Opentk/Source/Examples/OpenGL/1.1/VertexArrays.cs
the_fiddler 6bbaad8bfb Moved and renamed examples to match the new example structurs.
Made example source code visible for all examples in example browser.
Updated Prebuild.exe to newest SVN version (resolves issues with resources).
Added .rtf and .resx files to Examples project in Prebuild.xml.
2009-04-20 09:48:33 +00:00

213 lines
6.4 KiB
C#

#region --- License ---
/* Copyright (c) 2006, 2007 Stefanos Apostolopoulos
* See license.txt for license info
*/
#endregion
using System;
using System.Collections.Generic;
using System.Text;
using System.Drawing;
using System.Threading;
using OpenTK;
using OpenTK.Graphics.OpenGL;
using System.Diagnostics;
using OpenTK.Input;
using OpenTK.Graphics;
using OpenTK.Graphics.OpenGL.Enums;
namespace Examples.Tutorial
{
/// <summary>
/// Demonstrates Vertex Arrays (in system memory). Example is incomplete (documentation).
/// Broken since release 0.3.12.
/// </summary>
[Example("Vertex Arrays", ExampleCategory.OpenGL, "1.1", 5, false)]
class T02_Vertex_Arrays : GameWindow
{
float rotation_speed = 3.0f;
float angle = 0.0f;
Shapes.Shape shape = new Examples.Shapes.Plane(16, 16, 2.0f, 2.0f);
//TextureFont sans = new TextureFont(new Font(FontFamily.GenericSansSerif, 32, FontStyle.Regular,
// GraphicsUnit.Pixel));
#region Constructor
public T02_Vertex_Arrays()
: base(800, 600)
{
//this.VSync = VSyncMode.On;
this.Keyboard.KeyUp += new KeyUpEvent(Keyboard_KeyUp);
}
void Keyboard_KeyUp(KeyboardDevice sender, Key key)
{
// F4 cycles between available VSync modes.
if (key == Key.F4)
{
if (this.VSync == VSyncMode.Off)
this.VSync = VSyncMode.On;
else if (this.VSync == VSyncMode.On)
this.VSync = VSyncMode.Adaptive;
else
this.VSync = VSyncMode.Off;
}
}
#endregion
#region OnLoad
public override void OnLoad(EventArgs e)
{
GL.Enable(EnableCap.Texture2D);
GL.ClearColor(Color.CadetBlue);
GL.Enable(EnableCap.DepthTest);
GL.EnableClientState(EnableCap.VertexArray);
//GL.EnableClientState(GL.Enums.EnableCap.COLOR_ARRAY);
GL.VertexPointer(3, VertexPointerType.Float, 0, shape.Vertices);
//GL.ColorPointer(4, GL.Enums.ColorPointerType.UNSIGNED_BYTE, 0, shape.Colors);
}
#endregion
#region OnResize
/// <summary>
/// Called when the user resizes the window.
/// </summary>
/// <param name="e">Contains the new width/height of the window.</param>
/// <remarks>
/// You want the OpenGL viewport to match the window. This is the place to do it!
/// </remarks>
protected override void OnResize(OpenTK.Platform.ResizeEventArgs e)
{
base.OnResize(e);
GL.Viewport(0, 0, Width, Height);
double ratio = e.Width / (double)e.Height;
GL.MatrixMode(MatrixMode.Projection);
GL.LoadIdentity();
Glu.Perspective(45.0, ratio, 1.0, 64.0);
}
#endregion
#region OnUpdateFrame
/// <summary>
/// Prepares the next frame for rendering.
/// </summary>
/// <remarks>
/// Place your control logic here. This is the place to respond to user input,
/// update object positions etc.
/// </remarks>
public override void OnUpdateFrame(UpdateFrameEventArgs e)
{
// Escape quits.
if (Keyboard[Key.Escape])
{
this.Exit();
return;
}
// Alt+Enter toggles fullscreen mode.
if ((Keyboard[Key.AltLeft] || Keyboard[Key.AltRight]) && Keyboard[Key.Enter])
if (WindowState != WindowState.Fullscreen)
WindowState = WindowState.Fullscreen;
else
WindowState = WindowState.Normal;
// Plus/Minus change the target render frequency.
// PageUp/PageDown change the target update frequency.
if (Keyboard[Key.Plus] || Keyboard[Key.KeypadAdd]) TargetRenderFrequency++;
if (Keyboard[Key.Minus] || Keyboard[Key.KeypadSubtract]) TargetRenderFrequency--;
if (Keyboard[Key.PageUp]) TargetUpdateFrequency++;
if (Keyboard[Key.PageDown]) TargetUpdateFrequency--;
// Right/Left control the rotation speed and direction.
if (Keyboard[Key.Right]) rotation_speed += 0.5f;
if (Keyboard[Key.Left]) rotation_speed -= 0.5f;
}
#endregion
#region OnRenderFrame
/// <summary>
/// Place your rendering code here.
/// </summary>
public override void OnRenderFrame(RenderFrameEventArgs e)
{
GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
GL.MatrixMode(MatrixMode.Modelview);
GL.LoadIdentity();
Glu.LookAt(
0.0, 5.0, 5.0,
0.0, 0.0, 0.0,
0.0, 1.0, 0.0
);
angle += rotation_speed * (float)e.ScaleFactor;
if (angle >= 360.0f)
angle -= 360.0f;
GL.Rotate(angle, 0.0f, 1.0f, 0.0f);
GL.DrawElements(BeginMode.Triangles, shape.Indices.Length,
DrawElementsType.UnsignedInt, shape.Indices);
//GL.Begin(GL.Enums.BeginMode.TRIANGLES);
//GL.Vertex3(-1.0, -1.0, 5.0);
//GL.Vertex3(1.0, -1.0, 5.0);
//GL.Vertex3(1.0, 1.0, 5.0);
//GL.End();
GL.PushMatrix();
GL.MatrixMode(MatrixMode.Projection);
GL.LoadIdentity();
GL.Ortho(-1.0, 1.0, -1.0, 1.0, 0.0, 1.0);
GL.MatrixMode(MatrixMode.Modelview);
GL.LoadIdentity();
//GL.Translate(0.7f, 1.0f, 0.0f);
//sans.Print(String.format("{0:f1}", RenderFrequency));
GL.PopMatrix();
SwapBuffers();
}
#endregion
#region public void Launch()
/// <summary>
/// Launches this example.
/// </summary>
/// <remarks>
/// Provides a simple way for the example launcher to launch the examples.
/// </remarks>
public void Launch()
{
// Lock UpdateFrame rate at 30Hz and RenderFrame rate 85Hz.
//Run(60.0, 85.0);
Run(30.0, 85.0);
}
#endregion
public static readonly int order = 2;
}
}