Opentk/Source/Examples/OpenGL/GLSL/Lesson01/Cube.cs
the_fiddler 37834b1ff6 Added the GLSL example.
More function signatures use enums now (according to their category), instead of ints. Must check.
More
2006-09-30 19:58:51 +00:00

229 lines
7.5 KiB
C#

using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Text;
using System.Windows.Forms;
using System.Threading;
using OpenTK.OpenGL;
namespace Lesson01
{
public partial class Cube : Form
{
#region Shaders
string[] vertex_shader =
{
"void main() { ",
"gl_FrontColor = gl_Color;",
"gl_Position = ftransform();",
"}"
};
string[] fragment_shader =
{
"void main() { gl_FragColor = gl_Color; }"
};
#endregion
Context context;
static float angle;
#region Constructor
public Cube()
{
InitializeComponent();
Application.Idle += new EventHandler(OnApplicationIdle);
}
#endregion
#region Load event handler
protected override void OnLoad(EventArgs e)
{
base.OnLoad(e);
context = Context.Create(this, 8, 8, 8, 8, 16, 0, false);
Text =
GL.GetString(Enums.StringName.VENDOR) + " " +
GL.GetString(Enums.StringName.RENDERER) + " " +
GL.GetString(Enums.StringName.VERSION);
GL.ClearColor(0.1f, 0.1f, 0.5f, 0.0f);
GL.Enable(Enums.EnableCap.DEPTH_TEST);
int vertex_shader_object, fragment_shader_object;
int[] status = new int[1];
int shader_program;
vertex_shader_object = GL.CreateShader(Enums.VERSION_2_0.VERTEX_SHADER);
fragment_shader_object = GL.CreateShader(Enums.VERSION_2_0.FRAGMENT_SHADER);
GL.ShaderSource(vertex_shader_object, 1, vertex_shader, null);
GL.CompileShader(vertex_shader_object);
GL.GetShaderiv(vertex_shader_object, Enums.VERSION_2_0.COMPILE_STATUS, status);
//if (status[0] != GL._TRUE)
// throw new Exception("Could not compile vertex shader");
GL.ShaderSource(fragment_shader_object, 1, fragment_shader, null);
GL.CompileShader(fragment_shader_object);
GL.GetShaderiv(fragment_shader_object, Enums.VERSION_2_0.COMPILE_STATUS, status);
//if (status[0] != GL._TRUE)
// throw new Exception("Could not compile fragment shader");
shader_program = 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(e);
}
#endregion
#region Resize event handler
protected override void OnResize(EventArgs e)
{
base.OnResize(e);
if (ClientSize.Height == 0)
ClientSize = new System.Drawing.Size(ClientSize.Width, 1);
if (context == null)
return;
GL.Viewport(0, 0, ClientSize.Width, ClientSize.Height);
double ratio = 0.0;
if (ClientSize.Width > ClientSize.Height)
ratio = ClientSize.Width / (double)ClientSize.Height;
//else
// ratio = ClientSize.Height / (double)ClientSize.Width;
GL.MatrixMode(Enums.MatrixMode.PROJECTION);
GL.LoadIdentity();
Glu.Perspective(45.0, ratio, 1.0, 64.0);
}
#endregion
#region Paint event handler
protected override void OnPaint(PaintEventArgs e)
{
base.OnPaint(e);
GL.MatrixMode(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.Rotatef(angle, 0.0f, 1.0f, 0.0f);
angle += 0.05f;
GL.Clear(Enums.ClearBufferMask.COLOR_BUFFER_BIT | Enums.ClearBufferMask.DEPTH_BUFFER_BIT);
DrawCube();
context.SwapBuffers();
//Thread.Sleep(1);
//this.Invalidate();
}
#endregion
#region Application main loop
/// <summary>
/// Called when all pending messages have been processed, this is where the application 'Main Loop' resides.
/// </summary>
/// <param name="sender">Not used.</param>
/// <param name="e">Not used.</param>
void OnApplicationIdle(object sender, EventArgs e)
{
// Check if any new messages have popped up. If not, then run the logic at full speed.
while (IsApplicationIdle())
{
// We'd like to play nice with the scheduler. If the window is not in focus,
// we give back some thread-time to the OS, to allow other apps to function full-speed.
// However, if the window _is_ in focus we grab all processor resources.
if (ActiveForm != this)
Thread.Sleep(100);
OnPaint(null);
}
}
#endregion
#region IsApplicationIdle
/// <summary>
/// Checks if there all pending messages have been processed.
/// </summary>
/// <returns>Returns true if there are no messages left, false otherwise.</returns>
static public bool IsApplicationIdle()
{
//OpenTK.Platform.Windows.Api.MessageStruct msg;
Message msg;
return !OpenTK.Platform.Windows.Api.PeekMessage(out msg, IntPtr.Zero, 0, 0, 0);
}
#endregion
#region DrawCube
public void DrawCube()
{
GL.Begin(Enums.BeginMode.QUADS);
GL.Color3f(1, 0, 0);
GL.Vertex3f(-1.0f, -1.0f, -1.0f);
GL.Vertex3f(-1.0f, 1.0f, -1.0f);
GL.Vertex3f(1.0f, 1.0f, -1.0f);
GL.Vertex3f(1.0f, -1.0f, -1.0f);
GL.Color3f(1, 1, 0);
GL.Vertex3f(-1.0f, -1.0f, -1.0f);
GL.Vertex3f(1.0f, -1.0f, -1.0f);
GL.Vertex3f(1.0f, -1.0f, 1.0f);
GL.Vertex3f(-1.0f, -1.0f, 1.0f);
GL.Color3f(1, 0, 1);
GL.Vertex3f(-1.0f, -1.0f, -1.0f);
GL.Vertex3f(-1.0f, -1.0f, 1.0f);
GL.Vertex3f(-1.0f, 1.0f, 1.0f);
GL.Vertex3f(-1.0f, 1.0f, -1.0f);
GL.Color3f(0, 1, 0);
GL.Vertex3f(-1.0f, -1.0f, 1.0f);
GL.Vertex3f(1.0f, -1.0f, 1.0f);
GL.Vertex3f(1.0f, 1.0f, 1.0f);
GL.Vertex3f(-1.0f, 1.0f, 1.0f);
GL.Color3f(0, 0, 1);
GL.Vertex3f(-1.0f, 1.0f, -1.0f);
GL.Vertex3f(-1.0f, 1.0f, 1.0f);
GL.Vertex3f(1.0f, 1.0f, 1.0f);
GL.Vertex3f(1.0f, 1.0f, -1.0f);
GL.Color3f(0, 1, 1);
GL.Vertex3f(1.0f, -1.0f, -1.0f);
GL.Vertex3f(1.0f, 1.0f, -1.0f);
GL.Vertex3f(1.0f, 1.0f, 1.0f);
GL.Vertex3f(1.0f, -1.0f, 1.0f);
GL.End();
}
#endregion
/// <summary>
/// The main entry point for the application.
/// </summary>
[STAThread]
static void Main()
{
Application.EnableVisualStyles();
Application.SetCompatibleTextRenderingDefault(false);
Application.Run(new Cube());
}
}
}