mirror of
https://github.com/Ryujinx/Opentk.git
synced 2024-12-26 05:55:27 +00:00
54f1e575d0
This commit fixes every current warning in the Example code bar two. Both due to the use of the OpenTK.GameWindow.Joysticks.
245 lines
8.3 KiB
C#
245 lines
8.3 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.Diagnostics;
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using System.Drawing;
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using OpenTK;
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using OpenTK.Input;
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using OpenTK.Graphics;
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using OpenTK.Graphics.OpenGL;
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namespace Examples.Tutorial
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{
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[Example("Basic Geometry Shader", ExampleCategory.OpenGL, "2.x", Documentation = "Simple usage of EXT_geometry_shader4")]
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public class SimpleGeometryShader : GameWindow
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{
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public SimpleGeometryShader()
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: base(800, 600)
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{
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}
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int shaderProgram = 0;
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protected override void OnLoad(EventArgs e)
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{
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if (!GL.GetString(StringName.Extensions).Contains("EXT_geometry_shader4"))
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{
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System.Windows.Forms.MessageBox.Show(
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"Your video card does not support EXT_geometry_shader4. Please update your drivers.",
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"EXT_geometry_shader4 not supported",
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System.Windows.Forms.MessageBoxButtons.OK, System.Windows.Forms.MessageBoxIcon.Exclamation);
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Exit();
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throw new NotSupportedException();
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}
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// create a shader object.
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shaderProgram = GL.CreateProgram();
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// create shader objects for all three types.
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int vert = GL.CreateShader(ShaderType.VertexShader);
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int frag = GL.CreateShader(ShaderType.FragmentShader);
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int geom = GL.CreateShader(ShaderType.GeometryShaderExt);
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// GLSL for fragment shader.
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String fragSource = @"
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void main( void )
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{
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gl_FragColor = vec4(0, 1, 0, 0);
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}
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";
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// GLSL for vertex shader.
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String vertSource = @"
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void main( void )
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{
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gl_Position = ftransform();
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}
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";
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// GLSL for geometry shader.
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// Note this is a version 1.20 shader
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// Also note GL_EXT_geometry_shader4 must be enabled explicitly, correct
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// OpenGL implementations should only have the new tokens, like
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// EmitVertex and EndPrimitive, when this extension is enabled.
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String geomSource = @"
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#version 120
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#extension GL_EXT_geometry_shader4 : enable
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void main(void)
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{
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// variable to use in for loops
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int i;
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// Emit the original vertices without changing, making
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// this part exactly the same as if no geometry shader
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// was used.
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for(i=0; i< gl_VerticesIn; i++)
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{
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gl_Position = gl_PositionIn[i];
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EmitVertex();
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}
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// End the one primitive with the original vertices
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EndPrimitive();
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// Now we generate some more! This translates 0.2 over
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// the positive x axis.
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for(i=0; i< gl_VerticesIn; i++)
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{
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gl_Position = gl_PositionIn[i];
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gl_Position.x += 0.2;
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EmitVertex();
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}
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EndPrimitive();
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}
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";
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// compile shaders.
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compileShader(frag, fragSource);
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compileShader(vert, vertSource);
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compileShader(geom, geomSource);
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// attach shaders and link the program.
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GL.AttachShader(shaderProgram, frag);
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GL.AttachShader(shaderProgram, vert);
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GL.AttachShader(shaderProgram, geom);
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// Set the input type of the primitives we are going to feed the geometry shader, this should be the same as
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// 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)
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GL.Ext.ProgramParameter(shaderProgram, AssemblyProgramParameterArb.GeometryInputType, (int)BeginMode.Lines);
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// Set the output type of the geometry shader. Becasue we input Lines we will output LineStrip(s).
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GL.Ext.ProgramParameter(shaderProgram, AssemblyProgramParameterArb.GeometryOutputType, (int)BeginMode.LineStrip);
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// We must tell the shader program how much vertices the geometry shader will output (at most).
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// One simple way is to query the maximum and use that.
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// NOTE: Make sure that the number of vertices * sum(components of active varyings) does not
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// exceed MaxGeometryTotalOutputComponents.
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GL.Ext.ProgramParameter(shaderProgram, AssemblyProgramParameterArb.GeometryVerticesOut, 50);
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// NOTE: calls to ProgramParameter do not take effect until you call LinkProgram.
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GL.LinkProgram(shaderProgram);
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// output link info log.
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string info;
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GL.GetProgramInfoLog(shaderProgram, out info);
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Debug.WriteLine(info);
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// Set clearcolor and bind the shader program.
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GL.ClearColor(0.1f, 0.1f, 0.1f, 0.1f);
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GL.UseProgram(shaderProgram);
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// Set color to red. If the shader fails the fixed pipeline will be used and
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// the lines will be red, if all is ok the fragment shader is used and they will be green.
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GL.Color3(1.0f, 0, 0);
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// Clean up resources. Note the program object is not deleted.
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if (frag != 0)
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GL.DeleteShader(frag);
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if (vert != 0)
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GL.DeleteShader(vert);
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if (geom != 0)
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GL.DeleteShader(geom);
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}
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/// <summary>
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/// Helper method to avoid code duplication.
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/// Compiles a shader and prints results using Debug.WriteLine.
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/// </summary>
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/// <param name="shader">A shader object, gotten from GL.CreateShader.</param>
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/// <param name="source">The GLSL source to compile.</param>
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void compileShader(int shader, string source)
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{
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GL.ShaderSource(shader, source);
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GL.CompileShader(shader);
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string info;
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GL.GetShaderInfoLog(shader, out info);
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Debug.WriteLine(info);
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int compileResult;
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GL.GetShader(shader, ShaderParameter.CompileStatus, out compileResult);
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if (compileResult != 1)
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{
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Debug.WriteLine("Compile Error!");
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Debug.WriteLine(source);
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}
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}
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protected override void OnUnload(EventArgs e)
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{
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if (shaderProgram != 0)
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GL.DeleteProgram(shaderProgram);
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base.OnUnload(e);
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}
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/// <summary>
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/// Sets the viewport and projection matrix for orthographic projection.
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/// </summary>
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/// <param name="e">resize event args</param>
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protected override void OnResize(EventArgs e)
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{
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GL.Viewport(ClientRectangle);
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// Set projection matrix
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GL.MatrixMode(MatrixMode.Projection);
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OpenTK.Matrix4 ortho = OpenTK.Matrix4.CreateOrthographicOffCenter(-1, 1, -1, 1, 1, -1);
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GL.LoadMatrix(ref ortho);
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// Set selector state back to matrix mode
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GL.MatrixMode(MatrixMode.Modelview);
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base.OnResize(e);
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}
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protected override void OnUpdateFrame(FrameEventArgs e)
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{
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base.OnUpdateFrame(e);
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if (Keyboard[Key.Space])
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{
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ErrorCode err = GL.GetError();
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//Console.WriteLine(err + " " + Glu.ErrorString((GluErrorCode)err));
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Console.WriteLine("GL error code: {0}", err);
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}
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if (Keyboard[Key.Escape])
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this.Exit();
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}
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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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// draw two vertical lines
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GL.Begin(PrimitiveType.Lines);
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{
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// line one
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GL.Vertex2(-0.5f, -0.5f);
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GL.Vertex2(-0.5f, 0.5f);
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// line two
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GL.Vertex2(0.5f, 0.5f);
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GL.Vertex2(0.5f, -0.5f);
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}
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GL.End();
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this.SwapBuffers();
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}
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#region public static void Main()
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/// <summary>
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/// Entry point of this example.
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/// </summary>
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[STAThread]
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public static void Main()
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{
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using (SimpleGeometryShader example = new SimpleGeometryShader())
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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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} |