OpenTK 4.8.2 C# Dose not change or swap any buffer frames and dose not change the clear/beggrund color

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Hi I’m new to OpenTK but have som good knowledge and experience with C#.
I’m about to make an open source project and want to do it simple by using C#.
I know OpenGL and hav try it out with C++.
I’m was about to make the setup in visual Studio and got so fra that I was able to make a window with a title but when I try to setup the basics of the renderer, I got stuck.
I was following this video step by step and add som stuff by my self. Link to the video that i found

Here is the source code:

using System;
using System.ComponentModel;
using System.Diagnostics;
using System.Globalization;
using System.IO;
using System.Collections.Generic;
using System.Threading;
using System.Threading.Tasks;
using OpenTK.Graphics.OpenGL4;
using OpenTK.Windowing.Desktop;
using OpenTK.Windowing.Common;
using OpenTK.Windowing.GraphicsLibraryFramework;
using OpenTK.Mathematics;

namespace BlockyBuild {
    public interface Script {
        /// <summary>
        /// Runs once on the first frame
        /// </summary>
        public void OnStart();

        /// <summary>
        /// Runs once on each frame update
        /// </summary>
        /// <param name="delta"></param>
        public void OnUpdate(float delta);

        /// <summary>
        /// Runs once on each input event
        /// </summary>
        /// <param name="inputEvent"></param>
        public void OnInput(string inputEvent);
    }

    public abstract class GameObject {
        public abstract string UUID { get; set; }
        public abstract Vector3i Position { get; set; }
        public abstract Script Script { get; set; }
        public abstract List<GameObject> Children { get; set; }
    }

    public struct Shader {
        public int id;
    }

    public struct ShaderProgram {
        public int id;
    }

    public static class Game {
        private static List<GameObject> GameObjects = new List<GameObject>();

        // Add a game object to the game object list
        public static void AddGameObject(GameObject gameObject) {
            GameObjects.Add(gameObject);
        }

        // Remove a game object from the game object list
        public static void RemoveGameObject(GameObject gameObject) {
            GameObjects.Remove(gameObject);
        }

        // Load shader from path
        private static Shader LoadShader(string path, ShaderType type) {
            int ID = GL.CreateShader(type);
            try {
                GL.ShaderSource(ID, File.ReadAllText(path));
                GL.CompileShader(ID);
                string infoLog = GL.GetShaderInfoLog(ID);
                if (!string.IsNullOrEmpty(infoLog))
                    throw new Exception(infoLog);
            } catch {
                throw new Exception($"Error: No shader file found on path {path}.");
            }

            return new Shader() { id = ID };
        }

        // Load shader program from string paths
        private static ShaderProgram LoadShaderProgram(string vertexShaderLocation, string fragmentShaderLocation) {
            int id = GL.CreateProgram();

            Shader vertexShader = LoadShader(vertexShaderLocation, ShaderType.VertexShader);
            Shader fragmentShader = LoadShader(fragmentShaderLocation, ShaderType.FragmentShader);

            GL.AttachShader(id, vertexShader.id);
            GL.AttachShader(id, fragmentShader.id);
            GL.LinkProgram(id);
            GL.DetachShader(id, vertexShader.id);
            GL.DetachShader(id, fragmentShader.id);
            GL.DeleteShader(vertexShader.id);
            GL.DeleteShader(fragmentShader.id);

            string infoLog = GL.GetProgramInfoLog(id);
            if (!string.IsNullOrEmpty(infoLog))
                throw new Exception(infoLog);

            return new ShaderProgram() { id = id };
        }

        static void Main(string[] args) {
            // Setup game window

            // set window settings

            GameWindowSettings gws = GameWindowSettings.Default;
            NativeWindowSettings nws = NativeWindowSettings.Default;

            // Set max FPS (0.0 means no limit)
            gws.UpdateFrequency = 0.0;

            // Setup API verson
            nws.APIVersion = Version.Parse("4.1.0");

            nws.ClientSize = new Vector2i(1280, 720);
            nws.Title = "Blocky Build";

            GameWindow window = new GameWindow(gws, nws);

            // Window update frame function
            window.UpdateFrame += (args) => {

            };

            // Load function
            ShaderProgram shaderProgram = new ShaderProgram() { id = 0 };
            window.Load += () => {
                string rootFolder = "../../../Shaders/";
                shaderProgram = LoadShaderProgram(rootFolder + "vertex.glsl", rootFolder + "fragment.glsl");
            };

            // Render frame function
            window.RenderFrame += (args) => {
                GL.UseProgram(shaderProgram.id);

                GL.ClearColor(1.0f, 0, 0, 1.0f);
                GL.Clear(ClearBufferMask.ColorBufferBit);

                window.SwapBuffers();
            };

            window.Run();
        }
    }
}

I’m hoping that some of you can help me and tell me what I’m doing wrong. Thx.

I was trying to make a window with a read backgrund by using OpenTK 4.8.2 to test if i have set it up right.

I got a window with a white screen and a title.

I’m not sure if it is the setup that is wrong or me doing something stupit.

I’m using Visual Studio 2022 and have setup OpenTK by using NuGet.

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