mirror of
https://github.com/UOH-CS-Level5/551455-graphics-programming-2526-the-repo-Zyb3rWolfi.git
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132 lines
5.1 KiB
C#
132 lines
5.1 KiB
C#
using OpenTK.Graphics.OpenGL4;
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using OpenTK.Windowing.Common;
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using OpenTK.Windowing.GraphicsLibraryFramework;
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using OpenTK.Windowing.Desktop;
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using LearnOpenTK.Common;
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using OpenTK.Mathematics;
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using TheLabs.Shapes;
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namespace TheLabs
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{
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public class MyExampleWindow : GameWindow
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{
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// Create the vertices for our triangle. These are listed in normalized device coordinates (NDC)
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// In NDC, (0, 0) is the center of the screen.
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// Negative X coordinates move to the left, positive X move to the right.
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// Negative Y coordinates move to the bottom, positive Y move to the top.
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// OpenGL only supports rendering in 3D, so to create a flat triangle, the Z coordinate will be kept as 0.
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private Shader _shader;
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// - Resources that only need to be created once
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private Mesh _cubeMesh;
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private Texture _cubeTexture;
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private float _rotation;
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// -- Scene Objects
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private RenderObject _cubeObject;
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public MyExampleWindow(GameWindowSettings gameWindowSettings, NativeWindowSettings nativeWindowSettings)
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: base(gameWindowSettings, nativeWindowSettings)
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{
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}
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// Now, we start initializing OpenGL.
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protected override void OnLoad()
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{
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// This is called when the window is created and is where we can set up OpenGL resources.
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base.OnLoad();
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//GL.Disable(EnableCap.CullFace);
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//GL.PolygonMode(MaterialFace.FrontAndBack, PolygonMode.Line);
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// Set The background color to a nice blue.
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GL.ClearColor(0.2f, 0.3f, 0.3f, 1.0f);
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GL.Enable(EnableCap.DepthTest);
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_shader = new Shader("Shaders/shader.vert", "Shaders/shader.frag");
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_cubeMesh = ShapeFactory.CreateTexturedCube();
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_cubeTexture = new Texture("Textures/placeholder.png");
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_cubeObject = new RenderObject(_cubeMesh, _shader, _cubeTexture);
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_cubeObject.Position = new Vector3(0.0f, 0.0f, -1.0f);
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_cubeObject.Scale = new Vector3(0.5f, 0.5f, 0.5f);
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}
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// Now that initialization is done, let's create our render loop.
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protected override void OnRenderFrame(FrameEventArgs e)
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{
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// This is called once per frame and is where all the rendering code goes.
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base.OnRenderFrame(e);
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// Clear the color buffer and the depth buffer
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GL.Clear(ClearBufferMask.DepthBufferBit | ClearBufferMask.ColorBufferBit);
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_cubeObject.Rotation = Quaternion.FromEulerAngles(_rotation * 0.5f, _rotation, 0); //
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// --- Set up Camera ---
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Matrix4 view = Matrix4.CreateTranslation(0.0f, 0.0f, -3.0f);
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float aspectRatio = (float)Size.X / Size.Y;
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// 2. Add a safety check for divide-by-zero
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if (Size.Y == 0 || Size.X == 0)
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{
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aspectRatio = 1.0f; // Default to 1:1 if window is minimized
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}
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Matrix4 projection = Matrix4.CreatePerspectiveFieldOfView(
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MathHelper.DegreesToRadians(45f),
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aspectRatio,
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0.1f,
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100.0f
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);
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_cubeObject.Draw(view, projection);
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SwapBuffers();
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}
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protected override void OnUpdateFrame(FrameEventArgs e)
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{
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base.OnUpdateFrame(e);
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_rotation += (float)e.Time ;
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var input = KeyboardState;
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if (input.IsKeyDown(Keys.Escape))
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{
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Close();
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}
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}
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protected override void OnResize(ResizeEventArgs e)
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{
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base.OnResize(e);
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// When the window gets resized, we have to call GL.Viewport to resize OpenGL's viewport to match the new size.
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// If we don't, the NDC will no longer be correct.
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GL.Viewport(0, 0, Size.X, Size.Y);
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}
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// Now, for cleanup.
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// You should generally not do cleanup of opengl resources when exiting an application,
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// as that is handled by the driver and operating system when the application exits.
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//
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// There are reasons to delete opengl resources, but exiting the application is not one of them.
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// This is provided here as a reference on how resource cleanup is done in opengl, but
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// should not be done when exiting the application.
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//
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// Places where cleanup is appropriate would be: to delete textures that are no
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// longer used for whatever reason (e.g. a new scene is loaded that doesn't use a texture).
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// This would free up video ram (VRAM) that can be used for new textures.
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//
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// The coming chapters will not have this code.
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protected override void OnUnload()
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{
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// Unbind all the resources by binding the targets to 0/null.
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GL.BindBuffer(BufferTarget.ArrayBuffer, 0);
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GL.BindVertexArray(0);
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GL.UseProgram(0);
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GL.DeleteProgram(_shader.Handle);
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base.OnUnload();
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}
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}
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} |