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SCJMapper-V2/DDSCubeMap.cs

276 lines
9.5 KiB
C#

#region --- License ---
/* Licensed under the MIT/X11 license.
* Copyright (c) 2006-2008 the OpenTK Team.
* This notice may not be removed from any source distribution.
* See license.txt for licensing details.
*/
#endregion
using System;
using System.Drawing;
using System.Collections.Generic;
using System.Diagnostics;
using System.Windows.Forms;
using System.IO;
using System.Text;
using OpenTK;
using OpenTK.Graphics;
using OpenTK.Graphics.OpenGL;
using SCJMapper_V2.Shapes;
using SCJMapper_V2.TextureLoaders;
namespace SCJMapper_V2
{
[Example("DDS Cube Map", ExampleCategory.OpenGL, "2.x", Documentation = "DDSCubeMap")]
public class T13_GLSL_Earth: GameWindow
{
public T13_GLSL_Earth( )
: base( 800, 800 )
{
}
#region internal Fields
// Shader
int VertexShaderObject, FragmentShaderObject, ProgramObject;
const string VertexShaderFilename = "Data/Shaders/CubeMap_VS.glsl";
const string FragmentShaderFilename = "Data/Shaders/CubeMap_FS.glsl";
// Textures
const TextureUnit TMU0_Unit = TextureUnit.Texture0;
const int TMU0_UnitInteger = 0;
const string TMU0_Filename = "Data/Textures/earth-cubemap.dds";
uint TMU0_Handle;
TextureTarget TMU0_Target;
// DL
DrawableShape sphere;
// Camera
Vector3 EyePos = new Vector3( 0.0f, 0.0f, 6.0f );
Vector3 Trackball = Vector3.Zero;
#endregion internal Fields
/// <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, ProgramParameter.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, ProgramParameter.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);
}
protected override void OnUnload(EventArgs e)
{
sphere.Dispose();
GL.DeleteProgram( ProgramObject );
GL.DeleteTextures( 1, ref TMU0_Handle );
base.OnUnload( e );
}
/// <summary>Respond to resize events here.</summary>
/// <param name="e">Contains information on the new GameWindow size.</param>
/// <remarks>There is no need to call the base implementation.</remarks>
protected override void OnResize( EventArgs e )
{
GL.Viewport( 0, 0, Width, Height );
GL.MatrixMode( MatrixMode.Projection );
Matrix4 p = Matrix4.CreatePerspectiveFieldOfView(MathHelper.PiOver4, Width / (float)Height, 0.1f, 10.0f);
GL.LoadMatrix(ref p);
GL.MatrixMode( MatrixMode.Modelview );
GL.LoadIdentity( );
base.OnResize( e );
}
/// <summary>Add your game logic here.</summary>
/// <param name="e">Contains timing information.</param>
/// <remarks>There is no need to call the base implementation.</remarks>
protected override void OnUpdateFrame( FrameEventArgs e )
{
base.OnUpdateFrame( e );
if ( Keyboard[OpenTK.Input.Key.Escape] )
this.Exit( );
if ( Keyboard[OpenTK.Input.Key.Space] )
Trace.WriteLine( "GL: " + GL.GetError( ) );
Trackball.X = Mouse.X;
Trackball.Y = Mouse.Y;
Trackball.Z = Mouse.Wheel * 0.5f;
}
/// <summary>Add your game rendering code here.</summary>
/// <param name="e">Contains timing information.</param>
/// <remarks>There is no need to call the base implementation.</remarks>
protected override void OnRenderFrame(FrameEventArgs e)
{
this.Title = "FPS: " + (1 / e.Time).ToString("0.");
GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
GL.UseProgram(ProgramObject);
#region Textures
GL.ActiveTexture(TMU0_Unit);
GL.BindTexture(TMU0_Target, TMU0_Handle);
#endregion Textures
#region Uniforms
GL.Uniform1(GL.GetUniformLocation(ProgramObject, "Earth"), TMU0_UnitInteger);
#endregion Uniforms
GL.PushMatrix();
Matrix4 temp = Matrix4.LookAt(EyePos, Vector3.Zero, Vector3.UnitY);
GL.MultMatrix(ref temp);
GL.Rotate(Trackball.X, Vector3.UnitY);
GL.Rotate(Trackball.Y, Vector3.UnitX);
#region Draw
GL.Color3(1f, 1f, 1f);
sphere.Draw();
#endregion Draw
GL.PopMatrix();
this.SwapBuffers();
}
/// <summary>Entry point</summary>
[STAThread]
public static void Main( )
{
using ( T13_GLSL_Earth example = new T13_GLSL_Earth( ) )
{
Utilities.SetWindowTitle(example);
example.Run( 30.0, 0.0 );
}
}
}
}