/// <summary>
        /// Setup OpenGL and load resources here.
        /// </summary>
        /// <param name="e">Not used.</param>
        protected override void OnLoad(EventArgs e)
        {
            GL.ClearColor(0.1f, 0.3f, 0.6f, 0.0f); /* Blue background */

            this.CgContext = CgNet.Context.Create();
            CgGL.SetDebugMode(false);
            this.CgContext.ParameterSettingMode = ParameterSettingMode.Deferred;

            vertexProfile = ProfileClass.Vertex.GetLatestProfile();
            vertexProfile.SetOptimalOptions();

            vertexProgram =
                this.CgContext.CreateProgramFromFile(
                    ProgramType.Source, /* Program in human-readable form */
                    VertexProgramFileName, /* Name of file containing program */
                    vertexProfile, /* Profile: OpenGL ARB vertex program */
                    VertexProgramName, /* Entry function name */
                    null); /* No extra compiler options */
            vertexProgram.Load();

            fragmentProfile = ProfileClass.Fragment.GetLatestProfile();
            fragmentProfile.SetOptimalOptions();

            fragmentProgram =
                this.CgContext.CreateProgramFromFile(
                    ProgramType.Source, /* Program in human-readable form */
                    FragmentProgramFileName, /* Name of file containing program */
                    fragmentProfile, /* Profile: OpenGL ARB vertex program */
                    FragmentProgramName, /* Entry function name */
                    null); /* No extra compiler options */
            fragmentProgram.Load();
        }
        /// <summary>
        /// Setup OpenGL and load resources here.
        /// </summary>
        /// <param name="e">Not used.</param>
        protected override void OnLoad(EventArgs e)
        {
            GL.ClearColor(0.1f, 0.3f, 0.6f, 0.0f); /* Blue background */

            this.CgContext = CgNet.Context.Create();

            CgGL.SetDebugMode(false);
            this.CgContext.ParameterSettingMode = ParameterSettingMode.Deferred;

            vertexProfile = ProfileClass.Vertex.GetLatestProfile();
            vertexProfile.SetOptimalOptions();

            this.CgContext.SetCompilerIncludeString("shader/output.cg",
            @"
            struct Output {
                float4 position : POSITION;
                float3 color    : COLOR;
            };");

            this.CgContext.SetCompilerIncludeString("shader/vertexProgram.cg",
            @"
            #include ""output.cg""
            Output vertexProgram(float2 position : POSITION)
            {
                Output OUT;
                OUT.position = float4(position,0,1);
                OUT.color = float3(0,1,0);
                return OUT;
            }");

            vertexProgram =
              this.CgContext.CreateProgram(
                ProgramType.Source,                 /* Program in human-readable form */
               "#include \"vertexProgram.cg\"\n",
                vertexProfile,         /* Profile: OpenGL ARB vertex program */
                "vertexProgram",           /* Entry function name */
                Args);                    /* Include path options */
            vertexProgram.Load();
        }
Exemple #3
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        /// <summary>
        /// Setup OpenGL and load resources here.
        /// </summary>
        /// <param name="e">Not used.</param>
        protected override void OnLoad(EventArgs e)
        {
            GL.ClearColor(0.1f, 0.3f, 0.6f, 0.0f); /* Blue background */

            GL.PixelStore(PixelStoreParameter.UnpackAlignment, 1); /* Tightly packed texture data. */
            GL.Enable(EnableCap.Texture2D);
            GL.BindTexture(TextureTarget.Texture2D, 666);

            GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.Rgb8, 128, 128, 0,
                          PixelFormat.Rgb, PixelType.UnsignedByte, ImageDemon.Array);

            GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Linear);

            this.CgContext = CgNet.Context.Create();

            CgGL.SetDebugMode(false);
            this.CgContext.ParameterSettingMode = ParameterSettingMode.Deferred;

            vertexProfile = ProfileClass.Vertex.GetLatestProfile();
            vertexProfile.SetOptimalOptions();

            vertexProgram =
                this.CgContext.CreateProgramFromFile(
                    ProgramType.Source, /* Program in human-readable form */
                    VertexProgramFileName, /* Name of file containing program */
                    vertexProfile, /* Profile: OpenGL ARB vertex program */
                    VertexProgramName, /* Entry function name */
                    null); /* No extra compiler options */

            vertexProgram.Load();

            /* No uniform vertex program parameters expected. */
            fragmentProfile = ProfileClass.Fragment.GetLatestProfile();
            fragmentProfile.SetOptimalOptions();

            fragmentProgram =
                this.CgContext.CreateProgramFromFile(
                    ProgramType.Source, /* Program in human-readable form */
                    FragmentProgramFileName, /* Name of file containing program */
                    fragmentProfile, /* Profile: OpenGL ARB vertex program */
                    FragmentProgramName, /* Entry function name */
                    null); /* No extra compiler options */

            fragmentProgram.Load();

            this.fragmentParamDecal = fragmentProgram.GetNamedParameter("decal");

            this.fragmentParamDecal.SetTexture(666);
        }
Exemple #4
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        /// <summary>
        /// Setup OpenGL and load resources here.
        /// </summary>
        /// <param name="e">Not used.</param>
        protected override void OnLoad(EventArgs e)
        {
            this.ResetParticles();

            GL.ClearColor(0.2f, 0.6f, 1.0f, 1); /* Blue background */
            GL.PointSize(6.0f);
            GL.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.OneMinusSrcAlpha);
            GL.Enable(EnableCap.PointSmooth);
            GL.Enable(EnableCap.Blend);
            GL.Enable(EnableCap.Texture1D);
            this.CgContext = CgNet.Context.Create();
            CgGL.SetDebugMode(false);

            vertexProfile = ProfileClass.Vertex.GetLatestProfile();
            vertexProfile.SetOptimalOptions();

            vertexProgram =
                this.CgContext.CreateProgramFromFile(
                    ProgramType.Source, /* Program in human-readable form */
                    VertexProgramFileName, /* Name of file containing program */
                    vertexProfile, /* Profile: OpenGL ARB vertex program */
                    VertexProgramName, /* Entry function name */
                    null); /* No extra compiler options */

            vertexProgram.Load();

            this.vertexParamGlobalTime =
                vertexProgram.GetNamedParameter("globalTime");

            this.vertexParamAcceleration =
                vertexProgram.GetNamedParameter("acceleration");

            this.vertexParamModelViewProj =
                vertexProgram.GetNamedParameter("modelViewProj");

            fragmentProfile = ProfileClass.Fragment.GetLatestProfile();
            fragmentProfile.SetOptimalOptions();

            fragmentProgram =
                this.CgContext.CreateProgramFromFile(
                    ProgramType.Source, /* Program in human-readable form */
                    FragmentProgramFileName, /* Name of file containing program */
                    fragmentProfile, /* Profile: OpenGL ARB vertex program */
                    FragmentProgramName, /* Entry function name */
                    null); /* No extra compiler options */
            fragmentProgram.Load();
        }
        /// <summary>
        /// Setup OpenGL and load resources here.
        /// </summary>
        /// <param name="e">Not used.</param>
        protected override void OnLoad(EventArgs e)
        {
            GL.ClearColor(0.1f, 0.3f, 0.6f, 0.0f); /* Blue background */
            GL.Enable(EnableCap.DepthTest);
            GL.Enable(EnableCap.Texture2D);
            GL.PixelStore(PixelStoreParameter.UnpackAlignment, 1); /* Tightly packed texture data. */

            GL.GenTextures(2, texObj);

            GL.BindTexture(TextureTarget.Texture2D, texObj[1]);
            /* Load each mipmap level of range-compressed 128x128 brick normal
               map texture. */
            unsafe
            {
                fixed (byte* b = ImageBrick.Array)
                {
                    byte* image = b;

                    int size;
                    int level;
                    for (size = 128, level = 0;
                         size > 0;
                         image += 3 * size * size, size /= 2, level++)
                    {
                        GL.TexImage2D(TextureTarget.Texture2D, level,
                                      PixelInternalFormat.Rgba8, size, size, 0,
                                      PixelFormat.Rgb, PixelType.UnsignedByte, new IntPtr(image));
                    }
                }
            }

            GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)All.LinearMipmapLinear);

            GL.BindTexture(TextureTarget.TextureCubeMap, texObj[0]);
            /* Load each 32x32 face (without mipmaps) of range-compressed "normalize
               vector" cube map. */
            unsafe
            {
                fixed (byte* b = ImageNormcm.Array)
                {
                    byte* image = b;

                    int face;
                    for (face = 0;
                         face < 6;
                         face++, image += 3 * 32 * 32)
                    {
                        GL.TexImage2D(TextureTarget.TextureCubeMapPositiveX + face, 0,
                                      PixelInternalFormat.Rgba8, 32, 32, 0,
                                      PixelFormat.Rgb, PixelType.UnsignedByte, new IntPtr(image));
                    }
                }
            }

            GL.TexParameter(TextureTarget.TextureCubeMap, TextureParameterName.TextureMinFilter, (int)All.Linear);
            GL.TexParameter(TextureTarget.TextureCubeMap, TextureParameterName.TextureWrapS, (int)All.ClampToEdge);
            GL.TexParameter(TextureTarget.TextureCubeMap, TextureParameterName.TextureWrapT, (int)All.ClampToEdge);

            this.CgContext = CgNet.Context.Create();
            CgGL.SetDebugMode(false);
            this.CgContext.ParameterSettingMode = ParameterSettingMode.Deferred;
            this.CgContext.SetManageTextureParameters(true);

            vertexProfile = ProfileClass.Vertex.GetLatestProfile();
            vertexProfile.SetOptimalOptions();

            vertexProgram =
                this.CgContext.CreateProgramFromFile(
                    ProgramType.Source, /* Program in human-readable form */
                    VertexProgramFileName, /* Name of file containing program */
                    vertexProfile, /* Profile: OpenGL ARB vertex program */
                    VertexProgramName, /* Entry function name */
                    null); /* No extra compiler options */
            vertexProgram.Load();

            this.myCgVertexParam_lightPosition =
                vertexProgram.GetNamedParameter("lightPosition");

            this.myCgVertexParam_eyePosition =
                vertexProgram.GetNamedParameter("eyePosition");

            this.myCgVertexParam_modelViewProj =
                vertexProgram.GetNamedParameter("modelViewProj");

            fragmentProfile = ProfileClass.Fragment.GetLatestProfile();
            fragmentProfile.SetOptimalOptions();

            fragmentProgram =
                this.CgContext.CreateProgramFromFile(
                    ProgramType.Source, /* Program in human-readable form */
                    FragmentProgramFileName, /* Name of file containing program */
                    fragmentProfile, /* Profile: OpenGL ARB vertex program */
                    FragmentProgramName, /* Entry function name */
                    null); /* No extra compiler options */
            fragmentProgram.Load();

            myCgFragmentParam_ambient =
                fragmentProgram.GetNamedParameter("ambient");
            myCgFragmentParam_ambient.Set(0.2f);

            myCgFragmentParam_LMd =
                fragmentProgram.GetNamedParameter("LMd");
            myCgFragmentParam_LMd.Set(0.8f, 0.7f, 0.2f);

            myCgFragmentParam_LMs =
                fragmentProgram.GetNamedParameter("LMs");
            myCgFragmentParam_LMs.Set(0.5f, 0.5f, 0.8f);

            myCgFragmentParam_normalMap =
                fragmentProgram.GetNamedParameter("normalMap");

            myCgFragmentParam_normalizeCube =
                fragmentProgram.GetNamedParameter("normalizeCube");

            myCgFragmentParam_normalizeCube2 =
                fragmentProgram.GetNamedParameter("normalizeCube2");

            myCgFragmentParam_normalMap.SetTexture(texObj[1]);
            myCgFragmentParam_normalizeCube.SetTexture(texObj[0]);
            myCgFragmentParam_normalizeCube2.SetTexture(texObj[0]);
        }
        /// <summary>
        /// Setup OpenGL and load resources here.
        /// </summary>
        /// <param name="e">Not used.</param>
        protected override void OnLoad(EventArgs e)
        {
            GL.ClearColor(0.1f, 0.3f, 0.6f, 0.0f); /* Blue background */
            GL.Enable(EnableCap.DepthTest);
            this.CgContext = CgNet.Context.Create();

            CgGL.SetDebugMode(false);
            this.CgContext.ParameterSettingMode = ParameterSettingMode.Deferred;

            vertexProfile = ProfileClass.Vertex.GetLatestProfile();
            vertexProfile.SetOptimalOptions();

            vertexProgram =
                this.CgContext.CreateProgramFromFile(
                    ProgramType.Source, /* Program in human-readable form */
                    vertexProgramFileName, /* Name of file containing program */
                    vertexProfile, /* Profile: OpenGL ARB vertex program */
                    vertexProgramName, /* Entry function name */
                    null); /* No extra compiler options */
            vertexProgram.Load();

            this.myCgVertexParam_modelViewProj = vertexProgram.GetNamedParameter("modelViewProj");

            fragmentProfile = ProfileClass.Fragment.GetLatestProfile();
            fragmentProfile.SetOptimalOptions();

            /* Specify "color passthrough" fragment program with a string. */
            fragmentProgram =
                this.CgContext.CreateProgramFromFile(
                    ProgramType.Source, /* Program in human-readable form */
                    fragmentProgramFileName,
                    fragmentProfile, /* Profile: latest fragment profile */
                    fragmentProgramName, /* Entry function name */
                    null); /* No extra compiler options */
            fragmentProgram.Load();

            this.myCgFragmentParam_globalAmbient = fragmentProgram.GetNamedParameter("globalAmbient");
            this.myCgFragmentParam_lightColor = fragmentProgram.GetNamedParameter("lightColor");
            this.myCgFragmentParam_lightPosition = fragmentProgram.GetNamedParameter("lightPosition");
            this.myCgFragmentParam_eyePosition = fragmentProgram.GetNamedParameter("eyePosition");
            this.myCgFragmentParam_Ke = fragmentProgram.GetNamedParameter("Ke");
            this.myCgFragmentParam_Ka = fragmentProgram.GetNamedParameter("Ka");
            this.myCgFragmentParam_Kd = fragmentProgram.GetNamedParameter("Kd");
            this.myCgFragmentParam_Ks = fragmentProgram.GetNamedParameter("Ks");
            this.myCgFragmentParam_shininess = fragmentProgram.GetNamedParameter("shininess");

            /* Set light source color parameters once. */
            this.myCgFragmentParam_globalAmbient.Set(this.myGlobalAmbient);
            this.myCgFragmentParam_lightColor.Set(this.myLightColor);
        }
        /// <summary>
        /// Setup OpenGL and load resources here.
        /// </summary>
        /// <param name="e">Not used.</param>
        protected override void OnLoad(EventArgs e)
        {
            GL.ClearColor(0.1f, 0.3f, 0.6f, 0.0f); /* Blue background */
            GL.Enable(EnableCap.DepthTest);
            this.CgContext = CgNet.Context.Create();
            CgGL.SetDebugMode(false);
            this.CgContext.ParameterSettingMode = ParameterSettingMode.Deferred;

            vertexProfile = ProfileClass.Vertex.GetLatestProfile();
            vertexProfile.SetOptimalOptions();

            vertexProgram =
                this.CgContext.CreateProgramFromFile(
                    ProgramType.Source, /* Program in human-readable form */
                    VertexProgramFileName, /* Name of file containing program */
                    vertexProfile, /* Profile: OpenGL ARB vertex program */
                    VertexProgramName, /* Entry function name */
                    null); /* No extra compiler options */
            vertexProgram.Load();

            this.vertexParamModelViewProj = vertexProgram.GetNamedParameter("modelViewProj");
            this.vertexParamTime = vertexProgram.GetNamedParameter("time");
            this.vertexParamFrequency = vertexProgram.GetNamedParameter("frequency");
            this.vertexParamScaleFactor = vertexProgram.GetNamedParameter("scaleFactor");
            this.vertexParamKd = vertexProgram.GetNamedParameter("Kd");
            this.vertexParamShininess = vertexProgram.GetNamedParameter("shininess");
            this.vertexParamEyePosition = vertexProgram.GetNamedParameter("eyePosition");
            this.vertexParamLightPosition = vertexProgram.GetNamedParameter("lightPosition");
            this.vertexParamLightColor = vertexProgram.GetNamedParameter("lightColor");

            /* Set light source color parameters once. */
            this.vertexParamLightColor.Set(myLightColor);

            this.vertexParamScaleFactor.Set(0.3f);
            this.vertexParamFrequency.Set(2.4f);
            this.vertexParamShininess.Set(35f);

            fragmentProfile = ProfileClass.Fragment.GetLatestProfile();
            fragmentProfile.SetOptimalOptions();

            fragmentProgram =
                this.CgContext.CreateProgram(
                    ProgramType.Source, /* Program in human-readable form */
                    "float4 main(float4 c : COLOR) : COLOR { return c; }",
                    fragmentProfile, /* Profile: OpenGL ARB vertex program */
                    "main", /* Entry function name */
                    null); /* No extra compiler options */
            fragmentProgram.Load();

            /* Specify vertex program for rendering the light source with a string. */
            this.lightVertexProgram =
                this.CgContext.CreateProgram(
                    ProgramType.Source, /* Program in human-readable form */
                    @"void main(inout float4 p : POSITION,
                uniform float4x4 modelViewProj,
                out float4 c : COLOR)
                { p = mul(modelViewProj, p); c = float4(1,1,0,1); }",
                    vertexProfile, /* Profile: latest fragment profile */
                    "main", /* Entry function name */
                    null); /* No extra compiler options */

            this.lightVertexProgram.Load();

            this.lightVertexParamModelViewProj =
                this.lightVertexProgram.GetNamedParameter("modelViewProj");
        }
        /// <summary>
        /// Setup OpenGL and load resources here.
        /// </summary>
        /// <param name="e">Not used.</param>
        protected override void OnLoad(EventArgs e)
        {
            GL.ClearColor(0.1f, 0.1f, 0.1f, 0.0f);
            GL.Enable(EnableCap.DepthTest);
            this.CgContext = CgNet.Context.Create();

            CgGL.SetDebugMode(false);
            this.CgContext.ParameterSettingMode = ParameterSettingMode.Deferred;
            this.CgContext.SetManageTextureParameters(true);

            vertexProfile = ProfileClass.Vertex.GetLatestProfile();
            vertexProfile.SetOptimalOptions();

            vertexProgram =
                this.CgContext.CreateProgramFromFile(
                    ProgramType.Source, /* Program in human-readable form */
                    VertexProgramFileName, /* Name of file containing program */
                    vertexProfile, /* Profile: OpenGL ARB vertex program */
                    VertexProgramName, /* Entry function name */
                    null); /* No extra compiler options */
            vertexProgram.Load();

            this.myCgVertexParamModelViewProj = vertexProgram.GetNamedParameter("modelViewProj");
            this.myCgVertexParamLightPosition = vertexProgram.GetNamedParameter("lightPosition");
            this.myCgVertexParamKd = vertexProgram.GetNamedParameter("Kd");
            this.myCgVertexParamTextureMatrix = vertexProgram.GetNamedParameter("textureMatrix");

            /* Set light source color parameters once. */
            this.myCgVertexParamKd.Set(this.kd);

            fragmentProfile = ProfileClass.Fragment.GetLatestProfile();
            fragmentProfile.SetOptimalOptions();

            /* Specify "color passthrough" fragment program with a string. */
            fragmentProgram =
                this.CgContext.CreateProgramFromFile(
                    ProgramType.Source, /* Program in human-readable form */
                    FragmentProgramFileName,
                    fragmentProfile, /* Profile: latest fragment profile */
                    FragmentProgramName, /* Entry function name */
                    null); /* No extra compiler options */
            fragmentProgram.Load();
            this.SetupDemonSampler();
        }
Exemple #9
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        /// <summary>
        /// Setup OpenGL and load resources here.
        /// </summary>
        /// <param name="e">Not used.</param>
        protected override void OnLoad(EventArgs e)
        {
            GL.ClearColor(0.1f, 0.3f, 0.6f, 0.0f); /* Blue background */

            this.CgContext = CgNet.Context.Create();
            CgGL.SetDebugMode(false);
            this.CgContext.ParameterSettingMode = ParameterSettingMode.Deferred;

            geometryProfile = ProfileType.GlslG;
            CgGL.SetOptimalOptions(geometryProfile);

            geometryProgram =
             Program.CreateFromFile(
                CgContext,                /* Cg runtime context */
                ProgramType.Source,                  /* Program in human-readable form */
                GeometryProgramFileName,  /* Name of file containing program */
                geometryProfile,        /* Profile: OpenGL ARB geometry program */
                GeometryProgramName,      /* Entry function name */
                null);                      /* No extra compiler options */

            var x = CgContext.LastListing;

            vertexProfile = ProfileType.GlslV;
            vertexProfile.SetOptimalOptions();

            vertexProgram =
               Program.CreateFromFile(
                 CgContext,              /* Cg runtime context */
                 ProgramType.Source,                /* Program in human-readable form */
                 VertexProgramFileName,  /* Name of file containing program */
                 vertexProfile,        /* Profile: OpenGL ARB vertex program */
                 VertexProgramName,      /* Entry function name */
                 null);                    /* No extra compiler options */

            fragmentProfile = ProfileType.GlslF;
             fragmentProfile.SetOptimalOptions();

            fragmentProgram =
              Program.CreateFromFile(
                CgContext,                /* Cg runtime context */
                ProgramType.Source,                  /* Program in human-readable form */
                FragmentProgramFileName,  /* Name of file containing program */
                fragmentProfile,        /* Profile: OpenGL ARB fragment program */
                FragmentProgramName,      /* Entry function name */
                null);                      /* No extra compiler options */

            combinedProgram = Program.Combine(vertexProgram, fragmentProgram, geometryProgram);
            combinedProgram.Load();
            Debug.Assert(combinedProgram.DomainsCount == 3);

            vertexProgram.Dispose();
            geometryProgram.Dispose();
            fragmentProgram.Dispose();

            paramShrinkFactor = combinedProgram.GetNamedParameter("shrinkFactor");
        }
        /// <summary>
        /// Setup OpenGL and load resources here.
        /// </summary>
        /// <param name="e">Not used.</param>
        protected override void OnLoad(EventArgs e)
        {
            GL.ClearColor(0.1f, 0.3f, 0.6f, 0.0f); /* Blue background */

            this.CgContext = CgNet.Context.Create();
            CgGL.SetDebugMode(false);
            this.CgContext.ParameterSettingMode = ParameterSettingMode.Deferred;

            vertexProfile = ProfileClass.Vertex.GetLatestProfile();
            vertexProfile.SetOptimalOptions();

            vertexProgram =
                this.CgContext.CreateProgramFromFile(
                    ProgramType.Source, /* Program in human-readable form */
                    VertexProgramFileName, /* Name of file containing program */
                    vertexProfile, /* Profile: OpenGL ARB vertex program */
                    VertexProgramName, /* Entry function name */
                    null); /* No extra compiler options */
            vertexProgram.Load();

            this.vertexParamModelViewProj = vertexProgram.GetNamedParameter("modelViewProj");

            fragmentProfile = ProfileClass.Fragment.GetLatestProfile();
            fragmentProfile.SetOptimalOptions();

            /* Specify fragment program with a string. */
            fragmentProgram =
                this.CgContext.CreateProgram(
                    ProgramType.Source, /* Program in human-readable form */
                    "float4 main(uniform float4 c) : COLOR { return c; }",
                    fragmentProfile, /* Profile: latest fragment profile */
                    "main", /* Entry function name */
                    null); /* No extra compiler options */
            fragmentProgram.Load();

            this.fragmentParamC = fragmentProgram.GetNamedParameter("c");
        }