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OpenTK 5.0 triangle example #51

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6 changes: 6 additions & 0 deletions LearnOpenTK.sln
Expand Up @@ -47,6 +47,8 @@ Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "4-Shaders-Uniforms", "Chapt
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "4-Shaders-MoreAttributes", "Chapter1\4-Shaders-MoreAttributes\4-Shaders-MoreAttributes.csproj", "{EB44CAF3-EB1B-4FD1-B29C-DA592568E013}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "OTK5Triangle", "OTK5Triangle\OTK5Triangle.csproj", "{05A46171-8C41-40D1-B2FA-7AC6C8AD34E6}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Any CPU = Debug|Any CPU
Expand Down Expand Up @@ -133,6 +135,10 @@ Global
{EB44CAF3-EB1B-4FD1-B29C-DA592568E013}.Debug|Any CPU.Build.0 = Debug|Any CPU
{EB44CAF3-EB1B-4FD1-B29C-DA592568E013}.Release|Any CPU.ActiveCfg = Release|Any CPU
{EB44CAF3-EB1B-4FD1-B29C-DA592568E013}.Release|Any CPU.Build.0 = Release|Any CPU
{05A46171-8C41-40D1-B2FA-7AC6C8AD34E6}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{05A46171-8C41-40D1-B2FA-7AC6C8AD34E6}.Debug|Any CPU.Build.0 = Debug|Any CPU
{05A46171-8C41-40D1-B2FA-7AC6C8AD34E6}.Release|Any CPU.ActiveCfg = Release|Any CPU
{05A46171-8C41-40D1-B2FA-7AC6C8AD34E6}.Release|Any CPU.Build.0 = Release|Any CPU
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
Expand Down
13 changes: 13 additions & 0 deletions OTK5Triangle/OTK5Triangle.csproj
@@ -0,0 +1,13 @@
<Project Sdk="Microsoft.NET.Sdk">

<PropertyGroup>
<OutputType>Exe</OutputType>
<TargetFramework>net5.0</TargetFramework>
<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
</PropertyGroup>

<ItemGroup>
<PackageReference Include="OpenTK" Version="5.0.0-pre.1" />
</ItemGroup>

</Project>
128 changes: 128 additions & 0 deletions OTK5Triangle/Program.cs
@@ -0,0 +1,128 @@
using System;
using OpenTK.Graphics.OpenGL;
using OpenTK.Windowing.Common;
using OpenTK.Windowing.Desktop;

namespace OTK5Triangle
{
class Program
{
//Vertex shader source.
public static readonly string VertexSrc = @"
#version 330 core
layout(location = 0) in vec2 vPosition;

void main()
{
gl_Position = vec4(vPosition, 0, 1);
}
";

//Fragment shader source.
public static readonly string FragmentSrc = @"
#version 330 core
out vec4 Color;

void main()
{
Color = vec4(0.2f, 0.2f, 0.8f, 1);
}
";

private static readonly float[] Vertices = new[]
{
0f, 0.5f,
0.5f, 0f,
-0.5f, 0f,
};

private static GameWindow _window;

static void Main(string[] args)
{
_window = new GameWindow(GameWindowSettings.Default, NativeWindowSettings.Default);

_window.Load += WindowOnLoad;
_window.RenderFrame += WindowOnRenderFrame;
_window.Unload += WindowOnUnload;

_window.Run();
_window.Dispose();
Console.ReadKey();
}

private static uint _vbo, _vao, _program;

private static void WindowOnLoad()
{
unsafe
{
GL.ClearColor(1, 0, 1, 1);

_vao = GL.CreateVertexArrays();

_vbo = GL.GenBuffers();
GL.BindBuffer(BufferTargetARB.ArrayBuffer, _vbo);
GL.BufferData(BufferTargetARB.ArrayBuffer, Vertices, BufferUsageARB.StaticDraw);

GL.BindVertexArray(_vao);
GL.VertexAttribPointer(0, 2, VertexAttribPointerType.Float, 0, 2 * sizeof(float), null);
GL.EnableVertexAttribArray(0);

uint CreateShader(ShaderType type, string src)
{
uint shader = GL.CreateShader(type);
GL.ShaderSource(shader, src);
GL.CompileShader(shader);
int length = 0;
string infoLog = GL.GetShaderInfoLog(shader, 255, ref length);
if (!string.IsNullOrWhiteSpace(infoLog))
{
throw new Exception($"{type} failed to compile: {infoLog}");
}

return shader;
}

uint vertexShader = CreateShader(ShaderType.VertexShader, VertexSrc);
uint fragmentShader = CreateShader(ShaderType.FragmentShader, FragmentSrc);

_program = GL.CreateProgram();

GL.AttachShader(_program, vertexShader);
GL.AttachShader(_program, fragmentShader);

GL.LinkProgram(_program);
int length = 0;
string infoLog = GL.GetProgramInfoLog(_program, 255, ref length);
if (!string.IsNullOrWhiteSpace(infoLog))
{
throw new Exception($"Program failed to link {infoLog}");
}

GL.DetachShader(_program, vertexShader);
GL.DetachShader(_program, fragmentShader);
GL.DeleteShader(vertexShader);
GL.DeleteShader(fragmentShader);
}
}

private static void WindowOnRenderFrame(FrameEventArgs obj)
{
GL.Clear(ClearBufferMask.ColorBufferBit);

GL.UseProgram(_program);
GL.BindVertexArray(_vao);
GL.DrawArrays(PrimitiveType.Triangles, 0, 3);

_window.SwapBuffers();
}

private static void WindowOnUnload()
{
GL.DeleteProgram(_program);
GL.DeleteVertexArrays(1, ref _vao);
GL.DeleteBuffers(1, ref _vbo);
}
}
}