コード例 #1
0
        /*
         * 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();
        }
コード例 #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, 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();
        }
コード例 #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);
            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();
        }
コード例 #4
0
        /*private void keyboard(byte key, int x, int y)
         * {
         *      int mod = Glut.glutGetModifiers();
         *              if(mod==Glut.GLUT_ACTIVE_CTRL) ctrl=true;
         *              else ctrl=false;
         * }*/

        /**
         * luo glut ikkuna, aseta callbackit ja luo tyhjä texture
         */
        void create(int width, int height)
        {
            Glut.glutInit();
            Glut.glutInitDisplayMode(Glut.GLUT_DOUBLE | Glut.GLUT_RGB);
            Glut.glutInitWindowSize(width, height);
            Glut.glutInitWindowPosition(100, 100);
            Glut.glutCreateWindow("CSPaint");

            Glut.glutDisplayFunc(new Glut.DisplayCallback(display));
            Glut.glutMouseFunc(new Glut.MouseCallback(mouseButton));
            Glut.glutMotionFunc(new Glut.MotionCallback(mouseMotion));
            Glut.glutCloseFunc(new Glut.CloseCallback(closeWindow));
            Glut.glutReshapeFunc(new Glut.ReshapeCallback(reshape));
            //Glut.glutKeyboardFunc(new Glut.KeyboardCallback(keyboard));

            Gl.glDisable(Gl.GL_LIGHTING);
            Gl.glClearColor(1, 1, 1, 1);
            Gl.glClear(Gl.GL_COLOR_BUFFER_BIT);
            Gl.glDisable(Gl.GL_CULL_FACE);

            Gl.glDisable(Gl.GL_DEPTH_TEST);
            Gl.glMatrixMode(Gl.GL_PROJECTION);
            Gl.glLoadIdentity();
            Gl.glOrtho(0, width, height, 0, -1, 1);
            Gl.glMatrixMode(Gl.GL_MODELVIEW);
            Gl.glLoadIdentity();

            // luo yksi taso
            newLayer();
        }
コード例 #5
0
 /**
  * loppulätinät
  */
 public void shutdown()
 {
     running = false;
     Glut.glutMouseFunc(null);
     Glut.glutMotionFunc(null);
     Glut.glutCloseFunc(null);
     Glut.glutReshapeFunc(null);
 }
コード例 #6
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, 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();
        }
コード例 #7
0
ファイル: Program.cs プロジェクト: tuvshinot/csharp
        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();
        }
コード例 #8
0
        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();
        }
コード例 #9
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(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();
        }
コード例 #10
0
ファイル: Program.cs プロジェクト: kanta8819/opengl4tutorials
        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();
        }
コード例 #11
0
ファイル: Program.cs プロジェクト: ConnerTenn/Legacy_CSHARP
        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();
        }
コード例 #12
0
ファイル: Program.cs プロジェクト: Ofri-Chen/Tetris
        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);
        }
コード例 #13
0
        public void Init()
        {
            //Open GL init
            #region
            Glut.glutInit();
            Glut.glutInitDisplayMode(Glut.GLUT_DOUBLE | Glut.GLUT_DEPTH);
            Glut.glutInitWindowSize(width, height);
            Glut.glutCreateWindow("Maraca craft");

            Glut.glutIdleFunc(OnRenderFrame);
            Glut.glutDisplayFunc(OnDisplay);
            Glut.glutCloseFunc(OnClose);
            Glut.glutKeyboardFunc(OnKeyboardDown);

            Gl.ClearColor(0, 0, 0, 1);

            //Alpha enabled
            Gl.Enable(EnableCap.DepthTest);
            Gl.Enable(EnableCap.Blend);
            Gl.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.OneMinusSrcAlpha);
            #endregion

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

            //Create perspective
            program.Use();
            program["projection_matrix"].SetValue(
                Matrix4.CreatePerspectiveFieldOfView(0.95f,
                                                     (float)width / height, 0.1f, 1000f));
            Vector3 camPos = new Vector3(0, 0, 0);
            //-5 3 -5
            program["view_matrix"].SetValue(
                Matrix4.CreateTranslation(new Vector3(0, 0, 0)) *
                Matrix4.LookAt(new Vector3(0, 0, -1),
                               camPos,
                               new Vector3(0, 1, 0)));


            player = new Player(0, 0, 0);
            CreateModels();

            Glut.glutMainLoop();
        }
コード例 #14
0
        static void Main()
        {
            // create an OpenGL window
            Glut.glutInit();
            Glut.glutInitDisplayMode(Glut.GLUT_DOUBLE | Glut.GLUT_DEPTH);
            Glut.glutInitWindowSize(width, height);
            Glut.glutCreateWindow("OpenGL UI: Example 1");

            // provide the Glut callbacks that are necessary for running this tutorial
            Glut.glutIdleFunc(OnRenderFrame);
            Glut.glutDisplayFunc(() => { });    // only here for mac os x
            Glut.glutCloseFunc(OnClose);
            Glut.glutMouseFunc(OnMouseClick);
            Glut.glutMotionFunc(OnMouseMove);
            Glut.glutPassiveMotionFunc(OnMouseMove);
            Glut.glutReshapeFunc(OnResize);
            Glut.glutKeyboardFunc(OnKeyboard);

            // enable depth testing to ensure correct z-ordering of our fragments
            Gl.Enable(EnableCap.DepthTest);
            Gl.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.OneMinusSrcAlpha);

            // initialize the user interface
            OpenGL.UI.UserInterface.InitUI(width, height);

            // create some centered text
            OpenGL.UI.Text welcome = new OpenGL.UI.Text(OpenGL.UI.Text.FontSize._24pt, "Welcome to OpenGL", OpenGL.UI.BMFont.Justification.Center);
            welcome.RelativeTo = OpenGL.UI.Corner.Center;

            // create some colored text
            OpenGL.UI.Text coloredText = new OpenGL.UI.Text(OpenGL.UI.Text.FontSize._24pt, "using C#", OpenGL.UI.BMFont.Justification.Center);
            coloredText.Position   = new Point(0, -30);
            coloredText.Color      = new Vector3(0.2f, 0.3f, 1f);
            coloredText.RelativeTo = OpenGL.UI.Corner.Center;

            // add the two text object to the UI
            OpenGL.UI.UserInterface.AddElement(welcome);
            OpenGL.UI.UserInterface.AddElement(coloredText);

            // enter the glut main loop (this is where the drawing happens)
            Glut.glutMainLoop();
        }
コード例 #15
0
ファイル: CallbacksHandler.cs プロジェクト: Publol/Engine
        public static void Build()
        {
            for (int i = 0; i < _keysArrayUp.Length; i++)
            {
                _keysArrayUp[i] = true;
            }

            Glut.glutDisplayFunc(OnDisplay);

            Glut.glutReshapeFunc(OnReshape);

            Glut.glutCloseFunc(OnClose);

            Glut.glutKeyboardFunc(OnKeyboard);

            Glut.glutKeyboardUpFunc(OnKeyboardUp);


            Glut.glutTimerFunc(100, RenderTimer, 0);
        }
コード例 #16
0
ファイル: Program.cs プロジェクト: wirasandiki/opengl
        static void Main(string[] args)
        {
            wplayer.URL = "song.mp3";
            wplayer.controls.stop();

            Glut.glutInit();
            Glut.glutInitDisplayMode(Glut.GLUT_DOUBLE | Glut.GLUT_DEPTH | Glut.GLUT_MULTISAMPLE);
            Glut.glutInitWindowSize(width, height);
            Glut.glutCreateWindow("UAS IF3260 - Grafika Komputer");

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

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

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

            Gl.Enable(EnableCap.DepthTest);
            Gl.Enable(EnableCap.Multisample);
            Gl.Enable(EnableCap.ProgramPointSize);
            Gl.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.One);

            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, 6), new Vector3(1.2f, 0.2f, 0f), new Vector3(0, 1, 0)));

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

            carmodel = new CarModel();
            rain     = new Rain();
            smoke    = new Smoke();

            watch = System.Diagnostics.Stopwatch.StartNew();
            Glut.glutMainLoop();
        }
コード例 #17
0
        public static void Main()
        {
            Glut.glutInit();
            Glut.glutInitDisplayMode(Glut.GLUT_DOUBLE | Glut.GLUT_DEPTH);
            Glut.glutInitWindowSize(DefaultWidth, DefaultHeight);
            Glut.glutCreateWindow("OpenGL Toutorial");

            Camera camera = new Camera();

            Glut.glutIdleFunc(OnRenderFrame);
            Glut.glutDisplayFunc(OnDisplay);
            Glut.glutCloseFunc(OnClose);
            Glut.glutKeyboardFunc(OnKeyboardDown);
            Glut.glutKeyboardUpFunc(OnKeyboardUp);
            Glut.glutReshapeFunc(camera.OnReshape);

            Gl.Enable(EnableCap.DepthTest);

            Texture1 = 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),     //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);

            Glut.glutMainLoop();
        }
コード例 #18
0
ファイル: Program.cs プロジェクト: tuvshinot/csharp
        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, new Vector3(0, 1, 0)));

            // create a triangle with vertices and colors
            triangle         = new VBO <Vector3>(new Vector3[] { new Vector3(0, 1, 0), new Vector3(-1, -1, 0), new Vector3(1, -1, 0) });
            triangleColor    = new VBO <Vector3>(new Vector3[] { new Vector3(1, 0, 0), new Vector3(0, 1, 0), new Vector3(0, 0, 1) });
            triangleElements = new VBO <int>(new int[] { 0, 1, 2 }, BufferTarget.ElementArrayBuffer);

            // create a square with vertices an colors
            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);
            squareColor    = new VBO <Vector3>(new Vector3[] { new Vector3(0.5f, 0.5f, 1), new Vector3(0.5f, 0.5f, 1), new Vector3(0.5f, 0.5f, 1), new Vector3(0.5f, 0.5f, 1) });

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

            Glut.glutMainLoop();
        }
コード例 #19
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, new Vector3(0, 1, 0)));
            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 <uint>    triangles = new List <uint>();

            for (int x = 0; x < 40; x++)
            {
                for (int y = 0; y < 40; y++)
                {
                    vertices.Add(new Vector3((x - 20) / 5.0f, (y - 20) / 10.0f, 0));
                    uvs.Add(new Vector2(x / 39.0f, 1 - y / 39.0f));

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

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

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

            flagVertices  = new VBO <Vector3>(vertices.ToArray());
            flagUVs       = new VBO <Vector2>(uvs.ToArray());
            flagTriangles = new VBO <uint>(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();
        }
コード例 #20
0
        static void Main(string[] args)
        {
            Glut.glutInit();
            Glut.glutInitDisplayMode(Glut.GLUT_DOUBLE | Glut.GLUT_DEPTH | Glut.GLUT_MULTISAMPLE);   // multisampling makes things beautiful!
            Glut.glutInitWindowSize(width, height);
            Glut.glutCreateWindow("OpenGL Tutorial");

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

            Glut.glutMainLoop();
        }
コード例 #21
0
        static void Main(string[] args)
        {
            Glut.glutInit();
            //двойная буфферизация и буфер глубины
            //двойная буфферизация позволяет избежать проблем с отрисовкой(юзер видит как оно рисуется)
            //Сначала рисуется на "Заднем" кадре, а потом меняет местами кадры
            //буфер глубины хранит не только инфу о цветах, но и на какой глубине они находятся на экране(избегает overdrawing) Ближайший объект будет отрисован, а на заднем фоне удален
            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.glutMouseFunc(OnMouseMove);


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

            //тестим порядок Z координаты фрагментов. Без нее будет пздц
            //Depth тест не рисует все что на "заднем плане"
            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,
                                                      //условия когда объект больше не рендерится(ближе 0.1, дальше 1000)
                                                      0.1f,
                                                      1000f));
            program["view_matrix"].SetValue(Matrix4.LookAt(
                                                new Vector3(0, 0, 10), //в 10 юнитах от источника
                                                Vector3.Zero,          //смотри на источниk
                                                Vector3.Up));          //направление вверх?
            program["light_direction"].SetValue(new Vector3(0, 0, 1));
            program["enable_lighting"].SetValue(lightning);
            //загрузка текстуры
            texture = new Texture("glass.bmp");
            //куб
            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),     //верх
                new Vector3(1, -1, 1), new Vector3(-1, -1, 1), new Vector3(-1, -1, -1), new Vector3(1, -1, -1), //низ
                new Vector3(1, 1, 1), new Vector3(-1, 1, 1), new Vector3(-1, -1, 1), new Vector3(1, -1, 1),     //фронт
                new Vector3(1, -1, -1), new Vector3(-1, -1, -1), new Vector3(-1, 1, -1), new Vector3(1, 1, -1), //тыл
                new Vector3(-1, 1, 1), new Vector3(-1, 1, -1), new Vector3(-1, -1, -1), new Vector3(-1, -1, 1), //лево
                new Vector3(1, 1, -1), new Vector3(1, 1, 1), new Vector3(1, -1, 1), new Vector3(1, -1, -1)
            });                                                                                                 //право
            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)
            });
            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),     //указывает прямо вверх
                new Vector3(0, -1, 0), new Vector3(0, -1, 0), new Vector3(0, -1, 0), new Vector3(0, -1, 0), //указывает вниз
                new Vector3(0, 0, 1), new Vector3(0, 0, 1), new Vector3(0, 0, 1), new Vector3(0, 0, 1),     //указывает вперед
                new Vector3(0, 0, -1), new Vector3(0, 0, -1), new Vector3(0, 0, -1), new Vector3(0, 0, -1), //указывает назад
                new Vector3(-1, 0, 0), new Vector3(-1, 0, 0), new Vector3(-1, 0, 0), new Vector3(-1, 0, 0), //указывает влево
                new Vector3(1, 0, 0), new Vector3(1, 0, 0), new Vector3(1, 0, 0), new Vector3(1, 0, 0)      //указывает вправо
            });
            cubeElements = 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);


            Console.WriteLine("Я консоль для проверки корректности введенных вами данных");
            //начало таймера
            watch = System.Diagnostics.Stopwatch.StartNew();
            Glut.glutMainLoop();
        }
コード例 #22
0
ファイル: Program.cs プロジェクト: ZLecter/OpenGL
        static void Main(string[] args)
        {
            //Open GL init
            #region
            Glut.glutInit();
            Glut.glutInitDisplayMode(Glut.GLUT_DOUBLE | Glut.GLUT_DEPTH);
            Glut.glutInitWindowSize(width, height);
            Glut.glutCreateWindow("Tu mama es maraca");

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

            Gl.ClearColor(0, 0, 0, 1);

            //Alpha enabled
            Gl.Enable(EnableCap.DepthTest);
            Gl.Enable(EnableCap.Blend);
            Gl.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.OneMinusSrcAlpha);
            #endregion

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

            //Create perspective
            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)));

            //random texture for each
            if (numShapes > maxX * maxY)
            {
                numShapes = maxX * maxY;
            }
            texRandom    = new int[numShapes];
            crateTexture = new Texture("crate.jpg");
            rectTexture  = new Texture("4922.jpg");
            pyTexture    = new Texture("tile.jpg");
            Random r = new Random();
            for (int i = 0; i < numShapes; i++)
            {
                texRandom[i] = r.Next(3);
            }


            //Cube vertices and uv
            #region
            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),
            }
                );
            cubeElements = 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
                );
            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)
            }
                );
            #endregion

            Glut.glutMainLoop();
        }
コード例 #23
0
ファイル: Program.cs プロジェクト: zzz3230/opengl4tutorials
        static void Main(string[] args)
        {
            Glut.glutInit();
            Glut.glutInitDisplayMode(Glut.GLUT_DOUBLE | Glut.GLUT_DEPTH | Glut.GLUT_MULTISAMPLE);   // multisampling makes things beautiful!
            Glut.glutInitWindowSize(width, height);
            Glut.glutCreateWindow("OpenGL Tutorial");

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

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

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

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

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

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

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

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

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

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

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

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

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

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

            Glut.glutMainLoop();
        }
コード例 #24
0
        static void Main(string[] args)
        {
            System.Diagnostics.Debug.Print("{0}", a.DothisVertexThing1(1));

            //Open an opengl window
            Glut.glutInit();
            Glut.glutInitDisplayMode(Glut.GLUT_DOUBLE | Glut.GLUT_DEPTH);
            Glut.glutInitWindowSize(width, height);
            Glut.glutCreateWindow("OpenGL Testing");

            //provide the Glut callbacks that are necessary fro running this tutorial
            Glut.glutIdleFunc(OnRenderFrame);
            Glut.glutDisplayFunc(OnDisplay);
            Glut.glutCloseFunc(OnClose);
            Glut.glutKeyboardUpFunc(OnKeyboardUp);
            Glut.glutKeyboardFunc(OnKeyboardDown);
            Glut.glutReshapeFunc(OnReshape);

            // enable depth otesting to ensure correct z-ordering
            Gl.Disable(EnableCap.DepthTest);
            Gl.Enable(EnableCap.Blend);
            Gl.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.OneMinusSrcAlpha);

            //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.UnitY));

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

            //load our crate texture
            glassTexture = new Texture("glass.bmp");


            //create 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),     //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
                new Vector3(1, -1, -1), new Vector3(-1, -1, -1), new Vector3(-1, 1, -1), new Vector3(1, 1, -1), //back
                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
            });

            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)
            });
            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)
            });

            cubeElements = 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();
        }
コード例 #25
0
        static void Main(string[] args)
        {
            //Open GL init
            #region
            Glut.glutInit();
            Glut.glutInitDisplayMode(Glut.GLUT_DOUBLE | Glut.GLUT_DEPTH);
            Glut.glutInitWindowSize(width, height);
            Glut.glutCreateWindow("Tu mama es maraca");

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

            Gl.ClearColor(0, 0, 0, 1);

            //Alpha enabled
            Gl.Enable(EnableCap.DepthTest);
            Gl.Enable(EnableCap.Blend);
            Gl.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.OneMinusSrcAlpha);
            #endregion

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

            //Create perspective
            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)));


            float anglePerFace = (float)360 / FACES;
            Console.WriteLine("ANGLE PER FACE: " + anglePerFace);
            Vector3[] v        = new Vector3[FACES * 3];
            Vector3   prevVert = new Vector3(RADIUS, 0, 0);
            for (int i = 0, currentFace = 1; i < FACES * 3; i += 3, currentFace++)
            {
                float angle = currentFace * anglePerFace;
                float x     = (float)Math.Cos(angle * (Math.PI / 180)) * RADIUS;
                float y     = (float)Math.Sin(angle * (Math.PI / 180)) * RADIUS;
                v[i]     = new Vector3(0, 0, 0);
                v[i + 1] = prevVert;
                v[i + 2] = new Vector3(x, y, 0);
                prevVert = v[i + 2];

                Console.WriteLine(angle);
                Console.WriteLine("Current Face: " + currentFace);
                Console.WriteLine("VERTEX: " + i + " X: " + v[i].X + " Y: " + v[i].Y);
                Console.WriteLine("VERTEX: " + (i + 1) + " X: " + v[i + 1].X + " Y: " + v[i + 1].Y);
                Console.WriteLine("VERTEX: " + (i + 2) + " X: " + v[i + 2].X + " Y: " + v[i + 2].Y);
                Console.WriteLine("---------------");
            }

            #region
            crateTexture = new Texture("crate.jpg");
            cube         = new VBO <Vector3>(v);

            int[] ce = new int[FACES * 3];
            for (int i = 0; i < FACES * 3; i++)
            {
                ce[i] = i;
                Console.Write(i + " ");
            }
            cubeElements = new VBO <int>(
                ce,
                BufferTarget.ElementArrayBuffer
                );

            Vector2[] uv = new Vector2[FACES * 4];
            for (int i = 0; i < FACES * 4; i += 4)
            {
                uv[i]     = new Vector2(0, 0);
                uv[i + 1] = new Vector2(1, 0);
                uv[i + 2] = new Vector2(1, 1);
                uv[i + 3] = new Vector2(0, 1);
            }
            cubeUV = new VBO <Vector2>(uv);
            #endregion

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

            Glut.glutMainLoop();
        }
コード例 #26
0
        private void StartOpenGl()
        {
            exit = false;
            Glut.glutInit();


            Glut.glutInitDisplayMode(Glut.GLUT_DOUBLE | Glut.GLUT_DEPTH | Glut.GLUT_ALPHA | Glut.GLUT_STENCIL |
                                     Glut.GLUT_MULTISAMPLE);

            // http://www.lighthouse3d.com/cg-topics/glut-and-freeglut/
            // Note: glutSetOption is only available with freeglut
            Glut.glutSetOption(Glut.GLUT_ACTION_ON_WINDOW_CLOSE, Glut.GLUT_ACTION_GLUTMAINLOOP_RETURNS);

            Glut.glutInitWindowSize(width, height);
            Glut.glutCreateWindow("OpenGL Test");


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

            Glut.glutKeyboardFunc(OnKeyboardDown);
            Glut.glutSpecialFunc(OnSpecialKeyboardDown);
            Glut.glutKeyboardUpFunc(OnKeyboardUp);
            Glut.glutSpecialUpFunc(OnSpecialKeyboardUp);

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

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

            #region GL_VERSION

            //this will return your version of opengl
            int major, minor;
            major = Gl.GetInteger(GetPName.MajorVersion);
            minor = Gl.GetInteger(GetPName.MinorVersion);
            GameCore.TheGameCore.RaiseMessage("Major " + major + " Minor " + minor);
//            Console.WriteLine("Major " + major + " Minor " + minor);
            //you can also get your GLSL version, although not sure if it varies from the above
            GameCore.TheGameCore.RaiseMessage("GLSL " + Gl.GetString(StringName.ShadingLanguageVersion));

            #endregion

            Gl.Enable(EnableCap.DepthTest);

            Gl.Enable(EnableCap.Blend);
            Gl.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.OneMinusSrcAlpha);

            RenderObjects.RenderObjects.TheResourceManager = theResourceManager;

            Camera camera = new Camera(new Vector3(0, 20, 10), Quaternion.Identity);
            camera.SetDirection(new Vector3(1, -3, -1));
            TheGameStatus.TheEnvironment = new Environment();
            TheGameStatus.TheCamera      = camera;

            theSceneManager = new SceneManager(TheGameStatus, TheUserInputPlayer, theKeyBindings,
                                               theResourceManager, new RenderStatus()
            {
                Width = width, Height = height
            });

            theSceneManager.AddCamera(camera);

            theSceneManager.AddLayer(new RenderLayerSkyBox());
            theSceneManager.AddLayer(new RenderLayerGame());
            theSceneManager.AddLayer(new RenderLayerMapDrawArrays());
            theSceneManager.AddLayer(new RenderLayerHud());
            theSceneManager.AddLayer(layerInfo = new RenderLayerTextInfo());


            theSceneManager.OnLoad();

            watch = Stopwatch.StartNew();

            Glut.glutMainLoop();


            GameCore.TheGameCore.OnGameEventHandler(new GameEventArgs(GameEventArgs.Types.RendererExited));
        }
コード例 #27
0
        static void Main(string[] args)
        {
            while (true)
            {
                try
                {
                    Console.WriteLine("Input the number of levels to recurse. Must be greater than or equal to zero.\r\n" +
                                      "Mouse to look and WASD to move. Hold R to run. F to toggle fullscreen.\r\n" +
                                      "O to toggle between walking and flying. When flying, use E/Q to ascend/descend.");
                    if ((levelNum = Convert.ToInt32(Console.ReadLine())) >= 0)
                    {
                        break;
                    }
                }
                catch
                {
                    Console.WriteLine("Please input an integer greater than or equal to zero.");
                }
            }

            // init GLUT and create window
            Glut.glutInit();
            Glut.glutInitDisplayMode(Glut.GLUT_DOUBLE | Glut.GLUT_DEPTH | Glut.GLUT_MULTISAMPLE);   // multisampling purportedly "makes things beautiful!"
            Glut.glutInitWindowSize(width, height);
            Glut.glutCreateWindow("Fractal");

            // register main loop callbacks
            Glut.glutDisplayFunc(renderScene);
            Glut.glutIdleFunc(idle);
            Glut.glutCloseFunc(onClose);

            //register resize callback
            Glut.glutReshapeFunc(OnReshape);

            // register keyboard callbacks
            Glut.glutKeyboardFunc(OnKeyboardDown);
            Glut.glutKeyboardUpFunc(OnKeyboardUp);

            // register mouse callbacks
            Glut.glutMotionFunc(OnMove);
            Glut.glutPassiveMotionFunc(OnMove);

            //hide mouse
            Glut.glutSetCursor(Glut.GLUT_CURSOR_NONE);

            //enable depth testing
            Gl.Enable(EnableCap.DepthTest);

            //enable alpha blending
            Gl.Enable(EnableCap.Blend);
            Gl.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.OneMinusSrcAlpha);

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

            //make a camera
            camera = new Camera(new Vector3(0, 0, 0), Quaternion.Identity); //set the camera starting location here
            camera.SetDirection(new Vector3(0, 0, -1));

            // set the view and projection matrix
            program.Use();
            program["projection_matrix"].SetValue(Matrix4.CreatePerspectiveFieldOfView(0.90f, (float)width / height, 0.01f, 1000f));

            program["light_direction"].SetValue(new Vector3(-0.3f, -0.8f, -0.7f));  //pink
            program["light2_direction"].SetValue(new Vector3(0.7f, -0.8f, 0.3f));   //cyan
            program["light3_direction"].SetValue(new Vector3(0.3f, -0.8f, 0.7f));   //celadon
            program["light4_direction"].SetValue(new Vector3(-0.7f, -0.8f, -0.3f)); //yellow
            program["enable_lighting"].SetValue(lighting);

            //set background color
            Gl.ClearColor(0.99f, 0.93f, 0.85f, 1f);

            // load each block's model and decomposition rule from files and add to blockRef
            int fCount = Directory.GetFiles("assets", "*", SearchOption.TopDirectoryOnly).Length;

            for (int n = 0; n < fCount / 2; ++n)
            {
                List <Vector3> indexVertices = new List <Vector3>();
                List <Vector3> indexNormals  = new List <Vector3>();
                List <Vector3> vertices      = new List <Vector3>();
                List <Vector3> normals       = new List <Vector3>();
                List <Vector3> edgeVertices  = new List <Vector3>();

                StreamReader sr = new StreamReader("assets/" + n.ToString() + ".txt");
                while (!sr.EndOfStream)
                {
                    string[] fields = sr.ReadLine().Split();
                    if (fields[0] == "v") //a vertex
                    {
                        Vector3 vertex = new Vector3(Convert.ToSingle(fields[1]), Convert.ToSingle(fields[2]), Convert.ToSingle(fields[3]));
                        indexVertices.Add(vertex);
                    }
                    else if (fields[0] == "vn") //a vertex normal
                    {
                        Vector3 normal = new Vector3(Convert.ToSingle(fields[1]), Convert.ToSingle(fields[2]), Convert.ToSingle(fields[3]));
                        indexNormals.Add(normal);
                    }
                    else if (fields[0] == "f") //a face
                    {
                        for (int i = 1; i < fields.Length; ++i)
                        {
                            string[] indices = fields[i].Split('/');
                            vertices.Add(indexVertices[Convert.ToInt32(indices[0]) - 1]);
                            normals.Add(indexNormals[Convert.ToInt32(indices[2]) - 1]);
                        }
                    }
                    else if (fields[0] == "l") //an edge
                    {
                        edgeVertices.Add(indexVertices[Convert.ToInt32(fields[1]) - 1]);
                        edgeVertices.Add(indexVertices[Convert.ToInt32(fields[2]) - 1]);
                    }
                }
                sr.Close();

                //create the block object
                Block newBlock = new Block();
                newBlock.position     = new Vector3(0, 0, 0);
                newBlock.yOrientation = 0;
                newBlock.scale        = new Vector3(1, 1, 1);
                newBlock.ID           = n;

                //fill the block object with data loaded from .obj above
                newBlock.verticeData = vertices.ToArray();
                newBlock.normalData  = normals.ToArray();

                newBlock.edgeVerticeData = edgeVertices.ToArray();

                blockRef.Add(newBlock);

                //load the decomposition rule for this block
                List <DecompBlock> newDRule = new List <DecompBlock>();
                float scaleConst            = 1;
                float unitConst             = 1;

                sr = new StreamReader("assets/" + n.ToString() + "rule.txt");
                while (!sr.EndOfStream)
                {
                    string[] fields = sr.ReadLine().Split();
                    if (fields[0] != "#") //check its not a comment
                    {
                        if (fields[0] == "!")
                        {
                            //setting scale down values. e.g. if set to 1/3 and 2/3, each new block would be scaled down
                            //by 1/3, and each 1 unit offset written in the rule file would be scaled to move the block 2/3 units instead.
                            //default 1 and 1: no scaling applied.
                            scaleConst = Convert.ToSingle(fields[1]);
                            unitConst  = Convert.ToSingle(fields[2]);
                        }
                        else
                        {
                            //load in fields
                            DecompBlock newDBlock = new DecompBlock();
                            newDBlock.ID             = Convert.ToInt32(fields[0]);
                            newDBlock.posOffset      = new Vector3(Convert.ToSingle(fields[1]), Convert.ToSingle(fields[2]), Convert.ToSingle(fields[3]));
                            newDBlock.xAngleOffset   = Convert.ToSingle(fields[4]);
                            newDBlock.extraScale     = new Vector3(1, 1, 1);
                            newDBlock.unitScaleConst = unitConst;
                            newDBlock.scaleDownConst = scaleConst;
                            if (fields.Length > 5)
                            {
                                newDBlock.extraScale = new Vector3(Convert.ToInt32(fields[5]), Convert.ToInt32(fields[6]), Convert.ToInt32(fields[7]));
                            }

                            //add block to rule
                            newDRule.Add(newDBlock);
                        }
                    }
                }
                sr.Close();

                decompRules.Add(newDRule);
            }

            Block seedBlock = blockRef[0];

            blocks = Decompose(seedBlock, levelNum);

            //merge all vertices and normals into a an interleaved vbo
            List <Vector3> preVertices = new List <Vector3>();
            List <Vector3> preNormals  = new List <Vector3>();
            List <Vector3> preEdges    = new List <Vector3>();

            foreach (Block block in blocks)
            {
                foreach (Vector3 point in block.verticeData)
                {
                    Vector4 preVertex = (new Vector4(point, 1)
                                         * Matrix4.CreateScaling(block.scale)
                                         * Matrix4.CreateRotationY(block.yOrientation)
                                         + new Vector4(block.position, 1));
                    preVertices.Add(new Vector3(preVertex.Get(0), preVertex.Get(1), preVertex.Get(2)));
                }

                foreach (Vector3 normal in block.normalData)
                {
                    Vector4 preNormal = (new Vector4(normal, 1)
                                         * Matrix4.CreateScaling(new Vector3(Math.Sign(block.scale[0]),
                                                                             Math.Sign(block.scale[1]),
                                                                             Math.Sign(block.scale[2])))
                                         * Matrix4.CreateRotationY(block.yOrientation));

                    preNormals.Add(new Vector3(Convert.ToSingle(Math.Round(preNormal.Get(0))),
                                               Convert.ToSingle(Math.Round(preNormal.Get(1))),
                                               Convert.ToSingle(Math.Round(preNormal.Get(2)))));
                }

                foreach (Vector3 point in block.edgeVerticeData)
                {
                    Vector4 preVertex = (new Vector4(point, 1)
                                         * Matrix4.CreateScaling(block.scale)
                                         * Matrix4.CreateRotationY(block.yOrientation)
                                         + new Vector4(block.position, 1));
                    preEdges.Add(new Vector3(preVertex.Get(0), preVertex.Get(1), preVertex.Get(2)));
                }
            }

            //exportOBJ(preVertices, preNormals); //exports fractal if left uncommented

            drawVertices = new VBO <Vector3>(preVertices.ToArray());
            drawNormals  = new VBO <Vector3>(preNormals.ToArray());
            drawEdges    = new VBO <Vector3>(preEdges.ToArray());

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

            for (int x = 0; x < preVertices.Count; ++x)
            {
                drawOrder.Add(Convert.ToUInt32(x));
            }
            drawElements = new VBO <uint>(drawOrder.ToArray(), BufferTarget.ElementArrayBuffer);

            drawOrder.Clear();
            for (int x = 0; x < preEdges.Count; ++x)
            {
                drawOrder.Add(Convert.ToUInt32(x));
            }
            drawEdgeElements = new VBO <uint>(drawOrder.ToArray(), BufferTarget.ElementArrayBuffer);

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

            // enter GLUT event processing cycle
            Glut.glutMainLoop();
        }
コード例 #28
0
        static void Main(string[] args)
        {
            //Open GL init
            #region
            Glut.glutInit();
            Glut.glutInitDisplayMode(Glut.GLUT_DOUBLE | Glut.GLUT_DEPTH);
            Glut.glutInitWindowSize(width, height);
            Glut.glutCreateWindow("Tu mama es maraca");

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

            Gl.ClearColor(0, 0, 0, 1);

            //Alpha enabled
            Gl.Enable(EnableCap.DepthTest);
            Gl.Enable(EnableCap.Blend);
            Gl.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.OneMinusSrcAlpha);
            #endregion

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

            //Create perspective
            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)));

            //Cube vertices and uv
            #region
            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),
                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),
            }
                );
            cubeElements = 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
                );
            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)
            }
                );
            #endregion

            //Rect vertices and uv
            #region
            rectTexture = new Texture("4922.jpg");
            rect        = new VBO <Vector3>(
                new Vector3[] {
                new Vector3(2, 1, -2), new Vector3(-2, 1, -2), new Vector3(-2, 1, 2), new Vector3(2, 1, 2),
                new Vector3(2, -0, 2), new Vector3(-2, -0, 2), new Vector3(-2, -1, -2), new Vector3(2, -1, -2),
                new Vector3(2, 1, 2), new Vector3(-2, 1, 2), new Vector3(-2, 0, 2), new Vector3(2, 0, 2),
                new Vector3(2, -1, -2), new Vector3(-2, -1, -2), new Vector3(-2, 1, -2), new Vector3(2, 1, -2),
                new Vector3(-2, 1, 2), new Vector3(-2, 1, -2), new Vector3(-2, -1, -2), new Vector3(-2, 0, 2),
                new Vector3(2, 1, -2), new Vector3(2, 1, 2), new Vector3(2, 0, 2), new Vector3(2, -1, -2),
            }
                );
            rectElements = 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
                );
            rectUV = 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)
            }
                );
            #endregion

            //Pyramid vertices and uv
            #region
            pyTexture = new Texture("tile.jpg");
            pyramid   = new VBO <Vector3>(
                new Vector3[] {
                new Vector3(1, 0, 1), new Vector3(-1, 0, 1), new Vector3(0.5f, 1, -0.5f),
                new Vector3(1, 0, -1), new Vector3(-1, 0, -1), new Vector3(0.5f, 1, -0.5f),
                new Vector3(1, 0, 1), new Vector3(1, 0, -1), new Vector3(0.5f, 1, -0.5f),
                new Vector3(-1, 0, 1), new Vector3(-1, 0, -1), new Vector3(0.5f, 1, -0.5f),
            }
                );
            pyramidElements = new VBO <int>(
                new int[] { 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11 },
                BufferTarget.ElementArrayBuffer
                );
            pyUV = new VBO <Vector2>(
                new Vector2[] {
                new Vector2(0, 0), new Vector2(1, 0), new Vector2(1, 1),
                new Vector2(0, 0), new Vector2(1, 0), new Vector2(1, 1),
                new Vector2(0, 0), new Vector2(1, 0), new Vector2(1, 1),
                new Vector2(0, 0), new Vector2(1, 0), new Vector2(1, 1),
                new Vector2(0, 0), new Vector2(1, 0), new Vector2(1, 1),
                new Vector2(0, 0), new Vector2(1, 0), new Vector2(1, 1),
            }
                );
            #endregion


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

            Glut.glutMainLoop();
        }
コード例 #29
0
        static void Main()
        {
            // create an OpenGL window
            Glut.glutInit();
            Glut.glutInitDisplayMode(Glut.GLUT_DOUBLE | Glut.GLUT_DEPTH);
            Glut.glutInitWindowSize(width, height);
            Glut.glutCreateWindow("OpenGL UI: Example 2");

            // provide the Glut callbacks that are necessary for running this tutorial
            Glut.glutIdleFunc(OnRenderFrame);
            Glut.glutDisplayFunc(() => { });    // only here for mac os x
            Glut.glutCloseFunc(OnClose);
            Glut.glutMouseFunc(OnMouseClick);
            Glut.glutMotionFunc(OnMouseMove);
            Glut.glutPassiveMotionFunc(OnMouseMove);
            Glut.glutReshapeFunc(OnResize);
            Glut.glutKeyboardFunc(OnKeyboard);

            // enable depth testing to ensure correct z-ordering of our fragments
            Gl.Enable(EnableCap.DepthTest);
            Gl.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.OneMinusSrcAlpha);

            // initialize the user interface
            OpenGL.UI.UserInterface.InitUI(width, height);

            // create some centered text
            OpenGL.UI.Text selectText = new OpenGL.UI.Text(OpenGL.UI.Text.FontSize._24pt, "Select A Character", OpenGL.UI.BMFont.Justification.Center);
            selectText.Position   = new Point(0, 50);
            selectText.RelativeTo = OpenGL.UI.Corner.Center;

            OpenGL.UI.Text characterName = new OpenGL.UI.Text(OpenGL.UI.Text.FontSize._16pt, "", OpenGL.UI.BMFont.Justification.Center);
            characterName.RelativeTo = OpenGL.UI.Corner.Center;
            characterName.Position   = new Point(0, -70);

            // add the two text object to the UI
            OpenGL.UI.UserInterface.AddElement(selectText);
            OpenGL.UI.UserInterface.AddElement(characterName);

            // the license for these icons is located in the data folder
            string[] characters = new string[] { "boy.png", "man.png", "girl1.png", "girl2.png", "girl3.png" };
            textures = new Texture[characters.Length];
            int xoffset = -characters.Length * 80 / 2 + 40;

            for (int i = 0; i < characters.Length; i++)
            {
                string character = characters[i];

                // load a texture that will be used by a button
                textures[i] = new Texture(string.Format("data/{0}", character));

                // create buttons in a row, each of which uses a Texture (the Texture gives the initial size of the Button in pixels)
                OpenGL.UI.Button button = new OpenGL.UI.Button(textures[i]);
                button.Position   = new Point(xoffset, 5);
                button.RelativeTo = OpenGL.UI.Corner.Center;

                // change the color of the button when entering/leaving/clicking with the mouse
                button.OnMouseEnter = (sender, e) => button.BackgroundColor = new Vector4(0, 1f, 0.2f, 1.0f);
                button.OnMouseLeave = (sender, e) => button.BackgroundColor = Vector4.Zero;
                button.OnMouseDown  = (sender, e) => button.BackgroundColor = new Vector4(0, 0.6f, 1f, 1f);
                button.OnMouseUp    = (sender, e) => button.BackgroundColor = (OpenGL.UI.UserInterface.Selection == button ? new Vector4(0, 1f, 0.2f, 1.0f) : Vector4.Zero);

                // update the text with the character name when the button is clicked
                button.OnMouseClick = (sender, e) => characterName.String = string.Format("You selected {0}!", character);

                OpenGL.UI.UserInterface.AddElement(button);

                xoffset += 80;
            }

            // enter the glut main loop (this is where the drawing happens)
            Glut.glutMainLoop();
        }
コード例 #30
0
ファイル: Program.cs プロジェクト: Sebixxu/OpenGL-App
        static void Main(string[] args)
        {
            AboutApp aboutApp = new AboutApp("OpenGL App", "1.0.0", "-----------", "Sebastian Tomczak, Politechnika Lubelska ", opis);

            Application.Run(aboutApp);

            if (aboutApp.GetStateOfStartOknoObslugi() == true)
            {
                PobieranieSciezki pobieranieSciezki = new PobieranieSciezki();

                Application.Run(pobieranieSciezki);
                objPath = pobieranieSciezki.GetObjPath();

                lighting         = pobieranieSciezki.wlaczenieSw;
                natezenieSwiatla = pobieranieSciezki.natezenieSw;
                kierunekSwiatlaX = pobieranieSciezki.kierunekSwX;
                kierunekSwiatlaY = pobieranieSciezki.kierunekSwY;
                kierunekSwiatlaZ = pobieranieSciezki.kierunekSwZ;

                startOpenGL = pobieranieSciezki.startOpenGL;
            }

            if (startOpenGL == true)
            {
                Glut.glutInit();

                MakingWindow(width, height, name);

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

                Glut.glutKeyboardFunc(OnKeyboardDown);                                                                                        //Funkcja obslugujaca nacisniecia przyciskow
                Glut.glutKeyboardUpFunc(OnKeyboardUp);                                                                                        //Funkcja obslugujaca nacisniecia przyciskow
                Glut.glutMouseFunc(OnMouse);                                                                                                  //Funckja obslugujaca ruch mysza
                Glut.glutMotionFunc(OnMove);                                                                                                  //Funckja obslugujaca ruch mysza

                Glut.glutCloseFunc(OnClose);                                                                                                  //Funkcja obslugujaca zamykanie wszystkiego

                shaderProgram = new ShaderProgram(VertexShader, FragmentShader);                                                              //Tworzenie programu odpowiedzialnego za Shadery

                kamera = new Camera(new Vector3(0, 0, 10f), Quaternion.Identity);                                                             //Wykorzystanie klasy Camera i stworzenie jej
                kamera.SetDirection(new Vector3(0, 0, -1.25f));                                                                               //Ustawienie kierunku kamery.

                shaderProgram.Use();                                                                                                          //uruchomienie programu odpowiedzialnego za Shadery
                shaderProgram["projection_matrix"].SetValue(Matrix4.CreatePerspectiveFieldOfView(0.45f, (float)width / height, 0.1f, 1000f)); //Stworzenie stożka widoku
                shaderProgram["model_matrix"].SetValue(Matrix4.Identity);                                                                     //Ustawienie macierzy swiata

                shaderProgram["enable_lighting"].SetValue(lighting);

                shaderProgram["illuminance"].SetValue(natezenieSwiatla);

                shaderProgram["lightdirX"].SetValue(kierunekSwiatlaX);
                shaderProgram["lightdirY"].SetValue(kierunekSwiatlaY);
                shaderProgram["lightdirZ"].SetValue(kierunekSwiatlaZ);

                obiekt = new ObjLoader(objPath, shaderProgram);  //Stworzenie obiektu za pomoca klasy ObjLoader

                watch = System.Diagnostics.Stopwatch.StartNew(); //Rozpoczecie Stopwatcha potrzebnego do obrotow kamery czy z klawi. czy za pomoca myszy

                Glut.glutMainLoop();                             //start glownej petli Glut
            }
            else
            {
                MessageBox.Show("Zamknąłeś aplikację bez nadania ścieżki do obiektu,\r\nOpenGL nie może się uruchomić.", "Błąd inicjacji.");
            }
        }