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basic example with rotating textured cube
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using System; | ||
using System.Diagnostics; | ||
using System.Drawing; | ||
using Examples.Shaders; | ||
using ObjectTK.Buffers; | ||
using ObjectTK.Shaders; | ||
using ObjectTK.Textures; | ||
using ObjectTK.Tools.Shapes; | ||
using OpenTK; | ||
using OpenTK.Graphics.OpenGL; | ||
using OpenTK.Input; | ||
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namespace Examples.BasicExamples | ||
{ | ||
[ExampleProject("Rotating textured cube rendering")] | ||
public class RotatingTexturedCubeExample | ||
: ExampleWindow | ||
{ | ||
private Texture2D _texture; | ||
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private SimpleTextureProgram _textureProgram; | ||
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private TexturedCube _cube; | ||
private VertexArray _cubeVao; | ||
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private Matrix4 _baseView; | ||
private Matrix4 _objectView; | ||
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private Vector3[] _rotateVectors = new[] { Vector3.Zero, Vector3.UnitX, Vector3.UnitY, Vector3.UnitZ, Vector3.One }; | ||
private const int _defaultRotateIndex = 4; | ||
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private int _rotateIndex = _defaultRotateIndex; | ||
private readonly Stopwatch _stopwatch = new Stopwatch(); | ||
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public RotatingTexturedCubeExample() | ||
{ | ||
Load += OnLoad; | ||
RenderFrame += OnRenderFrame; | ||
KeyDown += OnKeyDown; | ||
} | ||
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private void OnKeyDown(object sender, KeyboardKeyEventArgs e) | ||
{ | ||
switch (e.Key) | ||
{ | ||
case Key.R: | ||
_objectView = _baseView = Matrix4.Identity; | ||
_rotateIndex = _defaultRotateIndex; | ||
_stopwatch.Restart(); | ||
break; | ||
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case Key.Space: | ||
_baseView = _objectView; | ||
_rotateIndex = (_rotateIndex + 1) % _rotateVectors.Length; | ||
_stopwatch.Restart(); | ||
break; | ||
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case Key.Number0: | ||
case Key.Number1: | ||
case Key.Number2: | ||
case Key.Number3: | ||
case Key.Number4: | ||
_baseView = _objectView; | ||
_rotateIndex = (e.Key - Key.Number0) % _rotateVectors.Length; | ||
_stopwatch.Restart(); | ||
break; | ||
} | ||
} | ||
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private void OnLoad(object sender, EventArgs e) | ||
{ | ||
// load texture from file | ||
using (var bitmap = new Bitmap("Data/Textures/crate.png")) | ||
{ | ||
BitmapTexture.CreateCompatible(bitmap, out _texture); | ||
_texture.LoadBitmap(bitmap); | ||
} | ||
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// initialize shaders | ||
_textureProgram = ProgramFactory.Create<SimpleTextureProgram>(); | ||
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// initialize cube object and base view matrix | ||
_objectView = _baseView = Matrix4.Identity; | ||
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// initialize demonstration geometry | ||
_cube = new TexturedCube(); | ||
_cube.UpdateBuffers(); | ||
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// set up vertex attributes for the quad | ||
_cubeVao = new VertexArray(); | ||
_cubeVao.Bind(); | ||
_cubeVao.BindAttribute(_textureProgram.InPosition, _cube.VertexBuffer); | ||
_cubeVao.BindAttribute(_textureProgram.InTexCoord, _cube.TexCoordBuffer); | ||
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// Enable culling, our cube vertices are defined inside out, so we flip them | ||
GL.Enable(EnableCap.CullFace); | ||
GL.CullFace(CullFaceMode.Back); | ||
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// initialize camera position | ||
Camera.DefaultState.Position = new Vector3(0, 0, 4); | ||
Camera.ResetToDefault(); | ||
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// set nice clear color | ||
GL.ClearColor(Color.MidnightBlue); | ||
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_stopwatch.Restart(); | ||
} | ||
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private void OnRenderFrame(object sender, OpenTK.FrameEventArgs e) | ||
{ | ||
// set up viewport | ||
GL.Viewport(0, 0, Width, Height); | ||
GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit); | ||
SetupPerspective(); | ||
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// determinate object view rotation vectors and apply them | ||
_objectView = _baseView; | ||
var rotation = _rotateVectors[_rotateIndex]; | ||
if (rotation != Vector3.Zero) | ||
_objectView *= Matrix4.CreateFromAxisAngle(_rotateVectors[_rotateIndex], (float)(_stopwatch.Elapsed.TotalSeconds * 1.0)); | ||
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// set transformation matrix | ||
_textureProgram.Use(); | ||
_textureProgram.ModelViewProjectionMatrix.Set(_objectView * ModelView * Projection); | ||
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// render cube with texture | ||
_cubeVao.Bind(); | ||
_cubeVao.DrawArrays(_cube.DefaultMode, 0, _cube.VertexBuffer.ElementCount); | ||
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// swap buffers | ||
SwapBuffers(); | ||
} | ||
} | ||
} |
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// | ||
// TexturedCube.cs | ||
// | ||
// Copyright (C) 2018 OpenTK | ||
// | ||
// This software may be modified and distributed under the terms | ||
// of the MIT license. See the LICENSE file for details. | ||
// | ||
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using OpenTK; | ||
using OpenTK.Graphics.OpenGL; | ||
using System.Linq; | ||
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namespace ObjectTK.Tools.Shapes | ||
{ | ||
public class TexturedCube | ||
: TexturedShape | ||
{ | ||
public TexturedCube() | ||
{ | ||
DefaultMode = PrimitiveType.Triangles; | ||
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var quad_uv_map = new[] | ||
{ | ||
new Vector2(0, 0), | ||
new Vector2(0, 1), | ||
new Vector2(1, 1), | ||
new Vector2(1, 1), | ||
new Vector2(1, 0), | ||
new Vector2(0, 0), | ||
}; | ||
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// use default cube | ||
using (var cube = new Cube()) | ||
{ | ||
// Cube uses indexed vertices, TexturedShape assumes a flat vertices array | ||
// So we need to assemble the missing vertices ourself | ||
Vertices = cube.Indices.Select(idx => cube.Vertices[idx]).ToArray(); | ||
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// Use predefined uv texture mapping for vertices | ||
TexCoords = Enumerable.Range(0, Vertices.Length).Select(i => quad_uv_map[i % quad_uv_map.Length]).ToArray(); | ||
} | ||
} | ||
} | ||
} |