mirror of
https://github.com/UOH-CS-Level5/551455-graphics-programming-2526-the-repo-Zyb3rWolfi.git
synced 2025-11-29 00:43:08 +00:00
226 lines
9.2 KiB
C#
226 lines
9.2 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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private Camera _camera;
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// - Resources that only need to be created once
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private Mesh _cubeMesh;
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private Mesh _circleMesh;
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private Mesh _cylinderMesh;
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private Texture _cubeTexture;
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private Texture _cubeTexture2;
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private float _rotation;
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// -- Scene Objects
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private RenderObject _cubeObject;
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private RenderObject _cubeObject2;
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private RenderObject _circleObject;
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private RenderObject _cylinderObject;
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private Vector3 _cameraPosition = new Vector3(0.0f, 0.0f, -3.0f);
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private Vector3 _cameraFront = new Vector3(0.0f, 0.0f, -1.0f);
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private Vector3 _cameraUp = Vector3.UnitY;
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private float _yaw = -90.0f;
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private float _pitch = 0.0f;
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private float _cameraSpeed = 2.5f;
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private float _rotationSpeed = 50.0f;
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private float _mouseSensitivity = 0.1f;
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// This prevents a large camera jump when the window first gets focus
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private bool _firstMove = true;
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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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_camera = new Camera(_cameraPosition, _cameraFront, _cameraUp);
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CursorState = CursorState.Grabbed;
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_shader = new Shader("Shaders/shader.vert", "Shaders/shader.frag");
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_cubeMesh = ShapeFactory.CreateTexturedCube();
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_circleMesh = ShapeFactory.CreateTexturedCircle();
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_cylinderMesh = ShapeFactory.CreateTexturedCylinder();
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_cubeTexture = new Texture("Textures/stone.jpg");
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_cubeTexture2 = new Texture("Textures/placeholder.png");
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_cubeObject = new RenderObject(_cubeMesh, _shader, _cubeTexture);
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_cubeObject2 = new RenderObject(_cubeMesh, _shader, _cubeTexture2);
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_circleObject = new RenderObject(_circleMesh, _shader, _cubeTexture);
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_cylinderObject = new RenderObject(_cylinderMesh, _shader, _cubeTexture2);
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_cylinderObject.Position = new Vector3(-2.5f, 0.0f, 0.0f);
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_cubeObject.Position = new Vector3(-1.5f, 0.0f, 0.0f);
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_cubeObject2.Position = new Vector3(1.5f, 0.0f, 0.0f);
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_circleObject.Position = new Vector3(2.5f, 0.0f, 0.0f);
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_cubeObject.Scale = new Vector3(0.5f, 0.5f, 0.5f);
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_cubeObject2.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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_cubeObject2.Rotation = Quaternion.FromEulerAngles(-_rotation * 0.5f, -_rotation, 0);
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// --- Set up Camera ---
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Matrix4 view = _camera.LookAt();
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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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_cubeObject2.Draw(view, projection);
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_circleObject.Draw(view, projection);
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_cylinderObject.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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if (!IsFocused)
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{
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_firstMove = true;
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return;
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}
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var mouuse = MouseState;
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if (_firstMove)
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{
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mouuse = MouseState;
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_firstMove = false;
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}
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else
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{
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// Get the mouse's movement delta
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float deltaX = mouuse.Delta.X;
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float deltaY = mouuse.Delta.Y;
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// Apply sensitivity
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_yaw += deltaX * _mouseSensitivity;
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_pitch -= deltaY * _mouseSensitivity; // Y-axis is inverted
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}
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// --- Rotation (Arrow Keys) ---
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if (input.IsKeyDown(Keys.Left))
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{
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_yaw -= _rotationSpeed * (float)e.Time;
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}
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if (input.IsKeyDown(Keys.Right))
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{
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_yaw += _rotationSpeed * (float)e.Time;
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}
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if (input.IsKeyDown(Keys.Up))
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{
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_pitch += _rotationSpeed * (float)e.Time;
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}
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if (input.IsKeyDown(Keys.Down))
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{
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_pitch -= _rotationSpeed * (float)e.Time;
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}
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_pitch = MathHelper.Clamp(_pitch, -89.0f, 89.0f);
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Vector3 front;
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_camera._target.X = MathF.Cos(MathHelper.DegreesToRadians(_yaw)) * MathF.Cos(MathHelper.DegreesToRadians(_pitch));
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_camera._target.Y = MathF.Sin(MathHelper.DegreesToRadians(_pitch));
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_camera._target.Z = MathF.Sin(MathHelper.DegreesToRadians(_yaw)) * MathF.Cos(MathHelper.DegreesToRadians(_pitch));
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_cameraFront = Vector3.Normalize(_camera._target);
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var _cameraRight = Vector3.Normalize(Vector3.Cross(_cameraFront, _camera._up));
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if (input.IsKeyDown(Keys.W)) _camera._position += _cameraFront * _cameraSpeed * (float)e.Time;
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if (input.IsKeyDown(Keys.S)) _camera._position -= _cameraFront * _cameraSpeed * (float)e.Time;
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if (input.IsKeyDown(Keys.A)) _camera._position -= _cameraRight * _cameraSpeed * (float)e.Time;
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if (input.IsKeyDown(Keys.D)) _camera._position += _cameraRight * _cameraSpeed * (float)e.Time;
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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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} |