using System; using System.Collections.Generic; using System.ComponentModel; using System.Data; using System.Drawing; using System.Text; using System.Windows.Forms; using System.Threading; using OpenTK.OpenGL; namespace OpenTK.Examples.OpenGL.GLSL { public partial class Cube : GLForm { #region Shaders string[] vertex_shader = { "void main() { ", "gl_FrontColor = gl_Color;", "gl_Position = ftransform();", "}" }; string[] fragment_shader = { "void main() { gl_FragColor = gl_Color; }" }; #endregion static float angle; #region Constructor public Cube() { } #endregion #region Load event handler protected override void OnLoad(EventArgs e) { base.OnLoad(e); Text = GL.GetString(Enums.StringName.VENDOR) + " " + GL.GetString(Enums.StringName.RENDERER) + " " + GL.GetString(Enums.StringName.VERSION); GL.ClearColor(0.1f, 0.1f, 0.5f, 0.0f); GL.Enable(Enums.EnableCap.DEPTH_TEST); int vertex_shader_object, fragment_shader_object; int[] status = new int[1]; int shader_program; vertex_shader_object = GL.CreateShader(Enums.VERSION_2_0.VERTEX_SHADER); fragment_shader_object = GL.CreateShader(Enums.VERSION_2_0.FRAGMENT_SHADER); GL.ShaderSource(vertex_shader_object, 1, vertex_shader, null); GL.CompileShader(vertex_shader_object); GL.GetShaderiv(vertex_shader_object, Enums.VERSION_2_0.COMPILE_STATUS, status); //if (status[0] != GL._TRUE) // throw new Exception("Could not compile vertex shader"); GL.ShaderSource(fragment_shader_object, 1, fragment_shader, null); GL.CompileShader(fragment_shader_object); GL.GetShaderiv(fragment_shader_object, Enums.VERSION_2_0.COMPILE_STATUS, status); //if (status[0] != GL._TRUE) // throw new Exception("Could not compile fragment shader"); shader_program = GL.CreateProgram(); GL.AttachShader(shader_program, fragment_shader_object); GL.AttachShader(shader_program, vertex_shader_object); GL.LinkProgram(shader_program); GL.UseProgram(shader_program); //OnResize(e); } #endregion #region Resize event handler protected override void OnResize(EventArgs e) { base.OnResize(e); if (ClientSize.Height == 0) ClientSize = new System.Drawing.Size(ClientSize.Width, 1); GL.Viewport(0, 0, ClientSize.Width, ClientSize.Height); double ratio = 0.0; ratio = ClientSize.Width / (double)ClientSize.Height; //if (ClientSize.Width > ClientSize.Height) // ratio = ClientSize.Width / (double)ClientSize.Height; //else // ratio = ClientSize.Height / (double)ClientSize.Width; GL.MatrixMode(Enums.MatrixMode.PROJECTION); GL.LoadIdentity(); Glu.Perspective(45.0, ratio, 1.0, 64.0); } #endregion #region Paint event handler protected override void OnPaint(PaintEventArgs e) { base.OnPaint(e); GL.MatrixMode(Enums.MatrixMode.MODELVIEW); GL.LoadIdentity(); Glu.LookAt( 0.0, 5.0, 5.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0 ); GL.Rotatef(angle, 0.0f, 1.0f, 0.0f); angle += 0.05f; GL.Clear(Enums.ClearBufferMask.COLOR_BUFFER_BIT | Enums.ClearBufferMask.DEPTH_BUFFER_BIT); DrawCube(); Context.SwapBuffers(); } #endregion #region KeyDown event handler protected override void OnKeyDown(KeyEventArgs e) { base.OnKeyDown(e); if (e.KeyData == Keys.Escape) Application.Exit(); } #endregion #region DrawCube public void DrawCube() { GL.Begin(Enums.BeginMode.QUADS); GL.Color3f(1, 0, 0); GL.Vertex3f(-1.0f, -1.0f, -1.0f); GL.Vertex3f(-1.0f, 1.0f, -1.0f); GL.Vertex3f(1.0f, 1.0f, -1.0f); GL.Vertex3f(1.0f, -1.0f, -1.0f); GL.Color3f(1, 1, 0); GL.Vertex3f(-1.0f, -1.0f, -1.0f); GL.Vertex3f(1.0f, -1.0f, -1.0f); GL.Vertex3f(1.0f, -1.0f, 1.0f); GL.Vertex3f(-1.0f, -1.0f, 1.0f); GL.Color3f(1, 0, 1); GL.Vertex3f(-1.0f, -1.0f, -1.0f); GL.Vertex3f(-1.0f, -1.0f, 1.0f); GL.Vertex3f(-1.0f, 1.0f, 1.0f); GL.Vertex3f(-1.0f, 1.0f, -1.0f); GL.Color3f(0, 1, 0); GL.Vertex3f(-1.0f, -1.0f, 1.0f); GL.Vertex3f(1.0f, -1.0f, 1.0f); GL.Vertex3f(1.0f, 1.0f, 1.0f); GL.Vertex3f(-1.0f, 1.0f, 1.0f); GL.Color3f(0, 0, 1); GL.Vertex3f(-1.0f, 1.0f, -1.0f); GL.Vertex3f(-1.0f, 1.0f, 1.0f); GL.Vertex3f(1.0f, 1.0f, 1.0f); GL.Vertex3f(1.0f, 1.0f, -1.0f); GL.Color3f(0, 1, 1); GL.Vertex3f(1.0f, -1.0f, -1.0f); GL.Vertex3f(1.0f, 1.0f, -1.0f); GL.Vertex3f(1.0f, 1.0f, 1.0f); GL.Vertex3f(1.0f, -1.0f, 1.0f); GL.End(); } #endregion #region Entry point /// /// The main entry point for the application. /// [STAThread] static void Main() { Application.EnableVisualStyles(); Application.SetCompatibleTextRenderingDefault(false); Application.Run(new Cube()); } #endregion } }