mirror of
https://github.com/Ryujinx/Opentk.git
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197 lines
5.1 KiB
C#
197 lines
5.1 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 System.Threading;
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using System.Drawing;
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using OpenTK;
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using OpenTK.OpenGL;
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using OpenTK.Platform;
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#endregion
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namespace Examples.Tutorial
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{
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public class T03_Immediate_Mode_Cube : 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_Immediate_Mode_Cube()
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{
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CreateWindow(new DisplayMode(800, 600));
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}
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#endregion
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#region OnLoad
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public override void OnLoad(EventArgs e)
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{
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base.OnLoad(e);
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GL.ClearColor(0.1f, 0.1f, 0.5f, 0.0f);
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GL.Enable(GL.Enums.EnableCap.DEPTH_TEST);
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}
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#endregion
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#region OnResize
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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, Width, Height);
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double ratio = e.Width / (double)e.Height;
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GL.MatrixMode(GL.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 OnUpdateFrame
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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 OnUpdateFrame(EventArgs e)
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{
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if (Keyboard[0][OpenTK.Input.Key.Escape])
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{
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this.Exit();
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return;
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}
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if ((Keyboard[0][OpenTK.Input.Key.AltLeft] || Keyboard[0][OpenTK.Input.Key.AltRight]) &&
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Keyboard[0][OpenTK.Input.Key.Enter])
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{
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Fullscreen = !Fullscreen;
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}
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GL.MatrixMode(GL.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.Rotate(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 OnRenderFrame
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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 OnRenderFrame(EventArgs e)
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{
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GL.Clear(GL.Enums.ClearBufferMask.COLOR_BUFFER_BIT | GL.Enums.ClearBufferMask.DEPTH_BUFFER_BIT);
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DrawCube();
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Context.SwapBuffers();
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Thread.Sleep(0);
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}
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#endregion
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#region private void DrawCube()
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private void DrawCube()
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{
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GL.Begin(GL.Enums.BeginMode.QUADS);
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GL.Color3(Color.Silver);
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GL.Vertex3(-1.0f, -1.0f, -1.0f);
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GL.Vertex3(-1.0f, 1.0f, -1.0f);
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GL.Vertex3(1.0f, 1.0f, -1.0f);
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GL.Vertex3(1.0f, -1.0f, -1.0f);
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GL.Color3(Color.Honeydew);
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GL.Vertex3(-1.0f, -1.0f, -1.0f);
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GL.Vertex3(1.0f, -1.0f, -1.0f);
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GL.Vertex3(1.0f, -1.0f, 1.0f);
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GL.Vertex3(-1.0f, -1.0f, 1.0f);
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GL.Color3(Color.Moccasin);
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GL.Vertex3(-1.0f, -1.0f, -1.0f);
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GL.Vertex3(-1.0f, -1.0f, 1.0f);
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GL.Vertex3(-1.0f, 1.0f, 1.0f);
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GL.Vertex3(-1.0f, 1.0f, -1.0f);
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GL.Color3(Color.IndianRed);
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GL.Vertex3(-1.0f, -1.0f, 1.0f);
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GL.Vertex3(1.0f, -1.0f, 1.0f);
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GL.Vertex3(1.0f, 1.0f, 1.0f);
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GL.Vertex3(-1.0f, 1.0f, 1.0f);
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GL.Color3(Color.PaleVioletRed);
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GL.Vertex3(-1.0f, 1.0f, -1.0f);
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GL.Vertex3(-1.0f, 1.0f, 1.0f);
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GL.Vertex3(1.0f, 1.0f, 1.0f);
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GL.Vertex3(1.0f, 1.0f, -1.0f);
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GL.Color3(Color.ForestGreen);
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GL.Vertex3(1.0f, -1.0f, -1.0f);
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GL.Vertex3(1.0f, 1.0f, -1.0f);
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GL.Vertex3(1.0f, 1.0f, 1.0f);
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GL.Vertex3(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 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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public void Launch()
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{
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Run();
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}
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#endregion
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}
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}
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