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179 lines
6 KiB
C#
179 lines
6 KiB
C#
// This code was written for the OpenTK library and has been released
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// to the Public Domain.
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// It is provided "as is" without express or implied warranty of any kind.
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using System;
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using System.Collections.Generic;
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using System.Text;
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using System.Drawing;
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using OpenTK;
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using OpenTK.Graphics.OpenGL;
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using Examples.Shapes;
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namespace Examples.Tutorial
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{
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/// <summary>
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/// Demonstrates fixed-function OpenGL lighting. Example is incomplete (documentation).
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/// </summary>
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[Example("Vertex Lighting", ExampleCategory.OpenGL, "1.x", false)]
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public class T04_Vertex_Lighting : GameWindow
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{
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float x_angle, zoom;
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Shape shape = new Plane(16, 16, 4.0f, 4.0f);
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#region Constructor
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public T04_Vertex_Lighting() : base(800, 600)
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{
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}
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#endregion
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#region OnLoad
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protected override void OnLoad(EventArgs e)
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{
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base.OnLoad(e);
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GL.ClearColor(Color.MidnightBlue);
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GL.Enable(EnableCap.DepthTest);
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//GL.Enable(GL.Enums.EnableCap.CULL_FACE);
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GL.EnableClientState(ArrayCap.VertexArray);
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GL.EnableClientState(ArrayCap.NormalArray);
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GL.VertexPointer(3, VertexPointerType.Float, 0, shape.Vertices);
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GL.NormalPointer(NormalPointerType.Float, 0, shape.Normals);
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// Enable Light 0 and set its parameters.
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GL.Light(LightName.Light0, LightParameter.Position, new float[] { 1.0f, 1.0f, -0.5f });
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GL.Light(LightName.Light0, LightParameter.Ambient, new float[] { 0.3f, 0.3f, 0.3f, 1.0f });
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GL.Light(LightName.Light0, LightParameter.Diffuse, new float[] { 1.0f, 1.0f, 1.0f, 1.0f });
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GL.Light(LightName.Light0, LightParameter.Specular, new float[] { 1.0f, 1.0f, 1.0f, 1.0f });
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GL.Light(LightName.Light0, LightParameter.SpotExponent, new float[] { 1.0f, 1.0f, 1.0f, 1.0f });
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GL.LightModel(LightModelParameter.LightModelAmbient, new float[] { 0.2f, 0.2f, 0.2f, 1.0f });
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GL.LightModel(LightModelParameter.LightModelTwoSide, 1);
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GL.LightModel(LightModelParameter.LightModelLocalViewer, 1);
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GL.Enable(EnableCap.Lighting);
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GL.Enable(EnableCap.Light0);
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// Use GL.Material to set your object's material parameters.
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GL.Material(MaterialFace.Front, MaterialParameter.Ambient, new float[] { 0.3f, 0.3f, 0.3f, 1.0f });
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GL.Material(MaterialFace.Front, MaterialParameter.Diffuse, new float[] { 1.0f, 1.0f, 1.0f, 1.0f });
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GL.Material(MaterialFace.Front, MaterialParameter.Specular, new float[] { 1.0f, 1.0f, 1.0f, 1.0f });
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GL.Material(MaterialFace.Front, MaterialParameter.Emission, new float[] { 0.0f, 0.0f, 0.0f, 1.0f });
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}
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#endregion
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#region OnResize
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/// <summary>
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/// Called when the user resizes the window.
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/// </summary>
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/// <param name="e">Contains the new width/height of the window.</param>
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/// <remarks>
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/// You want the OpenGL viewport to match the window. This is the place to do it!
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/// </remarks>
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protected override void OnResize(EventArgs e)
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{
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base.OnResize(e);
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GL.Viewport(0, 0, Width, Height);
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float aspect_ratio = Width / (float)Height;
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Matrix4 perpective = Matrix4.CreatePerspectiveFieldOfView(MathHelper.PiOver4, aspect_ratio, 1, 64);
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GL.MatrixMode(MatrixMode.Projection);
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GL.LoadMatrix(ref perpective);
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}
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#endregion
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#region OnUpdateFrame
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/// <summary>
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/// Prepares the next frame for rendering.
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/// </summary>
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/// <remarks>
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/// Place your control logic here. This is the place to respond to user input,
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/// update object positions etc.
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/// </remarks>
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protected override void OnUpdateFrame(FrameEventArgs e)
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{
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if (Keyboard[OpenTK.Input.Key.Escape])
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{
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this.Exit();
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return;
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}
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if (Keyboard[OpenTK.Input.Key.F11])
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if (WindowState != WindowState.Fullscreen)
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WindowState = WindowState.Fullscreen;
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else
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WindowState = WindowState.Normal;
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if (Mouse[OpenTK.Input.MouseButton.Left])
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x_angle = Mouse.X;
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else
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x_angle += 0.5f;
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zoom = Mouse.Wheel * 0.5f; // Mouse.Wheel is broken on both Linux and Windows.
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// Do not leave x_angle drift too far away, as this will cause inaccuracies.
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if (x_angle > 360.0f)
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x_angle -= 360.0f;
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else if (x_angle < -360.0f)
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x_angle += 360.0f;
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}
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#endregion
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#region OnRenderFrame
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/// <summary>
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/// Place your rendering code here.
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/// </summary>
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protected override void OnRenderFrame(FrameEventArgs e)
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{
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GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
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Matrix4 lookat = Matrix4.LookAt(0, 0, -7.5f + zoom, 0, 0, 0, 0, 1, 0);
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GL.MatrixMode(MatrixMode.Modelview);
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GL.LoadMatrix(ref lookat);
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GL.Rotate(x_angle, 0.0f, 1.0f, 0.0f);
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GL.Begin(BeginMode.Triangles);
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foreach (int index in shape.Indices)
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{
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GL.Normal3(shape.Normals[index]);
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GL.Vertex3(shape.Vertices[index]);
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}
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GL.End();
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SwapBuffers();
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}
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#endregion
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#region public void Launch()
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/// <summary>
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/// Launches this example.
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/// </summary>
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/// <remarks>
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/// Provides a simple way for the example launcher to launch the examples.
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/// </remarks>
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public static void Main()
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{
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using (T04_Vertex_Lighting example = new T04_Vertex_Lighting())
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{
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Utilities.SetWindowTitle(example);
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example.Run(30.0, 0.0);
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}
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}
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#endregion
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}
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}
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