mirror of
https://github.com/Ryujinx/Opentk.git
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178 lines
6.7 KiB
C#
178 lines
6.7 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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#region --- Using directives ---
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using System;
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using System.Collections.Generic;
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using System.Text;
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using System.Runtime.InteropServices;
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using System.Threading;
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using OpenTK;
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using OpenTK.Graphics;
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using OpenTK.Graphics.OpenGL;
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using OpenTK.Platform;
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using System.Drawing;
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#endregion
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namespace Examples.Tutorial
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{
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[Example("VBO Static", ExampleCategory.OpenGL, "1.x", 3, Documentation = "VBOStatic")]
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public class T08_VBO : GameWindow
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{
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const float rotation_speed = 180.0f;
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float angle;
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struct Vbo { public int VboID, EboID, NumElements; }
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Vbo[] vbo = new Vbo[2];
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VertexPositionColor[] CubeVertices = new VertexPositionColor[]
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{
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new VertexPositionColor(-1.0f, -1.0f, 1.0f, Color.DarkRed),
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new VertexPositionColor( 1.0f, -1.0f, 1.0f, Color.DarkRed),
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new VertexPositionColor( 1.0f, 1.0f, 1.0f, Color.Gold),
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new VertexPositionColor(-1.0f, 1.0f, 1.0f, Color.Gold),
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new VertexPositionColor(-1.0f, -1.0f, -1.0f, Color.DarkRed),
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new VertexPositionColor( 1.0f, -1.0f, -1.0f, Color.DarkRed),
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new VertexPositionColor( 1.0f, 1.0f, -1.0f, Color.Gold),
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new VertexPositionColor(-1.0f, 1.0f, -1.0f, Color.Gold)
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};
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readonly short[] CubeElements = new short[]
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{
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0, 1, 2, 2, 3, 0, // front face
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3, 2, 6, 6, 7, 3, // top face
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7, 6, 5, 5, 4, 7, // back face
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4, 0, 3, 3, 7, 4, // left face
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0, 1, 5, 5, 4, 0, // bottom face
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1, 5, 6, 6, 2, 1, // right face
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};
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public T08_VBO() : base(800, 600) { }
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protected override void OnLoad(EventArgs e)
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{
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base.OnLoad(e);
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Version version = new Version(GL.GetString(StringName.Version).Substring(0, 3));
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Version target = new Version(1, 5);
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if (version < target)
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{
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throw new NotSupportedException(String.Format(
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"OpenGL {0} is required (you only have {1}).", target, version));
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}
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GL.ClearColor(System.Drawing.Color.MidnightBlue);
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GL.Enable(EnableCap.DepthTest);
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vbo[0] = LoadVBO(CubeVertices, CubeElements);
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vbo[1] = LoadVBO(CubeVertices, CubeElements);
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}
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protected override void OnResize(EventArgs 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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float aspect_ratio = Width / (float)Height;
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Matrix4 perpective = Matrix4.CreatePerspectiveFieldOfView(MathHelper.PiOver4, aspect_ratio, 1, 64);
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GL.MatrixMode(MatrixMode.Projection);
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GL.LoadMatrix(ref perpective);
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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[OpenTK.Input.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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base.OnRenderFrame(e);
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GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
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Matrix4 lookat = Matrix4.LookAt(0, 5, 5, 0, 0, 0, 0, 1, 0);
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GL.MatrixMode(MatrixMode.Modelview);
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GL.LoadMatrix(ref lookat);
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angle += rotation_speed * (float)e.Time;
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GL.Rotate(angle, 0.0f, 1.0f, 0.0f);
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Draw(vbo[0]);
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SwapBuffers();
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}
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Vbo LoadVBO<TVertex>(TVertex[] vertices, short[] elements) where TVertex : struct
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{
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Vbo handle = new Vbo();
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int size;
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// To create a VBO:
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// 1) Generate the buffer handles for the vertex and element buffers.
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// 2) Bind the vertex buffer handle and upload your vertex data. Check that the buffer was uploaded correctly.
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// 3) Bind the element buffer handle and upload your element data. Check that the buffer was uploaded correctly.
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GL.GenBuffers(1, out handle.VboID);
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GL.BindBuffer(BufferTarget.ArrayBuffer, handle.VboID);
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GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(vertices.Length * BlittableValueType.StrideOf(vertices)), vertices,
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BufferUsageHint.StaticDraw);
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GL.GetBufferParameter(BufferTarget.ArrayBuffer, BufferParameterName.BufferSize, out size);
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if (vertices.Length * BlittableValueType.StrideOf(vertices) != size)
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throw new ApplicationException("Vertex data not uploaded correctly");
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GL.GenBuffers(1, out handle.EboID);
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GL.BindBuffer(BufferTarget.ElementArrayBuffer, handle.EboID);
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GL.BufferData(BufferTarget.ElementArrayBuffer, (IntPtr)(elements.Length * sizeof(short)), elements,
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BufferUsageHint.StaticDraw);
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GL.GetBufferParameter(BufferTarget.ElementArrayBuffer, BufferParameterName.BufferSize, out size);
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if (elements.Length * sizeof(short) != size)
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throw new ApplicationException("Element data not uploaded correctly");
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handle.NumElements = elements.Length;
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return handle;
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}
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void Draw(Vbo handle)
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{
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// To draw a VBO:
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// 1) Ensure that the VertexArray client state is enabled.
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// 2) Bind the vertex and element buffer handles.
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// 3) Set up the data pointers (vertex, normal, color) according to your vertex format.
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// 4) Call DrawElements. (Note: the last parameter is an offset into the element buffer
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// and will usually be IntPtr.Zero).
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GL.EnableClientState(ArrayCap.ColorArray);
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GL.EnableClientState(ArrayCap.VertexArray);
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GL.BindBuffer(BufferTarget.ArrayBuffer, handle.VboID);
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GL.BindBuffer(BufferTarget.ElementArrayBuffer, handle.EboID);
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GL.VertexPointer(3, VertexPointerType.Float, BlittableValueType.StrideOf(CubeVertices), new IntPtr(0));
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GL.ColorPointer(4, ColorPointerType.UnsignedByte, BlittableValueType.StrideOf(CubeVertices), new IntPtr(12));
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GL.DrawElements(BeginMode.Triangles, handle.NumElements, DrawElementsType.UnsignedShort, IntPtr.Zero);
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}
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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 (T08_VBO example = new T08_VBO())
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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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}
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}
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