#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;
}
}