#region --- License --- /* Copyright (c) 2006, 2007 Stefanos Apostolopoulos * See license.txt for license info */ #endregion #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 OpenTK.OpenGL; using OpenTK; #endregion --- Using Directives --- namespace Examples.Tutorial { public class T10_GLSL_Cube : GameWindow, IExample { #region --- Fields --- #region Shaders string[] vertex_shader_source = { "void main() {", "gl_FrontColor = gl_Color;", "gl_Position = ftransform();", "}", }; string[] fragment_shader_source = { "void main() { gl_FragColor = gl_Color; }\0" }; #endregion static float angle; #endregion #region --- Constructors --- public T10_GLSL_Cube() { this.CreateWindow(new OpenTK.Platform.DisplayMode(800, 600)); } #endregion #region public void Launch() /// /// Launches this example. /// /// /// Provides a simple way for the example launcher to launch the examples. /// public void Launch() { Run(); } #endregion #region OnCreate /// /// This is the place to change window parameters. /// /// Not used. public override void OnCreate(EventArgs e) { base.OnCreate(e); //Text = // GL.GetString(Enums.StringName.VENDOR) + " " + // GL.GetString(Enums.StringName.RENDERER) + " " + // GL.GetString(Enums.StringName.VERSION); } #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. public override void OnLoad(EventArgs e) { base.OnLoad(e); // Check for necessary capabilities: if (!GL.IsExtensionSupported("VERSION_2_0")) { MessageBox.Show("You need at least OpenGL 2.0 to run this example. Aborting.", "GLSL not supported", MessageBoxButtons.OK, MessageBoxIcon.Exclamation); this.Exit(); } GL.ClearColor(0.1f, 0.1f, 0.5f, 0.0f); GL.Enable(GL.Enums.EnableCap.DEPTH_TEST); uint vertex_shader_object, fragment_shader_object; int status; uint shader_program; vertex_shader_object = (uint)GL.CreateShader(GL.Enums.VERSION_2_0.VERTEX_SHADER); fragment_shader_object = (uint)GL.CreateShader(GL.Enums.VERSION_2_0.FRAGMENT_SHADER); GL.ShaderSource(vertex_shader_object, vertex_shader_source.Length, vertex_shader_source, (int[])null); GL.CompileShader(vertex_shader_object); GL.GetShaderv(vertex_shader_object, GL.Enums.VERSION_2_0.COMPILE_STATUS, out status); if (status != (int)GL.Enums.Boolean.TRUE) { int length = 0; GL.GetShaderv(vertex_shader_object, GL.Enums.VERSION_2_0.INFO_LOG_LENGTH, out length); StringBuilder info = new StringBuilder(length); GL.GetShaderInfoLog(vertex_shader_object, info.Capacity, out length, info); throw new Exception(info.ToString()); } GL.ShaderSource(fragment_shader_object, fragment_shader_source.Length, fragment_shader_source, (int[])null); GL.CompileShader(fragment_shader_object); GL.GetShaderv(fragment_shader_object, GL.Enums.VERSION_2_0.COMPILE_STATUS, out status); if (status != (int)GL.Enums.Boolean.TRUE) { int length; GL.GetShaderv(vertex_shader_object, GL.Enums.VERSION_2_0.INFO_LOG_LENGTH, out length); StringBuilder info = new StringBuilder(length); GL.GetShaderInfoLog(fragment_shader_object, info.Capacity, out length, info); throw new Exception(info.ToString()); } shader_program = (uint)GL.CreateProgram(); GL.AttachShader(shader_program, fragment_shader_object); GL.AttachShader(shader_program, vertex_shader_object); GL.LinkProgram(shader_program); GL.UseProgram(shader_program); OnResize(new OpenTK.Platform.ResizeEventArgs(this.Width, this.Height)); } #endregion #region OnResize protected override void OnResize(OpenTK.Platform.ResizeEventArgs e) { base.OnResize(e); GL.Viewport(0, 0, this.Width, this.Height); double ratio = 0.0; ratio = this.Width / (double)this.Height; GL.MatrixMode(GL.Enums.MatrixMode.PROJECTION); GL.LoadIdentity(); Glu.Perspective(45.0, ratio, 1.0, 64.0); } #endregion #region OnUpdateFrame /// /// Occurs when it is time to update the next frame. /// /// Not used yet. public override void OnUpdateFrame(EventArgs e) { base.OnUpdateFrame(e); if (Keyboard[0][OpenTK.Input.Key.Escape]) { this.Exit(); } GL.MatrixMode(GL.Enums.MatrixMode.MODELVIEW); GL.LoadIdentity(); Glu.LookAt( 0.0, 5.0, 5.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0 ); GL.Rotatef(angle, 0.0f, 1.0f, 0.0f); angle += 0.05f; } #endregion #region OnRenderFrame public override void OnRenderFrame(EventArgs e) { base.OnRenderFrame(e); GL.Clear(GL.Enums.ClearBufferMask.COLOR_BUFFER_BIT | GL.Enums.ClearBufferMask.DEPTH_BUFFER_BIT); DrawCube(); Context.SwapBuffers(); } #endregion #region private void DrawCube() private void DrawCube() { GL.Begin(GL.Enums.BeginMode.QUADS); GL.Color3(1.0f, 0.0f, 0.0f); GL.Vertex3(-1.0f, -1.0f, -1.0f); GL.Vertex3(-1.0f, 1.0f, -1.0f); GL.Vertex3(1.0f, 1.0f, -1.0f); GL.Vertex3(1.0f, -1.0f, -1.0f); GL.Color3(1.0f, 1.0f, 0.0f); GL.Vertex3(-1.0f, -1.0f, -1.0f); GL.Vertex3(1.0f, -1.0f, -1.0f); GL.Vertex3(1.0f, -1.0f, 1.0f); GL.Vertex3(-1.0f, -1.0f, 1.0f); GL.Color3(1.0f, 0.0f, 1.0f); GL.Vertex3(-1.0f, -1.0f, -1.0f); GL.Vertex3(-1.0f, -1.0f, 1.0f); GL.Vertex3(-1.0f, 1.0f, 1.0f); GL.Vertex3(-1.0f, 1.0f, -1.0f); GL.Color3(0.0f, 1.0f, 0.0f); GL.Vertex3(-1.0f, -1.0f, 1.0f); GL.Vertex3(1.0f, -1.0f, 1.0f); GL.Vertex3(1.0f, 1.0f, 1.0f); GL.Vertex3(-1.0f, 1.0f, 1.0f); GL.Color3(0.0f, 0.0f, 1.0f); GL.Vertex3(-1.0f, 1.0f, -1.0f); GL.Vertex3(-1.0f, 1.0f, 1.0f); GL.Vertex3(1.0f, 1.0f, 1.0f); GL.Vertex3(1.0f, 1.0f, -1.0f); GL.Color3(0.0f, 1.0f, 1.0f); GL.Vertex3(1.0f, -1.0f, -1.0f); GL.Vertex3(1.0f, 1.0f, -1.0f); GL.Vertex3(1.0f, 1.0f, 1.0f); GL.Vertex3(1.0f, -1.0f, 1.0f); GL.End(); } #endregion } }