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| 1452 | chris | 1 | #region --- License --- |
| 2 | /* Licensed under the MIT/X11 license. |
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| 3 | * Copyright (c) 2006-2008 the OpenTK Team. |
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| 4 | * This notice may not be removed from any source distribution. |
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| 5 | * See license.txt for licensing detailed licensing details. |
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| 6 | */ |
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| 7 | #endregion |
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| 8 | |||
| 9 | #region --- Using Directives --- |
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| 10 | |||
| 11 | using System; |
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| 12 | using System.Collections.Generic; |
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| 13 | using System.ComponentModel; |
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| 14 | using System.Drawing; |
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| 15 | using System.Text; |
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| 16 | using System.Windows.Forms; |
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| 17 | using System.Threading; |
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| 18 | using System.Diagnostics; |
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| 19 | using System.IO; |
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| 20 | |||
| 21 | using OpenTK; |
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| 22 | using OpenTK.Graphics; |
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| 23 | using OpenTK.Graphics.OpenGL; |
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| 24 | |||
| 25 | #endregion --- Using Directives --- |
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| 26 | |||
| 27 | namespace Examples.Tutorial |
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| 28 | { |
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| 29 | /// <summary> |
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| 30 | /// Demonstrates how to load and use a simple OpenGL shader program. Example is incomplete (documentation). |
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| 31 | /// </summary> |
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| 32 | [Example("First shader", ExampleCategory.OpenGL, "2.x", Documentation = "SimpleGLSL")] |
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| 33 | public class T10_GLSL_Cube : GameWindow |
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| 34 | { |
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| 35 | #region --- Fields --- |
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| 36 | |||
| 37 | static float angle = 0.0f, rotation_speed = 3.0f; |
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| 38 | int vertex_shader_object, fragment_shader_object, shader_program; |
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| 39 | int vertex_buffer_object, color_buffer_object, element_buffer_object; |
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| 40 | |||
| 41 | Shapes.Shape shape = new Examples.Shapes.Cube(); |
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| 42 | |||
| 43 | #endregion |
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| 44 | |||
| 45 | #region --- Constructors --- |
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| 46 | |||
| 47 | public T10_GLSL_Cube() |
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| 48 | : base(800, 600, GraphicsMode.Default) |
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| 49 | { } |
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| 50 | |||
| 51 | #endregion |
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| 52 | |||
| 53 | #region OnLoad |
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| 54 | |||
| 55 | /// <summary> |
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| 56 | /// This is the place to load resources that change little |
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| 57 | /// during the lifetime of the GameWindow. In this case, we |
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| 58 | /// check for GLSL support, and load the shaders. |
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| 59 | /// </summary> |
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| 60 | /// <param name="e">Not used.</param> |
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| 61 | protected override void OnLoad(EventArgs e) |
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| 62 | { |
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| 63 | // Check for necessary capabilities: |
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| 64 | string version = GL.GetString(StringName.Version); |
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| 65 | int major = (int)version[0]; |
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| 66 | int minor = (int)version[2]; |
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| 67 | if (major < 2) |
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| 68 | { |
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| 69 | MessageBox.Show("You need at least OpenGL 2.0 to run this example. Aborting.", "GLSL not supported", |
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| 70 | MessageBoxButtons.OK, MessageBoxIcon.Exclamation); |
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| 71 | this.Exit(); |
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| 72 | } |
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| 73 | |||
| 74 | GL.ClearColor(Color.MidnightBlue); |
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| 75 | GL.Enable(EnableCap.DepthTest); |
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| 76 | |||
| 77 | CreateVBO(); |
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| 78 | |||
| 79 | using (StreamReader vs = new StreamReader("Data/Shaders/Simple_VS.glsl")) |
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| 80 | using (StreamReader fs = new StreamReader("Data/Shaders/Simple_FS.glsl")) |
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| 81 | CreateShaders(vs.ReadToEnd(), fs.ReadToEnd(), |
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| 82 | out vertex_shader_object, out fragment_shader_object, |
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| 83 | out shader_program); |
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| 84 | } |
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| 85 | |||
| 86 | #endregion |
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| 87 | |||
| 88 | #region CreateShaders |
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| 89 | |||
| 90 | void CreateShaders(string vs, string fs, |
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| 91 | out int vertexObject, out int fragmentObject, |
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| 92 | out int program) |
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| 93 | { |
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| 94 | int status_code; |
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| 95 | string info; |
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| 96 | |||
| 97 | vertexObject = GL.CreateShader(ShaderType.VertexShader); |
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| 98 | fragmentObject = GL.CreateShader(ShaderType.FragmentShader); |
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| 99 | |||
| 100 | // Compile vertex shader |
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| 101 | GL.ShaderSource(vertexObject, vs); |
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| 102 | GL.CompileShader(vertexObject); |
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| 103 | GL.GetShaderInfoLog(vertexObject, out info); |
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| 104 | GL.GetShader(vertexObject, ShaderParameter.CompileStatus, out status_code); |
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| 105 | |||
| 106 | if (status_code != 1) |
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| 107 | throw new ApplicationException(info); |
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| 108 | |||
| 109 | // Compile vertex shader |
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| 110 | GL.ShaderSource(fragmentObject, fs); |
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| 111 | GL.CompileShader(fragmentObject); |
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| 112 | GL.GetShaderInfoLog(fragmentObject, out info); |
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| 113 | GL.GetShader(fragmentObject, ShaderParameter.CompileStatus, out status_code); |
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| 114 | |||
| 115 | if (status_code != 1) |
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| 116 | throw new ApplicationException(info); |
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| 117 | |||
| 118 | program = GL.CreateProgram(); |
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| 119 | GL.AttachShader(program, fragmentObject); |
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| 120 | GL.AttachShader(program, vertexObject); |
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| 121 | |||
| 122 | GL.LinkProgram(program); |
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| 123 | GL.UseProgram(program); |
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| 124 | } |
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| 125 | |||
| 126 | #endregion |
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| 127 | |||
| 128 | #region private void CreateVBO() |
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| 129 | |||
| 130 | void CreateVBO() |
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| 131 | { |
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| 132 | int size; |
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| 133 | |||
| 134 | GL.GenBuffers(1, out vertex_buffer_object); |
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| 135 | GL.GenBuffers(1, out color_buffer_object); |
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| 136 | GL.GenBuffers(1, out element_buffer_object); |
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| 137 | |||
| 138 | // Upload the vertex buffer. |
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| 139 | GL.BindBuffer(BufferTarget.ArrayBuffer, vertex_buffer_object); |
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| 140 | GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(shape.Vertices.Length * 3 * sizeof(float)), shape.Vertices, |
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| 141 | BufferUsageHint.StaticDraw); |
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| 142 | GL.GetBufferParameter(BufferTarget.ArrayBuffer, BufferParameterName.BufferSize, out size); |
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| 143 | if (size != shape.Vertices.Length * 3 * sizeof(Single)) |
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| 144 | throw new ApplicationException(String.Format( |
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| 145 | "Problem uploading vertex buffer to VBO (vertices). Tried to upload {0} bytes, uploaded {1}.", |
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| 146 | shape.Vertices.Length * 3 * sizeof(Single), size)); |
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| 147 | |||
| 148 | // Upload the color buffer. |
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| 149 | GL.BindBuffer(BufferTarget.ArrayBuffer, color_buffer_object); |
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| 150 | GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(shape.Colors.Length * sizeof(int)), shape.Colors, |
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| 151 | BufferUsageHint.StaticDraw); |
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| 152 | GL.GetBufferParameter(BufferTarget.ArrayBuffer, BufferParameterName.BufferSize, out size); |
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| 153 | if (size != shape.Colors.Length * sizeof(int)) |
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| 154 | throw new ApplicationException(String.Format( |
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| 155 | "Problem uploading vertex buffer to VBO (colors). Tried to upload {0} bytes, uploaded {1}.", |
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| 156 | shape.Colors.Length * sizeof(int), size)); |
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| 157 | |||
| 158 | // Upload the index buffer (elements inside the vertex buffer, not color indices as per the IndexPointer function!) |
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| 159 | GL.BindBuffer(BufferTarget.ElementArrayBuffer, element_buffer_object); |
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| 160 | GL.BufferData(BufferTarget.ElementArrayBuffer, (IntPtr)(shape.Indices.Length * sizeof(Int32)), shape.Indices, |
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| 161 | BufferUsageHint.StaticDraw); |
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| 162 | GL.GetBufferParameter(BufferTarget.ElementArrayBuffer, BufferParameterName.BufferSize, out size); |
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| 163 | if (size != shape.Indices.Length * sizeof(int)) |
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| 164 | throw new ApplicationException(String.Format( |
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| 165 | "Problem uploading vertex buffer to VBO (offsets). Tried to upload {0} bytes, uploaded {1}.", |
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| 166 | shape.Indices.Length * sizeof(int), size)); |
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| 167 | } |
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| 168 | |||
| 169 | #endregion |
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| 170 | |||
| 171 | #region OnUnload |
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| 172 | |||
| 173 | protected override void OnUnload(EventArgs e) |
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| 174 | { |
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| 175 | if (shader_program != 0) |
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| 176 | GL.DeleteProgram(shader_program); |
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| 177 | if (fragment_shader_object != 0) |
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| 178 | GL.DeleteShader(fragment_shader_object); |
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| 179 | if (vertex_shader_object != 0) |
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| 180 | GL.DeleteShader(vertex_shader_object); |
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| 181 | if (vertex_buffer_object != 0) |
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| 182 | GL.DeleteBuffers(1, ref vertex_buffer_object); |
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| 183 | if (element_buffer_object != 0) |
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| 184 | GL.DeleteBuffers(1, ref element_buffer_object); |
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| 185 | } |
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| 186 | |||
| 187 | #endregion |
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| 188 | |||
| 189 | #region OnResize |
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| 190 | |||
| 191 | /// <summary> |
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| 192 | /// Called when the user resizes the window. |
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| 193 | /// </summary> |
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| 194 | /// <param name="e">Contains the new width/height of the window.</param> |
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| 195 | /// <remarks> |
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| 196 | /// You want the OpenGL viewport to match the window. This is the place to do it! |
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| 197 | /// </remarks> |
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| 198 | protected override void OnResize(EventArgs e) |
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| 199 | { |
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| 200 | GL.Viewport(0, 0, Width, Height); |
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| 201 | |||
| 202 | float aspect_ratio = Width / (float)Height; |
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| 203 | Matrix4 perpective = Matrix4.CreatePerspectiveFieldOfView(MathHelper.PiOver4, aspect_ratio, 1, 64); |
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| 204 | GL.MatrixMode(MatrixMode.Projection); |
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| 205 | GL.LoadMatrix(ref perpective); |
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| 206 | } |
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| 207 | |||
| 208 | #endregion |
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| 209 | |||
| 210 | #region OnUpdateFrame |
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| 211 | |||
| 212 | /// <summary> |
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| 213 | /// Prepares the next frame for rendering. |
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| 214 | /// </summary> |
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| 215 | /// <remarks> |
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| 216 | /// Place your control logic here. This is the place to respond to user input, |
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| 217 | /// update object positions etc. |
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| 218 | /// </remarks> |
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| 219 | protected override void OnUpdateFrame(FrameEventArgs e) |
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| 220 | { |
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| 221 | if (Keyboard[OpenTK.Input.Key.Escape]) |
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| 222 | this.Exit(); |
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| 223 | |||
| 224 | if (Keyboard[OpenTK.Input.Key.F11]) |
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| 225 | if (WindowState != WindowState.Fullscreen) |
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| 226 | WindowState = WindowState.Fullscreen; |
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| 227 | else |
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| 228 | WindowState = WindowState.Normal; |
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| 229 | } |
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| 230 | |||
| 231 | #endregion |
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| 232 | |||
| 233 | #region OnRenderFrame |
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| 234 | |||
| 235 | /// <summary> |
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| 236 | /// Place your rendering code here. |
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| 237 | /// </summary> |
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| 238 | protected override void OnRenderFrame(FrameEventArgs e) |
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| 239 | { |
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| 240 | GL.Clear(ClearBufferMask.ColorBufferBit | |
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| 241 | ClearBufferMask.DepthBufferBit); |
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| 242 | |||
| 243 | Matrix4 lookat = Matrix4.LookAt(0, 5, 5, 0, 0, 0, 0, 1, 0); |
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| 244 | GL.MatrixMode(MatrixMode.Modelview); |
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| 245 | GL.LoadMatrix(ref lookat); |
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| 246 | |||
| 247 | angle += rotation_speed * (float)e.Time; |
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| 248 | GL.Rotate(angle, 0.0f, 1.0f, 0.0f); |
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| 249 | |||
| 250 | GL.EnableClientState(EnableCap.VertexArray); |
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| 251 | GL.EnableClientState(EnableCap.ColorArray); |
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| 252 | |||
| 253 | GL.BindBuffer(BufferTarget.ArrayBuffer, vertex_buffer_object); |
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| 254 | GL.VertexPointer(3, VertexPointerType.Float, 0, IntPtr.Zero); |
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| 255 | GL.BindBuffer(BufferTarget.ArrayBuffer, color_buffer_object); |
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| 256 | GL.ColorPointer(4, ColorPointerType.UnsignedByte, 0, IntPtr.Zero); |
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| 257 | GL.BindBuffer(BufferTarget.ElementArrayBuffer, element_buffer_object); |
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| 258 | |||
| 259 | GL.DrawElements(BeginMode.Triangles, shape.Indices.Length, |
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| 260 | DrawElementsType.UnsignedInt, IntPtr.Zero); |
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| 261 | |||
| 262 | //GL.DrawArrays(GL.Enums.BeginMode.POINTS, 0, shape.Vertices.Length); |
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| 263 | |||
| 264 | GL.DisableClientState(EnableCap.VertexArray); |
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| 265 | GL.DisableClientState(EnableCap.ColorArray); |
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| 266 | |||
| 267 | |||
| 268 | //int error = GL.GetError(); |
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| 269 | //if (error != 0) |
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| 270 | // Debug.Print(Glu.ErrorString(Glu.Enums.ErrorCode.INVALID_OPERATION)); |
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| 271 | |||
| 272 | SwapBuffers(); |
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| 273 | } |
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| 274 | |||
| 275 | #endregion |
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| 276 | |||
| 277 | #region public static void Main() |
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| 278 | |||
| 279 | /// <summary> |
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| 280 | /// Entry point of this example. |
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| 281 | /// </summary> |
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| 282 | [STAThread] |
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| 283 | public static void Main() |
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| 284 | { |
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| 285 | using (T10_GLSL_Cube example = new T10_GLSL_Cube()) |
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| 286 | { |
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| 287 | // Get the title and category of this example using reflection. |
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| 288 | ExampleAttribute info = ((ExampleAttribute)example.GetType().GetCustomAttributes(false)[0]); |
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| 289 | example.Title = String.Format("OpenTK | {0} {1}: {2}", info.Category, info.Difficulty, info.Title); |
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| 290 | example.Run(30.0, 0.0); |
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| 291 | } |
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| 292 | } |
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| 293 | |||
| 294 | #endregion |
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| 295 | } |
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| 296 | } |