コード例 #1
0
ファイル: StencilCSG.cs プロジェクト: tpb3d/TPB3D
        protected override void OnLoad(EventArgs e)
        {
            #region Abort on platforms which will not be able to execute the ops properly
            /*
            if (!GL.SupportsExtension("VERSION_1_2"))
            {
                Trace.WriteLine("Aborting. OpenGL 1.2 or later required.");
                this.Exit();
            }

            int[] t = new int[2];
            GL.GetInteger(GetPName.MajorVersion, out t[0]);
            GL.GetInteger(GetPName.MinorVersion, out t[1]);
            Trace.WriteLine("OpenGL Context Version: " + t[0] + "." + t[1]);

            GL.GetInteger(GetPName.DepthBits, out t[0]);
            Trace.WriteLine("Depth Bits: " + t[0]);
            GL.GetInteger(GetPName.StencilBits, out t[1]);
            Trace.WriteLine("Stencil Bits: " + t[1]);

            if (t[0] < 16)
            {
                Trace.WriteLine("Aborting. Need at least 16 depth bits, only " + t[0] + " available.");
                this.Exit();
            }

            if (t[1] < 1)
            {
                Trace.WriteLine("Aborting. Need at least 1 stencil bit, only " + t[1] + " available.");
                this.Exit();
            }
            */
            #endregion Abort on platforms which will not be able to execute the ops properly

            WindowTitle = "Cube-Sphere Stencil CSG  " + GL.GetString(StringName.Renderer) + " (GL " + GL.GetString(StringName.Version) + ")";

            #region GL States
            GL.ClearColor(.08f, .12f, .16f, 1f);

            GL.Enable(EnableCap.DepthTest);
            GL.DepthFunc(DepthFunction.Less);
            GL.ClearDepth(1.0);

            GL.Enable(EnableCap.StencilTest);
            GL.ClearStencil(0);
            GL.StencilMask(0xFFFFFFFF); // read&write

            GL.Enable(EnableCap.CullFace);
            GL.FrontFace(FrontFaceDirection.Ccw);
            GL.CullFace(CullFaceMode.Back);

            GL.PolygonMode(MaterialFace.FrontAndBack, PolygonMode.Fill);

            GL.Color4(1f, 1f, 1f, 1f);

            GL.Enable(EnableCap.Lighting);
            GL.Enable(EnableCap.Light0);
            GL.ShadeModel(ShadingModel.Smooth);

            #endregion GL States

            #region Load Texture
            Bitmap bitmap = new Bitmap("Data/Textures/logo-dark.jpg");
            bitmap.RotateFlip(RotateFlipType.RotateNoneFlipY);

            GL.GenTextures(1, out Texture);
            GL.BindTexture(TextureTarget.Texture2D, Texture);

            BitmapData data = bitmap.LockBits(new System.Drawing.Rectangle(0, 0, bitmap.Width, bitmap.Height), ImageLockMode.ReadOnly, System.Drawing.Imaging.PixelFormat.Format32bppArgb);
            GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.Rgba, data.Width, data.Height, 0, OpenTK.Graphics.OpenGL.PixelFormat.Bgra, PixelType.UnsignedByte, data.Scan0);
            GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Linear);
            GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Linear);
            GL.Finish();
            bitmap.UnlockBits(data);
            #endregion Load Texture

            OperandA = new ChamferCube(1.5, 2.0, 2.5, ChamferCube.SubDivs.Four, 0.42, true);
            OperandB = new SlicedSphere(2.0f, Vector3d.Zero,
                                           SlicedSphere.eSubdivisions.Three,
                                           new SlicedSphere.eDir[] { SlicedSphere.eDir.All },
                                           true);

            #region Invert Operand B's Normals
            // only the inside of the operand is ever drawn to color buffers and lighting requires this.
            BeginMode tempPrimMode;
            VertexT2dN3dV3d[] tempVertices;
            uint[] tempIndices;

            OperandB.GetArraysforVBO(out tempPrimMode, out tempVertices, out tempIndices);
            OperandB.Dispose();

            for (int i = 0; i < tempVertices.Length; i++)
            {
                tempVertices[i].Normal *= -1.0;
                tempVertices[i].Normal.Normalize();
            }

            OperandB = new VboShape(ref tempPrimMode, ref tempVertices, ref tempIndices, true);
            #endregion Invert Operand B's Normals
        }
コード例 #2
0
ファイル: DDSCubeMap.cs プロジェクト: tecnikor/opentk
        /// <summary>Setup OpenGL and load resources here.</summary>
        /// <param name="e">Not used.</param>
        protected override void OnLoad(EventArgs e)
        {
            this.VSync = VSyncMode.Off;

            // Check for necessary capabilities:
            string extensions = GL.GetString(StringName.Extensions);
            if (!GL.GetString(StringName.Extensions).Contains("GL_ARB_shading_language"))
            {
                throw new NotSupportedException(String.Format("This example requires OpenGL 2.0. Found {0}. Aborting.",
                    GL.GetString(StringName.Version).Substring(0, 3)));
            }

            if (!extensions.Contains("GL_ARB_texture_compression") ||
                 !extensions.Contains("GL_EXT_texture_compression_s3tc"))
            {
                throw new NotSupportedException("This example requires support for texture compression. Aborting.");
            }

            #region GL State

            GL.ClearColor( 0f, 0f, 0f, 0f );

            GL.Disable( EnableCap.Dither );

            GL.Enable( EnableCap.CullFace );
            GL.FrontFace( FrontFaceDirection.Ccw );
            GL.PolygonMode( MaterialFace.Front, PolygonMode.Fill );
            //  GL.PolygonMode( MaterialFace.Back, PolygonMode.Line );

            #endregion GL State

            #region Shaders

            string LogInfo;

            // Load&Compile Vertex Shader

            using ( StreamReader sr = new StreamReader( VertexShaderFilename ) )
            {
                VertexShaderObject = GL.CreateShader( ShaderType.VertexShader );
                GL.ShaderSource( VertexShaderObject, sr.ReadToEnd( ) );
                GL.CompileShader( VertexShaderObject );
            }

            GL.GetShaderInfoLog( VertexShaderObject, out LogInfo );
            if ( LogInfo.Length > 0 && !LogInfo.Contains( "hardware" ) )
                Trace.WriteLine( "Vertex Shader failed!\nLog:\n" + LogInfo );
            else
                Trace.WriteLine( "Vertex Shader compiled without complaint." );

            // Load&Compile Fragment Shader

            using ( StreamReader sr = new StreamReader( FragmentShaderFilename ) )
            {
                FragmentShaderObject = GL.CreateShader( ShaderType.FragmentShader );
                GL.ShaderSource( FragmentShaderObject, sr.ReadToEnd( ) );
                GL.CompileShader( FragmentShaderObject );
            }
            GL.GetShaderInfoLog( FragmentShaderObject, out LogInfo );

            if ( LogInfo.Length > 0 && !LogInfo.Contains( "hardware" ) )
                Trace.WriteLine( "Fragment Shader failed!\nLog:\n" + LogInfo );
            else
                Trace.WriteLine( "Fragment Shader compiled without complaint." );

            // Link the Shaders to a usable Program
            ProgramObject = GL.CreateProgram( );
            GL.AttachShader( ProgramObject, VertexShaderObject );
            GL.AttachShader( ProgramObject, FragmentShaderObject );

            // link it all together
            GL.LinkProgram( ProgramObject );

            // flag ShaderObjects for delete when not used anymore
            GL.DeleteShader( VertexShaderObject );
            GL.DeleteShader( FragmentShaderObject );

            int[] temp = new int[1];
            GL.GetProgram(ProgramObject, GetProgramParameterName.LinkStatus, out temp[0]);
            Trace.WriteLine( "Linking Program (" + ProgramObject + ") " + ( ( temp[0] == 1 ) ? "succeeded." : "FAILED!" ) );
            if ( temp[0] != 1 )
            {
                GL.GetProgramInfoLog( ProgramObject, out LogInfo );
                Trace.WriteLine( "Program Log:\n" + LogInfo );
            }

            GL.GetProgram(ProgramObject, GetProgramParameterName.ActiveAttributes, out temp[0]);
            Trace.WriteLine( "Program registered " + temp[0] + " Attributes. (Should be 4: Pos, UV, Normal, Tangent)" );

            Trace.WriteLine( "Tangent attribute bind location: " + GL.GetAttribLocation( ProgramObject, "AttributeTangent" ) );

            Trace.WriteLine( "End of Shader build. GL Error: " + GL.GetError( ) );

            #endregion Shaders

            #region Textures

            TextureLoaderParameters.FlipImages = false;
            TextureLoaderParameters.MagnificationFilter = TextureMagFilter.Linear;
            TextureLoaderParameters.MinificationFilter = TextureMinFilter.Linear;
            TextureLoaderParameters.WrapModeS = TextureWrapMode.ClampToEdge;
            TextureLoaderParameters.WrapModeT = TextureWrapMode.ClampToEdge;
            TextureLoaderParameters.EnvMode = TextureEnvMode.Modulate;

            ImageDDS.LoadFromDisk( TMU0_Filename, out TMU0_Handle, out TMU0_Target );
            Trace.WriteLine( "Loaded " + TMU0_Filename + " with handle " + TMU0_Handle + " as " + TMU0_Target );

            #endregion Textures

            Trace.WriteLine( "End of Texture Loading. GL Error: " + GL.GetError( ) );
            Trace.WriteLine( "");

            sphere = new SlicedSphere(1.5f, Vector3d.Zero, SlicedSphere.eSubdivisions.Four, new SlicedSphere.eDir[] { SlicedSphere.eDir.All }, true);

        }