mirror of
https://github.com/Ryujinx/Opentk.git
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198 lines
6.3 KiB
C#
198 lines
6.3 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.Text;
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using OpenTK;
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using OpenTK.OpenGL;
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using OpenTK.Platform;
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using System.Threading;
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using OpenTK.OpenGL.Enums;
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using System.Runtime.InteropServices;
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using OpenTK.Math;
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#endregion
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namespace Examples.Tutorial
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{
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public class T08_VBO : GameWindow, IExample
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{
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#region --- Private Fields ---
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Shapes.Shape cube = new Examples.Shapes.Cube();
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Shapes.Shape plane = new Examples.Shapes.Plane(16, 16, 2.0f, 2.0f);
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struct Vbo
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{
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public int VboID, EboID, NumElements;
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}
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Vbo[] vbo = new Vbo[2];
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float angle;
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public static readonly int order = 8;
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#endregion
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#region --- Constructor ---
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public T08_VBO() : base(new DisplayMode(800, 600), "OpenTK Tutorial 08: Vertex Buffer Objects") { }
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#endregion
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#region OnLoad override
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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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if (!GL.SupportsExtension("VERSION_1_5"))
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{
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System.Windows.Forms.MessageBox.Show("You need at least OpenGL 1.5 to run this example. Aborting.", "VBOs not supported",
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System.Windows.Forms.MessageBoxButtons.OK, System.Windows.Forms.MessageBoxIcon.Exclamation);
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this.Exit();
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}
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GL.ClearColor(0.1f, 0.1f, 0.5f, 0.0f);
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GL.Enable(EnableCap.DepthTest);
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// Create the Vertex Buffer Object:
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// 1) Generate the buffer handles.
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// 2) Bind the Vertex Buffer and upload your vertex data. Check that the data was uploaded correctly.
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// 3) Bind the Index Buffer and upload your index data. Check that the data was uploaded correctly.
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vbo[0] = Load(cube.Vertices, cube.Indices);
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vbo[1] = Load(cube.Vertices, cube.Indices);
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}
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#endregion
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#region OnResize override
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protected override void OnResize(ResizeEventArgs e)
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{
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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(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 override
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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(UpdateFrameEventArgs e)
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{
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if (Keyboard[OpenTK.Input.Key.Escape])
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this.Exit();
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}
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#endregion
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#region OnRenderFrame
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public override void OnRenderFrame(RenderFrameEventArgs 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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GL.MatrixMode(MatrixMode.Modelview);
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GL.LoadIdentity();
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Glu.LookAt(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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GL.Color4(System.Drawing.Color.Black);
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Draw(vbo[0]);
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SwapBuffers();
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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(60.0, 60.0);
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}
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#endregion
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Vbo Load(Vector3[] vertices, int[] indices)
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{
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Vbo handle = new Vbo();
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int size;
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GL.GenBuffers(1, out handle.VboID);
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GL.BindBuffer(Version15.ArrayBuffer, handle.VboID);
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GL.BufferData(Version15.ArrayBuffer, (IntPtr)(vertices.Length * Vector3.SizeInBytes), vertices,
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Version15.StaticDraw);
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GL.GetBufferParameter(Version15.ArrayBuffer, Version15.BufferSize, out size);
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if (vertices.Length * Vector3.SizeInBytes != size)
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throw new ApplicationException("Vertex array not uploaded correctly");
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//GL.BindBuffer(Version15.ArrayBuffer, 0);
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GL.GenBuffers(1, out handle.EboID);
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GL.BindBuffer(Version15.ElementArrayBuffer, handle.EboID);
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GL.BufferData(Version15.ElementArrayBuffer, (IntPtr)(indices.Length * sizeof(int)), indices,
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Version15.StaticDraw);
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GL.GetBufferParameter(Version15.ElementArrayBuffer, Version15.BufferSize, out size);
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if (indices.Length * sizeof(int) != size)
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throw new ApplicationException("Element array not uploaded correctly");
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//GL.BindBuffer(Version15.ElementArrayBuffer, 0);
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handle.NumElements = indices.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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//GL.PushClientAttrib(ClientAttribMask.ClientVertexArrayBit);
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//GL.EnableClientState(EnableCap.TextureCoordArray);
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GL.EnableClientState(EnableCap.VertexArray);
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GL.BindBuffer(Version15.StaticDraw, handle.VboID);
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GL.BindBuffer(Version15.ElementArrayBuffer, handle.EboID);
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//GL.TexCoordPointer(2, TexCoordPointerType.Float, vector2_size, (IntPtr)vector2_size);
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GL.VertexPointer(3, VertexPointerType.Float, Vector3.SizeInBytes, IntPtr.Zero);
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GL.DrawElements(BeginMode.Triangles, handle.NumElements, All.UnsignedInt, IntPtr.Zero);
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//GL.DrawArrays(BeginMode.LineLoop, 0, vbo.element_count);
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GL.BindBuffer(Version15.ArrayBuffer, 0);
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GL.BindBuffer(Version15.ElementArrayBuffer, 0);
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GL.DisableClientState(EnableCap.VertexArray);
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//GL.DisableClientState(EnableCap.TextureCoordArray);
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//GL.PopClientAttrib();
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}
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}
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}
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