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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273
|
// 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.
using System;
using System.Drawing;
using System.Collections.Generic;
using System.Diagnostics;
using System.Windows.Forms;
using System.IO;
using System.Text;
using OpenTK;
using OpenTK.Graphics;
using OpenTK.Graphics.OpenGL;
using Examples.Shapes;
using Examples.TextureLoaders;
namespace Examples.Tutorial
{
[Example("DDS Cube Map", ExampleCategory.OpenGL, "2.x", Documentation = "DDSCubeMap")]
public class T13_GLSL_Earth: GameWindow
{
public T13_GLSL_Earth( )
: base( 800, 800 )
{
}
#region internal Fields
// Shader
int VertexShaderObject, FragmentShaderObject, ProgramObject;
const string VertexShaderFilename = "Data/Shaders/CubeMap_VS.glsl";
const string FragmentShaderFilename = "Data/Shaders/CubeMap_FS.glsl";
// Textures
const TextureUnit TMU0_Unit = TextureUnit.Texture0;
const int TMU0_UnitInteger = 0;
const string TMU0_Filename = "Data/Textures/earth-cubemap.dds";
uint TMU0_Handle;
TextureTarget TMU0_Target;
// DL
DrawableShape sphere;
// Camera
Vector3 EyePos = new Vector3( 0.0f, 0.0f, 6.0f );
Vector3 Trackball = Vector3.Zero;
#endregion internal Fields
/// <summary>Setup OpenGL and load resources here.</summary>
/// <param name="e">Not used.</param>
protected override void OnLoad(EventArgs e)
{
this.VSync = VSyncMode.Off;
// Check for necessary capabilities:
string extensions = GL.GetString(StringName.Extensions);
if (!GL.GetString(StringName.Extensions).Contains("GL_ARB_shading_language"))
{
throw new NotSupportedException(String.Format("This example requires OpenGL 2.0. Found {0}. Aborting.",
GL.GetString(StringName.Version).Substring(0, 3)));
}
if (!extensions.Contains("GL_ARB_texture_compression") ||
!extensions.Contains("GL_EXT_texture_compression_s3tc"))
{
throw new NotSupportedException("This example requires support for texture compression. Aborting.");
}
#region GL State
GL.ClearColor( 0f, 0f, 0f, 0f );
GL.Disable( EnableCap.Dither );
GL.Enable( EnableCap.CullFace );
GL.FrontFace( FrontFaceDirection.Ccw );
GL.PolygonMode( MaterialFace.Front, PolygonMode.Fill );
// GL.PolygonMode( MaterialFace.Back, PolygonMode.Line );
#endregion GL State
#region Shaders
string LogInfo;
// Load&Compile Vertex Shader
using ( StreamReader sr = new StreamReader( VertexShaderFilename ) )
{
VertexShaderObject = GL.CreateShader( ShaderType.VertexShader );
GL.ShaderSource( VertexShaderObject, sr.ReadToEnd( ) );
GL.CompileShader( VertexShaderObject );
}
GL.GetShaderInfoLog( VertexShaderObject, out LogInfo );
if ( LogInfo.Length > 0 && !LogInfo.Contains( "hardware" ) )
Trace.WriteLine( "Vertex Shader failed!\nLog:\n" + LogInfo );
else
Trace.WriteLine( "Vertex Shader compiled without complaint." );
// Load&Compile Fragment Shader
using ( StreamReader sr = new StreamReader( FragmentShaderFilename ) )
{
FragmentShaderObject = GL.CreateShader( ShaderType.FragmentShader );
GL.ShaderSource( FragmentShaderObject, sr.ReadToEnd( ) );
GL.CompileShader( FragmentShaderObject );
}
GL.GetShaderInfoLog( FragmentShaderObject, out LogInfo );
if ( LogInfo.Length > 0 && !LogInfo.Contains( "hardware" ) )
Trace.WriteLine( "Fragment Shader failed!\nLog:\n" + LogInfo );
else
Trace.WriteLine( "Fragment Shader compiled without complaint." );
// Link the Shaders to a usable Program
ProgramObject = GL.CreateProgram( );
GL.AttachShader( ProgramObject, VertexShaderObject );
GL.AttachShader( ProgramObject, FragmentShaderObject );
// link it all together
GL.LinkProgram( ProgramObject );
// flag ShaderObjects for delete when not used anymore
GL.DeleteShader( VertexShaderObject );
GL.DeleteShader( FragmentShaderObject );
int[] temp = new int[1];
GL.GetProgram(ProgramObject, GetProgramParameterName.LinkStatus, out temp[0]);
Trace.WriteLine( "Linking Program (" + ProgramObject + ") " + ( ( temp[0] == 1 ) ? "succeeded." : "FAILED!" ) );
if ( temp[0] != 1 )
{
GL.GetProgramInfoLog( ProgramObject, out LogInfo );
Trace.WriteLine( "Program Log:\n" + LogInfo );
}
GL.GetProgram(ProgramObject, GetProgramParameterName.ActiveAttributes, out temp[0]);
Trace.WriteLine( "Program registered " + temp[0] + " Attributes. (Should be 4: Pos, UV, Normal, Tangent)" );
Trace.WriteLine( "Tangent attribute bind location: " + GL.GetAttribLocation( ProgramObject, "AttributeTangent" ) );
Trace.WriteLine( "End of Shader build. GL Error: " + GL.GetError( ) );
#endregion Shaders
#region Textures
TextureLoaderParameters.FlipImages = false;
TextureLoaderParameters.MagnificationFilter = TextureMagFilter.Linear;
TextureLoaderParameters.MinificationFilter = TextureMinFilter.Linear;
TextureLoaderParameters.WrapModeS = TextureWrapMode.ClampToEdge;
TextureLoaderParameters.WrapModeT = TextureWrapMode.ClampToEdge;
TextureLoaderParameters.EnvMode = TextureEnvMode.Modulate;
ImageDDS.LoadFromDisk( TMU0_Filename, out TMU0_Handle, out TMU0_Target );
Trace.WriteLine( "Loaded " + TMU0_Filename + " with handle " + TMU0_Handle + " as " + TMU0_Target );
#endregion Textures
Trace.WriteLine( "End of Texture Loading. GL Error: " + GL.GetError( ) );
Trace.WriteLine( "");
sphere = new SlicedSphere(1.5f, Vector3d.Zero, SlicedSphere.eSubdivisions.Four, new SlicedSphere.eDir[] { SlicedSphere.eDir.All }, true);
}
protected override void OnUnload(EventArgs e)
{
sphere.Dispose();
GL.DeleteProgram( ProgramObject );
GL.DeleteTextures( 1, ref TMU0_Handle );
base.OnUnload( e );
}
/// <summary>Respond to resize events here.</summary>
/// <param name="e">Contains information on the new GameWindow size.</param>
/// <remarks>There is no need to call the base implementation.</remarks>
protected override void OnResize( EventArgs e )
{
GL.Viewport( 0, 0, Width, Height );
GL.MatrixMode( MatrixMode.Projection );
Matrix4 p = Matrix4.CreatePerspectiveFieldOfView(MathHelper.PiOver4, Width / (float)Height, 0.1f, 10.0f);
GL.LoadMatrix(ref p);
GL.MatrixMode( MatrixMode.Modelview );
GL.LoadIdentity( );
base.OnResize( e );
}
/// <summary>Add your game logic here.</summary>
/// <param name="e">Contains timing information.</param>
/// <remarks>There is no need to call the base implementation.</remarks>
protected override void OnUpdateFrame(FrameEventArgs e)
{
base.OnUpdateFrame(e);
var keyboard = OpenTK.Input.Keyboard.GetState();
var mouse = OpenTK.Input.Mouse.GetState();
if (keyboard[OpenTK.Input.Key.Escape])
this.Exit();
if (keyboard[OpenTK.Input.Key.Space])
Trace.WriteLine("GL: " + GL.GetError());
Trackball.X = mouse.X;
Trackball.Y = mouse.Y;
Trackball.Z = mouse.Scroll.Y * 0.5f;
}
/// <summary>Add your game rendering code here.</summary>
/// <param name="e">Contains timing information.</param>
/// <remarks>There is no need to call the base implementation.</remarks>
protected override void OnRenderFrame(FrameEventArgs e)
{
this.Title = "FPS: " + (1 / e.Time).ToString("0.");
GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
GL.UseProgram(ProgramObject);
#region Textures
GL.ActiveTexture(TMU0_Unit);
GL.BindTexture(TMU0_Target, TMU0_Handle);
#endregion Textures
#region Uniforms
GL.Uniform1(GL.GetUniformLocation(ProgramObject, "Earth"), TMU0_UnitInteger);
#endregion Uniforms
GL.PushMatrix();
Matrix4 temp = Matrix4.LookAt(EyePos, Vector3.Zero, Vector3.UnitY);
GL.MultMatrix(ref temp);
GL.Rotate(Trackball.X, Vector3.UnitY);
GL.Rotate(Trackball.Y, Vector3.UnitX);
#region Draw
GL.Color3(1f, 1f, 1f);
sphere.Draw();
#endregion Draw
GL.PopMatrix();
this.SwapBuffers();
}
/// <summary>Entry point</summary>
[STAThread]
public static void Main( )
{
using ( T13_GLSL_Earth example = new T13_GLSL_Earth( ) )
{
Utilities.SetWindowTitle(example);
example.Run( 30.0, 0.0 );
}
}
}
}
|