// This code was written for the OpenTK library and has been released
// to the Public Domain.
// It is provided "as is" without express or implied warranty of any kind.
#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.ES11;
#endregion
namespace Examples.Tutorial
{
#if EXPERIMENTAL
[Example("Immediate mode", ExampleCategory.OpenGLES, "1.1", Documentation = "SimpleES11Window")]
public class SimpleES11Window : GameWindow
{
#region --- Fields ---
float rotation_speed = 3.0f;
float angle;
#endregion
#region --- Constructor ---
public SimpleES11Window()
: 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((All)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);
double aspect_ratio = Width / (double)Height;
OpenTK.Matrix4 perspective = OpenTK.Matrix4.CreatePerspectiveFieldOfView(MathHelper.PiOver4, (float)aspect_ratio, 1, 64);
GL.MatrixMode((All)MatrixMode.Projection);
GL.LoadMatrix(ref perspective.Row0.X);
}
#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((uint)(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit));
Matrix4 lookat = Matrix4.LookAt(0, 5, 5, 0, 0, 0, 0, 1, 0);
GL.MatrixMode((All)MatrixMode.Modelview);
GL.LoadMatrix(ref lookat.Row0.X);
angle += rotation_speed * (float)e.Time;
GL.Rotate(angle, 0.0f, 1.0f, 0.0f);
DrawCube();
this.SwapBuffers();
}
#endregion
#region private void DrawCube()
private void DrawCube()
{
#if false
GL.Begin(BeginMode.Quads);
GL.Color3(Color.Silver);
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(Color.Honeydew);
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(Color.Moccasin);
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(Color.IndianRed);
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(Color.PaleVioletRed);
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(Color.ForestGreen);
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();
#endif
}
#endregion
#region public static void Main()
///
/// Entry point of this example.
///
[STAThread]
public static void Main()
{
using (SimpleES11Window example = new SimpleES11Window())
{
Utilities.SetWindowTitle(example);
example.Run(30.0, 0.0);
}
}
#endregion
}
#endif
}