mirror of
https://github.com/Ryujinx/Opentk.git
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144 lines
4 KiB
C#
144 lines
4 KiB
C#
#region License
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//
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// The Open Toolkit Library License
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//
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// Copyright (c) 2006 - 2009 the Open Toolkit library.
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights to
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// use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
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// the Software, and to permit persons to whom the Software is furnished to do
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// so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in all
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// copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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// EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
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// OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
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// NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
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// HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
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// WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
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// OTHER DEALINGS IN THE SOFTWARE.
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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.Graphics;
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using OpenTK.Graphics.ES20;
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#endregion
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namespace Examples.Tutorial
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{
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[Example("Simple ES 2.0", ExampleCategory.OpenGLES, "2.0", Documentation = "SimpleES20Window")]
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public class SimpleES20Window : GameWindow
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{
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#region Constructor
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public SimpleES20Window()
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: base(800, 600, new GraphicsMode(16, 16), "", GameWindowFlags.Default, DisplayDevice.Default, 2, 0, GraphicsContextFlags.Embedded)
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{ }
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#endregion
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#region OnLoad
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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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Color4 color = Color4.MidnightBlue;
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GL.ClearColor(color.R, color.G, color.B, color.A);
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GL.Enable(EnableCap.DepthTest);
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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(EventArgs e)
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{
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GL.Viewport(0, 0, Width, Height);
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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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protected override void OnUpdateFrame(FrameEventArgs e)
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{
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if (Keyboard[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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}
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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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protected override void OnRenderFrame(FrameEventArgs e)
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{
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GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
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this.SwapBuffers();
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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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}
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#endregion
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#region public static void Main()
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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 (SimpleES20Window example = new SimpleES20Window())
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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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#endregion
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}
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}
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