Opentk/Source/Examples/OpenGL/1.1/VertexLighting.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

185 lines
6.1 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 OpenTK;
using OpenTK.Graphics;
using Examples.Shapes;
using OpenTK.Math;
namespace Examples.Tutorial
{
/// <summary>
/// Demonstrates fixed-function OpenGL lighting. Example is incomplete (documentation).
/// </summary>
[Example("Vertex Lighting", ExampleCategory.OpenGL, "1.1", false)]
public class T04_Vertex_Lighting : GameWindow
{
float x_angle, zoom;
Shape shape = new Plane(16, 16, 4.0f, 4.0f);
#region Constructor
public T04_Vertex_Lighting() : base(800, 600)
{
}
#endregion
#region OnLoad
public override void OnLoad(EventArgs e)
{
base.OnLoad(e);
GL.ClearColor(Color.MidnightBlue);
GL.Enable(EnableCap.DepthTest);
//GL.Enable(GL.Enums.EnableCap.CULL_FACE);
GL.EnableClientState(EnableCap.VertexArray);
GL.EnableClientState(EnableCap.NormalArray);
GL.VertexPointer(3, VertexPointerType.Float, 0, shape.Vertices);
GL.NormalPointer(NormalPointerType.Float, 0, shape.Normals);
// Enable Light 0 and set its parameters.
GL.Light(LightName.Light0, LightParameter.Position, new float[] { 1.0f, 1.0f, -0.5f });
GL.Light(LightName.Light0, LightParameter.Ambient, new float[] { 0.3f, 0.3f, 0.3f, 1.0f });
GL.Light(LightName.Light0, LightParameter.Diffuse, new float[] { 1.0f, 1.0f, 1.0f, 1.0f });
GL.Light(LightName.Light0, LightParameter.Specular, new float[] { 1.0f, 1.0f, 1.0f, 1.0f });
GL.Light(LightName.Light0, LightParameter.SpotExponent, new float[] { 1.0f, 1.0f, 1.0f, 1.0f });
GL.LightModel(LightModelParameter.LightModelAmbient, new float[] { 0.2f, 0.2f, 0.2f, 1.0f });
GL.LightModel(LightModelParameter.LightModelTwoSide, 1);
GL.LightModel(LightModelParameter.LightModelLocalViewer, 1);
GL.Enable(EnableCap.Lighting);
GL.Enable(EnableCap.Light0);
// Use GL.Material to set your object's material parameters.
GL.Material(MaterialFace.Front, MaterialParameter.Ambient, new float[] { 0.3f, 0.3f, 0.3f, 1.0f });
GL.Material(MaterialFace.Front, MaterialParameter.Diffuse, new float[] { 1.0f, 1.0f, 1.0f, 1.0f });
GL.Material(MaterialFace.Front, MaterialParameter.Specular, new float[] { 1.0f, 1.0f, 1.0f, 1.0f });
GL.Material(MaterialFace.Front, MaterialParameter.Emission, new float[] { 0.0f, 0.0f, 0.0f, 1.0f });
}
#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)
{
if (Keyboard[OpenTK.Input.Key.Escape])
{
this.Exit();
return;
}
if ((Keyboard[OpenTK.Input.Key.AltLeft] || Keyboard[OpenTK.Input.Key.AltRight]) &&
Keyboard[OpenTK.Input.Key.Enter])
if (WindowState != WindowState.Fullscreen)
WindowState = WindowState.Fullscreen;
else
WindowState = WindowState.Normal;
if (Mouse[OpenTK.Input.MouseButton.Left])
x_angle = Mouse.X;
else
x_angle += 0.5f;
zoom = Mouse.Wheel * 0.5f; // Mouse.Wheel is broken on both Linux and Windows.
// Do not leave x_angle drift too far away, as this will cause inaccuracies.
if (x_angle > 360.0f)
x_angle -= 360.0f;
else if (x_angle < -360.0f)
x_angle += 360.0f;
}
#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, 0.0, -7.5 + zoom,
0.0, 0.0, 0.0,
0.0, 1.0, 0.0);
GL.Rotate(x_angle, 0.0f, 1.0f, 0.0f);
GL.Begin(BeginMode.Triangles);
foreach (int index in shape.Indices)
{
GL.Normal3(shape.Normals[index]);
GL.Vertex3(shape.Vertices[index]);
}
GL.End();
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 static void Main()
{
using (T04_Vertex_Lighting example = new T04_Vertex_Lighting())
{
Utilities.SetWindowTitle(example);
example.Run(30.0, 0.0);
}
}
#endregion
}
}