#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 #region Using Directives using System; using System.Collections.Generic; using System.Windows.Forms; using System.Threading; using System.Drawing; using OpenTK; using OpenTK.Graphics; using OpenTK.Graphics.ES20; #endregion namespace Examples.Tutorial { [Example("Simple ES 2.0", ExampleCategory.OpenGLES, "2.0", Documentation = "SimpleES20Window")] public class SimpleES20Window : GameWindow { #region Constructor public SimpleES20Window() : base(800, 600, new GraphicsMode(16, 16), "", GameWindowFlags.Default, DisplayDevice.Default, 2, 0, GraphicsContextFlags.Embedded) { } #endregion #region OnLoad protected override void OnLoad(EventArgs e) { base.OnLoad(e); Color4 color = Color4.MidnightBlue; GL.ClearColor(color.R, color.G, color.B, color.A); GL.Enable(EnableCap.DepthTest); } #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(EventArgs e) { GL.Viewport(0, 0, Width, Height); } #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. /// protected override void OnUpdateFrame(FrameEventArgs e) { if (Keyboard[OpenTK.Input.Key.Escape]) { this.Exit(); return; } } #endregion #region OnRenderFrame /// /// Place your rendering code here. /// protected override void OnRenderFrame(FrameEventArgs e) { GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit); this.SwapBuffers(); } #endregion #region private void DrawCube() private void DrawCube() { } #endregion #region public static void Main() /// /// Entry point of this example. /// [STAThread] public static void Main() { using (SimpleES20Window example = new SimpleES20Window()) { Utilities.SetWindowTitle(example); example.Run(30.0, 0.0); } } #endregion } }