Opentk/Source/Examples/OpenGL/GLSL/SimpleGLSL.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

298 lines
11 KiB
C#

#region --- License ---
/* Licensed under the MIT/X11 license.
* Copyright (c) 2006-2008 the OpenTK Team.
* This notice may not be removed from any source distribution.
* See license.txt for licensing detailed licensing details.
*/
#endregion
#region --- Using Directives ---
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Drawing;
using System.Text;
using System.Windows.Forms;
using System.Threading;
using System.Diagnostics;
using System.IO;
using OpenTK;
using OpenTK.Graphics;
using OpenTK.Graphics.OpenGL;
#endregion --- Using Directives ---
namespace Examples.Tutorial
{
/// <summary>
/// Demonstrates how to load and use a simple OpenGL shader program. Example is incomplete (documentation).
/// </summary>
[Example("First shader", ExampleCategory.OpenGL, "GLSL", Documentation="SimpleGLSL")]
public class T10_GLSL_Cube : GameWindow
{
#region --- Fields ---
static float angle = 0.0f, rotation_speed = 3.0f;
int vertex_shader_object, fragment_shader_object, shader_program;
int vertex_buffer_object, color_buffer_object, element_buffer_object;
Shapes.Shape shape = new Examples.Shapes.Cube();
#endregion
#region --- Constructors ---
public T10_GLSL_Cube()
: base(800, 600, GraphicsMode.Default)
{ }
#endregion
#region OnLoad
/// <summary>
/// This is the place to load resources that change little
/// during the lifetime of the GameWindow. In this case, we
/// check for GLSL support, and load the shaders.
/// </summary>
/// <param name="e">Not used.</param>
public override void OnLoad(EventArgs e)
{
// Check for necessary capabilities:
if (!GL.SupportsExtension("VERSION_2_0"))
{
MessageBox.Show("You need at least OpenGL 2.0 to run this example. Aborting.", "GLSL not supported",
MessageBoxButtons.OK, MessageBoxIcon.Exclamation);
this.Exit();
}
GL.ClearColor(Color.MidnightBlue);
GL.Enable(EnableCap.DepthTest);
CreateVBO();
using (StreamReader vs = new StreamReader("Data/Shaders/Simple_VS.glsl"))
using (StreamReader fs = new StreamReader("Data/Shaders/Simple_FS.glsl"))
CreateShaders(vs.ReadToEnd(), fs.ReadToEnd(),
out vertex_shader_object, out fragment_shader_object,
out shader_program);
}
#endregion
#region CreateShaders
void CreateShaders(string vs, string fs,
out int vertexObject, out int fragmentObject,
out int program)
{
int status_code;
string info;
vertexObject = GL.CreateShader(ShaderType.VertexShader);
fragmentObject = GL.CreateShader(ShaderType.FragmentShader);
// Compile vertex shader
GL.ShaderSource(vertexObject, vs);
GL.CompileShader(vertexObject);
GL.GetShaderInfoLog(vertexObject, out info);
GL.GetShader(vertexObject, ShaderParameter.CompileStatus, out status_code);
if (status_code != 1)
throw new ApplicationException(info);
// Compile vertex shader
GL.ShaderSource(fragmentObject, fs);
GL.CompileShader(fragmentObject);
GL.GetShaderInfoLog(fragmentObject, out info);
GL.GetShader(fragmentObject, ShaderParameter.CompileStatus, out status_code);
if (status_code != 1)
throw new ApplicationException(info);
program = GL.CreateProgram();
GL.AttachShader(program, fragmentObject);
GL.AttachShader(program, vertexObject);
GL.LinkProgram(program);
GL.UseProgram(program);
}
#endregion
#region private void CreateVBO()
void CreateVBO()
{
int size;
GL.GenBuffers(1, out vertex_buffer_object);
GL.GenBuffers(1, out color_buffer_object);
GL.GenBuffers(1, out element_buffer_object);
// Upload the vertex buffer.
GL.BindBuffer(BufferTarget.ArrayBuffer, vertex_buffer_object);
GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(shape.Vertices.Length * 3 * sizeof(float)), shape.Vertices,
BufferUsageHint.StaticDraw);
GL.GetBufferParameter(BufferTarget.ArrayBuffer, BufferParameterName.BufferSize, out size);
if (size != shape.Vertices.Length * 3 * sizeof(Single))
throw new ApplicationException(String.Format(
"Problem uploading vertex buffer to VBO (vertices). Tried to upload {0} bytes, uploaded {1}.",
shape.Vertices.Length * 3 * sizeof(Single), size));
// Upload the color buffer.
GL.BindBuffer(BufferTarget.ArrayBuffer, color_buffer_object);
GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(shape.Colors.Length * sizeof(int)), shape.Colors,
BufferUsageHint.StaticDraw);
GL.GetBufferParameter(BufferTarget.ArrayBuffer, BufferParameterName.BufferSize, out size);
if (size != shape.Colors.Length * sizeof(int))
throw new ApplicationException(String.Format(
"Problem uploading vertex buffer to VBO (colors). Tried to upload {0} bytes, uploaded {1}.",
shape.Colors.Length * sizeof(int), size));
// Upload the index buffer (elements inside the vertex buffer, not color indices as per the IndexPointer function!)
GL.BindBuffer(BufferTarget.ElementArrayBuffer, element_buffer_object);
GL.BufferData(BufferTarget.ElementArrayBuffer, (IntPtr)(shape.Indices.Length * sizeof(Int32)), shape.Indices,
BufferUsageHint.StaticDraw);
GL.GetBufferParameter(BufferTarget.ElementArrayBuffer, BufferParameterName.BufferSize, out size);
if (size != shape.Indices.Length * sizeof(int))
throw new ApplicationException(String.Format(
"Problem uploading vertex buffer to VBO (offsets). Tried to upload {0} bytes, uploaded {1}.",
shape.Indices.Length * sizeof(int), size));
}
#endregion
#region OnUnload
public override void OnUnload(EventArgs e)
{
if (shader_program != 0)
GL.DeleteProgram(shader_program);
if (fragment_shader_object != 0)
GL.DeleteShader(fragment_shader_object);
if (vertex_shader_object != 0)
GL.DeleteShader(vertex_shader_object);
if (vertex_buffer_object != 0)
GL.DeleteBuffers(1, ref vertex_buffer_object);
if (element_buffer_object != 0)
GL.DeleteBuffers(1, ref element_buffer_object);
}
#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)
{
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();
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;
}
#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;
GL.Rotate(angle, 0.0f, 1.0f, 0.0f);
GL.EnableClientState(EnableCap.VertexArray);
GL.EnableClientState(EnableCap.ColorArray);
GL.BindBuffer(BufferTarget.ArrayBuffer, vertex_buffer_object);
GL.VertexPointer(3, VertexPointerType.Float, 0, IntPtr.Zero);
GL.BindBuffer(BufferTarget.ArrayBuffer, color_buffer_object);
GL.ColorPointer(4, ColorPointerType.UnsignedByte, 0, IntPtr.Zero);
GL.BindBuffer(BufferTarget.ElementArrayBuffer, element_buffer_object);
GL.DrawElements(BeginMode.Triangles, shape.Indices.Length,
DrawElementsType.UnsignedInt, IntPtr.Zero);
//GL.DrawArrays(GL.Enums.BeginMode.POINTS, 0, shape.Vertices.Length);
GL.DisableClientState(EnableCap.VertexArray);
GL.DisableClientState(EnableCap.ColorArray);
//int error = GL.GetError();
//if (error != 0)
// Debug.Print(Glu.ErrorString(Glu.Enums.ErrorCode.INVALID_OPERATION));
SwapBuffers();
}
#endregion
#region public static void Main()
/// <summary>
/// Entry point of this example.
/// </summary>
[STAThread]
public static void Main()
{
using (T10_GLSL_Cube example = new T10_GLSL_Cube())
{
// Get the title and category of this example using reflection.
ExampleAttribute info = ((ExampleAttribute)example.GetType().GetCustomAttributes(false)[0]);
example.Title = String.Format("OpenTK | {0} {1}: {2}", info.Category, info.Difficulty, info.Title);
example.Run(30.0, 0.0);
}
}
#endregion
}
}