#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 System.Threading; using OpenTK; using OpenTK.OpenGL; namespace Examples.Tutorial { /// /// Demonstrates Vertex Arrays (in system memory). Example is incomplete (documentation). /// class T02_Vertex_Array_Cube : GameWindow, IExample { float angle; #region Constructor public T02_Vertex_Array_Cube() { this.CreateWindow(new DisplayMode(800, 600)); } #endregion #region OnLoad public override void OnLoad(EventArgs e) { base.OnLoad(e); GL.ClearColor(Color.MidnightBlue); GL.Enable(GL.Enums.EnableCap.DEPTH_TEST); GL.EnableClientState(GL.Enums.EnableCap.VERTEX_ARRAY); GL.EnableClientState(GL.Enums.EnableCap.COLOR_ARRAY); GL.VertexPointer(3, GL.Enums.VertexPointerType.FLOAT, 0, Shapes.Cube.Vertices); GL.ColorPointer(4, GL.Enums.ColorPointerType.UNSIGNED_BYTE, 0, Shapes.Cube.Colors); } #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(OpenTK.Platform.ResizeEventArgs e) { base.OnResize(e); GL.Viewport(0, 0, Width, Height); double ratio = e.Width / (double)e.Height; GL.MatrixMode(GL.Enums.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. /// public override void OnUpdateFrame(UpdateFrameEventArgs 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]) { Fullscreen = !Fullscreen; } //angle += 180.0f * (float)e.Time; angle += 3.0f; if (angle > 720.0f) angle -= 720.0f; } #endregion #region OnRenderFrame /// /// Place your rendering code here. /// public override void OnRenderFrame(RenderFrameEventArgs e) { GL.Clear(GL.Enums.ClearBufferMask.COLOR_BUFFER_BIT | GL.Enums.ClearBufferMask.DEPTH_BUFFER_BIT); GL.MatrixMode(GL.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.Rotate(angle, 0.0f, 1.0f, 0.0f); GL.DrawElements(GL.Enums.BeginMode.TRIANGLES, Shapes.Cube.Indices.Length, GL.Enums.All.UNSIGNED_SHORT, Shapes.Cube.Indices); Context.SwapBuffers(); } #endregion #region public void Launch() /// /// Launches this example. /// /// /// Provides a simple way for the example launcher to launch the examples. /// public void Launch() { // Lock UpdateFrame and RenderFrame at 60Hz. Run(60.0, 60.0); } #endregion } }