1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178
|
// This code was written for the OpenTK library and has been released
// to the Public Domain.
// It is provided "as is" without express or implied warranty of any kind.
#region --- Using directives ---
using System;
using System.Collections.Generic;
using System.Text;
using System.Runtime.InteropServices;
using System.Threading;
using OpenTK;
using OpenTK.Graphics;
using OpenTK.Graphics.OpenGL;
using OpenTK.Platform;
using System.Drawing;
#endregion
namespace Examples.Tutorial
{
[Example("VBO Static", ExampleCategory.OpenGL, "1.x", 3, Documentation = "VBOStatic")]
public class T08_VBO : GameWindow
{
const float rotation_speed = 180.0f;
float angle;
struct Vbo { public int VboID, EboID, NumElements; }
Vbo[] vbo = new Vbo[2];
VertexPositionColor[] CubeVertices = new VertexPositionColor[]
{
new VertexPositionColor(-1.0f, -1.0f, 1.0f, Color.DarkRed),
new VertexPositionColor( 1.0f, -1.0f, 1.0f, Color.DarkRed),
new VertexPositionColor( 1.0f, 1.0f, 1.0f, Color.Gold),
new VertexPositionColor(-1.0f, 1.0f, 1.0f, Color.Gold),
new VertexPositionColor(-1.0f, -1.0f, -1.0f, Color.DarkRed),
new VertexPositionColor( 1.0f, -1.0f, -1.0f, Color.DarkRed),
new VertexPositionColor( 1.0f, 1.0f, -1.0f, Color.Gold),
new VertexPositionColor(-1.0f, 1.0f, -1.0f, Color.Gold)
};
readonly short[] CubeElements = new short[]
{
0, 1, 2, 2, 3, 0, // front face
3, 2, 6, 6, 7, 3, // top face
7, 6, 5, 5, 4, 7, // back face
4, 0, 3, 3, 7, 4, // left face
0, 1, 5, 5, 4, 0, // bottom face
1, 5, 6, 6, 2, 1, // right face
};
public T08_VBO() : base(800, 600) { }
protected override void OnLoad(EventArgs e)
{
base.OnLoad(e);
Version version = new Version(GL.GetString(StringName.Version).Substring(0, 3));
Version target = new Version(1, 5);
if (version < target)
{
throw new NotSupportedException(String.Format(
"OpenGL {0} is required (you only have {1}).", target, version));
}
GL.ClearColor(System.Drawing.Color.MidnightBlue);
GL.Enable(EnableCap.DepthTest);
vbo[0] = LoadVBO(CubeVertices, CubeElements);
vbo[1] = LoadVBO(CubeVertices, CubeElements);
}
protected override void OnResize(EventArgs e)
{
base.OnResize(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);
}
protected override void OnUpdateFrame(FrameEventArgs e)
{
base.OnUpdateFrame(e);
var keyboard = OpenTK.Input.Keyboard.GetState();
if (keyboard[OpenTK.Input.Key.Escape])
this.Exit();
}
protected override void OnRenderFrame(FrameEventArgs e)
{
base.OnRenderFrame(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);
Draw(vbo[0]);
SwapBuffers();
}
Vbo LoadVBO<TVertex>(TVertex[] vertices, short[] elements) where TVertex : struct
{
Vbo handle = new Vbo();
int size;
// To create a VBO:
// 1) Generate the buffer handles for the vertex and element buffers.
// 2) Bind the vertex buffer handle and upload your vertex data. Check that the buffer was uploaded correctly.
// 3) Bind the element buffer handle and upload your element data. Check that the buffer was uploaded correctly.
GL.GenBuffers(1, out handle.VboID);
GL.BindBuffer(BufferTarget.ArrayBuffer, handle.VboID);
GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(vertices.Length * BlittableValueType.StrideOf(vertices)), vertices,
BufferUsageHint.StaticDraw);
GL.GetBufferParameter(BufferTarget.ArrayBuffer, BufferParameterName.BufferSize, out size);
if (vertices.Length * BlittableValueType.StrideOf(vertices) != size)
throw new ApplicationException("Vertex data not uploaded correctly");
GL.GenBuffers(1, out handle.EboID);
GL.BindBuffer(BufferTarget.ElementArrayBuffer, handle.EboID);
GL.BufferData(BufferTarget.ElementArrayBuffer, (IntPtr)(elements.Length * sizeof(short)), elements,
BufferUsageHint.StaticDraw);
GL.GetBufferParameter(BufferTarget.ElementArrayBuffer, BufferParameterName.BufferSize, out size);
if (elements.Length * sizeof(short) != size)
throw new ApplicationException("Element data not uploaded correctly");
handle.NumElements = elements.Length;
return handle;
}
void Draw(Vbo handle)
{
// To draw a VBO:
// 1) Ensure that the VertexArray client state is enabled.
// 2) Bind the vertex and element buffer handles.
// 3) Set up the data pointers (vertex, normal, color) according to your vertex format.
// 4) Call DrawElements. (Note: the last parameter is an offset into the element buffer
// and will usually be IntPtr.Zero).
GL.EnableClientState(ArrayCap.ColorArray);
GL.EnableClientState(ArrayCap.VertexArray);
GL.BindBuffer(BufferTarget.ArrayBuffer, handle.VboID);
GL.BindBuffer(BufferTarget.ElementArrayBuffer, handle.EboID);
GL.VertexPointer(3, VertexPointerType.Float, BlittableValueType.StrideOf(CubeVertices), new IntPtr(0));
GL.ColorPointer(4, ColorPointerType.UnsignedByte, BlittableValueType.StrideOf(CubeVertices), new IntPtr(12));
GL.DrawElements(PrimitiveType.Triangles, handle.NumElements, DrawElementsType.UnsignedShort, IntPtr.Zero);
}
/// <summary>
/// Entry point of this example.
/// </summary>
[STAThread]
public static void Main()
{
using (T08_VBO example = new T08_VBO())
{
Utilities.SetWindowTitle(example);
example.Run(30.0, 0.0);
}
}
}
}
|