mirror of
https://github.com/Ryujinx/Opentk.git
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193 lines
5.1 KiB
C#
193 lines
5.1 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.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.OpenGL;
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#endregion
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namespace Examples.Tutorial
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{
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/// <summary>
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/// Demonstrates immediate mode rendering.
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/// </summary>
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[Example("Immediate mode", ExampleCategory.OpenGL, "1.x", 1, Documentation = "ImmediateMode")]
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public class T03_Immediate_Mode_Cube : GameWindow
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{
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#region --- Fields ---
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const float rotation_speed = 180.0f;
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float angle;
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#endregion
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#region --- Constructor ---
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public T03_Immediate_Mode_Cube()
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: base(800, 600)
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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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GL.ClearColor(Color.MidnightBlue);
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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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base.OnResize(e);
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GL.Viewport(0, 0, Width, Height);
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double aspect_ratio = Width / (double)Height;
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OpenTK.Matrix4 perspective = OpenTK.Matrix4.CreatePerspectiveFieldOfView(MathHelper.PiOver4, (float)aspect_ratio, 1, 64);
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GL.MatrixMode(MatrixMode.Projection);
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GL.LoadMatrix(ref perspective);
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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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base.OnUpdateFrame(e);
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var keyboard = OpenTK.Input.Keyboard.GetState();
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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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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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DrawCube();
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this.SwapBuffers();
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Thread.Sleep(1);
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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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GL.Begin(PrimitiveType.Quads);
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GL.Color3(Color.Silver);
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GL.Vertex3(-1.0f, -1.0f, -1.0f);
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GL.Vertex3(-1.0f, 1.0f, -1.0f);
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GL.Vertex3(1.0f, 1.0f, -1.0f);
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GL.Vertex3(1.0f, -1.0f, -1.0f);
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GL.Color3(Color.Honeydew);
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GL.Vertex3(-1.0f, -1.0f, -1.0f);
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GL.Vertex3(1.0f, -1.0f, -1.0f);
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GL.Vertex3(1.0f, -1.0f, 1.0f);
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GL.Vertex3(-1.0f, -1.0f, 1.0f);
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GL.Color3(Color.Moccasin);
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GL.Vertex3(-1.0f, -1.0f, -1.0f);
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GL.Vertex3(-1.0f, -1.0f, 1.0f);
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GL.Vertex3(-1.0f, 1.0f, 1.0f);
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GL.Vertex3(-1.0f, 1.0f, -1.0f);
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GL.Color3(Color.IndianRed);
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GL.Vertex3(-1.0f, -1.0f, 1.0f);
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GL.Vertex3(1.0f, -1.0f, 1.0f);
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GL.Vertex3(1.0f, 1.0f, 1.0f);
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GL.Vertex3(-1.0f, 1.0f, 1.0f);
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GL.Color3(Color.PaleVioletRed);
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GL.Vertex3(-1.0f, 1.0f, -1.0f);
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GL.Vertex3(-1.0f, 1.0f, 1.0f);
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GL.Vertex3(1.0f, 1.0f, 1.0f);
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GL.Vertex3(1.0f, 1.0f, -1.0f);
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GL.Color3(Color.ForestGreen);
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GL.Vertex3(1.0f, -1.0f, -1.0f);
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GL.Vertex3(1.0f, 1.0f, -1.0f);
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GL.Vertex3(1.0f, 1.0f, 1.0f);
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GL.Vertex3(1.0f, -1.0f, 1.0f);
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GL.End();
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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 (T03_Immediate_Mode_Cube example = new T03_Immediate_Mode_Cube())
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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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