 0, // top face 3, 2, 6, 6, 7, 3, // back face 7, 6, 5, 5, 4, 7, // left face 4, 0, 3, 3, 7, 4, // bottom face 0, 1, 5, 5, 4, 0, // right face 1, 5, 6, 6, 2, 1, }; Matrix4 projectionMatrix, modelviewMatrix; public HelloGL3() : base(640, 480, new GraphicsMode(), "OpenGL 3 Example", 0, DisplayDevice.Default, 3, 0, GraphicsContextFlags.ForwardCompatible | GraphicsContextFlags.Debug) { } protected override void OnLoad (System.EventArgs e) { VSync = VSyncMode.On; CreateShaders(); CreateVBOs(); CreateVAOs(); // Other state GL.Enable(EnableCap.DepthTest); GL.ClearColor(System.Drawing.Color.MidnightBlue); } void CreateShaders() { vertexShaderHandle = GL.CreateShader(ShaderType.VertexShader); fragmentShaderHandle = GL.CreateShader(ShaderType.FragmentShader); GL.ShaderSource(vertexShaderHandle, vertexShaderSource); GL.ShaderSource(fragmentShaderHandle, fragmentShaderSource); GL.CompileShader(vertexShaderHandle); GL.CompileShader(fragmentShaderHandle); Debug.WriteLine(GL.GetShaderInfoLog(vertexShaderHandle)); Debug.WriteLine(GL.GetShaderInfoLog(fragmentShaderHandle)); // Create program shaderProgramHandle = GL.CreateProgram(); GL.AttachShader(shaderProgramHandle, vertexShaderHandle); GL.AttachShader(shaderProgramHandle, fragmentShaderHandle); GL.LinkProgram(shaderProgramHandle); Debug.WriteLine(GL.GetProgramInfoLog(shaderProgramHandle)); GL.UseProgram(shaderProgramHandle); // Set uniforms projectionMatrixLocation = GL.GetUniformLocation(shaderProgramHandle, "projection_matrix"); modelviewMatrixLocation = GL.GetUniformLocation(shaderProgramHandle, "modelview_matrix"); float aspectRatio = ClientSize.Width / (float)(ClientSize.Height); Matrix4.CreatePerspectiveFieldOfView((float)Math.PI / 4, aspectRatio, 1, 100, out projectionMatrix); modelviewMatrix = Matrix4.LookAt(new Vector3(0, 3, 5), new Vector3(0, 0, 0), new Vector3(0, 1, 0)); GL.UniformMatrix4(projectionMatrixLocation, false, ref projectionMatrix); GL.UniformMatrix4(modelviewMatrixLocation, false, ref modelviewMatrix); } void CreateVBOs() { GL.GenBuffers(1, out positionVboHandle); GL.BindBuffer(BufferTarget.ArrayBuffer, positionVboHandle); GL.BufferData(BufferTarget.ArrayBuffer, new IntPtr(positionVboData.Length * Vector3.SizeInBytes), positionVboData, BufferUsageHint.StaticDraw); GL.GenBuffers(1, out normalVboHandle); GL.BindBuffer(BufferTarget.ArrayBuffer, normalVboHandle); GL.BufferData(BufferTarget.ArrayBuffer, new IntPtr(positionVboData.Length * Vector3.SizeInBytes), positionVboData, BufferUsageHint.StaticDraw); GL.GenBuffers(1, out eboHandle); GL.BindBuffer(BufferTarget.ElementArrayBuffer, eboHandle); GL.BufferData(BufferTarget.ElementArrayBuffer, new IntPtr(sizeof(uint) * indicesVboData.Length), indicesVboData, BufferUsageHint.StaticDraw); GL.BindBuffer(BufferTarget.ArrayBuffer, 0); GL.BindBuffer(BufferTarget.ElementArrayBuffer, 0); } void CreateVAOs() { // GL3 allows us to store the vertex layout in a "vertex array object" (VAO). // This means we do not have to re-issue VertexAttribPointer calls // every time we try to use a different vertex layout - these calls are // stored in the VAO so we simply need to bind the correct VAO. GL.GenVertexArrays(1, out vaoHandle); GL.BindVertexArray(vaoHandle); GL.EnableVertexAttribArray(0); GL.BindBuffer(BufferTarget.ArrayBuffer, positionVboHandle); GL.VertexAttribPointer(0, 3, VertexAttribPointerType.Float, true, Vector3.SizeInBytes, 0); GL.BindAttribLocation(shaderProgramHandle, 0, "in_position"); GL.EnableVertexAttribArray(1); GL.BindBuffer(BufferTarget.ArrayBuffer, normalVboHandle); GL.VertexAttribPointer(1, 3, VertexAttribPointerType.Float, true, Vector3.SizeInBytes, 0); GL.BindAttribLocation(shaderProgramHandle, 1, "in_normal"); GL.BindBuffer(BufferTarget.ElementArrayBuffer, eboHandle); GL.BindVertexArray(0); } protected override void OnUpdateFrame(FrameEventArgs e) { Matrix4 rotation = Matrix4.CreateRotationY((float)e.Time); Matrix4.Mult(ref rotation, ref modelviewMatrix, out modelviewMatrix); GL.UniformMatrix4(modelviewMatrixLocation, false, ref modelviewMatrix); if (Keyboard[OpenTK.Input.Key.Escape]) Exit(); } protected override void OnRenderFrame(FrameEventArgs e) { GL.Viewport(0, 0, Width, Height); GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit); GL.BindVertexArray(vaoHandle); GL.DrawElements(BeginMode.Triangles, indicesVboData.Length, DrawElementsType.UnsignedInt, IntPtr.Zero); SwapBuffers(); } [STAThread] public static void Main() { using (HelloGL3 example = new HelloGL3()) { Utilities.SetWindowTitle(example); example.Run(30); } } } }