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188 lines
5 KiB
C#
188 lines
5 KiB
C#
#region --- License ---
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/* Copyright (c) 2006, 2007 Stefanos Apostolopoulos
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* See license.txt for license info
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*/
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#endregion
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#region --- Using Directives ---
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using System;
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using System.Collections.Generic;
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using System.Windows.Forms;
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using OpenTK;
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using OpenTK.OpenGL;
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using OpenTK.Platform;
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using Enums = OpenTK.OpenGL.Enums;
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using OpenTK.Input;
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#endregion
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namespace Examples.Tutorial
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{
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public class T03_RotatingCube : OpenTK.GameWindow, IExample
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{
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#region --- Fields ---
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/// <summary>
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/// Denotes the cube rotation.
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/// </summary>
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float angle = 0.0f;
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#endregion
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#region --- Constructors ---
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public T03_RotatingCube()
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{
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Context.MakeCurrent();
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GL.ClearColor(0.1f, 0.1f, 0.5f, 0.0f);
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GL.Enable(Enums.EnableCap.DEPTH_TEST);
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this.OnResize(new ResizeEventArgs(this.Width, this.Height));
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}
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#endregion
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#region Resize event handler
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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(OpenTK.Platform.ResizeEventArgs e)
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{
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base.OnResize(e);
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GL.Viewport(0, 0, e.Width, e.Height);
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double ratio = e.Width / (double)e.Height;
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GL.MatrixMode(Enums.MatrixMode.PROJECTION);
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GL.LoadIdentity();
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Glu.Perspective(45.0, ratio, 1.0, 64.0);
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}
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#endregion
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#region UpdateFrame function
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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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public override void UpdateFrame()
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{
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if (Key.Escape)
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{
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Quit = true;
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return;
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}
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GL.MatrixMode(Enums.MatrixMode.MODELVIEW);
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GL.LoadIdentity();
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Glu.LookAt(
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0.0, 5.0, 5.0,
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0.0, 0.0, 0.0,
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0.0, 1.0, 0.0
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);
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GL.Rotatef(angle, 0.0f, 1.0f, 0.0f);
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angle += 0.5f;
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}
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#endregion
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#region RenderFrame function
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/// <summary>
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/// Place your rendering code here.
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/// </summary>
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public override void RenderFrame()
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{
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GL.Clear(Enums.ClearBufferMask.COLOR_BUFFER_BIT | Enums.ClearBufferMask.DEPTH_BUFFER_BIT);
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DrawCube();
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Context.SwapBuffers();
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}
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#endregion
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#region DrawCube function
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/// <summary>
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/// Draws simple, colored cube.
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/// </summary>
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protected void DrawCube()
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{
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GL.Begin(Enums.BeginMode.QUADS);
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GL.Color3f(1, 0, 0);
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GL.Vertex3f(-1.0f, -1.0f, -1.0f);
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GL.Vertex3f(-1.0f, 1.0f, -1.0f);
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GL.Vertex3f(1.0f, 1.0f, -1.0f);
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GL.Vertex3f(1.0f, -1.0f, -1.0f);
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GL.Color3f(1, 1, 0);
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GL.Vertex3f(-1.0f, -1.0f, -1.0f);
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GL.Vertex3f(1.0f, -1.0f, -1.0f);
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GL.Vertex3f(1.0f, -1.0f, 1.0f);
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GL.Vertex3f(-1.0f, -1.0f, 1.0f);
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GL.Color3f(1, 0, 1);
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GL.Vertex3f(-1.0f, -1.0f, -1.0f);
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GL.Vertex3f(-1.0f, -1.0f, 1.0f);
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GL.Vertex3f(-1.0f, 1.0f, 1.0f);
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GL.Vertex3f(-1.0f, 1.0f, -1.0f);
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GL.Color3f(0, 1, 0);
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GL.Vertex3f(-1.0f, -1.0f, 1.0f);
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GL.Vertex3f(1.0f, -1.0f, 1.0f);
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GL.Vertex3f(1.0f, 1.0f, 1.0f);
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GL.Vertex3f(-1.0f, 1.0f, 1.0f);
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GL.Color3f(0, 0, 1);
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GL.Vertex3f(-1.0f, 1.0f, -1.0f);
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GL.Vertex3f(-1.0f, 1.0f, 1.0f);
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GL.Vertex3f(1.0f, 1.0f, 1.0f);
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GL.Vertex3f(1.0f, 1.0f, -1.0f);
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GL.Color3f(0, 1, 1);
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GL.Vertex3f(1.0f, -1.0f, -1.0f);
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GL.Vertex3f(1.0f, 1.0f, -1.0f);
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GL.Vertex3f(1.0f, 1.0f, 1.0f);
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GL.Vertex3f(1.0f, -1.0f, 1.0f);
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GL.End();
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}
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#endregion
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#region static 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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static public void Launch()
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{
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using (T03_RotatingCube ex = new T03_RotatingCube())
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{
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ex.Run();
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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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