LearnOpenTK | A port of learnopengl.com 's tutorials to OpenTK and C | Learning library
kandi X-RAY | LearnOpenTK Summary
kandi X-RAY | LearnOpenTK Summary
A port of the tutorials at LearnOpenGL to C#/OpenTK.
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QUESTION
Before refering to it, I have read OpenTK - fragment shader is not working (triangle is always black) and it did not help.
I'm trying to do the 'hello triangle' tutorial, for OpenTK in F#. But my triangle is black instead of orange. I guess that it is somehow the fragment shader that is not working correctly but can't find out why. https://opentk.net/learn/chapter1/2-hello-triangle.html
Shader class
...ANSWER
Answered 2021-Sep-21 at 09:45I found the error, I was targeting the vertexshader object when compiling both shaders
QUESTION
I am trying to get to work a polygon class for OpenGL using OpenTK. The goal is to make an instance of the class, pass it an array of vertices in pixel coordinates, and have it drawn to the screen properly.
The way I intend to achieve this is to use a projection matrix (defined as a public variable in the screen class) that the shader should use to scale everything from NDC to pixel coordinates. I also intend to pass an offset vector to the shader to add it to the position.
The projection is calculated using
...ANSWER
Answered 2021-Apr-30 at 19:22The projection matrix defines a viewing volume. Any geometry outside of this volume will be clipped. Your geometry is clipped because it is not between the near and far planes of the volume defined by the Orthographic projection. The geometry z coordinate is 0, but the distance to the near plane is 0.1 and the distance to the far plane is 100.
Either change the z coordinate of the geometry and move the geometry along the negative z axis:
offset = new Vector3(10, 10, 0);
QUESTION
I have the problem, that whenever I maximize the window, the size of the objects doesn't change like it should. If I just resize the window, the objects scale as they should, only maximizing doesn't work.
But the changes happen after the window leaves maximized mode. So after going back to normal window size, I can only see a small part of the rendered object.
The example is really simple; it just draws some triangle.
I don't think there's anything interesting happening; but they included this override:
...ANSWER
Answered 2021-Feb-07 at 13:00You should first call base.OnResize
and then update the viewport size, you don't need to override OnMaximized
:
QUESTION
In softwares like Unity or Unreal, for example, how do they allow users to add their own custom shaders to an object? Is this custom shader just a normal fragment shader or is it another kind of shader? And if it is just a fragment shader, how do they deal with the lights?
I'm not gonna post the code here because it's big and would pollute the page, but I'm starting to learn through here: https://github.com/opentk/LearnOpenTK/blob/master/Chapter2/6-MultipleLights/Shaders/lighting.frag (it's a series of tutorials, this is the shader from the last one), and they say we should put the light types in functions, inside the fragment shader, to calculate the colors of each fragment.
For example, this function to calculate a directional light, extracted from the code I sent above:
...ANSWER
Answered 2021-Jan-04 at 00:11There are a couple of different ways to structure shader files, each with different pros and cons.
As individual programs. You make each file it's own shader program. Simple to add new programs, and would allow your users to just write a program in GLSL, HLSL, or an engines custom shader language. You will have to provide some way for the user to express what kind of data the program expects, unless you query it from the engine, but it might get complicated to make something that's generic enough.
Über Shader! Put all desired functionality in one shader and let the behavior be controlled by control flow or preprocessor macros, such as
#ifdef
. So the user would just have to write the main function (which the application adds to the rest of the shader). This allows you to let the user use all the predefined variables and functions. The obvious downside is that it could be big and hard to handle and small changes might break many shaders.Micro Shaders. Each program contains a small, common functionality, and the application concatenate them all to a functioning shader. The user just write the main function and tells the program which functionality to add. The problem is that it's easy to get conflicts in names unless you're careful and is harder to implement than the über shader.
Effect files. Provided by Microsoft’s effect framework or NVIDIA’s CgFX framework (deprecated).
Abstract Shade Trees. Don't actually know what this is, but it's suppose to be a solution.
You can also combine some of these techniques or try to invent your own solution based on your needs. Here's the solutions discussed (in sector 2.3.3 Existing Solutions).
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