static void Main(string[] args) { Glut.glutInit(); Glut.glutInitDisplayMode(Glut.GLUT_DOUBLE | Glut.GLUT_DEPTH); Glut.glutInitWindowSize(width, height); Glut.glutCreateWindow("OpenGL Tutorial"); Glut.glutIdleFunc(OnRenderFrame); Glut.glutDisplayFunc(OnDisplay); Glut.glutKeyboardFunc(OnKeyboardDown); Glut.glutKeyboardUpFunc(OnKeyboardUp); Glut.glutCloseFunc(OnClose); Glut.glutReshapeFunc(OnReshape); // enable blending and set to accumulate the star colors Gl.Enable(EnableCap.DepthTest); Gl.Enable(EnableCap.Blend); // create our shader program program = new ShaderProgram(VertexShader, FragmentShader); // set up the projection and view matrix program.Use(); program["projection_matrix"].SetValue(Matrix4.CreatePerspectiveFieldOfView(0.45f, (float)width / height, 0.1f, 1000f)); program["view_matrix"].SetValue(Matrix4.LookAt(new Vector3(0, 0, 20), Vector3.Zero, Vector3.Up)); program["model_matrix"].SetValue(Matrix4.Identity); // load the flag texture flagTexture = new Texture("flag.png"); // create the flag, which is just a plane with a certain number of segments List <Vector3> vertices = new List <Vector3>(); List <Vector2> uvs = new List <Vector2>(); List <int> triangles = new List <int>(); for (int x = 0; x < 40; x++) { for (int y = 0; y < 40; y++) { vertices.Add(new Vector3((x - 20) / 5.0, (y - 20) / 10.0, 0)); uvs.Add(new Vector2(x / 39.0, 1 - y / 39.0)); if (y == 39 || x == 39) { continue; } triangles.Add(x * 40 + y); triangles.Add((x + 1) * 40 + y); triangles.Add((x + 1) * 40 + y + 1); triangles.Add(x * 40 + y); triangles.Add((x + 1) * 40 + y + 1); triangles.Add(x * 40 + y + 1); } } flagVertices = new VBO <Vector3>(vertices.ToArray()); flagUVs = new VBO <Vector2>(uvs.ToArray()); flagTriangles = new VBO <int>(triangles.ToArray(), BufferTarget.ElementArrayBuffer); // load the bitmap font for this tutorial font = new BMFont("font24.fnt", "font24.png"); fontProgram = new ShaderProgram(BMFont.FontVertexSource, BMFont.FontFragmentSource); fontProgram.Use(); fontProgram["ortho_matrix"].SetValue(Matrix4.CreateOrthographic(width, height, 0, 1000)); fontProgram["color"].SetValue(new Vector3(1, 1, 1)); information = font.CreateString(fontProgram, "OpenGL C# Tutorial 11"); watch = System.Diagnostics.Stopwatch.StartNew(); Glut.glutMainLoop(); }
static void Main(string[] args) { Glut.glutInit(); Glut.glutInitDisplayMode(Glut.GLUT_DOUBLE | Glut.GLUT_DEPTH); Glut.glutInitWindowSize(width, height); Glut.glutCreateWindow("OpenGL Tutorial"); Glut.glutIdleFunc(OnRenderFrame); Glut.glutDisplayFunc(OnDisplay); Glut.glutKeyboardFunc(OnKeyboardDown); Glut.glutKeyboardUpFunc(OnKeyboardUp); Glut.glutCloseFunc(OnClose); Glut.glutReshapeFunc(OnReshape); // enable blending and set to accumulate the star colors Gl.Enable(EnableCap.DepthTest); Gl.Enable(EnableCap.Blend); // create our shader program program = new ShaderProgram(VertexShader, FragmentShader); // set up the projection and view matrix program.Use(); program["projection_matrix"].SetValue(Matrix4.CreatePerspectiveFieldOfView(0.45f, (float)width / height, 0.1f, 1000f)); program["view_matrix"].SetValue(Matrix4.LookAt(new Vector3(0, 0, 20), Vector3.Zero, Vector3.Up)); program["model_matrix"].SetValue(Matrix4.Identity); // load the flag texture flagTexture = new Texture("flag.png"); // create the flag, which is just a plane with a certain number of segments List<Vector3> vertices = new List<Vector3>(); List<Vector2> uvs = new List<Vector2>(); List<int> triangles = new List<int>(); for (int x = 0; x < 40; x++) { for (int y = 0; y < 40; y++) { vertices.Add(new Vector3((x - 20) / 5.0, (y - 20) / 10.0, 0)); uvs.Add(new Vector2(x / 39.0, 1 - y / 39.0)); if (y == 39 || x == 39) continue; triangles.Add(x * 40 + y); triangles.Add((x + 1) * 40 + y); triangles.Add((x + 1) * 40 + y + 1); triangles.Add(x * 40 + y); triangles.Add((x + 1) * 40 + y + 1); triangles.Add(x * 40 + y + 1); } } flagVertices = new VBO<Vector3>(vertices.ToArray()); flagUVs = new VBO<Vector2>(uvs.ToArray()); flagTriangles = new VBO<int>(triangles.ToArray(), BufferTarget.ElementArrayBuffer); // load the bitmap font for this tutorial font = new BMFont("font24.fnt", "font24.png"); fontProgram = new ShaderProgram(BMFont.FontVertexSource, BMFont.FontFragmentSource); fontProgram.Use(); fontProgram["ortho_matrix"].SetValue(Matrix4.CreateOrthographic(width, height, 0, 1000)); fontProgram["color"].SetValue(new Vector3(1, 1, 1)); information = font.CreateString(fontProgram, "OpenGL C# Tutorial 11"); watch = System.Diagnostics.Stopwatch.StartNew(); Glut.glutMainLoop(); }
private static void OnRenderFrame() { watch.Stop(); float deltaTime = (float)watch.ElapsedTicks / System.Diagnostics.Stopwatch.Frequency; watch.Restart(); // perform rotation of the scene depending on keyboard input if (right) { phi += deltaTime; } if (left) { phi -= deltaTime; } if (up) { theta += deltaTime; } if (down) { theta -= deltaTime; } if (theta < 0) { theta += (float)Math.PI * 2; } // set up the viewport and clear the previous depth and color buffers Gl.Viewport(0, 0, width, height); Gl.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit); // make sure the shader program and texture are being used Gl.UseProgram(program.ProgramID); Gl.BindTexture(flagTexture); // calculate the camera position using some fancy polar co-ordinates Vector3 position = 20 * new Vector3(Math.Cos(phi) * Math.Sin(theta), Math.Cos(theta), Math.Sin(phi) * Math.Sin(theta)); Vector3 upVector = ((theta % (Math.PI * 2)) > Math.PI) ? Vector3.Up : Vector3.Down; program["view_matrix"].SetValue(Matrix4.LookAt(position, Vector3.Zero, upVector)); program["time"].SetValue(flagTime); flagTime += deltaTime; Gl.BindBufferToShaderAttribute(flagVertices, program, "vertexPosition"); Gl.BindBufferToShaderAttribute(flagUVs, program, "vertexUV"); Gl.BindBuffer(flagTriangles); Gl.DrawElements(BeginMode.Triangles, flagTriangles.Count, DrawElementsType.UnsignedInt, IntPtr.Zero); // bind the font program as well as the font texture Gl.UseProgram(fontProgram.ProgramID); Gl.BindTexture(font.FontTexture); // build this string every frame, since theta and phi can change FontVAO vao = font.CreateString(fontProgram, string.Format("Theta: {0:0.000}, Phi: {1:0.000}, Time: {2:0.000}", theta, phi, flagTime), BMFont.Justification.Right); vao.Position = new Vector2(width / 2 - 10, height / 2 - font.Height - 10); vao.Draw(); vao.Dispose(); // draw the tutorial information, which is static information.Draw(); Glut.glutSwapBuffers(); }