simple rendering pipeline

This commit is contained in:
2018-04-05 18:42:08 -04:00
parent d5feb8facd
commit 8d2177ef4a
5 changed files with 131 additions and 1 deletions

101
Tetrahedrons/Gl4Window.cs Normal file
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@@ -0,0 +1,101 @@
using System;
using System.Drawing;
using System.IO;
using OpenTK;
using OpenTK.Graphics.OpenGL;
namespace Tetrahedrons
{
internal class Gl4Window : GameWindow
{
private int _pgm;
private int _shVs;
private int _shFs;
private int _bufVerts;
private int _bufInds;
private Vector4[] _datVerts;
private int[] _datInds;
protected override void OnLoad(EventArgs e)
{
base.OnLoad(e);
X = (DisplayDevice.Default.Width - Width) / 2;
Y = (DisplayDevice.Default.Height - Height) / 2;
_pgm = GL.CreateProgram();
_shVs = GL.CreateShader(ShaderType.VertexShader);
GL.ShaderSource(_shVs, File.ReadAllText("Shaders/simple.vert"));
GL.CompileShader(_shVs);
GL.AttachShader(_pgm, _shVs);
Console.WriteLine(GL.GetShaderInfoLog(_shVs));
_shFs = GL.CreateShader(ShaderType.FragmentShader);
GL.ShaderSource(_shFs, File.ReadAllText("Shaders/simple.frag"));
GL.CompileShader(_shFs);
GL.AttachShader(_pgm, _shFs);
Console.WriteLine(GL.GetShaderInfoLog(_shFs));
GL.LinkProgram(_pgm);
Console.WriteLine(GL.GetProgramInfoLog(_pgm));
_bufVerts = GL.GenBuffer();
_bufInds = GL.GenBuffer();
_datVerts = new[]
{
new Vector4(+1, -1, -1, -1) / 2,
new Vector4(-1, +1, -1, -1) / 2,
new Vector4(-1, -1, +1, -1) / 2,
new Vector4(-1, -1, -1, +1) / 2,
new Vector4(+1, +1, +1, +1) / 2
};
_datInds = new[]
{
0, 1, 2,
0, 1, 3,
0, 2, 3,
1, 2, 3
};
}
protected override void OnRenderFrame(FrameEventArgs e)
{
base.OnRenderFrame(e);
GL.Viewport(0, 0, Width, Height);
GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
GL.Enable(EnableCap.DepthTest);
GL.EnableVertexAttribArray(0);
GL.DrawElements(BeginMode.Triangles, _datInds.Length, DrawElementsType.UnsignedInt, 0);
GL.DisableVertexAttribArray(0);
GL.Flush();
SwapBuffers();
}
protected override void OnUpdateFrame(FrameEventArgs e)
{
base.OnUpdateFrame(e);
GL.BindBuffer(BufferTarget.ArrayBuffer, _bufVerts);
GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr) (_datVerts.Length * Vector4.SizeInBytes), _datVerts, BufferUsageHint.StaticDraw);
GL.VertexAttribPointer(0, 4, VertexAttribPointerType.Float, false, 0, 0);
GL.UseProgram(_pgm);
GL.BindBuffer(BufferTarget.ArrayBuffer, 0);
GL.BindBuffer(BufferTarget.ElementArrayBuffer, _bufInds);
GL.BufferData(BufferTarget.ElementArrayBuffer, (IntPtr) (_datInds.Length * sizeof(int)), _datInds, BufferUsageHint.StaticDraw);
}
}
}

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@@ -7,8 +7,11 @@ namespace Tetrahedrons
{
public static void Main(string[] args)
{
using (var p = new TetrahedronWindow())
using (var p = new Gl4Window())
p.Run();
// using (var p = new TetrahedronWindow())
// p.Run();
}
}
}

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@@ -0,0 +1,9 @@
#version 330
out vec4 outputColor;
void
main()
{
outputColor = vec4(1);
}

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@@ -0,0 +1,8 @@
#version 330
in vec3 vPosition;
void main()
{
gl_Position = vec4(vPosition.xyz, 1);
}

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@@ -42,6 +42,7 @@
<Reference Include="System.Xml" />
</ItemGroup>
<ItemGroup>
<Compile Include="Gl4Window.cs" />
<Compile Include="MVec4D.cs" />
<Compile Include="Program.cs" />
<Compile Include="Properties\AssemblyInfo.cs" />
@@ -53,6 +54,14 @@
<None Include="OpenTK.dll.config" />
<None Include="packages.config" />
</ItemGroup>
<ItemGroup>
<Content Include="Shaders\simple.frag">
<CopyToOutputDirectory>Always</CopyToOutputDirectory>
</Content>
<Content Include="Shaders\simple.vert">
<CopyToOutputDirectory>Always</CopyToOutputDirectory>
</Content>
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
Other similar extension points exist, see Microsoft.Common.targets.