public void Run() { using (var w = new GameWindow(720, 480, null, "ComGr", GameWindowFlags.Default, DisplayDevice.Default, 4, 0, OpenTK.Graphics.GraphicsContextFlags.ForwardCompatible)) { var alpha = 0f; var beta = 1f; var gamma = 2f; w.Load += (o, ea) => { //set up opengl GL.ClearColor(0.5f, 0.5f, 0.5f, 0); //GL.ClearDepth(1); GL.Enable(EnableCap.DepthTest); GL.DepthMask(true); //GL.DepthFunc(DepthFunction.Less); GL.DepthRange(0, 50); GL.Disable(EnableCap.CullFace); GL.Enable(EnableCap.FramebufferSrgb); GL.Enable(EnableCap.Blend); GL.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.OneMinusSrcAlpha); _solidProgram = new GlProgram(@"Shaders\VertexShader.glsl", @"Shaders\FragmentShader.glsl"); _tranparentProgram = new GlProgram(@"Shaders\VertexShader.glsl", @"Shaders\FragmentShaderTransparen.glsl"); _transparentCube = Figures.CubeTransparent(_tranparentProgram); _solidCube = Figures.Cube(_solidProgram); //Textures GL.PixelStore(PixelStoreParameter.UnpackAlignment, 1); _imageTextureGlasses = new ImageTexture("Textures\\glasses.png"); _imageTextureSolid = new ImageTexture("Textures\\05.JPG"); { //check for errors during all previous calls var error = GL.GetError(); if (error != ErrorCode.NoError) { throw new Exception(error.ToString()); } } }; w.UpdateFrame += (o, fea) => { alpha += 0.005f; beta += 0.006f; gamma += 0.008f; }; w.RenderFrame += (o, fea) => { //clear screen and z-buffer GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit); DrawSolid(alpha, beta, gamma); DrawTransparent(alpha, beta, gamma); GL.DepthMask(true); //display w.SwapBuffers(); var error = GL.GetError(); if (error != ErrorCode.NoError) { throw new Exception(error.ToString()); } }; w.Resize += (o, ea) => { var r = w.Width / (float)w.Height; _projection = Matrix4.CreatePerspectiveFieldOfView((float)Math.PI / 4, r, 0.1f, 50); GL.Viewport(w.ClientRectangle); }; w.Run(); } }
public void Run() { using (var w = new GameWindow(720, 480, null, "ComGr", GameWindowFlags.Default, DisplayDevice.Default, 4, 0, OpenTK.Graphics.GraphicsContextFlags.ForwardCompatible)) { var projection = Matrix4.CreatePerspectiveFieldOfView((float)Math.PI / 4, 1, 0.1f, 100); w.KeyDown += _cameraHelper.OnKeyDown; w.MouseWheel += _cameraHelper.OnMouseWheel; w.Load += (o, ea) => { //set up opengl GL.ClearColor(0.5f, 0.5f, 0.5f, 0); //GL.ClearDepth(1); GL.Enable(EnableCap.DepthTest); //GL.DepthFunc(DepthFunction.Less); GL.Disable(EnableCap.CullFace); GL.Enable(EnableCap.FramebufferSrgb); _program = new GlProgram(@"Shaders\VertexShaderHeightMap.glsl", @"Shaders\FragmentShader.glsl"); //Textures GL.PixelStore(PixelStoreParameter.UnpackAlignment, 1); _heigthMesh = new HeightMesh(@"Textures\MatterhornHeightMap.png", 500, _program); _imageTexture = new ImageTexture(@"Textures\05.JPG"); { //check for errors during all previous calls var error = GL.GetError(); if (error != ErrorCode.NoError) { throw new Exception(error.ToString()); } } _program.Use(); GL.Uniform4(GL.GetUniformLocation(_program, "enviroment"), new Vector4(0f, 0f, 0f, 1)); GL.Uniform1(GL.GetUniformLocation(_program, "texture1"), _imageTexture); }; w.UpdateFrame += (o, fea) => { //perform logic //time += fea.Time; }; w.RenderFrame += (o, fea) => { //clear screen and z-buffer GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit); GL.UniformMatrix4(GL.GetUniformLocation(_program, "p"), false, ref projection); _heigthMesh.ViewModel = Matrix4.CreateRotationX(-(float)Math.PI / 2) * _cameraHelper.CameraMatrix; _heigthMesh.Render(); //display w.SwapBuffers(); var error = GL.GetError(); if (error != ErrorCode.NoError) { throw new Exception(error.ToString()); } }; w.Resize += (o, ea) => { var r = w.Width / (float)w.Height; projection = Matrix4.CreatePerspectiveFieldOfView((float)Math.PI / 4, r, 0.1f, 100); GL.Viewport(w.ClientRectangle); }; w.Run(); } }
public void Run() { using (var w = new GameWindow(720, 480, null, "ComGr", GameWindowFlags.Default, DisplayDevice.Default, 4, 0, OpenTK.Graphics.GraphicsContextFlags.ForwardCompatible)) { var projection = Matrix4.CreatePerspectiveFieldOfView((float)Math.PI / 4, 1, 0.1f, 100); var alpha = 0f; var beta = 1f; var gamma = 2f; w.Load += (o, ea) => { //set up opengl GL.ClearColor(0.5f, 0.5f, 0.5f, 0); //GL.ClearDepth(1); GL.Enable(EnableCap.DepthTest); //GL.DepthFunc(DepthFunction.Less); GL.Disable(EnableCap.CullFace); GL.Enable(EnableCap.FramebufferSrgb); GL.Enable(EnableCap.Blend); _program = new GlProgram(@"Shaders\VertexShader.glsl", @"Shaders\FragmentShader.glsl"); _cube = Figures.Cube(_program); //Textures GL.PixelStore(PixelStoreParameter.UnpackAlignment, 1); _imageTexture = new ImageTexture("Textures\\05.JPG"); { //check for errors during all previous calls var error = GL.GetError(); if (error != ErrorCode.NoError) { throw new Exception(error.ToString()); } } }; w.UpdateFrame += (o, fea) => { //perform logic //time += fea.Time; alpha += 0.01f; beta += 0.02f; gamma += 0.03f; }; w.RenderFrame += (o, fea) => { //clear screen and z-buffer GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit); //switch to our shader _program.Use(); GL.Uniform4(GL.GetUniformLocation(_program, "enviroment"), new Vector4(0.1f, 0.1f, 0.1f, 1)); GL.Uniform1(GL.GetUniformLocation(_program, "texture1"), _imageTexture); GL.UniformMatrix4(GL.GetUniformLocation(_program, "p"), false, ref projection); var rotaM = Matrix4x4.CreateFromYawPitchRoll(alpha, alpha, alpha).ToGlMatrix(); var translationM = Matrix4.CreateTranslation(0f, 0f, -10f); var m = rotaM * translationM; _cube.ViewModel = m; _cube.Render(PrimitiveType.Triangles); rotaM = Matrix4x4.CreateFromYawPitchRoll(beta, gamma, beta).ToGlMatrix(); m = rotaM * Matrix4.CreateTranslation(3f, 3f, -10f); _cube.ViewModel = m; _cube.Render(PrimitiveType.Triangles); rotaM = Matrix4x4.CreateFromYawPitchRoll(gamma, alpha, gamma).ToGlMatrix(); m = rotaM * Matrix4.CreateTranslation(-3f, -3f, -10f); _cube.ViewModel = m; _cube.Render(PrimitiveType.Triangles); //display w.SwapBuffers(); var error = GL.GetError(); if (error != ErrorCode.NoError) { throw new Exception(error.ToString()); } }; w.Resize += (o, ea) => { var r = w.Width / (float)w.Height; projection = Matrix4.CreatePerspectiveFieldOfView((float)Math.PI / 4, r, 0.1f, 100); GL.Viewport(w.ClientRectangle); }; w.Run(); } }