mirror of
https://github.com/Ryujinx/Opentk.git
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311 lines
12 KiB
C#
311 lines
12 KiB
C#
using System;
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using System.IO;
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using System.Drawing;
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using System.Diagnostics;
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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.Input;
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using Examples.Shapes;
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namespace Examples.Tutorial
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{
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/// <summary>
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/// This demo shows over which triangle the cursor is, it does so by assigning all 3 vertices of a triangle the same Ids.
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/// Each Id is a uint, split into 4 bytes and used as triangle color. In an extra pass, the screen is cleared to uint.MaxValue,
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/// and then the mesh is drawn using color. Using GL.ReadPixels() the value under the mouse cursor is read and can be converted.
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/// </summary>
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[Example("Picking", ExampleCategory.OpenGL, "1.1", Documentation = "Picking")]
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class Picking : GameWindow
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{
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/// <summary>Creates a 800x600 window with the specified title.</summary>
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public Picking()
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: base(800, 600, GraphicsMode.Default, "Picking", GameWindowFlags.Default, DisplayDevice.Default, 1, 1, GraphicsContextFlags.Default)
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{
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VSync = VSyncMode.On;
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}
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struct Byte4
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{
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public byte R, G, B, A;
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public Byte4(byte[] input)
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{
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R = input[0];
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G = input[1];
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B = input[2];
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A = input[3];
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}
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public uint ToUInt32()
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{
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byte[] temp = new byte[] { this.R, this.G, this.B, this.A };
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return BitConverter.ToUInt32(temp, 0);
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}
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public override string ToString()
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{
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return this.R + ", " + this.G + ", " + this.B + ", " + this.A;
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}
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}
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struct Vertex
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{
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public Byte4 Color; // 4 bytes
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public Vector3 Position; // 12 bytes
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public const byte SizeInBytes = 16;
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}
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const TextureTarget Target = TextureTarget.TextureRectangleArb;
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float angle;
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BeginMode VBO_PrimMode;
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Vertex[] VBO_Array;
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uint VBO_Handle;
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uint SelectedTriangle;
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// int VertexShaderObject, FragmentShaderObject, ProgramObject;
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/// <summary>Load resources here.</summary>
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/// <param name="e">Not used.</param>
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protected override void OnLoad(EventArgs e)
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{
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GL.Enable(EnableCap.DepthTest);
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GL.Enable(EnableCap.CullFace);
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#region prepare data for VBO from procedural object
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DrawableShape temp_obj = new SierpinskiTetrahedron(3f, SierpinskiTetrahedron.eSubdivisions.Five, false);
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VertexT2fN3fV3f[] temp_VBO;
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uint[] temp_IBO;
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temp_obj.GetArraysforVBO(out VBO_PrimMode, out temp_VBO, out temp_IBO);
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temp_obj.Dispose();
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if (temp_IBO != null)
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throw new Exception("Expected data for GL.DrawArrays, but Element Array is not null.");
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// Convert from temp mesh to final object, copy position and add triangle Ids for the color attribute.
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VBO_Array = new Vertex[temp_VBO.Length];
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int TriangleCounter = -1;
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for (int i = 0; i < temp_VBO.Length; i++)
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{
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// Position
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VBO_Array[i].Position = temp_VBO[i].Position;
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// Index
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if (i % 3 == 0)
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TriangleCounter++;
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VBO_Array[i].Color = new Byte4(BitConverter.GetBytes(TriangleCounter));
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}
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#endregion prepare data for VBO from procedural object
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#region Setup VBO for drawing
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GL.GenBuffers(1, out VBO_Handle);
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GL.BindBuffer(BufferTarget.ArrayBuffer, VBO_Handle);
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GL.BufferData<Vertex>(BufferTarget.ArrayBuffer, (IntPtr)(VBO_Array.Length * Vertex.SizeInBytes), VBO_Array, BufferUsageHint.StaticDraw);
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GL.InterleavedArrays(InterleavedArrayFormat.C4ubV3f, 0, IntPtr.Zero);
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ErrorCode err = GL.GetError();
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if (err != ErrorCode.NoError)
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Trace.WriteLine("VBO Setup failed (Error: " + err + "). Attempting to continue.");
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#endregion Setup VBO for drawing
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#region Shader
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/*
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// Load&Compile Vertex Shader
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using (StreamReader sr = new StreamReader("Data/Shaders/Picking_VS.glsl"))
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{
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VertexShaderObject = GL.CreateShader(ShaderType.VertexShader);
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GL.ShaderSource(VertexShaderObject, sr.ReadToEnd());
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GL.CompileShader(VertexShaderObject);
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}
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err = GL.GetError();
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if (err != ErrorCode.NoError)
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Trace.WriteLine("Vertex Shader: " + err);
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string LogInfo;
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GL.GetShaderInfoLog(VertexShaderObject, out LogInfo);
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if (LogInfo.Length > 0 && !LogInfo.Contains("hardware"))
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Trace.WriteLine("Vertex Shader failed!\nLog:\n" + LogInfo);
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else
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Trace.WriteLine("Vertex Shader compiled without complaint.");
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// Load&Compile Fragment Shader
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using (StreamReader sr = new StreamReader("Data/Shaders/Picking_FS.glsl"))
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{
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FragmentShaderObject = GL.CreateShader(ShaderType.FragmentShader);
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GL.ShaderSource(FragmentShaderObject, sr.ReadToEnd());
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GL.CompileShader(FragmentShaderObject);
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}
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GL.GetShaderInfoLog(FragmentShaderObject, out LogInfo);
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err = GL.GetError();
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if (err != ErrorCode.NoError)
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Trace.WriteLine("Fragment Shader: " + err);
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if (LogInfo.Length > 0 && !LogInfo.Contains("hardware"))
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Trace.WriteLine("Fragment Shader failed!\nLog:\n" + LogInfo);
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else
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Trace.WriteLine("Fragment Shader compiled without complaint.");
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// Link the Shaders to a usable Program
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ProgramObject = GL.CreateProgram();
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GL.AttachShader(ProgramObject, VertexShaderObject);
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GL.AttachShader(ProgramObject, FragmentShaderObject);
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// link it all together
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GL.LinkProgram(ProgramObject);
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err = GL.GetError();
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if (err != ErrorCode.NoError)
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Trace.WriteLine("LinkProgram: " + err);
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GL.UseProgram(ProgramObject);
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err = GL.GetError();
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if (err != ErrorCode.NoError)
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Trace.WriteLine("UseProgram: " + err);
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// flag ShaderObjects for delete when not used anymore
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GL.DeleteShader(VertexShaderObject);
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GL.DeleteShader(FragmentShaderObject);
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int temp;
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GL.GetProgram(ProgramObject, ProgramParameter.LinkStatus, out temp);
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Trace.WriteLine("Linking Program (" + ProgramObject + ") " + ((temp == 1) ? "succeeded." : "FAILED!"));
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if (temp != 1)
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{
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GL.GetProgramInfoLog(ProgramObject, out LogInfo);
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Trace.WriteLine("Program Log:\n" + LogInfo);
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}
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Trace.WriteLine("End of Shader build. GL Error: " + GL.GetError());
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GL.UseProgram(0);
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*/
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#endregion Shader
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}
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protected override void OnUnload(EventArgs e)
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{
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GL.BindBuffer(BufferTarget.ArrayBuffer, 0);
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GL.DeleteBuffers(1, ref VBO_Handle);
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base.OnUnload(e);
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}
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/// <summary>
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/// Called when your window is resized. Set your viewport here. It is also
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/// a good place to set up your projection matrix (which probably changes
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/// along when the aspect ratio of your window).
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/// </summary>
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/// <param name="e">Contains information on the new Width and Size of the GameWindow.</param>
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protected override void OnResize(EventArgs e)
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{
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GL.Viewport(ClientRectangle);
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Matrix4 projection = Matrix4.CreatePerspectiveFieldOfView(MathHelper.PiOver4, this.Width / (float)this.Height, 0.1f, 10.0f);
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GL.MatrixMode(MatrixMode.Projection);
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GL.LoadMatrix(ref projection);
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}
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/// <summary>
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/// Called when it is time to setup the next frame. Add you game logic here.
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/// </summary>
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/// <param name="e">Contains timing information for framerate independent logic.</param>
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protected override void OnUpdateFrame(FrameEventArgs e)
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{
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if (Keyboard[Key.Escape])
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Exit();
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}
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/// <summary>
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/// Called when it is time to render the next frame. Add your rendering code here.
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/// </summary>
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/// <param name="e">Contains timing information.</param>
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protected override void OnRenderFrame(FrameEventArgs e)
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{
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GL.Color3(Color.White);
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GL.Enable(EnableCap.ColorArray);
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#region Pass 1: Draw Object and pick Triangle
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GL.ClearColor(1f, 1f, 1f, 1f); // clears to uint.MaxValue
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GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
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Matrix4 modelview = Matrix4.LookAt(Vector3.UnitZ, Vector3.Zero, Vector3.UnitY);
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GL.MatrixMode(MatrixMode.Modelview);
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GL.LoadMatrix(ref modelview);
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GL.Translate(0f, 0f, -3f);
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GL.Rotate(angle, Vector3.UnitX);
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GL.Rotate(angle, Vector3.UnitY);
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angle += (float)e.Time * 3.0f;
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// You may re-enable the shader, but it works perfectly without and will run on intel HW too
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// GL.UseProgram(ProgramObject);
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GL.DrawArrays(VBO_PrimMode, 0, VBO_Array.Length);
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// GL.UseProgram(0);
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// Read Pixel under mouse cursor
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Byte4 Pixel = new Byte4();
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GL.ReadPixels(Mouse.X, this.Height - Mouse.Y, 1, 1, PixelFormat.Rgba, PixelType.UnsignedByte, ref Pixel);
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SelectedTriangle = Pixel.ToUInt32();
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#endregion Pass 1: Draw Object and pick Triangle
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GL.Color3(Color.White);
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GL.Disable(EnableCap.ColorArray);
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#region Pass 2: Draw Shape
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if (SelectedTriangle == uint.MaxValue)
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GL.ClearColor(.2f, .1f, .3f, 1f); // purple
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else
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GL.ClearColor(0f, .2f, .3f, 1f); // cyan
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GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
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GL.Color3(1f, 1f, 1f);
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GL.DrawArrays(VBO_PrimMode, 0, VBO_Array.Length);
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GL.PolygonMode(MaterialFace.Front, PolygonMode.Line);
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GL.Color3(Color.Red);
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GL.DrawArrays(VBO_PrimMode, 0, VBO_Array.Length);
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GL.PolygonMode(MaterialFace.Front, PolygonMode.Fill);
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if (SelectedTriangle != uint.MaxValue)
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{
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GL.Disable(EnableCap.DepthTest);
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GL.Color3(Color.Green);
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GL.DrawArrays(VBO_PrimMode, (int)SelectedTriangle * 3, 3);
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GL.Enable(EnableCap.DepthTest);
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}
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#endregion Pass 2: Draw Shape
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this.SwapBuffers();
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ErrorCode err = GL.GetError();
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if (err != ErrorCode.NoError)
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Trace.WriteLine("Error at Swapbuffers: " + err);
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}
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/// <summary>
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/// The main entry point for the application.
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/// </summary>
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[STAThread]
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static void Main()
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{
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// The 'using' idiom guarantees proper resource cleanup.
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// We request 30 UpdateFrame events per second, and unlimited
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// RenderFrame events (as fast as the computer can handle).
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using (Picking example = new Picking())
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{
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// Get the title and category of this example using reflection.
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ExampleAttribute info = ((ExampleAttribute)example.GetType().GetCustomAttributes(false)[0]);
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example.Title = String.Format("OpenTK | {0} {1}: {2} (use the mouse to pick)", info.Category, info.Difficulty, info.Title);
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example.Run(30.0);
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}
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}
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}
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} |