Final source code of Chapter 1, Tutorial 2.

using System;
using System.Drawing;
using Silk.NET.Maths;
using Silk.NET.Windowing;
using Silk.NET.OpenGL;

namespace MyProgram;

public class Program
{
    private static IWindow _window;
    private static GL _gl;

    private static uint _vao;
    private static uint _vbo;
    private static uint _ebo;

    private static uint _program;
    
    public static void Main(string[] args)
    {
        WindowOptions options = WindowOptions.Default;
        options.Size = new Vector2D<int>(800, 600);
        options.Title = "1.2 - Drawing a Quad";

        _window = Window.Create(options);
        
        _window.Load += OnLoad;
        _window.Update += OnUpdate;
        _window.Render += OnRender;
        _window.Run();
    }

    private static unsafe void OnLoad()
    {
        _gl = _window.CreateOpenGL();
        
        _gl.ClearColor(Color.CornflowerBlue);

        // Create the VAO.
        _vao = _gl.GenVertexArray();
        _gl.BindVertexArray(_vao);

        // The quad vertices data.
        float[] vertices =
        {
            0.5f,  0.5f, 0.0f,
            0.5f, -0.5f, 0.0f,
            -0.5f, -0.5f, 0.0f,
            -0.5f,  0.5f, 0.0f
        };

        // Create the VBO.
        _vbo = _gl.GenBuffer();
        _gl.BindBuffer(BufferTargetARB.ArrayBuffer, _vbo);

        // Upload the vertices data to the VBO.
        fixed (float* buf = vertices)
            _gl.BufferData(BufferTargetARB.ArrayBuffer, (nuint) (vertices.Length * sizeof(float)), buf, BufferUsageARB.StaticDraw);

        // The quad indices data.
        uint[] indices =
        {
            0u, 1u, 3u,
            1u, 2u, 3u
        };

        // Create the EBO.
        _ebo = _gl.GenBuffer();
        _gl.BindBuffer(BufferTargetARB.ElementArrayBuffer, _ebo);

        // Upload the indices data to the EBO.
        fixed (uint* buf = indices)
            _gl.BufferData(BufferTargetARB.ElementArrayBuffer, (nuint) (indices.Length * sizeof(uint)), buf, BufferUsageARB.StaticDraw);

        const string vertexCode = @"
#version 330 core

layout (location = 0) in vec3 aPosition;

void main()
{
    gl_Position = vec4(aPosition, 1.0);
}";

        const string fragmentCode = @"
#version 330 core

out vec4 out_color;

void main()
{
    out_color = vec4(1.0, 0.5, 0.2, 1.0);
}";

        uint vertexShader = _gl.CreateShader(ShaderType.VertexShader);
        _gl.ShaderSource(vertexShader, vertexCode);

        _gl.CompileShader(vertexShader);

        _gl.GetShader(vertexShader, ShaderParameterName.CompileStatus, out int vStatus);
        if (vStatus != (int) GLEnum.True)
            throw new Exception("Vertex shader failed to compile: " + _gl.GetShaderInfoLog(vertexShader));

        uint fragmentShader = _gl.CreateShader(ShaderType.FragmentShader);
        _gl.ShaderSource(fragmentShader, fragmentCode);

        _gl.CompileShader(fragmentShader);

        _gl.GetShader(fragmentShader, ShaderParameterName.CompileStatus, out int fStatus);
        if (fStatus != (int) GLEnum.True)
            throw new Exception("Fragment shader failed to compile: " + _gl.GetShaderInfoLog(fragmentShader));

        _program = _gl.CreateProgram();

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

        _gl.LinkProgram(_program);

        _gl.GetProgram(_program, ProgramPropertyARB.LinkStatus, out int lStatus);
        if (lStatus != (int) GLEnum.True)
            throw new Exception("Program failed to link: " + _gl.GetProgramInfoLog(_program));

        _gl.DetachShader(_program, vertexShader);
        _gl.DetachShader(_program, fragmentShader);
        _gl.DeleteShader(vertexShader);
        _gl.DeleteShader(fragmentShader);

        const uint positionLoc = 0;
        _gl.EnableVertexAttribArray(positionLoc);
        _gl.VertexAttribPointer(positionLoc, 3, VertexAttribPointerType.Float, false, 3 * sizeof(float), (void*) 0);

        _gl.BindVertexArray(0);
        _gl.BindBuffer(BufferTargetARB.ArrayBuffer, 0);
        _gl.BindBuffer(BufferTargetARB.ElementArrayBuffer, 0);
    }

    private static void OnUpdate(double deltaTime) { }
    
    private static unsafe void OnRender(double deltaTime)
    {
        _gl.Clear(ClearBufferMask.ColorBufferBit);

	    _gl.BindVertexArray(_vao);
	    _gl.UseProgram(_program);
	    _gl.DrawElements(PrimitiveType.Triangles, 6, DrawElementsType.UnsignedInt, (void*) 0);
    }
}

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