#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.Text; using System.Runtime.InteropServices; using System.Threading; using OpenTK; using OpenTK.Graphics; using OpenTK.Graphics.OpenGL; using OpenTK.Platform; #endregion namespace Examples.Tutorial { [Example("Vertex Buffer Objects", ExampleCategory.OpenGL, "1.5", false, Documentation="VertexBufferObject")] public class T08_VBO : GameWindow { #region --- Private Fields --- Shapes.Shape cube = new Examples.Shapes.Cube(); struct Vbo { public int VboID, EboID, NumElements; } Vbo[] vbo = new Vbo[2]; public static readonly int order = 8; #endregion #region --- Constructor --- public T08_VBO() : base(800, 600) { } #endregion #region OnLoad override protected override void OnLoad(EventArgs e) { base.OnLoad(e); string version = GL.GetString(StringName.Version); int major = (int)version[0]; int minor = (int)version[2]; if (major <= 1 && minor < 5) { System.Windows.Forms.MessageBox.Show("You need at least OpenGL 1.5 to run this example. Aborting.", "VBOs not supported", System.Windows.Forms.MessageBoxButtons.OK, System.Windows.Forms.MessageBoxIcon.Exclamation); this.Exit(); } GL.ClearColor(0.1f, 0.1f, 0.5f, 0.0f); GL.Enable(EnableCap.DepthTest); // Create the Vertex Buffer Object: // 1) Generate the buffer handles. // 2) Bind the Vertex Buffer and upload your vertex buffer. Check that the buffer was uploaded correctly. // 3) Bind the Index Buffer and upload your index buffer. Check that the buffer was uploaded correctly. vbo[0] = LoadVBO(cube.Vertices, cube.Indices); vbo[1] = LoadVBO(cube.Vertices, cube.Indices); } #endregion #region OnResize override protected override void OnResize(EventArgs e) { GL.Viewport(0, 0, Width, Height); float aspect_ratio = Width / (float)Height; Matrix4 perpective = Matrix4.CreatePerspectiveFieldOfView(MathHelper.PiOver4, aspect_ratio, 1, 64); GL.MatrixMode(MatrixMode.Projection); GL.LoadMatrix(ref perpective); } #endregion #region OnUpdateFrame override /// /// 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(); } #endregion #region OnRenderFrame protected override void OnRenderFrame(FrameEventArgs e) { base.OnRenderFrame(e); GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit); Matrix4 lookat = Matrix4.LookAt(0, 5, 5, 0, 0, 0, 0, 1, 0); GL.MatrixMode(MatrixMode.Modelview); GL.LoadMatrix(ref lookat); GL.Color4(System.Drawing.Color.Black); Draw(vbo[0]); SwapBuffers(); } #endregion Vbo LoadVBO(Vector3[] vertices, int[] indices) { Vbo handle = new Vbo(); int size; GL.GenBuffers(1, out handle.VboID); GL.BindBuffer(BufferTarget.ArrayBuffer, handle.VboID); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(vertices.Length * Vector3.SizeInBytes), vertices, BufferUsageHint.StaticDraw); GL.GetBufferParameter(BufferTarget.ArrayBuffer, BufferParameterName.BufferSize, out size); if (vertices.Length * Vector3.SizeInBytes != size) throw new ApplicationException("Vertex array not uploaded correctly"); //GL.BindBuffer(Version15.ArrayBuffer, 0); GL.GenBuffers(1, out handle.EboID); GL.BindBuffer(BufferTarget.ElementArrayBuffer, handle.EboID); GL.BufferData(BufferTarget.ElementArrayBuffer, (IntPtr)(indices.Length * sizeof(int)), indices, BufferUsageHint.StaticDraw); GL.GetBufferParameter(BufferTarget.ElementArrayBuffer, BufferParameterName.BufferSize, out size); if (indices.Length * sizeof(int) != size) throw new ApplicationException("Element array not uploaded correctly"); //GL.BindBuffer(Version15.ElementArrayBuffer, 0); handle.NumElements = indices.Length; return handle; } void Draw(Vbo handle) { //GL.PushClientAttrib(ClientAttribMask.ClientVertexArrayBit); //GL.EnableClientState(EnableCap.TextureCoordArray); GL.EnableClientState(EnableCap.VertexArray); GL.BindBuffer(BufferTarget.ArrayBuffer, handle.VboID); GL.BindBuffer(BufferTarget.ElementArrayBuffer, handle.EboID); //GL.TexCoordPointer(2, TexCoordPointerType.Float, vector2_size, (IntPtr)vector2_size); GL.VertexPointer(3, VertexPointerType.Float, Vector3.SizeInBytes, IntPtr.Zero); GL.DrawElements(BeginMode.Triangles, handle.NumElements, DrawElementsType.UnsignedInt, IntPtr.Zero); //GL.DrawArrays(BeginMode.LineLoop, 0, vbo.element_count); GL.BindBuffer(BufferTarget.ArrayBuffer, 0); GL.BindBuffer(BufferTarget.ElementArrayBuffer, 0); GL.DisableClientState(EnableCap.VertexArray); //GL.DisableClientState(EnableCap.TextureCoordArray); //GL.PopClientAttrib(); } #region public static void Main() /// /// Entry point of this example. /// [STAThread] public static void Main() { using (T08_VBO example = new T08_VBO()) { // Get the title and category of this example using reflection. ExampleAttribute info = ((ExampleAttribute)example.GetType().GetCustomAttributes(false)[0]); example.Title = String.Format("OpenTK | {0} {1}: {2}", info.Category, info.Difficulty, info.Title); example.Run(30.0, 0.0); } } #endregion } }