#region --- License ---
/* Licensed under the MIT/X11 license.
* Copyright (c) 2006-2008 the OpenTK Team.
* This notice may not be removed from any source distribution.
* See license.txt for licensing detailed licensing details.
*/
#endregion
#region --- Using Directives ---
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Drawing;
using System.Text;
using System.Windows.Forms;
using System.Threading;
using System.Diagnostics;
using System.IO;
using OpenTK;
using OpenTK.Graphics;
using OpenTK.Graphics.OpenGL;
#endregion --- Using Directives ---
namespace Examples
.Tutorial
{
/// <summary>
/// Demonstrates how to load and use a simple OpenGL shader program. Example is incomplete (documentation).
/// </summary>
[Example
("First shader", ExampleCategory
.OpenGL,
"2.x", Documentation
= "SimpleGLSL")]
public class T10_GLSL_Cube
: GameWindow
{
#region --- Fields ---
static float angle
= 0
.0f, rotation_speed
= 3
.0f
;
int vertex_shader_object, fragment_shader_object, shader_program
;
int vertex_buffer_object, color_buffer_object, element_buffer_object
;
Shapes
.Shape shape
= new Examples
.Shapes.Cube();
#endregion
#region --- Constructors ---
public T10_GLSL_Cube
()
: base(800,
600, GraphicsMode
.Default)
{ }
#endregion
#region OnLoad
/// <summary>
/// This is the place to load resources that change little
/// during the lifetime of the GameWindow. In this case, we
/// check for GLSL support, and load the shaders.
/// </summary>
/// <param name="e">Not used.</param>
protected override void OnLoad
(EventArgs e
)
{
// Check for necessary capabilities:
string version
= GL
.GetString(StringName
.Version);
int major
= (int)version
[0];
int minor
= (int)version
[2];
if (major
< 2)
{
MessageBox
.Show("You need at least OpenGL 2.0 to run this example. Aborting.",
"GLSL not supported",
MessageBoxButtons
.OK, MessageBoxIcon
.Exclamation);
this.Exit();
}
GL
.ClearColor(Color
.MidnightBlue);
GL
.Enable(EnableCap
.DepthTest);
CreateVBO
();
using (StreamReader vs
= new StreamReader
("Data/Shaders/Simple_VS.glsl"))
using (StreamReader fs
= new StreamReader
("Data/Shaders/Simple_FS.glsl"))
CreateShaders
(vs
.ReadToEnd(), fs
.ReadToEnd(),
out vertex_shader_object,
out fragment_shader_object,
out shader_program
);
}
#endregion
#region CreateShaders
void CreateShaders
(string vs,
string fs,
out int vertexObject,
out int fragmentObject,
out int program
)
{
int status_code
;
string info
;
vertexObject
= GL
.CreateShader(ShaderType
.VertexShader);
fragmentObject
= GL
.CreateShader(ShaderType
.FragmentShader);
// Compile vertex shader
GL
.ShaderSource(vertexObject, vs
);
GL
.CompileShader(vertexObject
);
GL
.GetShaderInfoLog(vertexObject,
out info
);
GL
.GetShader(vertexObject, ShaderParameter
.CompileStatus,
out status_code
);
if (status_code
!= 1)
throw new ApplicationException
(info
);
// Compile vertex shader
GL
.ShaderSource(fragmentObject, fs
);
GL
.CompileShader(fragmentObject
);
GL
.GetShaderInfoLog(fragmentObject,
out info
);
GL
.GetShader(fragmentObject, ShaderParameter
.CompileStatus,
out status_code
);
if (status_code
!= 1)
throw new ApplicationException
(info
);
program
= GL
.CreateProgram();
GL
.AttachShader(program, fragmentObject
);
GL
.AttachShader(program, vertexObject
);
GL
.LinkProgram(program
);
GL
.UseProgram(program
);
}
#endregion
#region private void CreateVBO()
void CreateVBO
()
{
int size
;
GL
.GenBuffers(1,
out vertex_buffer_object
);
GL
.GenBuffers(1,
out color_buffer_object
);
GL
.GenBuffers(1,
out element_buffer_object
);
// Upload the vertex buffer.
GL
.BindBuffer(BufferTarget
.ArrayBuffer, vertex_buffer_object
);
GL
.BufferData(BufferTarget
.ArrayBuffer,
(IntPtr
)(shape
.Vertices.Length * 3 * sizeof(float)), shape
.Vertices,
BufferUsageHint
.StaticDraw);
GL
.GetBufferParameter(BufferTarget
.ArrayBuffer, BufferParameterName
.BufferSize,
out size
);
if (size
!= shape
.Vertices.Length * 3 * sizeof(Single
))
throw new ApplicationException
(String.Format(
"Problem uploading vertex buffer to VBO (vertices). Tried to upload {0} bytes, uploaded {1}.",
shape
.Vertices.Length * 3 * sizeof(Single
), size
));
// Upload the color buffer.
GL
.BindBuffer(BufferTarget
.ArrayBuffer, color_buffer_object
);
GL
.BufferData(BufferTarget
.ArrayBuffer,
(IntPtr
)(shape
.Colors.Length * sizeof(int)), shape
.Colors,
BufferUsageHint
.StaticDraw);
GL
.GetBufferParameter(BufferTarget
.ArrayBuffer, BufferParameterName
.BufferSize,
out size
);
if (size
!= shape
.Colors.Length * sizeof(int))
throw new ApplicationException
(String.Format(
"Problem uploading vertex buffer to VBO (colors). Tried to upload {0} bytes, uploaded {1}.",
shape
.Colors.Length * sizeof(int), size
));
// Upload the index buffer (elements inside the vertex buffer, not color indices as per the IndexPointer function!)
GL
.BindBuffer(BufferTarget
.ElementArrayBuffer, element_buffer_object
);
GL
.BufferData(BufferTarget
.ElementArrayBuffer,
(IntPtr
)(shape
.Indices.Length * sizeof(Int32
)), shape
.Indices,
BufferUsageHint
.StaticDraw);
GL
.GetBufferParameter(BufferTarget
.ElementArrayBuffer, BufferParameterName
.BufferSize,
out size
);
if (size
!= shape
.Indices.Length * sizeof(int))
throw new ApplicationException
(String.Format(
"Problem uploading vertex buffer to VBO (offsets). Tried to upload {0} bytes, uploaded {1}.",
shape
.Indices.Length * sizeof(int), size
));
}
#endregion
#region OnUnload
protected override void OnUnload
(EventArgs e
)
{
if (shader_program
!= 0)
GL
.DeleteProgram(shader_program
);
if (fragment_shader_object
!= 0)
GL
.DeleteShader(fragment_shader_object
);
if (vertex_shader_object
!= 0)
GL
.DeleteShader(vertex_shader_object
);
if (vertex_buffer_object
!= 0)
GL
.DeleteBuffers(1,
ref vertex_buffer_object
);
if (element_buffer_object
!= 0)
GL
.DeleteBuffers(1,
ref element_buffer_object
);
}
#endregion
#region OnResize
/// <summary>
/// Called when the user resizes the window.
/// </summary>
/// <param name="e">Contains the new width/height of the window.</param>
/// <remarks>
/// You want the OpenGL viewport to match the window. This is the place to do it!
/// </remarks>
protected override void OnResize
(EventArgs e
)
{
GL
.Viewport(0,
0, Width, Height
);
float aspect_ratio
= Width
/ (float)Height
;
Matrix4 perpective
= Matrix4
.CreatePerspectiveFieldOfView(MathHelper
.PiOver4, aspect_ratio,
1,
64);
GL
.MatrixMode(MatrixMode
.Projection);
GL
.LoadMatrix(ref perpective
);
}
#endregion
#region OnUpdateFrame
/// <summary>
/// Prepares the next frame for rendering.
/// </summary>
/// <remarks>
/// Place your control logic here. This is the place to respond to user input,
/// update object positions etc.
/// </remarks>
protected override void OnUpdateFrame
(FrameEventArgs e
)
{
if (Keyboard
[OpenTK
.Input.Key.Escape])
this.Exit();
if (Keyboard
[OpenTK
.Input.Key.F11])
if (WindowState
!= WindowState
.Fullscreen)
WindowState
= WindowState
.Fullscreen;
else
WindowState
= WindowState
.Normal;
}
#endregion
#region OnRenderFrame
/// <summary>
/// Place your rendering code here.
/// </summary>
protected override void OnRenderFrame
(FrameEventArgs e
)
{
GL
.Clear(ClearBufferMask
.ColorBufferBit |
ClearBufferMask
.DepthBufferBit);
Matrix4 lookat
= Matrix4
.LookAt(0,
5,
5,
0,
0,
0,
0,
1,
0);
GL
.MatrixMode(MatrixMode
.Modelview);
GL
.LoadMatrix(ref lookat
);
angle
+= rotation_speed
* (float)e
.Time;
GL
.Rotate(angle, 0
.0f, 1
.0f, 0
.0f
);
GL
.EnableClientState(EnableCap
.VertexArray);
GL
.EnableClientState(EnableCap
.ColorArray);
GL
.BindBuffer(BufferTarget
.ArrayBuffer, vertex_buffer_object
);
GL
.VertexPointer(3, VertexPointerType
.Float,
0, IntPtr
.Zero);
GL
.BindBuffer(BufferTarget
.ArrayBuffer, color_buffer_object
);
GL
.ColorPointer(4, ColorPointerType
.UnsignedByte,
0, IntPtr
.Zero);
GL
.BindBuffer(BufferTarget
.ElementArrayBuffer, element_buffer_object
);
GL
.DrawElements(BeginMode
.Triangles, shape
.Indices.Length,
DrawElementsType
.UnsignedInt, IntPtr
.Zero);
//GL.DrawArrays(GL.Enums.BeginMode.POINTS, 0, shape.Vertices.Length);
GL
.DisableClientState(EnableCap
.VertexArray);
GL
.DisableClientState(EnableCap
.ColorArray);
//int error = GL.GetError();
//if (error != 0)
// Debug.Print(Glu.ErrorString(Glu.Enums.ErrorCode.INVALID_OPERATION));
SwapBuffers
();
}
#endregion
#region public static void Main()
/// <summary>
/// Entry point of this example.
/// </summary>
[STAThread
]
public static void Main
()
{
using (T10_GLSL_Cube example
= new T10_GLSL_Cube
())
{
// Get the title and category of this example using reflection.
ExampleAttribute info
= ((ExampleAttribute
)example
.GetType().GetCustomAttributes(false)[0]);
example
.Title = String.Format("OpenTK | {0} {1}: {2}", info
.Category, info
.Difficulty, info
.Title);
example
.Run(30.0,
0.0);
}
}
#endregion
}
}