Opentk/Source/Examples/OpenGLES/2.0/SimpleWindow20.cs
Stefanos A. 12005e0792 Try to create Embedded context first
By mistake, this code would always create a desktop context. The correct
approach is to create an embedded (EGL) context and only fallback to
desktop if that doesn't work.
2013-11-11 11:43:15 +01:00

134 lines
3.3 KiB
C#

// 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.ES20;
#endregion
namespace Examples.Tutorial
{
[Example("Simple ES 2.0", ExampleCategory.OpenGLES, "2.0", Documentation = "SimpleES20Window")]
public class SimpleES20Window : GameWindow
{
#region Constructor
public SimpleES20Window(GraphicsContextFlags flags)
: base(800, 600, GraphicsMode.Default, "", GameWindowFlags.Default, DisplayDevice.Default, 2, 0, flags)
{ }
#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(EnableCap.DepthTest);
}
#endregion
#region OnResize
/// <summary>
/// Called when the user resizes the window.
/// </summary>
/// <param name="e">Contains the new width/height of the window.</param>
/// <remarks>
/// You want the OpenGL viewport to match the window. This is the place to do it!
/// </remarks>
protected override void OnResize(EventArgs e)
{
GL.Viewport(0, 0, Width, Height);
}
#endregion
#region OnUpdateFrame
/// <summary>
/// Prepares the next frame for rendering.
/// </summary>
/// <remarks>
/// Place your control logic here. This is the place to respond to user input,
/// update object positions etc.
/// </remarks>
protected override void OnUpdateFrame(FrameEventArgs e)
{
if (Keyboard[OpenTK.Input.Key.Escape])
{
this.Exit();
return;
}
}
#endregion
#region OnRenderFrame
/// <summary>
/// Place your rendering code here.
/// </summary>
protected override void OnRenderFrame(FrameEventArgs e)
{
GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
this.SwapBuffers();
}
#endregion
#region private void DrawCube()
private void DrawCube()
{
}
#endregion
#region public static void Main()
/// <summary>
/// Entry point of this example.
/// </summary>
[STAThread]
public static void Main()
{
SimpleES20Window example;
try
{
example = new SimpleES20Window(GraphicsContextFlags.Embedded);
}
catch
{
example = new SimpleES20Window(GraphicsContextFlags.Default);
}
if (example != null)
{
using (example)
{
Utilities.SetWindowTitle(example);
example.Run(30.0, 0.0);
}
}
}
#endregion
}
}