#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.Graphics; using Examples.Shapes; namespace Examples.Tutorial { /// /// Demonstrates fixed-function OpenGL lighting. Example is incomplete (documentation). /// [Example("Vertex Lighting", ExampleCategory.OpenGL, "1.1", false)] public class T04_Vertex_Lighting : GameWindow { float x_angle, zoom; Shape shape = new Plane(16, 16, 4.0f, 4.0f); #region Constructor public T04_Vertex_Lighting() : base(800, 600) { } #endregion #region OnLoad public override void OnLoad(EventArgs e) { base.OnLoad(e); GL.ClearColor(Color.MidnightBlue); GL.Enable(EnableCap.DepthTest); //GL.Enable(GL.Enums.EnableCap.CULL_FACE); GL.EnableClientState(EnableCap.VertexArray); GL.EnableClientState(EnableCap.NormalArray); GL.VertexPointer(3, VertexPointerType.Float, 0, shape.Vertices); GL.NormalPointer(NormalPointerType.Float, 0, shape.Normals); // Enable Light 0 and set its parameters. GL.Light(LightName.Light0, LightParameter.Position, new float[] { 1.0f, 1.0f, -0.5f }); GL.Light(LightName.Light0, LightParameter.Ambient, new float[] { 0.3f, 0.3f, 0.3f, 1.0f }); GL.Light(LightName.Light0, LightParameter.Diffuse, new float[] { 1.0f, 1.0f, 1.0f, 1.0f }); GL.Light(LightName.Light0, LightParameter.Specular, new float[] { 1.0f, 1.0f, 1.0f, 1.0f }); GL.Light(LightName.Light0, LightParameter.SpotExponent, new float[] { 1.0f, 1.0f, 1.0f, 1.0f }); GL.LightModel(LightModelParameter.LightModelAmbient, new float[] { 0.2f, 0.2f, 0.2f, 1.0f }); GL.LightModel(LightModelParameter.LightModelTwoSide, 1); GL.LightModel(LightModelParameter.LightModelLocalViewer, 1); GL.Enable(EnableCap.Lighting); GL.Enable(EnableCap.Light0); // Use GL.Material to set your object's material parameters. GL.Material(MaterialFace.Front, MaterialParameter.Ambient, new float[] { 0.3f, 0.3f, 0.3f, 1.0f }); GL.Material(MaterialFace.Front, MaterialParameter.Diffuse, new float[] { 1.0f, 1.0f, 1.0f, 1.0f }); GL.Material(MaterialFace.Front, MaterialParameter.Specular, new float[] { 1.0f, 1.0f, 1.0f, 1.0f }); GL.Material(MaterialFace.Front, 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(EventArgs e) { base.OnResize(e); GL.Viewport(0, 0, Width, Height); double ratio = Width / (double)Height; GL.MatrixMode(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. /// protected override void OnUpdateFrame(FrameEventArgs 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]) if (WindowState != WindowState.Fullscreen) WindowState = WindowState.Fullscreen; else WindowState = WindowState.Normal; if (Mouse[OpenTK.Input.MouseButton.Left]) x_angle = Mouse.X; else x_angle += 0.5f; zoom = Mouse.Wheel * 0.5f; // Mouse.Wheel is broken on both Linux and Windows. // 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. /// protected override void OnRenderFrame(FrameEventArgs e) { GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit); GL.MatrixMode(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.Begin(BeginMode.Triangles); foreach (int index in shape.Indices) { GL.Normal3(shape.Normals[index]); GL.Vertex3(shape.Vertices[index]); } GL.End(); SwapBuffers(); } #endregion #region public void Launch() /// /// Launches this example. /// /// /// Provides a simple way for the example launcher to launch the examples. /// public static void Main() { using (T04_Vertex_Lighting example = new T04_Vertex_Lighting()) { Utilities.SetWindowTitle(example); example.Run(30.0, 0.0); } } #endregion } }