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 }
/// <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); }