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#region License
//
// The Open Toolkit Library License
//
// Copyright (c) 2006 - 2009 the Open Toolkit library.
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights to
// use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
// the Software, and to permit persons to whom the Software is furnished to do
// so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
// EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
// OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
// NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
// HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
// WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
// OTHER DEALINGS IN THE SOFTWARE.
//
#endregion
#region --- Using Directives ---
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.Graphics.OpenGL;
#endregion --- Using Directives ---
namespace Examples
.Tutorial
{
[Example
("Display Lists", ExampleCategory
.OpenGL,
"1.x",
2, Documentation
="DisplayLists")]
public class T07_Display_Lists_Flower
: GameWindow
{
#region --- Fields ---
const int num_lists
= 13;
int[] lists
= new int[num_lists
];
#endregion
#region --- Constructor ---
public T07_Display_Lists_Flower
()
: base(800,
600)
{
}
#endregion
#region OnLoad
protected override void OnLoad
(EventArgs e
)
{
GL
.ClearColor(Color
.MidnightBlue);
GL
.Enable(EnableCap
.DepthTest);
GL
.MatrixMode(MatrixMode
.Modelview);
GL
.LoadIdentity();
// Build some display lists.
int first_list
= GL
.GenLists(num_lists
);
float c
= 0;
for (int i
= 0; i
< num_lists
; i
++)
{
lists
[i
] = first_list
+ i
;
GL
.NewList(first_list
+ i, ListMode
.Compile);
GL
.Color3(0.3 + 0.7 * c
* c,
0.3 + 1.4 * c
* c,
0.7 - 0.7 * c
* c
);
c
+= 1 / (float)num_lists
;
GL
.PushMatrix();
GL
.Rotate(c
* 360
.0f,
0.0,
0.0,
1.0);
GL
.Translate(5.0,
0.0,
0.0);
GL
.Begin(BeginMode
.Quads);
GL
.Vertex3(-1
.0f,
-1
.0f, 1
.0f
);
GL
.Vertex3(1
.0f,
-1
.0f, 1
.0f
);
GL
.Vertex3(1
.0f, 1
.0f, 1
.0f
);
GL
.Vertex3(-1
.0f, 1
.0f, 1
.0f
);
GL
.End();
GL
.PopMatrix();
GL
.EndList();
}
}
#endregion
#region OnUnload
protected override void OnUnload
(EventArgs e
)
{
GL
.DeleteLists(lists
[0], num_lists
);
}
#endregion
#region OnResize
protected override void OnResize
(EventArgs e
)
{
GL
.Viewport(ClientRectangle
);
float aspect
= this.ClientSize.Width / (float)this.ClientSize.Height;
Matrix4 projection_matrix
;
Matrix4
.CreatePerspectiveFieldOfView((float)Math
.PI / 4, aspect,
1,
64,
out projection_matrix
);
GL
.MatrixMode(MatrixMode
.Projection);
GL
.LoadMatrix(ref projection_matrix
);
}
#endregion
#region OnUpdateFrame
protected override void OnUpdateFrame
(FrameEventArgs e
)
{
if (Keyboard
[OpenTK
.Input.Key.Escape])
{
this.Exit();
}
}
#endregion
#region OnRenderFrame
protected override void OnRenderFrame
(FrameEventArgs e
)
{
Matrix4 lookat
= Matrix4
.LookAt(0,
0,
16,
0,
0,
0,
0,
1,
0);
GL
.MatrixMode(MatrixMode
.Modelview);
GL
.LoadMatrix(ref lookat
);
GL
.Clear(ClearBufferMask
.ColorBufferBit | ClearBufferMask
.DepthBufferBit);
GL
.CallLists(num_lists, ListNameType
.Int, lists
);
SwapBuffers
();
}
#endregion
#region public static void Main()
/// <summary>
/// Entry point of this example.
/// </summary>
[STAThread
]
public static void Main
()
{
using (T07_Display_Lists_Flower example
= new T07_Display_Lists_Flower
())
{
Utilities
.SetWindowTitle(example
);
example
.Run(30.0,
0.0);
}
}
#endregion
}
}