mirror of
https://github.com/Ryujinx/Opentk.git
synced 2024-12-27 06:05:56 +00:00
268 lines
9.3 KiB
C#
268 lines
9.3 KiB
C#
#region License
|
|
//
|
|
// The Open Toolkit Library License
|
|
//
|
|
// Copyright (c) 2006 - 2009 the Open Toolkit library.
|
|
//
|
|
// Permission is hereby granted, free of charge, to any person obtaining a copy
|
|
// of this software and associated documentation files (the "Software"), to deal
|
|
// in the Software without restriction, including without limitation the rights to
|
|
// use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
|
|
// the Software, and to permit persons to whom the Software is furnished to do
|
|
// so, subject to the following conditions:
|
|
//
|
|
// The above copyright notice and this permission notice shall be included in all
|
|
// copies or substantial portions of the Software.
|
|
//
|
|
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
|
|
// EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
|
|
// OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
|
|
// NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
|
|
// HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
|
|
// WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
|
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
|
|
// OTHER DEALINGS IN THE SOFTWARE.
|
|
//
|
|
#endregion
|
|
|
|
using System;
|
|
using System.Diagnostics;
|
|
using System.Drawing;
|
|
|
|
using OpenTK;
|
|
using OpenTK.Input;
|
|
using OpenTK.Graphics;
|
|
using OpenTK.Graphics.OpenGL;
|
|
|
|
namespace Examples.Tutorial
|
|
{
|
|
[Example("Basic Geometry Shader", ExampleCategory.OpenGL, "2.x", Documentation = "Simple usage of EXT_geometry_shader4")]
|
|
public class SimpleGeometryShader : GameWindow
|
|
{
|
|
public SimpleGeometryShader()
|
|
: base(800, 600)
|
|
{
|
|
}
|
|
|
|
int shaderProgram = 0;
|
|
|
|
protected override void OnLoad(EventArgs e)
|
|
{
|
|
if (!GL.GetString(StringName.Extensions).Contains("EXT_geometry_shader4"))
|
|
{
|
|
System.Windows.Forms.MessageBox.Show(
|
|
"Your video card does not support EXT_geometry_shader4. Please update your drivers.",
|
|
"EXT_geometry_shader4 not supported",
|
|
System.Windows.Forms.MessageBoxButtons.OK, System.Windows.Forms.MessageBoxIcon.Exclamation);
|
|
Exit();
|
|
throw new NotSupportedException();
|
|
}
|
|
|
|
// create a shader object.
|
|
shaderProgram = GL.CreateProgram();
|
|
// create shader objects for all three types.
|
|
int vert = GL.CreateShader(ShaderType.VertexShader);
|
|
int frag = GL.CreateShader(ShaderType.FragmentShader);
|
|
int geom = GL.CreateShader(ShaderType.GeometryShaderExt);
|
|
|
|
// GLSL for fragment shader.
|
|
String fragSource = @"
|
|
void main( void )
|
|
{
|
|
gl_FragColor = vec4(0, 1, 0, 0);
|
|
}
|
|
";
|
|
|
|
// GLSL for vertex shader.
|
|
String vertSource = @"
|
|
void main( void )
|
|
{
|
|
gl_Position = ftransform();
|
|
}
|
|
";
|
|
|
|
// GLSL for geometry shader.
|
|
// Note this is a version 1.20 shader
|
|
// Also note GL_EXT_geometry_shader4 must be enabled explicitly, correct
|
|
// OpenGL implementations should only have the new tokens, like
|
|
// EmitVertex and EndPrimitive, when this extension is enabled.
|
|
String geomSource = @"
|
|
#version 120
|
|
#extension GL_EXT_geometry_shader4 : enable
|
|
|
|
void main(void)
|
|
{
|
|
// variable to use in for loops
|
|
int i;
|
|
|
|
// Emit the original vertices without changing, making
|
|
// this part exactly the same as if no geometry shader
|
|
// was used.
|
|
for(i=0; i< gl_VerticesIn; i++)
|
|
{
|
|
gl_Position = gl_PositionIn[i];
|
|
EmitVertex();
|
|
}
|
|
// End the one primitive with the original vertices
|
|
EndPrimitive();
|
|
|
|
// Now we generate some more! This translates 0.2 over
|
|
// the positive x axis.
|
|
for(i=0; i< gl_VerticesIn; i++)
|
|
{
|
|
gl_Position = gl_PositionIn[i];
|
|
gl_Position.x += 0.2;
|
|
EmitVertex();
|
|
}
|
|
EndPrimitive();
|
|
}
|
|
";
|
|
|
|
// compile shaders.
|
|
compileShader(frag, fragSource);
|
|
compileShader(vert, vertSource);
|
|
compileShader(geom, geomSource);
|
|
|
|
// attach shaders and link the program.
|
|
GL.AttachShader(shaderProgram, frag);
|
|
GL.AttachShader(shaderProgram, vert);
|
|
GL.AttachShader(shaderProgram, geom);
|
|
|
|
// Set the input type of the primitives we are going to feed the geometry shader, this should be the same as
|
|
// the primitive type given to GL.Begin. If the types do not match a GL error will occur (todo: verify GL_INVALID_ENUM, on glBegin)
|
|
GL.Ext.ProgramParameter(shaderProgram, ExtGeometryShader4.GeometryInputTypeExt, (int)BeginMode.Lines);
|
|
// Set the output type of the geometry shader. Becasue we input Lines we will output LineStrip(s).
|
|
GL.Ext.ProgramParameter(shaderProgram, ExtGeometryShader4.GeometryOutputTypeExt, (int)BeginMode.LineStrip);
|
|
|
|
// We must tell the shader program how much vertices the geometry shader will output (at most).
|
|
// One simple way is to query the maximum and use that.
|
|
// NOTE: Make sure that the number of vertices * sum(components of active varyings) does not
|
|
// exceed MaxGeometryTotalOutputComponents.
|
|
GL.Ext.ProgramParameter(shaderProgram, ExtGeometryShader4.GeometryVerticesOutExt, 50);
|
|
|
|
// NOTE: calls to ProgramParameter do not take effect until you call LinkProgram.
|
|
GL.LinkProgram(shaderProgram);
|
|
|
|
// output link info log.
|
|
string info;
|
|
GL.GetProgramInfoLog(shaderProgram, out info);
|
|
Debug.WriteLine(info);
|
|
|
|
// Set clearcolor and bind the shader program.
|
|
GL.ClearColor(0.1f, 0.1f, 0.1f, 0.1f);
|
|
GL.UseProgram(shaderProgram);
|
|
// Set color to red. If the shader fails the fixed pipeline will be used and
|
|
// the lines will be red, if all is ok the fragment shader is used and they will be green.
|
|
GL.Color3(1.0f, 0, 0);
|
|
|
|
// Clean up resources. Note the program object is not deleted.
|
|
if (frag != 0)
|
|
GL.DeleteShader(frag);
|
|
if (vert != 0)
|
|
GL.DeleteShader(vert);
|
|
if (geom != 0)
|
|
GL.DeleteShader(geom);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Helper method to avoid code duplication.
|
|
/// Compiles a shader and prints results using Debug.WriteLine.
|
|
/// </summary>
|
|
/// <param name="shader">A shader object, gotten from GL.CreateShader.</param>
|
|
/// <param name="source">The GLSL source to compile.</param>
|
|
void compileShader(int shader, string source)
|
|
{
|
|
GL.ShaderSource(shader, source);
|
|
GL.CompileShader(shader);
|
|
|
|
string info;
|
|
GL.GetShaderInfoLog(shader, out info);
|
|
Debug.WriteLine(info);
|
|
|
|
int compileResult;
|
|
GL.GetShader(shader, ShaderParameter.CompileStatus, out compileResult);
|
|
if (compileResult != 1)
|
|
{
|
|
Debug.WriteLine("Compile Error!");
|
|
Debug.WriteLine(source);
|
|
}
|
|
}
|
|
|
|
protected override void OnUnload(EventArgs e)
|
|
{
|
|
if (shaderProgram != 0)
|
|
GL.DeleteProgram(shaderProgram);
|
|
base.OnUnload(e);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sets the viewport and projection matrix for orthographic projection.
|
|
/// </summary>
|
|
/// <param name="e">resize event args</param>
|
|
protected override void OnResize(EventArgs e)
|
|
{
|
|
GL.Viewport(ClientRectangle);
|
|
|
|
// Set projection matrix
|
|
GL.MatrixMode(MatrixMode.Projection);
|
|
OpenTK.Matrix4 ortho = OpenTK.Matrix4.CreateOrthographicOffCenter(-1, 1, -1, 1, 1, -1);
|
|
GL.LoadMatrix(ref ortho);
|
|
|
|
// Set selector state back to matrix mode
|
|
GL.MatrixMode(MatrixMode.Modelview);
|
|
|
|
base.OnResize(e);
|
|
}
|
|
|
|
protected override void OnUpdateFrame(FrameEventArgs e)
|
|
{
|
|
base.OnUpdateFrame(e);
|
|
|
|
if (Keyboard[Key.Space])
|
|
{
|
|
ErrorCode err = GL.GetError();
|
|
//Console.WriteLine(err + " " + Glu.ErrorString((GluErrorCode)err));
|
|
Console.WriteLine("GL error code: {0}", err);
|
|
}
|
|
|
|
if (Keyboard[Key.Escape])
|
|
this.Exit();
|
|
}
|
|
|
|
protected override void OnRenderFrame(FrameEventArgs e)
|
|
{
|
|
GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
|
|
|
|
// draw two vertical lines
|
|
GL.Begin(BeginMode.Lines);
|
|
{
|
|
// line one
|
|
GL.Vertex2(-0.5f, -0.5f);
|
|
GL.Vertex2(-0.5f, 0.5f);
|
|
// line two
|
|
GL.Vertex2(0.5f, 0.5f);
|
|
GL.Vertex2(0.5f, -0.5f);
|
|
}
|
|
GL.End();
|
|
|
|
this.SwapBuffers();
|
|
}
|
|
|
|
#region public static void Main()
|
|
|
|
/// <summary>
|
|
/// Entry point of this example.
|
|
/// </summary>
|
|
[STAThread]
|
|
public static void Main()
|
|
{
|
|
using (SimpleGeometryShader example = new SimpleGeometryShader())
|
|
{
|
|
Utilities.SetWindowTitle(example);
|
|
example.Run(30.0, 0.0);
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
} |