#region --- License --- /* Copyright (c) 2006, 2007 Stefanos Apostolopoulos * See license.txt for license info */ #endregion using System; using System.Collections.Generic; using System.Text; using System.Drawing; using OpenTK; using OpenTK.OpenGL; using Examples.Shapes; namespace Examples.Tutorial { /// /// Demonstrates fixed-function OpenGL lighting. Example is incomplete (documentation). /// class T04_Vertex_Lighting : GameWindow, IExample { float x_angle, zoom; Shape shape = new Plane(16, 16, 4.0f, 4.0f); #region Constructor public T04_Vertex_Lighting() : base(new DisplayMode(800, 600), "OpenTK | Vertex Lighting example") { } #endregion #region OnLoad public override void OnLoad(EventArgs e) { base.OnLoad(e); GL.ClearColor(Color.MidnightBlue); GL.Enable(GL.Enums.EnableCap.DEPTH_TEST); //GL.Enable(GL.Enums.EnableCap.CULL_FACE); GL.EnableClientState(GL.Enums.EnableCap.VERTEX_ARRAY); GL.EnableClientState(GL.Enums.EnableCap.NORMAL_ARRAY); GL.VertexPointer(3, GL.Enums.VertexPointerType.FLOAT, 0, shape.Vertices); GL.NormalPointer(GL.Enums.NormalPointerType.FLOAT, 0, shape.Normals); // Enable Light 0 and set its parameters. GL.Lightv(GL.Enums.LightName.LIGHT0, GL.Enums.LightParameter.POSITION, new float[] { 1.0f, 1.0f, -0.5f }); GL.Lightv(GL.Enums.LightName.LIGHT0, GL.Enums.LightParameter.AMBIENT, new float[] { 0.3f, 0.3f, 0.3f, 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.Lightv(GL.Enums.LightName.LIGHT0, GL.Enums.LightParameter.SPOT_EXPONENT, 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.LightModel(GL.Enums.LightModelParameter.LIGHT_MODEL_TWO_SIDE, 1); GL.LightModel(GL.Enums.LightModelParameter.LIGHT_MODEL_LOCAL_VIEWER, 1); 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, 0.3f, 1.0f }); GL.Materialv(GL.Enums.MaterialFace.FRONT, GL.Enums.MaterialParameter.DIFFUSE, new float[] { 1.0f, 1.0f, 1.0f, 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 /// /// 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(OpenTK.Platform.ResizeEventArgs e) { base.OnResize(e); 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); } #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. /// public override void OnUpdateFrame(UpdateFrameEventArgs e) { if (Keyboard[OpenTK.Input.Key.Escape]) { this.Exit(); return; } if ((Keyboard[OpenTK.Input.Key.AltLeft] || Keyboard[OpenTK.Input.Key.AltRight]) && Keyboard[OpenTK.Input.Key.Enter]) { Fullscreen = !Fullscreen; } if (Mouse[OpenTK.Input.MouseButton.Left]) x_angle += Mouse.XDelta; else x_angle += 0.5f; // zoom = Mouse.Wheel * 0.5f; // Mouse.Wheel is broken on both Linux and Windows. if (Mouse[OpenTK.Input.MouseButton.Right]) zoom += Mouse.YDelta; // Do not leave x_angle drift too far away, as this will cause inaccuracies. if (x_angle > 360.0f) x_angle -= 360.0f; else if (x_angle < -360.0f) x_angle += 360.0f; } #endregion #region OnRenderFrame /// /// Place your rendering code here. /// 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, 0.0, -7.5 + zoom, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0); GL.Rotate(x_angle, 0.0f, 1.0f, 0.0f); GL.DrawElements(GL.Enums.BeginMode.TRIANGLES, shape.Indices.Length, GL.Enums.All.UNSIGNED_INT, shape.Indices); SwapBuffers(); } #endregion #region public void Launch() /// /// Launches this example. /// /// /// Provides a simple way for the example launcher to launch the examples. /// public void Launch() { // Lock UpdateFrame and RenderFrame at 60Hz. Run(60.0, 60.0); } #endregion public static readonly int order = 4; } }