Opentk/Source/Examples/Tutorial/T10_GLSL_Cube.cs

252 lines
7.5 KiB
C#

#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.ComponentModel;
using System.Drawing;
using System.Text;
using System.Windows.Forms;
using System.Threading;
using OpenTK.OpenGL;
using OpenTK;
#endregion --- Using Directives ---
namespace Examples.Tutorial
{
public class T10_GLSL_Cube : GameWindow, IExample
{
#region --- Fields ---
#region Shaders
string[] vertex_shader_source =
{
"void main() {",
"gl_FrontColor = gl_Color;",
"gl_Position = ftransform();",
"}",
};
string[] fragment_shader_source =
{
"void main() { gl_FragColor = gl_Color; }\0"
};
#endregion
static float angle;
#endregion
#region --- Constructors ---
public T10_GLSL_Cube()
{
this.CreateWindow(new DisplayMode(800, 600));
}
#endregion
#region OnLoad
/// <summary>
/// This is the place to load resources that change little
/// during the lifetime of the GameWindow. In this case, we
/// check for GLSL support, and load the shaders.
/// </summary>
/// <param name="e">Not used.</param>
public override void OnLoad(EventArgs e)
{
base.OnLoad(e);
// Check for necessary capabilities:
if (!GL.SupportsExtension("VERSION_2_0"))
{
MessageBox.Show("You need at least OpenGL 2.0 to run this example. Aborting.", "GLSL not supported",
MessageBoxButtons.OK, MessageBoxIcon.Exclamation);
this.Exit();
}
GL.ClearColor(0.1f, 0.1f, 0.5f, 0.0f);
GL.Enable(GL.Enums.EnableCap.DEPTH_TEST);
uint vertex_shader_object, fragment_shader_object;
int status;
uint shader_program;
vertex_shader_object = (uint)GL.CreateShader(GL.Enums.VERSION_2_0.VERTEX_SHADER);
fragment_shader_object = (uint)GL.CreateShader(GL.Enums.VERSION_2_0.FRAGMENT_SHADER);
GL.ShaderSource(vertex_shader_object, vertex_shader_source.Length, vertex_shader_source, (int[])null);
GL.CompileShader(vertex_shader_object);
GL.GetShader(vertex_shader_object, GL.Enums.VERSION_2_0.COMPILE_STATUS, out status);
if (status != (int)GL.Enums.Boolean.TRUE)
{
int length = 0;
GL.GetShader(vertex_shader_object, GL.Enums.VERSION_2_0.INFO_LOG_LENGTH, out length);
StringBuilder info = new StringBuilder(length);
GL.GetShaderInfoLog(vertex_shader_object, info.Capacity, out length, info);
throw new Exception(info.ToString());
}
GL.ShaderSource(fragment_shader_object, fragment_shader_source.Length, fragment_shader_source, (int[])null);
GL.CompileShader(fragment_shader_object);
GL.GetShader(fragment_shader_object, GL.Enums.VERSION_2_0.COMPILE_STATUS, out status);
if (status != (int)GL.Enums.Boolean.TRUE)
{
int length;
GL.GetShader(vertex_shader_object, GL.Enums.VERSION_2_0.INFO_LOG_LENGTH, out length);
StringBuilder info = new StringBuilder(length);
GL.GetShaderInfoLog(fragment_shader_object, info.Capacity, out length, info);
throw new Exception(info.ToString());
}
shader_program = (uint)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(new OpenTK.Platform.ResizeEventArgs(this.Width, this.Height));
}
#endregion
#region OnResize
protected override void OnResize(OpenTK.Platform.ResizeEventArgs e)
{
base.OnResize(e);
GL.Viewport(0, 0, Width, Height);
double ratio = 0.0;
ratio = this.Width / (double)this.Height;
GL.MatrixMode(GL.Enums.MatrixMode.PROJECTION);
GL.LoadIdentity();
Glu.Perspective(45.0, ratio, 1.0, 64.0);
}
#endregion
#region OnUpdateFrame
/// <summary>
/// Occurs when it is time to update the next frame.
/// </summary>
/// <param name="e">Not used yet.</param>
public override void OnUpdateFrame(EventArgs e)
{
base.OnUpdateFrame(e);
if (Keyboard[0][OpenTK.Input.Key.Escape])
{
this.Exit();
}
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);
angle += 0.05f;
}
#endregion
#region OnRenderFrame
public override void OnRenderFrame(EventArgs e)
{
base.OnRenderFrame(e);
GL.Clear(GL.Enums.ClearBufferMask.COLOR_BUFFER_BIT | GL.Enums.ClearBufferMask.DEPTH_BUFFER_BIT);
DrawCube();
Context.SwapBuffers();
Thread.Sleep(0);
}
#endregion
#region private void DrawCube()
private void DrawCube()
{
GL.Begin(GL.Enums.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();
}
#endregion
#region public void Launch()
/// <summary>
/// Launches this example.
/// </summary>
/// <remarks>
/// Provides a simple way for the example launcher to launch the examples.
/// </remarks>
public void Launch()
{
Run();
}
#endregion
}
}