#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.Drawing; using OpenTK; using OpenTK.Input; using OpenTK.Graphics; using OpenTK.Graphics.OpenGL; namespace Examples.Tutorial { [Example("Basic Geometry Shader", ExampleCategory.OpenGL, "GLSL", Documentation = "Simple usage of EXT_geometry_shader4")] public class SimpleGeometryShader : GameWindow { public SimpleGeometryShader() : base(800, 600) { } int shaderProgram = 0; public override void OnLoad(EventArgs e) { if (!GL.GetString(StringName.Extensions).Contains("EXT_geometry_shader4")) { System.Windows.Forms.MessageBox.Show( "Your video card does not support EXT_geometry_shader4. Please update your drivers.", "EXT_geometry_shader4 not supported", System.Windows.Forms.MessageBoxButtons.OK, System.Windows.Forms.MessageBoxIcon.Exclamation); Exit(); throw new NotSupportedException(); } // create a shader object. shaderProgram = GL.CreateProgram(); // create shader objects for all three types. int vert = GL.CreateShader(ShaderType.VertexShader); int frag = GL.CreateShader(ShaderType.FragmentShader); int geom = GL.CreateShader(ShaderType.GeometryShaderExt); // GLSL for fragment shader. String fragSource = @" void main( void ) { gl_FragColor = vec4(0, 1, 0, 0); } "; // GLSL for vertex shader. String vertSource = @" void main( void ) { gl_Position = ftransform(); } "; // GLSL for geometry shader. // Note this is a version 1.20 shader // Also note GL_EXT_geometry_shader4 must be enabled explicitly, correct // OpenGL implementations should only have the new tokens, like // EmitVertex and EndPrimitive, when this extension is enabled. String geomSource = @" #version 120 #extension GL_EXT_geometry_shader4 : enable void main(void) { // variable to use in for loops int i; // Emit the original vertices without changing, making // this part exactly the same as if no geometry shader // was used. for(i=0; i< gl_VerticesIn; i++) { gl_Position = gl_PositionIn[i]; EmitVertex(); } // End the one primitive with the original vertices EndPrimitive(); // Now we generate some more! This translates 0.2 over // the positive x axis. for(i=0; i< gl_VerticesIn; i++) { gl_Position = gl_PositionIn[i]; gl_Position.x += 0.2; EmitVertex(); } EndPrimitive(); } "; // compile shaders. compileShader(frag, fragSource); compileShader(vert, vertSource); compileShader(geom, geomSource); // attach shaders and link the program. GL.AttachShader(shaderProgram, frag); GL.AttachShader(shaderProgram, vert); GL.AttachShader(shaderProgram, geom); // Set the input type of the primitives we are going to feed the geometry shader, this should be the same as // the primitive type given to GL.Begin. If the types do not match a GL error will occur (todo: verify GL_INVALID_ENUM, on glBegin) GL.Ext.ProgramParameter(shaderProgram, ExtGeometryShader4.GeometryInputTypeExt, (int)BeginMode.Lines); // Set the output type of the geometry shader. Becasue we input Lines we will output LineStrip(s). GL.Ext.ProgramParameter(shaderProgram, ExtGeometryShader4.GeometryOutputTypeExt, (int)BeginMode.LineStrip); // We must tell the shader program how much vertices the geometry shader will output (at most). // One simple way is to query the maximum and use that. // NOTE: Make sure that the number of vertices * sum(components of active varyings) does not // exceed MaxGeometryTotalOutputComponents. GL.Ext.ProgramParameter(shaderProgram, ExtGeometryShader4.GeometryVerticesOutExt, 50); // NOTE: calls to ProgramParameter do not take effect until you call LinkProgram. GL.LinkProgram(shaderProgram); // output link info log. string info; GL.GetProgramInfoLog(shaderProgram, out info); Debug.WriteLine(info); // Set clearcolor and bind the shader program. GL.ClearColor(0.1f, 0.1f, 0.1f, 0.1f); GL.UseProgram(shaderProgram); // Set color to red. If the shader fails the fixed pipeline will be used and // the lines will be red, if all is ok the fragment shader is used and they will be green. GL.Color3(1.0f, 0, 0); // Clean up resources. Note the program object is not deleted. if (frag != 0) GL.DeleteShader(frag); if (vert != 0) GL.DeleteShader(vert); if (geom != 0) GL.DeleteShader(geom); } /// /// Helper method to avoid code duplication. /// Compiles a shader and prints results using Debug.WriteLine. /// /// A shader object, gotten from GL.CreateShader. /// The GLSL source to compile. void compileShader(int shader, string source) { GL.ShaderSource(shader, source); GL.CompileShader(shader); string info; GL.GetShaderInfoLog(shader, out info); Debug.WriteLine(info); int compileResult; GL.GetShader(shader, ShaderParameter.CompileStatus, out compileResult); if (compileResult != 1) { Debug.WriteLine("Compile Error!"); Debug.WriteLine(source); } } public override void OnUnload(EventArgs e) { if (shaderProgram != 0) GL.DeleteProgram(shaderProgram); base.OnUnload(e); } /// /// Sets the viewport and projection matrix for orthographic projection. /// /// resize event args protected override void OnResize(EventArgs e) { GL.Viewport(ClientRectangle); // Set projection matrix GL.MatrixMode(MatrixMode.Projection); OpenTK.Matrix4 ortho = OpenTK.Matrix4.CreateOrthographicOffCenter(-1, 1, -1, 1, 1, -1); GL.LoadMatrix(ref ortho); // Set selector state back to matrix mode GL.MatrixMode(MatrixMode.Modelview); base.OnResize(e); } protected override void OnUpdateFrame(FrameEventArgs e) { base.OnUpdateFrame(e); if (Keyboard[Key.Space]) { ErrorCode err = GL.GetError(); //Console.WriteLine(err + " " + Glu.ErrorString((GluErrorCode)err)); Console.WriteLine("GL error code: {0}", err); } if (Keyboard[Key.Escape]) this.Exit(); } protected override void OnRenderFrame(FrameEventArgs e) { GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit); // draw two vertical lines GL.Begin(BeginMode.Lines); { // line one GL.Vertex2(-0.5f, -0.5f); GL.Vertex2(-0.5f, 0.5f); // line two GL.Vertex2(0.5f, 0.5f); GL.Vertex2(0.5f, -0.5f); } GL.End(); this.SwapBuffers(); } #region public static void Main() /// /// Entry point of this example. /// [STAThread] public static void Main() { using (SimpleGeometryShader example = new SimpleGeometryShader()) { Utilities.SetWindowTitle(example); example.Run(30.0, 0.0); } } #endregion } }