I need to know how to draw transparent circle/ellipse using OpenTK in Xamarin.Forms.
I have tried with creating Vertex and Fragment shaders with reference of following link : How to draw circle on OpenGL ES 2.0 cross platform? But did not get anything on screen it is showing blank on screen.
Below is the Sample Code used to draw circle with OpenTK in Xamarin.Forms.
GL.ClearColor(0.0f, 0.0f, 0.0f, 1.0f);
GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
GL.Enable(EnableCap.DepthTest);
GL.UseProgram(programID);
// The locations where we pass in our color and vertex data
positionInput = GL.GetAttribLocation(programID, "Position");
colorInput = GL.GetAttribLocation(programID, "SourceColor");
// The locations where we pass in unchanging data
projectionInput = GL.GetUniformLocation(programID, "Projection");
modelviewInput = GL.GetUniformLocation(programID, "Modelview");
Matrix4 modelview = Matrix4.CreateRotationX(rotation) * Matrix4.CreateRotationY(rotation) * Matrix4.CreateRotationZ(rotation) * Matrix4.CreateTranslation(xTranslation, yTranslation, -7f);
GL.UniformMatrix4(modelviewInput, false, ref modelview);
float h = 4.0f * (height / width);
Matrix4 projection = Matrix4.CreatePerspectiveOffCenter(-2, 2, -h / 2f, h / 2f, 4, 10);
GL.Viewport(0, 0, (int)width, (int)height);
GL.UniformMatrix4(projectionInput, false, ref projection);
GL.BindBuffer(BufferTarget.ArrayBuffer, colorDataBuffer);
GL.EnableVertexAttribArray(colorInput);
GL.VertexAttribPointer(colorInput, 4, VertexAttribPointerType.Float, false, 0, 0);
float DEGREE_TO_RAD = (float)( 3.14 / 180);
int M_IN_DEGREE = 370;
int N_IN_DEGREE = 100;
int nCount = 1;
int index = 0;
int size = 2;
float[] stVertexArray = new float[2*360];
stVertexArray[0] = 0;
stVertexArray[1] = 0;
for( int nR =N_IN_DEGREE; nR < M_IN_DEGREE; nR++ )
{
float fX = (float) System.Math.Sin((float)nR * DEGREE_TO_RAD ) ;
float fY = (float) System.Math.Cos((float)nR * DEGREE_TO_RAD );
stVertexArray[nCount*2] = fX;
stVertexArray[nCount*2 + 1] = fY;
nCount++;
}
GL.BindBuffer(BufferTarget.ArrayBuffer, stVertexArray.Length);
GL.EnableVertexAttribArray(0);
GL.VertexAttribPointer (index,size, VertexAttribPointerType.Float, false, stVertexArray.Length, IntPtr.Zero);
GL.DrawElements(BeginMode.LineLoop, stVertexArray.Length, DrawElementsType.UnsignedByte,stVertexArray);
GL.Finish();