Opentk/Source/Examples/OpenGL/GLSL/Lesson01/Cube.cs
the_fiddler f0f03d58db Updates to fullscreen toggling for windows.
Added the ColorDepth, ZDepth and StencilDepth properties to the Framework.

Merged Context creation for windows into a single file.
2006-10-15 23:31:37 +00:00

222 lines
6.8 KiB
C#

#region License
/* Copyright (c) 2006 Stephen Apostolopoulos
* See license.txt for license info
*/
#endregion
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Text;
using System.Windows.Forms;
using System.Threading;
using OpenTK;
using OpenTK.OpenGL;
namespace OpenTK.Examples.OpenGL.GLSL
{
public partial class Cube : OpenTK.Frameworks.Framework
{
#region Shaders
string[] vertex_shader_source =
{
"void main() {",
"gl_FrontColor = gl_Color;",
"gl_Position = ftransform();",
"}",
};
string[] fragment_shader_source =
{
"void main() { gl_FragColor = gl_Color; }\0"
};
#endregion
static float angle;
#region Load event handler
protected override void OnLoad(EventArgs e)
{
base.OnLoad(e);
Text =
GL.GetString(Enums.StringName.VENDOR) + " " +
GL.GetString(Enums.StringName.RENDERER) + " " +
GL.GetString(Enums.StringName.VERSION);
GL.ClearColor(0.1f, 0.1f, 0.5f, 0.0f);
GL.Enable(Enums.EnableCap.DEPTH_TEST);
int vertex_shader_object, fragment_shader_object;
int[] status = new int[1];
int shader_program;
vertex_shader_object = GL.CreateShader(Enums.VERSION_2_0.VERTEX_SHADER);
fragment_shader_object = GL.CreateShader(Enums.VERSION_2_0.FRAGMENT_SHADER);
GL.ShaderSource(vertex_shader_object, vertex_shader_source.Length, vertex_shader_source, IntPtr.Zero);
GL.CompileShader(vertex_shader_object);
GL.GetShaderiv(vertex_shader_object, Enums.VERSION_2_0.COMPILE_STATUS, status);
if (status[0] != (int)Enums.Boolean.TRUE)
{
StringBuilder info = new StringBuilder(1024);
GL.GetShaderInfoLog(vertex_shader_object, 1024, null, info);
throw new Exception(info.ToString());
}
GL.ShaderSource(fragment_shader_object, fragment_shader_source.Length, fragment_shader_source, IntPtr.Zero);
GL.CompileShader(fragment_shader_object);
GL.GetShaderiv(fragment_shader_object, Enums.VERSION_2_0.COMPILE_STATUS, status);
if (status[0] != (int)Enums.Boolean.TRUE)
{
StringBuilder info = new StringBuilder(1024);
GL.GetShaderInfoLog(fragment_shader_object, 1024, null, info);
throw new Exception(info.ToString());
}
shader_program = GL.CreateProgram();
GL.AttachShader(shader_program, fragment_shader_object);
GL.AttachShader(shader_program, vertex_shader_object);
GL.LinkProgram(shader_program);
GL.UseProgram(shader_program);
OnResize(e);
}
#endregion
#region Resize event handler
protected override void OnResize(EventArgs e)
{
base.OnResize(e);
// if (this.Context == null)
// return;
if (ClientSize.Height == 0)
ClientSize = new System.Drawing.Size(ClientSize.Width, 1);
GL.Viewport(0, 0, ClientSize.Width, ClientSize.Height);
double ratio = 0.0;
ratio = ClientSize.Width / (double)ClientSize.Height;
//if (ClientSize.Width > ClientSize.Height)
// ratio = ClientSize.Width / (double)ClientSize.Height;
//else
// ratio = ClientSize.Height / (double)ClientSize.Width;
GL.MatrixMode(Enums.MatrixMode.PROJECTION);
GL.LoadIdentity();
Glu.Perspective(45.0, ratio, 1.0, 64.0);
}
#endregion
#region Paint event handler
protected override void OnPaint(PaintEventArgs e)
{
base.OnPaint(e);
GL.MatrixMode(Enums.MatrixMode.MODELVIEW);
GL.LoadIdentity();
Glu.LookAt(
0.0, 5.0, 5.0,
0.0, 0.0, 0.0,
0.0, 1.0, 0.0
);
GL.Rotatef(angle, 0.0f, 1.0f, 0.0f);
angle += 0.05f;
GL.Clear(Enums.ClearBufferMask.COLOR_BUFFER_BIT | Enums.ClearBufferMask.DEPTH_BUFFER_BIT);
DrawCube();
Context.SwapBuffers();
}
#endregion
#region KeyDown event handler
protected override void OnKeyDown(KeyEventArgs e)
{
base.OnKeyDown(e);
switch (e.KeyData)
{
case Keys.Escape:
Application.Exit();
break;
case Keys.F1:
//this.Fullscreen = !this.Fullscreen;
break;
}
}
#endregion
#region DrawCube
public void DrawCube()
{
GL.Begin(Enums.BeginMode.QUADS);
GL.Color3f(1, 0, 0);
GL.Vertex3f(-1.0f, -1.0f, -1.0f);
GL.Vertex3f(-1.0f, 1.0f, -1.0f);
GL.Vertex3f(1.0f, 1.0f, -1.0f);
GL.Vertex3f(1.0f, -1.0f, -1.0f);
GL.Color3f(1, 1, 0);
GL.Vertex3f(-1.0f, -1.0f, -1.0f);
GL.Vertex3f(1.0f, -1.0f, -1.0f);
GL.Vertex3f(1.0f, -1.0f, 1.0f);
GL.Vertex3f(-1.0f, -1.0f, 1.0f);
GL.Color3f(1, 0, 1);
GL.Vertex3f(-1.0f, -1.0f, -1.0f);
GL.Vertex3f(-1.0f, -1.0f, 1.0f);
GL.Vertex3f(-1.0f, 1.0f, 1.0f);
GL.Vertex3f(-1.0f, 1.0f, -1.0f);
GL.Color3f(0, 1, 0);
GL.Vertex3f(-1.0f, -1.0f, 1.0f);
GL.Vertex3f(1.0f, -1.0f, 1.0f);
GL.Vertex3f(1.0f, 1.0f, 1.0f);
GL.Vertex3f(-1.0f, 1.0f, 1.0f);
GL.Color3f(0, 0, 1);
GL.Vertex3f(-1.0f, 1.0f, -1.0f);
GL.Vertex3f(-1.0f, 1.0f, 1.0f);
GL.Vertex3f(1.0f, 1.0f, 1.0f);
GL.Vertex3f(1.0f, 1.0f, -1.0f);
GL.Color3f(0, 1, 1);
GL.Vertex3f(1.0f, -1.0f, -1.0f);
GL.Vertex3f(1.0f, 1.0f, -1.0f);
GL.Vertex3f(1.0f, 1.0f, 1.0f);
GL.Vertex3f(1.0f, -1.0f, 1.0f);
GL.End();
}
#endregion
#region Entry point
/// <summary>
/// The main entry point for the application.
/// </summary>
[STAThread]
static void Main()
{
Application.EnableVisualStyles();
Application.SetCompatibleTextRenderingDefault(false);
Application.Run(new Cube());
}
#endregion
}
}