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();
            }
        }
示例#3
0
        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();
            }
        }