static void Main(string[] args) { // create an OpenGL window Glut.glutInit(); Glut.glutInitDisplayMode(Glut.GLUT_DOUBLE | Glut.GLUT_DEPTH); Glut.glutInitWindowSize(width, height); Glut.glutCreateWindow("OpenGL Tutorial"); // provide the Glut callbacks that are necessary for running this tutorial Glut.glutIdleFunc(OnRenderFrame); Glut.glutDisplayFunc(OnDisplay); Gl.Enable(EnableCap.DepthTest); program = new ShaderProgram(VertexShader, FragmentShader); // set the view and projection matrix, which are static throughout this tutorial 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))); // create a triangle squareVertexes = new VBO <Vector3>(new Vector3[] { new Vector3(-1, -1, 0), new Vector3(-1, 1, 0), new Vector3(1, 1, 0), new Vector3(1, -1, 0) }); squareElements = new VBO <int>(new int[] { 0, 1, 2, 3 }, BufferTarget.ElementArrayBuffer); squares = Reader.readFromFile("input.txt"); watch = System.Diagnostics.Stopwatch.StartNew(); Glut.glutMainLoop(); }
static void Main(string[] args) { // create an OpenGL window Glut.glutInit(); Glut.glutInitDisplayMode(Glut.GLUT_DOUBLE | Glut.GLUT_DEPTH); Glut.glutInitWindowSize(width, height); Glut.glutCreateWindow("OpenGL Tutorial"); // provide the Glut callbacks that are necessary for running this tutorial Glut.glutIdleFunc(OnRenderFrame); Glut.glutDisplayFunc(OnDisplay); Glut.glutCloseFunc(OnClose); Glut.glutKeyboardFunc(OnKeyboard); time_ = 0; Matrix4 modelMatrix = CreateModelMatrix(time_); context_ = new NeutrinoGl.Context("..\\..\\effects\\textures\\"); effectModel_ = new NeutrinoGl.EffectModel(context_, new Neutrino.Effect_params_test()); effect_ = new NeutrinoGl.Effect(effectModel_, Neutrino._math.vec3_(modelMatrix[3].x, modelMatrix[3].y, modelMatrix[3].z), null); effect_.neutrinoEffect().setEmitterPropertyValue(null, "Color", Neutrino._math.vec3_(1, 1, 0)); // load a crate texture watch = System.Diagnostics.Stopwatch.StartNew(); Glut.glutMainLoop(); }
// --- Entry Point --- #region Run() public static void Run() { // initialize GLUT Glut.glutInit(); // double buffer, use rgb color, enable depth buffers Glut.glutInitDisplayMode(Glut.GLUT_DOUBLE | Glut.GLUT_RGB | Glut.GLUT_DEPTH); // initialize the window size Glut.glutInitWindowSize(windowWidth, windowHeight); // set the window postion Glut.glutInitWindowPosition(100, 100); // create the window Glut.glutCreateWindow("Starfield"); // set the display function - called when redrawing Glut.glutDisplayFunc(new Glut.DisplayCallback(Display)); // set the idle function - called when idle Glut.glutIdleFunc(new Glut.IdleCallback(Idle)); // set the keyboard function - called on keyboard events Glut.glutKeyboardFunc(new Glut.KeyboardCallback(Keyboard)); // set the mouse function - called on mouse stuff Glut.glutMouseFunc(new Glut.MouseCallback(Mouse)); // set the reshape function - called when client area changes Glut.glutReshapeFunc(new Glut.ReshapeCallback(Reshape)); // do our own initialization Init(); // let GLUT handle the current thread from here Glut.glutMainLoop(); }
private static void keyboard(byte key, int x, int y) { //static int animating = 0, // wireframe = 0; switch (key) { case (byte)' ': animating = !animating; /* Toggle */ if (animating) { Glut.glutIdleFunc(idleDelegate); } else { Glut.glutIdleFunc(null); } break; case 27: /* Esc key */ /* Demonstrate proper deallocation of Cg runtime data structures. * Not strictly necessary if we are simply going to exit. */ Cg.cgDestroyProgram(myCgVertexProgram); Cg.cgDestroyContext(myCgContext); Environment.Exit(0); break; } }
private static void Keyboard(byte key, int x, int y) { switch (key) { case (byte)'a': case (byte)'A': solidZ = MAXZ; transparentZ = MINZ; Glut.glutIdleFunc(new Glut.IdleCallback(Idle)); break; case (byte)'r': case (byte)'R': solidZ = MAXZ; transparentZ = MINZ; Glut.glutPostRedisplay(); break; case (byte)27: Environment.Exit(0); break; default: break; } }
static void Main(string[] args) { // create an OpenGL window Glut.glutInit(); Glut.glutInitDisplayMode(Glut.GLUT_DOUBLE | Glut.GLUT_DEPTH); Glut.glutInitWindowSize(width, height); Glut.glutCreateWindow("OpenGL Tutorial"); // provide the Glut callbacks that are necessary for running this tutorial Glut.glutIdleFunc(OnRenderFrame); Glut.glutDisplayFunc(OnDisplay); Glut.glutCloseFunc(OnClose); // compile the shader program program = new ShaderProgram(VertexShader, FragmentShader); // set the view and projection matrix, which are static throughout this tutorial 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))); // create a triangle triangle = new VBO <Vector3>(new Vector3[] { new Vector3(0, 1, 0), new Vector3(-1, -1, 0), new Vector3(1, -1, 0) }); triangleElements = new VBO <uint>(new uint[] { 0, 1, 2 }, BufferTarget.ElementArrayBuffer); // create a square square = new VBO <Vector3>(new Vector3[] { new Vector3(-1, 1, 0), new Vector3(1, 1, 0), new Vector3(1, -1, 0), new Vector3(-1, -1, 0) }); squareElements = new VBO <uint>(new uint[] { 0, 1, 2, 3 }, BufferTarget.ElementArrayBuffer); Glut.glutMainLoop(); }
private static void Keyboard(byte key, int x, int y) { switch (key) { case (byte)' ': spinC = 0; toggle = !toggle; if (toggle) { Glut.glutIdleFunc(null); } else { Glut.glutIdleFunc(new Glut.IdleCallback(Idle)); } break; case 27: Environment.Exit(0); break; default: break; } Glut.glutPostRedisplay(); }
/* * creating the window for the 3d opengl graphics engine * * */ public static void displayWindow() { Glut.glutInit(); /* * Glut.GLUT_DOUBLE: Double buffer removes any tearing/flickering of the screen- * -Drawing on the back buffer (video memory) * Glut.GLUT_DEPTH: Location and color of the screen. Closest gets drawn. * */ Glut.glutInitDisplayMode(Glut.GLUT_DOUBLE | Glut.GLUT_DEPTH); Glut.glutInitWindowSize(width, height); // width and height of the engine's window Glut.glutCreateWindow("3D OpenGL Graphics Engine"); // title of the engine Glut.glutIdleFunc(OnRenderFrame); Glut.glutDisplayFunc(OnDisplay); Glut.glutCloseFunc(closeProgram); Gl.Enable(EnableCap.DepthTest); SquareDrawing(); Glut.glutMainLoop(); }
public static void Main2 (string[] argv) { Glut.glutInit(); //Glut.glutInitDisplayMode(Glut.GLUT_DOUBLE | Glut.GLUT_RGB | Glut.GLUT_ALPHA | Glut.GLUT_DEPTH); Glut.glutInitDisplayMode(Glut.GLUT_DOUBLE | Glut.GLUT_RGB | Glut.GLUT_DEPTH); Glut.glutInitWindowSize(winW, winH); Glut.glutCreateWindow("GLViewer"); Init(); //if (argv.Length <= 0) return; model = new ThreeDSFile("c:\\bmw.3ds" /*argv[0]*/).ThreeDSModel; PrintInstructions(); Glut.glutDisplayFunc(new Glut.DisplayCallback(Display)); Glut.glutIdleFunc(new Glut.IdleCallback(Idle)); Glut.glutKeyboardFunc(new Glut.KeyboardCallback(Keyboard)); Glut.glutKeyboardUpFunc(new Glut.KeyboardUpCallback(KeyboardUp)); Glut.glutReshapeFunc(new Glut.ReshapeCallback(Reshape)); Glut.glutMotionFunc(new Glut.MotionCallback(Motion)); Glut.glutMainLoop(); }
private static void Init() { Glut.glutInit(); Glut.glutInitDisplayMode(Glut.GLUT_DOUBLE | Glut.GLUT_DEPTH); Glut.glutInitWindowSize(Width, Height); ScreenWidth = Glut.glutGet(Glut.GLUT_SCREEN_WIDTH); ScreenHeight = Glut.glutGet(Glut.GLUT_SCREEN_HEIGHT); Glut.glutInitWindowPosition((ScreenWidth - Width) / 2, (ScreenHeight - Height) / 2); Glut.glutCreateWindow("Plexico 2D Game - Copyright Alex Tan 2016"); //Glut.glutGameModeString(Width+"x"+Height+":32@60"); Glut.glutSetOption(Glut.GLUT_ACTION_ON_WINDOW_CLOSE, Glut.GLUT_ACTION_CONTINUE_EXECUTION); Gl.Viewport(0, 0, Width, Height); Glut.glutReshapeFunc(OnReshape); Glut.glutDisplayFunc(delegate() { }); Glut.glutIdleFunc(MainGameLoop); //Console.SetWindowSize(Console.LargestWindowWidth / 4, Console.LargestWindowHeight / 4); //Console.SetWindowPosition(0, 0); Mode = ProgramMode.None; AssetsManager.Init(); Input.Init(); Gui.Init(); SwitchToTitleScreen(); }
static void Main(string[] args) { Glut.glutInit(); Glut.glutInitDisplayMode(Glut.GLUT_DOUBLE | Glut.GLUT_DEPTH); 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.Disable(EnableCap.DepthTest); Gl.Enable(EnableCap.Blend); 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))); // load the star texture starTexture = new Texture("star.bmp"); // each star is simply a quad star = new VBO <Vector3>(new Vector3[] { new Vector3(-1, -1, 0), new Vector3(1, -1, 0), new Vector3(1, 1, 0), new Vector3(-1, 1, 0) }); starUV = new VBO <Vector2>(new Vector2[] { new Vector2(0, 0), new Vector2(1, 0), new Vector2(1, 1), new Vector2(0, 1) }); starQuads = new VBO <int>(new int[] { 0, 1, 2, 0, 2, 3 }, BufferTarget.ElementArrayBuffer); // create 50 stars for this tutorial int numStars = 50; for (int i = 0; i < numStars; i++) { stars.Add(new Star(0, (float)i / numStars * 4f, new Vector3((float)generator.NextDouble(), (float)generator.NextDouble(), (float)generator.NextDouble()))); } 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 10"); watch = System.Diagnostics.Stopwatch.StartNew(); Glut.glutMainLoop(); }
static void Main(string[] args) { Glut.glutInit(); Glut.glutInitDisplayMode(Glut.GLUT_DOUBLE | Glut.GLUT_DEPTH); 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); program = new ShaderProgram(VertexShader, FragmentShader); 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); crateTexture = new Texture("crate.jpg"); cube = new VBO<Vector3>(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) }); // right cubeNormals = new VBO<Vector3>(new Vector3[] { new Vector3(0, 1, 0), new Vector3(0, 1, 0), new Vector3(0, 1, 0), new Vector3(0, 1, 0), new Vector3(0, -1, 0), new Vector3(0, -1, 0), new Vector3(0, -1, 0), new Vector3(0, -1, 0), new Vector3(0, 0, 1), new Vector3(0, 0, 1), new Vector3(0, 0, 1), new Vector3(0, 0, 1), new Vector3(0, 0, -1), new Vector3(0, 0, -1), new Vector3(0, 0, -1), new Vector3(0, 0, -1), new Vector3(-1, 0, 0), new Vector3(-1, 0, 0), new Vector3(-1, 0, 0), new Vector3(-1, 0, 0), new Vector3(1, 0, 0), new Vector3(1, 0, 0), new Vector3(1, 0, 0), new Vector3(1, 0, 0) }); cubeUV = new VBO<Vector2>(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) }); cubeQuads = new VBO<int>(new int[] { 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23 }, BufferTarget.ElementArrayBuffer); watch = System.Diagnostics.Stopwatch.StartNew(); Glut.glutMainLoop(); }
public static void Main() { Glut.glutInit(); Glut.glutInitDisplayMode(Glut.GLUT_DOUBLE | Glut.GLUT_DEPTH); Glut.glutInitWindowSize(width, height); Glut.glutCreateWindow("Lyubo's Coursework"); Glut.glutIdleFunc(RenderFrame); Glut.glutKeyboardFunc(KeyboardPress); Gl.Enable(EnableCap.DepthTest); ShaderProgram = new ShaderProgram(VertexShader, FragmentShader); ShaderProgram.Use(); ShaderProgram["projection_matrix"].SetValue(Matrix4.CreatePerspectiveFieldOfView(0.45f, (float)width / height, 0.1f, 1000f)); ShaderProgram["view_matrix"].SetValue(Matrix4.LookAt(new Vector3(0, 0, 10), Vector3.Zero, new Vector3(0, 1, 0))); pyramid = new VBO <Vector3>(new Vector3[] { new Vector3(0, 1, 0), new Vector3(-1, -1, 1), new Vector3(1, -1, 1), new Vector3(0, 1, 0), new Vector3(1, -1, 1), new Vector3(1, -1, -1), new Vector3(0, 1, 0), new Vector3(1, -1, -1), new Vector3(-1, -1, -1), new Vector3(0, 1, 0), new Vector3(-1, -1, -1), new Vector3(-1, -1, 1) }); pyramidColor = new VBO <Vector3>(new Vector3[] { new Vector3(0, 1, 1), new Vector3(0, 1, 1), new Vector3(0, 1, 1), new Vector3(1, 1, 0), new Vector3(1, 1, 0), new Vector3(1, 1, 0), new Vector3(1, 0, 1), new Vector3(1, 0, 1), new Vector3(1, 0, 1), new Vector3(0, 1, 0), new Vector3(0, 1, 0), new Vector3(0, 1, 0) }); pyramidTriangles = new VBO <int>(new int[] { 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11 }, BufferTarget.ElementArrayBuffer); cube = new VBO <Vector3>(new Vector3[] { new Vector3(1, 1, -1), new Vector3(-1, 1, -1), new Vector3(-1, 1, 1), new Vector3(1, 1, 1), new Vector3(1, -1, 1), new Vector3(-1, -1, 1), new Vector3(-1, -1, -1), new Vector3(1, -1, -1), new Vector3(1, 1, 1), new Vector3(-1, 1, 1), new Vector3(-1, -1, 1), new Vector3(1, -1, 1), new Vector3(1, -1, -1), new Vector3(-1, -1, -1), new Vector3(-1, 1, -1), new Vector3(1, 1, -1), new Vector3(-1, 1, 1), new Vector3(-1, 1, -1), new Vector3(-1, -1, -1), new Vector3(-1, -1, 1), new Vector3(1, 1, -1), new Vector3(1, 1, 1), new Vector3(1, -1, 1), new Vector3(1, -1, -1) }); cubeColor = new VBO <Vector3>(new Vector3[] { new Vector3(1, 0, 0), new Vector3(1, 0, 0), new Vector3(1, 0, 0), new Vector3(1, 0, 0), new Vector3(0, 0, 1), new Vector3(0, 0, 1), new Vector3(0, 0, 1), new Vector3(0, 0, 1), new Vector3(1, 1, 0), new Vector3(1, 1, 0), new Vector3(1, 1, 0), new Vector3(1, 1, 0), new Vector3(1, 0, 1), new Vector3(1, 0, 1), new Vector3(1, 0, 1), new Vector3(1, 0, 1), new Vector3(0, 1, 0), new Vector3(0, 1, 0), new Vector3(0, 1, 0), new Vector3(0, 1, 0), new Vector3(0, 1, 1), new Vector3(0, 1, 1), new Vector3(0, 1, 1), new Vector3(0, 1, 1) }); cubeQuads = new VBO <int>(new int[] { 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23 }, BufferTarget.ElementArrayBuffer); stopWatch = Stopwatch.StartNew(); Glut.glutMainLoop(); }
public MainClass(string[] args) { GlControl ViewPort = new GlControl(Width, Height); GlObjectList world = new GlObjectList(); world.Add(new LightSource()); #if !testingObjects world.Add(new TranslatedObject(new Point3D(0, -10, 0), new SkyBox())); GlObjectList casa = new GlObjectList(); casa.Add(new Casa2()); casa.Add(new Librero(new Point3D(210, 0, -318), 0)); casa.Add(new Librero(new Point3D(210, Librero.Height + .3, -316), -3)); casa.Add(new Lamp(new Point3D(60, 270, 190), 70)); casa.Add(new Refrigerador(new Point3D(-145, 0, 120), 180)); Plantilla obj = new Mesita(new Point3D(80, 0, 40), 90); casa.Add(obj); casa.Add(new TV(new Point3D(80, obj.Height + .2, 60), 0)); casa.Add(new Cama(new Point3D(370, 0, -250), 0, 100, 70)); casa.Add(new Cama(new Point3D(370, 0, -480), 0, 100, 60)); casa.Add(new Cama(new Point3D(-210, 0, -420), 0, 90, 40)); casa.Add(new Estante(new Point3D(-210, 170, -108))); obj = new Mesa(new Point3D(380, 0, 200)); casa.Add(obj); casa.Add(new Silla(new Point3D(440, 0, 160))); casa.Add(new Silla(new Point3D(440, 0, 240))); casa.Add(new Silla(new Point3D(330, 0, 160), 180)); casa.Add(new Silla(new Point3D(330, 0, 240), 180)); casa.Add(new Silla(new Point3D(385, 0, 110), 90)); casa.Add(new Silla(new Point3D(385, 0, 290), -90)); casa.Add(new Plato(new Point3D(380, obj.Height + .2, 200))); casa.Add(new Vaso(new Point3D(380, obj.Height + .2, 230))); casa.Add(new MesitaDeNoche(new Point3D(455, 0, -140), -90)); casa.Add(new MesitaDeNoche(new Point3D(455, 0, -380), -90)); casa.Add(new MesitaDeNoche(new Point3D(455, 0, -580), -90)); casa.Add(new MesitaDeNoche(new Point3D(-280, 0, -340), 90)); obj = new EstanteHorizontal(new Point3D(330, 0, -70), 180); casa.Add(obj); casa.Add(new Butaca(new Point3D(-30, 0, 200), 90, 2)); casa.Add(new Butaca(new Point3D(200, 0, 270), 250, 1)); casa.Add(new Butaca(new Point3D(200, 0, 110), -70, 1)); casa.Add(new MesetaConFregadero(new Point3D(-307, 0, -64), 0)); casa.Add(new Clock(new Point3D(485, 200, 325), 270)); GlObject c = new TranslatedObject(new Point3D(0, 0, -70), casa); world.Add(c); #endif observer = new Avatar(ViewPort, world); Glut.glutDisplayFunc(new Glut.DisplayCallback(observer.Look)); Glut.glutIdleFunc(new Glut.IdleCallback(observer.Look)); Glut.glutMainLoop(); }
static void Main() { Glut.glutInit(); Glut.glutInitDisplayMode(Glut.GLUT_DOUBLE | Glut.GLUT_DEPTH); Glut.glutInitWindowSize(width, height); Glut.glutCreateWindow("OpenGL Toutorial"); Glut.glutIdleFunc(OnRenderFrame); Glut.glutDisplayFunc(OnDisplay); Glut.glutCloseFunc(OnClose); Gl.Enable(EnableCap.DepthTest); ShaderProgram = new ShaderProgram(VertexShader, FragmentShader); ShaderProgram.Use(); ShaderProgram["projection_matrix"].SetValue(Matrix4.CreatePerspectiveFieldOfView(0.45f, (float)width / height, 0.1f, 1000f)); ShaderProgram["view_matrix"].SetValue(Matrix4.LookAt(new Vector3(0, 0, 10), Vector3.Zero, Vector3.Up)); CrateTexture = new Texture("Grass1.jpg"); cube = new VBO <Vector3>(new Vector3[] { new Vector3(1, 1, -1), new Vector3(-1, 1, -1), new Vector3(-1, 1, 1), new Vector3(1, 1, 1), new Vector3(1, -1, 1), new Vector3(-1, -1, 1), new Vector3(-1, -1, -1), new Vector3(1, -1, -1), new Vector3(1, 1, 1), new Vector3(-1, 1, 1), new Vector3(-1, -1, 1), new Vector3(1, -1, 1), new Vector3(1, -1, -1), new Vector3(-1, -1, -1), new Vector3(-1, 1, -1), new Vector3(1, 1, -1), new Vector3(-1, 1, 1), new Vector3(-1, 1, -1), new Vector3(-1, -1, -1), new Vector3(-1, -1, 1), new Vector3(1, 1, -1), new Vector3(1, 1, 1), new Vector3(1, -1, 1), new Vector3(1, -1, -1) }); int x1 = 500; int y1 = -5; int z1 = 10; int x2 = -500; int y2 = -50; int z2 = -1000; cube = new VBO <Vector3>(new Vector3[] { new Vector3(x1, y1, z2), new Vector3(x2, y1, z2), new Vector3(x2, y1, z1), new Vector3(x1, y1, z1), //top new Vector3(x1, y2, z1), new Vector3(x2, y2, z1), new Vector3(x2, y2, z2), new Vector3(x1, y2, z2), //bottom new Vector3(x1, y1, z1), new Vector3(x2, y1, z1), new Vector3(x2, y2, z1), new Vector3(x1, y2, z1), //front face new Vector3(x1, y2, z2), new Vector3(x2, y2, z2), new Vector3(x2, y1, z2), new Vector3(x1, y1, z2), //back face new Vector3(x2, y1, z1), new Vector3(x2, y1, z2), new Vector3(x2, y2, z2), new Vector3(x2, y2, z1), //left face new Vector3(x1, y1, z2), new Vector3(x1, y1, z1), new Vector3(x1, y2, z1), new Vector3(x1, y2, z2) }); //right face cubeUV = new VBO <Vector2>(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) }); cubeQuads = new VBO <int>(new int[] { 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23 }, BufferTarget.ElementArrayBuffer); watch = System.Diagnostics.Stopwatch.StartNew(); Glut.glutMainLoop(); }
static void Main(string[] args) { // create an OpenGL window Glut.glutInit(); Glut.glutInitDisplayMode(Glut.GLUT_DOUBLE | Glut.GLUT_DEPTH); Glut.glutInitWindowSize(width, height); Glut.glutCreateWindow("OpenGL Tutorial"); // provide the Glut callbacks that are necessary for running this tutorial Glut.glutIdleFunc(OnRenderFrame); Glut.glutDisplayFunc(OnDisplay); Glut.glutCloseFunc(OnClose); // enable depth testing to ensure correct z-ordering of our fragments Gl.Enable(OpenGL.EnableCap.DepthTest); // compile the shader program program = new ShaderProgram(VertexShader, FragmentShader); // set the view and projection matrix, which are static throughout this tutorial 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))); // load a crate texture crateTexture = new Texture("res/textures/willem_side.png"); // create a crate with vertices and UV coordinates cube[0] = new VBO <Vector3>(new Vector3[] { new Vector3(1, 1, -1), new Vector3(-1, 1, -1), new Vector3(-1, 1, 1), new Vector3(1, 1, 1), new Vector3(1, -1, 1), new Vector3(-1, -1, 1), new Vector3(-1, -1, -1), new Vector3(1, -1, -1), new Vector3(1, 1, 1), new Vector3(-1, 1, 1), new Vector3(-1, -1, 1), new Vector3(1, -1, 1), new Vector3(1, -1, -1), new Vector3(-1, -1, -1), new Vector3(-1, 1, -1), new Vector3(1, 1, -1), new Vector3(-1, 1, 1), new Vector3(-1, 1, -1), new Vector3(-1, -1, -1), new Vector3(-1, -1, 1), new Vector3(1, 1, -1), new Vector3(1, 1, 1), new Vector3(1, -1, 1), new Vector3(1, -1, -1) }); cubeUV[0] = new VBO <Vector2>(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) }); //crateTexture = new Texture("res/textures/crate.jpg"); cubeQuads = new VBO <uint>(new uint[] { 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23 }, BufferTarget.ElementArrayBuffer); watch = System.Diagnostics.Stopwatch.StartNew(); Glut.glutMainLoop(); }
private static void Visibility(int state) { if (state == Glut.GLUT_VISIBLE) { Glut.glutIdleFunc(new Glut.IdleCallback(Idle)); } else { Glut.glutIdleFunc(null); } }
static void Main(string[] args) { Glut.glutInit(); Glut.glutInitDisplayMode(Glut.GLUT_DOUBLE | Glut.GLUT_DEPTH); Glut.glutInitWindowSize(width, height); Glut.glutCreateWindow("Open GL Tutorial 1"); Glut.glutIdleFunc(OnRenderFrame); Glut.glutDisplayFunc(OnDisplay); Glut.glutMainLoop(); }
static void Main() { Glut.glutInit(); Glut.glutInitDisplayMode(Glut.GLUT_DOUBLE | Glut.GLUT_DEPTH); Glut.glutInitWindowSize(width, height); Glut.glutCreateWindow("FREE OBAMA PRISM (:"); Glut.glutIdleFunc(OnRenderFrame); Glut.glutDisplayFunc(OnDisplay); Glut.glutMainLoop(); }
static void Main(string[] args) { Glut.glutInit(); Glut.glutInitDisplayMode(Glut.GLUT_DOUBLE | Glut.GLUT_DEPTH); Glut.glutInitWindowSize(width, height); Glut.glutInitWindowPosition(posX, posY); Glut.glutCreateWindow(name); Glut.glutIdleFunc(OnRenderFrame); Glut.glutDisplayFunc(OnDisplay); Glut.glutMainLoop(); }
static void Main(string[] args) { Glut.glutInit(); Glut.glutInitDisplayMode(Glut.GLUT_DOUBLE | Glut.GLUT_DEPTH | Glut.GLUT_ALPHA | Glut.GLUT_STENCIL | Glut.GLUT_MULTISAMPLE); Glut.glutInitWindowSize(width, height); Glut.glutCreateWindow("OpenGL Tutorial"); Gl.Enable(EnableCap.DepthTest); Glut.glutIdleFunc(OnRenderFrame); Glut.glutDisplayFunc(OnDisplay); Glut.glutKeyboardFunc(OnKeyboardDown); Glut.glutKeyboardUpFunc(OnKeyboardUp); Glut.glutCloseFunc(OnClose); Glut.glutReshapeFunc(OnReshape); // add our mouse callbacks for this tutorial Glut.glutMouseFunc(OnMouse); Glut.glutMotionFunc(OnMove); Gl.Enable(EnableCap.Blend); Gl.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.OneMinusSrcAlpha); // create our shader program program = new ShaderProgram(VertexShader, FragmentShader); // create our camera camera = new Camera(new Vector3(0, 0, 50), Quaternion.Identity); camera.SetDirection(new Vector3(0, 0, -1)); // set up the projection and view matrix program.Use(); program["projection_matrix"].SetValue(Matrix4.CreatePerspectiveFieldOfView(0.45f, (float)width / height, 0.1f, 1000f)); program["model_matrix"].SetValue(Matrix4.Identity); objectFile = new ObjLoader("enterprise/enterprise.obj", program); // 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 16"); watch = System.Diagnostics.Stopwatch.StartNew(); Glut.glutMainLoop(); }
private static void Idle() { if (solidZ <= MINZ || transparentZ >= MAXZ) { Glut.glutIdleFunc(null); } else { solidZ -= ZINC; transparentZ += ZINC; Glut.glutPostRedisplay(); } }
public static void Execute() { Glut.glutInit(); Glut.glutInitWindowPosition(100, 100); Glut.glutInitDisplayMode(Glut.GLUT_DOUBLE | Glut.GLUT_RGBA | Glut.GLUT_DEPTH); Glut.glutInitWindowSize(width, height); Glut.glutCreateWindow("OpenGL Task1"); Glut.glutDisplayFunc(RenderWireCube); Glut.glutIdleFunc(RenderWireCube); Glut.glutSpecialFunc(specialKeys); Init(); Glut.glutMainLoop(); }
public static void Main() { Console.WriteLine(Math.Cos(DegRad(90))); Glut.glutInit(); Glut.glutInitDisplayMode(Glut.GLUT_DOUBLE | Glut.GLUT_DEPTH); Glut.glutInitWindowSize(DefaultWidth, DefaultHeight); Glut.glutCreateWindow("OpenGL Toutorial"); Glut.glutIdleFunc(OnRenderFrame); Glut.glutDisplayFunc(OnDisplay); Glut.glutCloseFunc(OnClose); Glut.glutKeyboardFunc(OnKeyboardDown); Glut.glutKeyboardUpFunc(OnKeyboardUp); Glut.glutReshapeFunc(OnReshape); Floor.DefObject(); Object_List.Add(Floor); Box.DefObject(); Object_List.Add(Box); Gl.Enable(EnableCap.DepthTest); Shader_Program = new ShaderProgram(VertexShader, FragmentShader); Shader_Program.Use(); Shader_Program["projection_matrix"].SetValue(Matrix4.CreatePerspectiveFieldOfView(0.45f, (float)CurrentHeight / CurrentHeight, 0.1f, 1000f)); Shader_Program["view_matrix"].SetValue(Matrix4.LookAt(new Vector3(0, 0, 10), Vector3.Zero, Vector3.Up)); Texture1 = new Texture("Grass1.jpg"); Texture2 = new Texture("Grass2.jpg"); /*Cube = new VBO<Vector3>(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 face * new Vector3(1, 1, -1), new Vector3(1, 1, 1), new Vector3(1, -1, 1), new Vector3(1, -1, -1) }); //right face * CubeUV = new VBO<Vector2>(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) }); * CubeQuads = new VBO<int>(new int[] { 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23 }, BufferTarget.ElementArrayBuffer);*/ watch = System.Diagnostics.Stopwatch.StartNew(); Glut.glutMainLoop(); }
static void Main(string[] args) { // create an OpenGL window Glut.glutInit(); Glut.glutInitDisplayMode(Glut.GLUT_DOUBLE | Glut.GLUT_DEPTH); Glut.glutInitWindowSize(width, height); Glut.glutCreateWindow("OpenGL Tutorial"); // provide the Glut callbacks that are necessary for running this tutorial Glut.glutIdleFunc(OnRenderFrame); Glut.glutDisplayFunc(OnDisplay); Glut.glutMainLoop(); }
public static void Main(string[] args) { Glut.glutInit(); Glut.glutInitDisplayMode(Glut.GLUT_DOUBLE | Glut.GLUT_RGB); Glut.glutInitWindowSize(256, 256); Glut.glutInitWindowPosition(50, 50); Glut.glutCreateWindow("Rotate"); Glut.glutDisplayFunc(new Glut.DisplayCallback(Display)); Glut.glutIdleFunc(new Glut.IdleCallback(Idle)); Glut.glutKeyboardFunc(new Glut.KeyboardCallback(Keyboard)); Glut.glutReshapeFunc(new Glut.ReshapeCallback(Reshape)); Glut.glutMainLoop(); }
public static void Main(string[] args) { try { if (args.Length > 1) { if (args[1] == "-h") { Console.WriteLine(args[0] + " [lines] [step]"); Environment.Exit(0); } else { points = Int32.Parse(args[1]); if (args.Length > 2) { step = Single.Parse(args[2]); } } } } catch (Exception e) { Console.WriteLine("Error parsing commandline. lines should be an integer, step should be a float. Try again.\n\n" + e.ToString()); Environment.Exit(-1); } Glut.glutInit(); Glut.glutInitDisplayMode(Glut.GLUT_DOUBLE | Glut.GLUT_RGBA); Glut.glutInitWindowSize(320, 320); Glut.glutInitWindowPosition(50, 50); Glut.glutCreateWindow("Qix"); Glut.glutDisplayFunc(new Glut.DisplayCallback(Display)); Glut.glutIdleFunc(new Glut.IdleCallback(Idle)); Glut.glutReshapeFunc(new Glut.ReshapeCallback(Reshape)); if (screensaver) { FullscreenMode(); } else { WindowedMode(); } InitLines(); Glut.glutMainLoop(); }
private static void InitializeGlut() { Glut.glutInit(); Glut.glutInitDisplayMode(Glut.GLUT_DOUBLE | Glut.GLUT_DEPTH); Glut.glutInitWindowSize(ConfigurationHandler.WindowWidth, ConfigurationHandler.WindowHeight); Glut.glutCreateWindow("Tetris"); Glut.glutFullScreen(); Glut.glutIdleFunc(OnRenderFrame); Glut.glutDisplayFunc(OnDisplay); Glut.glutCloseFunc(OnClose); Glut.glutKeyboardFunc(KeyboardManager.OnKeyboardDown); Glut.glutSpecialFunc(KeyboardManager.OnSpecialKeyboardDown); Glut.glutSpecialUpFunc(KeyboardManager.OnSpecialKeyboardUp); }
static void Main(string[] args) { Glut.glutInit(); Initialisation_3D(); Glut.glutReshapeFunc(On_Changement_Taille_Fenetre); Glut.glutDisplayFunc(Afficher_Ma_Scene); Glut.glutKeyboardFunc(Gestion_Clavier); Glut.glutSpecialFunc(Gestion_Touches_Speciales); Glut.glutIdleFunc(Animation_Scene); Glut.glutMouseFunc(Gestion_Bouton_Souris); Glut.glutMouseWheelFunc(Gestion_Molette); Glut.glutPassiveMotionFunc(Gestion_Souris_Libre); Glut.glutMotionFunc(Gestion_Souris_Clique); Initialisation_Animation(); Glut.glutMainLoop(); }
static void Main() { Glut.glutInit(); Glut.glutSetOption(Glut.GLUT_MULTISAMPLE, 8); Glut.glutInitDisplayMode(Glut.GLUT_DOUBLE | Glut.GLUT_RGBA | Glut.GLUT_DEPTH | Glut.GLUT_MULTISAMPLE); Glut.glutInitWindowSize(Globals.defaultwindowwidth, Globals.defaultwindowheight); Glut.glutCreateWindow("Marvis Console"); init_graphics(); Glut.glutDisplayFunc(on_display); Glut.glutPassiveMotionFunc(on_mousemove); Glut.glutMotionFunc(on_mousemove); Glut.glutMouseFunc(on_mouseclick); Glut.glutMouseWheelFunc(on_mousewheel); Glut.glutIdleFunc(idle); Glut.glutReshapeFunc(on_reshape); Glut.glutMainLoop(); }