Ejemplo n.º 1
0
        static void Main(string[] args)
        {
            Glut.glutInit();
            Glut.glutInitDisplayMode(Glut.GLUT_DOUBLE | Glut.GLUT_DEPTH | Glut.GLUT_MULTISAMPLE);   // multisampling makes things beautiful!
            Glut.glutInitWindowSize(width, height);
            Glut.glutCreateWindow("OpenGL Tutorial");

            Glut.glutIdleFunc(OnRenderFrame);
            Glut.glutDisplayFunc(OnDisplay);

            Glut.glutKeyboardFunc(OnKeyboardDown);
            Glut.glutKeyboardUpFunc(OnKeyboardUp);

            Glut.glutCloseFunc(OnClose);
            Glut.glutReshapeFunc(OnReshape);

            Gl.Enable(EnableCap.DepthTest);
            Gl.Enable(EnableCap.Multisample);

            // create our shader program
            program = new ShaderProgram(VertexShader, FragmentShader);

            // set up the projection and view matrix
            program.Use();
            program["projection_matrix"].SetValue(Matrix4.CreatePerspectiveFieldOfView(0.45f, (float)width / height, 0.1f, 1000f));
            program["view_matrix"].SetValue(Matrix4.LookAt(new Vector3(0, 0, 10), Vector3.Zero, Vector3.Up));

            program["light_direction"].SetValue(new Vector3(0, 0, 1));
            program["enable_lighting"].SetValue(lighting);
            program["normalTexture"].SetValue(1);
            program["enable_mapping"].SetValue(normalMapping);

            brickDiffuse = new Texture("AlternatingBrick-ColorMap.png");
            brickNormals = new Texture("AlternatingBrick-NormalMap.png");

            Vector3[] vertices = new Vector3[] {
                new Vector3(1, 1, -1), new Vector3(-1, 1, -1), new Vector3(-1, 1, 1), new Vector3(1, 1, 1),         // top
                new Vector3(1, -1, 1), new Vector3(-1, -1, 1), new Vector3(-1, -1, -1), new Vector3(1, -1, -1),     // bottom
                new Vector3(1, 1, 1), new Vector3(-1, 1, 1), new Vector3(-1, -1, 1), new Vector3(1, -1, 1),         // front face
                new Vector3(1, -1, -1), new Vector3(-1, -1, -1), new Vector3(-1, 1, -1), new Vector3(1, 1, -1),     // back face
                new Vector3(-1, 1, 1), new Vector3(-1, 1, -1), new Vector3(-1, -1, -1), new Vector3(-1, -1, 1),     // left
                new Vector3(1, 1, -1), new Vector3(1, 1, 1), new Vector3(1, -1, 1), new Vector3(1, -1, -1) };
            cube = new VBO<Vector3>(vertices);

            Vector2[] uvs = new Vector2[] {
                new Vector2(0, 0), new Vector2(1, 0), new Vector2(1, 1), new Vector2(0, 1),
                new Vector2(0, 0), new Vector2(1, 0), new Vector2(1, 1), new Vector2(0, 1),
                new Vector2(0, 0), new Vector2(1, 0), new Vector2(1, 1), new Vector2(0, 1),
                new Vector2(0, 0), new Vector2(1, 0), new Vector2(1, 1), new Vector2(0, 1),
                new Vector2(0, 0), new Vector2(1, 0), new Vector2(1, 1), new Vector2(0, 1),
                new Vector2(0, 0), new Vector2(1, 0), new Vector2(1, 1), new Vector2(0, 1) };
            cubeUV = new VBO<Vector2>(uvs);

            List<int> triangles = new List<int>();
            for (int i = 0; i < 6; i++)
            {
                triangles.Add(i * 4);
                triangles.Add(i * 4 + 1);
                triangles.Add(i * 4 + 2);
                triangles.Add(i * 4);
                triangles.Add(i * 4 + 2);
                triangles.Add(i * 4 + 3);
            }
            cubeTriangles = new VBO<int>(triangles.ToArray(), BufferTarget.ElementArrayBuffer);

            Vector3[] normals = Geometry.CalculateNormals(vertices, triangles.ToArray());
            cubeNormals = new VBO<Vector3>(normals);

            Vector3[] tangents = CalculateTangents(vertices, normals, triangles.ToArray(), uvs);
            cubeTangents = new VBO<Vector3>(tangents);

            // load the bitmap font for this tutorial
            font = new BMFont("font24.fnt", "font24.png");
            fontProgram = new ShaderProgram(BMFont.FontVertexSource, BMFont.FontFragmentSource);

            fontProgram.Use();
            fontProgram["ortho_matrix"].SetValue(Matrix4.CreateOrthographic(width, height, 0, 1000));
            fontProgram["color"].SetValue(new Vector3(1, 1, 1));

            information = font.CreateString(fontProgram, "OpenGL  C#  Tutorial  13");

            watch = System.Diagnostics.Stopwatch.StartNew();

            Glut.glutMainLoop();
        }
Ejemplo n.º 2
0
        static void Main(string[] args)
        {
            Glut.glutInit();
            Glut.glutInitDisplayMode(Glut.GLUT_DOUBLE | Glut.GLUT_DEPTH | Glut.GLUT_MULTISAMPLE);   // multisampling makes things beautiful!
            Glut.glutInitWindowSize(width, height);
            Glut.glutCreateWindow("OpenGL Tutorial");

            Glut.glutIdleFunc(OnRenderFrame);
            Glut.glutDisplayFunc(OnDisplay);

            Glut.glutKeyboardFunc(OnKeyboardDown);
            Glut.glutKeyboardUpFunc(OnKeyboardUp);

            Glut.glutCloseFunc(OnClose);
            Glut.glutReshapeFunc(OnReshape);

            // enable blending and set to accumulate the star colors
            Gl.Enable(EnableCap.Blend);
            Gl.Enable(EnableCap.ProgramPointSize);
            Gl.Enable(EnableCap.Multisample);
            Gl.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.One);

            // create our shader program
            program = new ShaderProgram(VertexShader, FragmentShader);

            // set up the projection and view matrix
            program.Use();
            program["projection_matrix"].SetValue(Matrix4.CreatePerspectiveFieldOfView(0.45f, (float)width / height, 0.1f, 1000f));
            program["view_matrix"].SetValue(Matrix4.LookAt(new Vector3(0, 0, 20), Vector3.Zero, new Vector3(0, 1, 0)));
            program["model_matrix"].SetValue(Matrix4.Identity);
            program["static_colors"].SetValue(false);

            // load the particle texture
            particleTexture = new Texture("star.bmp");

            // set up the particlePoints VBO, which will stay constant
            int[] points = new int[particleCount];
            for (int i = 0; i < points.Length; i++)
            {
                points[i] = i;
            }
            particlePoints = new VBO <int>(points, BufferTarget.ElementArrayBuffer);

            // set up the particleColors, which we'll just keep static
            Vector3[] colors = new Vector3[particleCount];
            for (int i = 0; i < colors.Length; i++)
            {
                colors[i] = new Vector3((float)generator.NextDouble(), (float)generator.NextDouble(), (float)generator.NextDouble());
            }
            particleColors = new VBO <Vector3>(colors);

            // build up our first batch of 1000 particles and 1000 static colors
            for (int i = 0; i < particleCount; i++)
            {
                particles.Add(new Particle(Vector3.Zero, 0));
            }

            // load the bitmap font for this tutorial
            font        = new BMFont("font24.fnt", "font24.png");
            fontProgram = new ShaderProgram(BMFont.FontVertexSource, BMFont.FontFragmentSource);

            fontProgram.Use();
            fontProgram["ortho_matrix"].SetValue(Matrix4.CreateOrthographic(width, height, 0, 1000));
            fontProgram["color"].SetValue(new Vector3(1, 1, 1));

            information = font.CreateString(fontProgram, "OpenGL  C#  Tutorial  12");

            watch = System.Diagnostics.Stopwatch.StartNew();

            Glut.glutMainLoop();
        }
Ejemplo n.º 3
0
        static void Main(string[] args)
        {
            Glut.glutInit();
            Glut.glutInitDisplayMode(Glut.GLUT_DOUBLE | Glut.GLUT_DEPTH | Glut.GLUT_MULTISAMPLE);   // multisampling makes things beautiful!
            Glut.glutInitWindowSize(width, height);
            Glut.glutCreateWindow("OpenGL Tutorial");

            Glut.glutIdleFunc(OnRenderFrame);
            Glut.glutDisplayFunc(OnDisplay);

            Glut.glutKeyboardFunc(OnKeyboardDown);
            Glut.glutKeyboardUpFunc(OnKeyboardUp);

            Glut.glutCloseFunc(OnClose);
            Glut.glutReshapeFunc(OnReshape);

            Gl.Enable(EnableCap.DepthTest);
            Gl.Enable(EnableCap.Multisample);

            // create our shader program
            program = new ShaderProgram(VertexShader, FragmentShader);

            // set up the projection and view matrix
            program.Use();
            program["projection_matrix"].SetValue(Matrix4.CreatePerspectiveFieldOfView(0.45f, (float)width / height, 0.1f, 1000f));
            program["view_matrix"].SetValue(Matrix4.LookAt(new Vector3(0, 0, 10), Vector3.Zero, new Vector3(0, 1, 0)));

            program["light_direction"].SetValue(new Vector3(0, 0, 1));
            program["enable_lighting"].SetValue(lighting);
            program["normalTexture"].SetValue(1);
            program["enable_mapping"].SetValue(normalMapping);

            brickDiffuse = new Texture("AlternatingBrick-ColorMap.png");
            brickNormals = new Texture("AlternatingBrick-NormalMap.png");

            Vector3[] vertices = new Vector3[] {
                new Vector3(1, 1, -1), new Vector3(-1, 1, -1), new Vector3(-1, 1, 1), new Vector3(1, 1, 1),         // top
                new Vector3(1, -1, 1), new Vector3(-1, -1, 1), new Vector3(-1, -1, -1), new Vector3(1, -1, -1),     // bottom
                new Vector3(1, 1, 1), new Vector3(-1, 1, 1), new Vector3(-1, -1, 1), new Vector3(1, -1, 1),         // front face
                new Vector3(1, -1, -1), new Vector3(-1, -1, -1), new Vector3(-1, 1, -1), new Vector3(1, 1, -1),     // back face
                new Vector3(-1, 1, 1), new Vector3(-1, 1, -1), new Vector3(-1, -1, -1), new Vector3(-1, -1, 1),     // left
                new Vector3(1, 1, -1), new Vector3(1, 1, 1), new Vector3(1, -1, 1), new Vector3(1, -1, -1)
            };
            cube = new VBO <Vector3>(vertices);

            Vector2[] uvs = new Vector2[] {
                new Vector2(0, 0), new Vector2(1, 0), new Vector2(1, 1), new Vector2(0, 1),
                new Vector2(0, 0), new Vector2(1, 0), new Vector2(1, 1), new Vector2(0, 1),
                new Vector2(0, 0), new Vector2(1, 0), new Vector2(1, 1), new Vector2(0, 1),
                new Vector2(0, 0), new Vector2(1, 0), new Vector2(1, 1), new Vector2(0, 1),
                new Vector2(0, 0), new Vector2(1, 0), new Vector2(1, 1), new Vector2(0, 1),
                new Vector2(0, 0), new Vector2(1, 0), new Vector2(1, 1), new Vector2(0, 1)
            };
            cubeUV = new VBO <Vector2>(uvs);

            List <uint> triangles = new List <uint>();

            for (uint i = 0; i < 6; i++)
            {
                triangles.Add(i * 4);
                triangles.Add(i * 4 + 1);
                triangles.Add(i * 4 + 2);
                triangles.Add(i * 4);
                triangles.Add(i * 4 + 2);
                triangles.Add(i * 4 + 3);
            }
            cubeTriangles = new VBO <uint>(triangles.ToArray(), BufferTarget.ElementArrayBuffer);

            Vector3[] normals = Geometry.CalculateNormals(vertices, triangles.ToArray());
            cubeNormals = new VBO <Vector3>(normals);

            Vector3[] tangents = CalculateTangents(vertices, normals, triangles.ToArray(), uvs);
            cubeTangents = new VBO <Vector3>(tangents);

            // load the bitmap font for this tutorial
            font        = new BMFont("font24.fnt", "font24.png");
            fontProgram = new ShaderProgram(BMFont.FontVertexSource, BMFont.FontFragmentSource);

            fontProgram.Use();
            fontProgram["ortho_matrix"].SetValue(Matrix4.CreateOrthographic(width, height, 0, 1000));
            fontProgram["color"].SetValue(new Vector3(1, 1, 1));

            information = font.CreateString(fontProgram, "OpenGL  C#  Tutorial  13");

            watch = System.Diagnostics.Stopwatch.StartNew();

            Glut.glutMainLoop();
        }
Ejemplo n.º 4
0
        static void Main(string[] args)
        {
            Glut.glutInit();
            Glut.glutInitDisplayMode(Glut.GLUT_DOUBLE | Glut.GLUT_DEPTH | Glut.GLUT_MULTISAMPLE);   // multisampling makes things beautiful!
            Glut.glutInitWindowSize(width, height);
            Glut.glutCreateWindow("OpenGL Tutorial");

            Glut.glutIdleFunc(OnRenderFrame);
            Glut.glutDisplayFunc(OnDisplay);

            Glut.glutKeyboardFunc(OnKeyboardDown);
            Glut.glutKeyboardUpFunc(OnKeyboardUp);

            Glut.glutCloseFunc(OnClose);
            Glut.glutReshapeFunc(OnReshape);

            // enable blending and set to accumulate the star colors
            Gl.Enable(EnableCap.Blend);
            Gl.Enable(EnableCap.ProgramPointSize);
            Gl.Enable(EnableCap.Multisample);
            Gl.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.One);

            // create our shader program
            program = new ShaderProgram(VertexShader, FragmentShader);

            // set up the projection and view matrix
            program.Use();
            program["projection_matrix"].SetValue(Matrix4.CreatePerspectiveFieldOfView(0.45f, (float)width / height, 0.1f, 1000f));
            program["view_matrix"].SetValue(Matrix4.LookAt(new Vector3(0, 0, 20), Vector3.Zero, Vector3.Up));
            program["model_matrix"].SetValue(Matrix4.Identity);
            program["static_colors"].SetValue(false);

            // load the particle texture
            particleTexture = new Texture("star.bmp");

            // set up the particlePoints VBO, which will stay constant
            int[] points = new int[particleCount];
            for (int i = 0; i < points.Length; i++) points[i] = i;
            particlePoints = new VBO<int>(points, BufferTarget.ElementArrayBuffer);

            // set up the particleColors, which we'll just keep static
            Vector3[] colors = new Vector3[particleCount];
            for (int i = 0; i < colors.Length; i++) colors[i] = new Vector3(generator.NextDouble(), generator.NextDouble(), generator.NextDouble());
            particleColors = new VBO<Vector3>(colors);

            // build up our first batch of 1000 particles and 1000 static colors
            for (int i = 0; i < particleCount; i++) particles.Add(new Particle(Vector3.Zero, 0));

            // load the bitmap font for this tutorial
            font = new BMFont("font24.fnt", "font24.png");
            fontProgram = new ShaderProgram(BMFont.FontVertexSource, BMFont.FontFragmentSource);

            fontProgram.Use();
            fontProgram["ortho_matrix"].SetValue(Matrix4.CreateOrthographic(width, height, 0, 1000));
            fontProgram["color"].SetValue(new Vector3(1, 1, 1));

            information = font.CreateString(fontProgram, "OpenGL  C#  Tutorial  12");

            watch = System.Diagnostics.Stopwatch.StartNew();

            Glut.glutMainLoop();
        }