Example #1
0
        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.Disable(EnableCap.DepthTest);
            Gl.Enable(EnableCap.Blend);
            Gl.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.OneMinusSrcAlpha);

            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, Vector3.Up));

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

            glassTexture = new Texture("glass.bmp");

            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();
        }
Example #2
0
        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, Vector3.Up));

            // 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<int>(new int[] { 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<int>(new int[] { 0, 1, 2, 3 }, BufferTarget.ElementArrayBuffer);

            Glut.glutMainLoop();
        }
Example #3
0
        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(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, Vector3.Up));

            // create a pyramid with vertices and colors
            pyramid = new VBO<Vector3>(new Vector3[] {
                new Vector3(0, 1, 0), new Vector3(-1, -1, 1), new Vector3(1, -1, 1),        // front face
                new Vector3(0, 1, 0), new Vector3(1, -1, 1), new Vector3(1, -1, -1),        // right face
                new Vector3(0, 1, 0), new Vector3(1, -1, -1), new Vector3(-1, -1, -1),      // back face
                new Vector3(0, 1, 0), new Vector3(-1, -1, -1), new Vector3(-1, -1, 1) });   // left face
            pyramidColor = new VBO<Vector3>(new Vector3[] {
                new Vector3(1, 0, 0), new Vector3(0, 1, 0), new Vector3(0, 0, 1),
                new Vector3(1, 0, 0), new Vector3(0, 0, 1), new Vector3(0, 1, 0),
                new Vector3(1, 0, 0), new Vector3(0, 1, 0), new Vector3(0, 0, 1),
                new Vector3(1, 0, 0), new Vector3(0, 0, 1), 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);

            // create a cube with vertices and colors
            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(0, 1, 0), new Vector3(0, 1, 0), new Vector3(0, 1, 0), new Vector3(0, 1, 0),
                new Vector3(1, 0.5, 0), new Vector3(1, 0.5, 0), new Vector3(1, 0.5, 0), new Vector3(1, 0.5, 0),
                new Vector3(1, 0, 0), new Vector3(1, 0, 0), new Vector3(1, 0, 0), new Vector3(1, 0, 0),
                new Vector3(1, 1, 0), new Vector3(1, 1, 0), new Vector3(1, 1, 0), new Vector3(1, 1, 0),
                new Vector3(0, 0, 1), new Vector3(0, 0, 1), new Vector3(0, 0, 1), new Vector3(0, 0, 1),
                new Vector3(1, 0, 1), new Vector3(1, 0, 1), new Vector3(1, 0, 1), new Vector3(1, 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();
        }
Example #4
0
 /// <summary>
 /// Gets the location of the parameter in a compiled OpenGL program.
 /// </summary>
 /// <param name="Program">Specifies the shader program that contains this parameter.</param>
 public void GetLocation(ShaderProgram Program)
 {
     Program.Use();
     if (programid == 0)
     {
         programid = Program.ProgramID;
         location  = (ptype == OpenGL.ParamType.Uniform ? Program.GetUniformLocation(name) : Program.GetAttributeLocation(name));
     }
 }
Example #5
0
        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, Vector3.Up));

            // 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(generator.NextDouble(), generator.NextDouble(), 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();
        }
Example #6
0
        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);
            Gl.Enable(EnableCap.Blend);
            Gl.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.OneMinusSrcAlpha);

            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);

            // 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();
        }
Example #7
0
        public void drawToPickBuffer(ShaderProgram shader, Matrix4 view)
        {
            shader.Use();
            shader.setUniform("model", this.transform);
            shader.setUniform("view", view);
            shader.setUniform("pickColor", this.pickColor);

            Vao.Bind();

            GL.DrawArrays(PrimitiveType.Triangles, 0, Vao.Lenth);

            Vao.Unbind();
        }
Example #8
0
        public void draw(Camera cam)
        {
            GL.DepthFunc(DepthFunction.Lequal);
            GL.CullFace(CullFaceMode.Front);

            GL.BindTexture(TextureTarget.TextureCubeMap, Texture);

            Shader.Use();
            Shader.setUniform("proj", cam.Projection);
            Shader.setUniform("view", cam.Transfrom);

            GL.BindVertexArray(vao);
            //GL.DrawArrays(PrimitiveType.Quads, 0, verts_f.Length);
            GL.DrawElements(PrimitiveType.Quads, elems_u.Length, DrawElementsType.UnsignedInt, 0);
            GL.BindVertexArray(0);

            GL.DepthFunc(DepthFunction.Less);
            GL.CullFace(CullFaceMode.Back);
        }
Example #9
0
 /// <summary>
 /// Gets the location of the parameter in a compiled OpenGL program.
 /// </summary>
 /// <param name="Program">Specifies the shader program that contains this parameter.</param>
 public void GetLocation(ShaderProgram Program)
 {
     Program.Use();
     if (programid == 0)
     {
         programid = Program.ProgramID;
         location = (ptype == OpenGL.ParamType.Uniform ? Program.GetUniformLocation(name) : Program.GetAttributeLocation(name));
     }
 }
Example #10
0
 /// <summary>
 /// Get the index of a uniform block in the provided shader program.
 /// Note:  This method will use the provided shader program, so make sure to
 /// store which program is currently active and reload it if required.
 /// </summary>
 /// <param name="program">The shader program that contains the uniform block.</param>
 /// <param name="uniformBlockName">The uniform block name.</param>
 /// <returns>The index of the uniform block.</returns>
 public static uint GetUniformBlockIndex(ShaderProgram program, string uniformBlockName)
 {
     program.Use();  // take care of a crash that can occur on NVIDIA drivers by using the program first
     return(GetUniformBlockIndex(program.ProgramID, uniformBlockName));
 }
Example #11
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);

            // add our mouse callbacks for this tutorial
            Glut.glutMouseFunc(OnMouse);
            Glut.glutMotionFunc(OnMove);

            Gl.Enable(EnableCap.DepthTest);
            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, 10), 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["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  15");

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

            Glut.glutMainLoop();
        }
Example #12
0
        static void Main(string[] args)
        {
            timefromstart = System.Diagnostics.Stopwatch.StartNew();
            Console.WriteLine("Initializing GLUT - {0}s", getTimeFromStart().ToString());
            Glut.glutInit();
            Glut.glutInitDisplayMode(Glut.GLUT_DOUBLE | Glut.GLUT_DEPTH);
            Glut.glutInitWindowSize(width, height);
            Glut.glutCreateWindow("kVoxGame");
            Console.WriteLine("GLUT window created - {0}s", getTimeFromStart().ToString());

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

            //Mouse
            Glut.glutMouseFunc(OnMouse);
            Glut.glutMotionFunc(OnMove);

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

            Console.WriteLine("GLUT callbacks binded - {0}s", getTimeFromStart().ToString());

            Gl.Enable(EnableCap.DepthTest);
            Gl.Enable(EnableCap.Blend);
            Gl.Enable(EnableCap.Multisample);
            Gl.Enable(EnableCap.SampleAlphaToCoverage);
            Gl.Enable(EnableCap.FragmentLightingSgix);
            Gl.Enable(EnableCap.CullFace);

            Console.WriteLine("GL Enables enabled :D - {0}s", getTimeFromStart().ToString());

            skydomeTexture = new Texture("skydome.jpg");

            //Gl.PolygonMode(MaterialFace.FrontAndBack, PolygonMode.Line);
            // create main shader program
            terrainSP = new ShaderProgram(terrainVS, terrainFS);
            terrainSP.Use();
            terrainSP["color"].SetValue(new Vector3(0, 0.8, 0));
            projectionMatrix = Matrix4.CreatePerspectiveFieldOfView(0.45f, (float)width / height, 0.1f, 1000f);
            terrainSP["projection_matrix"].SetValue(projectionMatrix);
            terrainSP["model_matrix"].SetValue(Matrix4.CreateTranslation(new Vector3(0, 0, 0)) * Matrix4.CreateRotation(new Vector3(0, 0, 0), 0.0f));
            Console.WriteLine("Shader program (main) compiled and data injected - {0}s", getTimeFromStart().ToString());

            // create main skybox program
            skyboxSP = new ShaderProgram(skyboxVS, skyboxFS);
            skyboxSP.Use();
            skyboxSP["color"].SetValue(new Vector3(0.2, 1.0, 1.0));
            skyboxSP["resolution"].SetValue(new Vector2(width, height));
            projectionMatrix = Matrix4.CreatePerspectiveFieldOfView(0.45f, (float)width / height, 0.1f, 1000f);
            skyboxSP["projection_matrix"].SetValue(projectionMatrix);
            skyboxSP["model_matrix"].SetValue(Matrix4.CreateTranslation(new Vector3(0, 0, 0)) * Matrix4.CreateRotation(new Vector3(0, 0, 0), 0.0f));
            Console.WriteLine("Shader program (skybox) compiled and data injected - {0}s", getTimeFromStart().ToString());

            //Setup camera
            camera = new Camera(new Vector3(0, 0, 10), Quaternion.Identity);
            camera.SetDirection(new Vector3(0, 0, -1));

            Console.WriteLine("Cam setup complete - {0}s", getTimeFromStart().ToString());

            watch = System.Diagnostics.Stopwatch.StartNew();
            chunks = new VoxelChunk[4];
            //instance few voxel chunks
            chunks[0] = new VoxelChunk(0,0);
            chunks[1] = new VoxelChunk(0, 32);
            chunks[2] = new VoxelChunk(32, 0);
            chunks[3] = new VoxelChunk(32, 32);
            Console.WriteLine("Chunks added to array - {0}s", getTimeFromStart().ToString());

            //init frustum
            frustum = new Frustum();
            frustum.UpdateFrustum(projectionMatrix, camera.ViewMatrix);
            Console.WriteLine("starting main GLUT loop - {0}s", getTimeFromStart().ToString());

            Glut.glutMainLoop();
        }
Example #13
0
        public Scene(InputPanel ip)
        {
            //Stops GLUT trying to re-initialise if it has already been initialised.
            int glutTime = Glut.glutGet(Glut.GLUT_ELAPSED_TIME);
            if (glutTime <= 0)
            {
                Glut.glutInit();
            }

            //Initialises GLUT
            Glut.glutInitDisplayMode(Glut.GLUT_DOUBLE | Glut.GLUT_DEPTH);
            Glut.glutInitWindowSize(width, height);
            Glut.glutCreateWindow("Scene");

            Glut.glutSetOption(Glut.GLUT_ACTION_ON_WINDOW_CLOSE, 1);
            Glut.glutCloseFunc(closeFunc);

            Glut.glutIdleFunc(OnRenderFrame);

            Gl.Enable(EnableCap.Blend);

            //Creates the rendering ShaderProgram
            program = new ShaderProgram(VertexShader, FragmentShader);

            program.Use();
            program["projection_matrix"].SetValue(Matrix4.CreatePerspectiveFieldOfView(0.45f, (float)width / height, 0.1f, 1000f));
            resetCamera();

            //Initialises colors
            colors[0] = new Vector3(1, 0.5f, 0);
            colors[1] = new Vector3(1, 1, 0);
            colors[2] = new Vector3(0.5f, 1, 0);
            colors[3] = new Vector3(0, 1, 0);
            colors[4] = new Vector3(0, 1, 0.5f);
            colors[5] = new Vector3(0, 0.5f, 1);
            colors[6] = new Vector3(0, 0, 1);
            colors[7] = new Vector3(0.5f, 0, 1);
            colors[8] = new Vector3(1, 0, 1);
            colors[9] = new Vector3(1, 0, 0.5f);

            //Starts the Stopwatch
            watch = System.Diagnostics.Stopwatch.StartNew();

            inputPanel = ip;

            //Enters the main loop
            Glut.glutMainLoop();
        }
Example #14
0
        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.Enable(EnableCap.DepthTest);
            Gl.Enable(EnableCap.Blend);

            // 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);

            // load the flag texture
            flagTexture = new Texture("flag.png");

            // create the flag, which is just a plane with a certain number of segments
            List<Vector3> vertices = new List<Vector3>();
            List<Vector2> uvs = new List<Vector2>();
            List<int> triangles = new List<int>();
            for (int x = 0; x < 40; x++)
            {
                for (int y = 0; y < 40; y++)
                {
                    vertices.Add(new Vector3((x - 20) / 5.0, (y - 20) / 10.0, 0));
                    uvs.Add(new Vector2(x / 39.0, 1 - y / 39.0));

                    if (y == 39 || x == 39) continue;

                    triangles.Add(x * 40 + y);
                    triangles.Add((x + 1) * 40 + y);
                    triangles.Add((x + 1) * 40 + y + 1);

                    triangles.Add(x * 40 + y);
                    triangles.Add((x + 1) * 40 + y + 1);
                    triangles.Add(x * 40 + y + 1);
                }
            }

            flagVertices = new VBO<Vector3>(vertices.ToArray());
            flagUVs = new VBO<Vector2>(uvs.ToArray());
            flagTriangles = new VBO<int>(triangles.ToArray(), BufferTarget.ElementArrayBuffer);

            // 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  11");

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

            Glut.glutMainLoop();
        }
Example #15
0
        static void Main(string[] args)
        {
            Glut.glutInit();
            Glut.glutInitDisplayMode(Glut.GLUT_DOUBLE | Glut.GLUT_DEPTH | Glut.GLUT_MULTISAMPLE);
            Glut.glutInitWindowSize(width, height);
            int window = Glut.glutCreateWindow("VoxelEngine");

            Console.WriteLine("OpenGL Version: {0}", Gl.Version());

            Console.WriteLine("Loading shaders...");

            orthoShader = LoadShader("ortho_vs", "ortho_fs");
            if (orthoShader == null)
            {
                Glut.glutHideWindow();
                Console.WriteLine("Error loading shaders.");
                Console.ReadKey(true);
                return;
            }

            Console.WriteLine("Loaded shaders successfully.");

            Console.WriteLine("Creating Glut Window...");

            Glut.glutIdleFunc(OnRenderFrame);
            Glut.glutDisplayFunc(OnDisplay);
            Glut.glutCloseFunc(OnClose);
            Glut.glutKeyboardFunc(OnKeyboardDown);
            Glut.glutKeyboardUpFunc(OnKeyboardUp);
            Glut.glutMouseFunc(OnMouse);
            Glut.glutMotionFunc(OnMove);
            Glut.glutReshapeFunc(OnReshape);
            Glut.glutMouseWheelFunc(OnMouseWheel);
            Glut.glutPassiveMotionFunc(OnPassiveMove);

            gizmo = new Gizmo();
            camera = new Camera(new Vector3(0, 48, 0), Quaternion.Identity);
            testViewMatrix = camera.ViewMatrix;

            VoxelChunkManager.Instance.projectionMatrix = Matrix4.CreatePerspectiveFieldOfView(fov, aspect, near, far);

            float nearTop = near * (float)Math.Tan(fov / 2f);
            float nearBottom = -nearTop;
            float nearRight = nearTop * aspect;
            float nearLeft = -nearRight;

            float farTop = far * (float)Math.Tan(fov / 2f);
            float farBottom = -farTop;
            float farRight = farTop * aspect;
            float farLeft = -farRight;

            frustumVertices = new VBO<Vector3>(new Vector3[] {
                new Vector3(nearLeft, nearTop, -near),new Vector3(nearRight, nearTop, -near),new Vector3(nearRight, nearBottom, -near),new Vector3(nearLeft, nearBottom, -near),
                new Vector3(farLeft, farTop, -far),new Vector3(farRight, farTop, -far),new Vector3(farRight, farBottom, -far),new Vector3(farLeft, farBottom, -far)
            });

            frustumIndices = new VBO<int>(new int[] {
                0, 1, 2, 3,
                4, 5, 1, 0,
                1, 5, 6, 2,
                4, 0, 3, 7,
                5, 4, 7, 6,
                6, 7, 3, 2
            }, BufferTarget.ElementArrayBuffer);

            int radius = 2;
            for (int i = -radius; i <= radius; i++)
            {
                for (int j = -radius; j <= radius; j++)
                {
                    VoxelChunkManager.Instance.LoadChunk(i, j);
                }
            }

            //screenQuad = Geometry.CreateQuad(orthoShader, new Vector2(-0.5, 0.5), new Vector2(1, 1), new Vector2(0, 0), new Vector2(1, 1));
            //fbo = new FBO(new System.Drawing.Size(width, height),
            //                new FramebufferAttachment[] {
            //                FramebufferAttachment.ColorAttachment0Ext },
            //                PixelInternalFormat.Rgb8, true);

            Gl.Enable(EnableCap.DepthTest);
            Gl.Enable(EnableCap.CullFace);
            Gl.FrontFace(FrontFaceDirection.Cw);
            Gl.CullFace(CullFaceMode.Back);

            //Gl.Enable(EnableCap.Multisample);

            Gl.ClearColor(0.53f, 0.8f, 0.92f, 1);

            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, "");

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

            Console.WriteLine("Entering main loop...");
            Glut.glutMainLoop();
        }
Example #16
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();
        }