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2022-09-04 12:45:01 +02:00
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73
C#/OpenTKTutorial/Game.cs Normal file
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using System.Collections.Generic;
using OpenTK.Graphics.ES30;
using OpenTK.Mathematics;
using OpenTK.Windowing.Common;
using OpenTK.Windowing.Desktop;
using OpenTK.Windowing.GraphicsLibraryFramework;
using SixLabors.ImageSharp;
using SixLabors.ImageSharp.PixelFormats;
using SixLabors.ImageSharp.Processing;
using Image = SixLabors.ImageSharp.Image;
namespace OpenTKTutorial {
public class Game : GameWindow {
private int _vbo;
private int _vao;
private Shader _shader;
public Game(int width, int height, string title) : base(GameWindowSettings.Default, new NativeWindowSettings {Title = title, Size = new Vector2i(width, height)}) { }
protected override void OnUpdateFrame(FrameEventArgs args) {
if (KeyboardState.IsKeyDown(Keys.Escape)) Close();
base.OnUpdateFrame(args);
}
protected override void OnLoad() {
GL.ClearColor(0.0f, 0.0f, 0.0f, 1.0f);
_shader = new Shader(@"D:\Programmierstuff\C#\OpenTKTutorial\shader.vert", @"D:\Programmierstuff\C#\OpenTKTutorial\shader.frag");
float[] vertices = {
-0.5f, -0.5f, 1.0f, 0.0f, 0.0f, //Bottom-left vertex
0.5f, -0.5f, 0.0f, 1.0f, 0.0f, //Bottom-right vertex
0.0f, 0.5f, 0.0f, 0.0f, 1.0f //Top vertex
};
_vbo = GL.GenBuffer();
_vao = GL.GenVertexArray();
GL.BindVertexArray(_vao);
GL.BindBuffer(BufferTarget.ArrayBuffer, _vbo);
GL.BufferData(BufferTarget.ArrayBuffer, vertices.Length * sizeof(float), vertices, BufferUsageHint.StaticDraw);
GL.VertexAttribPointer(0, 3, VertexAttribPointerType.Float, false, 5 * sizeof(float), 0);
GL.EnableVertexAttribArray(0);
GL.VertexAttribPointer(1, 3, VertexAttribPointerType.Float, false, 5 * sizeof(float), 2 * sizeof(float));
GL.EnableVertexAttribArray(1);
base.OnLoad();
}
protected override void OnUnload() {
GL.BindBuffer(BufferTarget.ArrayBuffer, 0);
GL.DeleteBuffer(_vbo);
_shader.Dispose();
base.OnUnload();
}
protected override void OnRenderFrame(FrameEventArgs args) {
GL.Clear(ClearBufferMask.ColorBufferBit);
_shader.Use();
GL.BindVertexArray(_vao);
GL.DrawArrays(PrimitiveType.Triangles, 0, 3);
Context.SwapBuffers();
base.OnRenderFrame(args);
}
protected override void OnResize(ResizeEventArgs e) {
GL.Viewport(0, 0, e.Width, e.Height);
base.OnResize(e);
}
}
}

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<PackageReference Include="SixLabors.ImageSharp" Version="2.1.2" />
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Microsoft Visual Studio Solution File, Format Version 12.00
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "OpenTKTutorial", "OpenTKTutorial.csproj", "{DC6D3224-1000-4311-9E80-1E0397FBF0D3}"
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Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Any CPU = Debug|Any CPU
Release|Any CPU = Release|Any CPU
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{DC6D3224-1000-4311-9E80-1E0397FBF0D3}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
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{DC6D3224-1000-4311-9E80-1E0397FBF0D3}.Release|Any CPU.ActiveCfg = Release|Any CPU
{DC6D3224-1000-4311-9E80-1E0397FBF0D3}.Release|Any CPU.Build.0 = Release|Any CPU
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EndGlobal

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@@ -0,0 +1,11 @@
using OpenTK.Windowing.Common;
namespace OpenTKTutorial {
class Program {
static void Main(string[] args) {
using var game = new Game(800, 600, "Test Game");
game.VSync = VSyncMode.On;
game.Run();
}
}
}

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using System;
using System.IO;
using System.Text;
using GL = OpenTK.Graphics.ES30.GL;
using ShaderType = OpenTK.Graphics.ES30.ShaderType;
namespace OpenTKTutorial {
public class Shader : IDisposable {
public int Handle;
public Shader(string vertexPath, string fragmentPath) {
string vertex, fragment;
using (StreamReader reader = new StreamReader(vertexPath, Encoding.UTF8)) vertex = reader.ReadToEnd();
using (StreamReader reader = new StreamReader(fragmentPath, Encoding.UTF8)) fragment = reader.ReadToEnd();
int vertexShader = GL.CreateShader(ShaderType.VertexShader);
GL.ShaderSource(vertexShader, vertex);
int fragmentShader = GL.CreateShader(ShaderType.FragmentShader);
GL.ShaderSource(fragmentShader, fragment);
GL.CompileShader(vertexShader);
string infoLogVert = GL.GetShaderInfoLog(vertexShader);
if (infoLogVert != String.Empty)
throw new Exception("Could not compile vertex shader: " + infoLogVert);
GL.CompileShader(fragmentShader);
string infoLogFrag = GL.GetShaderInfoLog(fragmentShader);
if (infoLogFrag != String.Empty)
throw new Exception("Could not compile fragment shader: " + infoLogFrag);
Handle = GL.CreateProgram();
GL.AttachShader(Handle, vertexShader);
GL.AttachShader(Handle, fragmentShader);
GL.LinkProgram(Handle);
GL.DetachShader(Handle, vertexShader);
GL.DetachShader(Handle, fragmentShader);
GL.DeleteShader(fragmentShader);
GL.DeleteShader(vertexShader);
}
public void Use()
{
GL.UseProgram(Handle);
}
private bool disposedValue = false;
protected virtual void Dispose(bool disposing)
{
if (!disposedValue)
{
GL.DeleteProgram(Handle);
disposedValue = true;
}
}
~Shader()
{
GL.DeleteProgram(Handle);
}
public void Dispose()
{
Dispose(true);
GC.SuppressFinalize(this);
}
}
}

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