SFML/dotnet/samples/opengl/OpenGL.cs

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C#
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using System;
using SFML;
using SFML.Graphics;
using SFML.Window;
using Tao.OpenGl;
namespace sample_opengl
{
static class Program
{
/// <summary>
/// The main entry point for the application.
/// </summary>
static void Main()
{
// Create main window
RenderWindow App = new RenderWindow(new VideoMode(800, 600), "SFML.Net OpenGL");
App.PreserveOpenGLStates(true);
// Setup event handlers
App.Closed += new EventHandler(OnClosed);
App.KeyPressed += new EventHandler<KeyEventArgs>(OnKeyPressed);
App.Resized += new EventHandler<SizeEventArgs>(OnResized);
// Create a sprite for the background
Image BackgroundImage = new Image("datas/opengl/background.jpg");
Sprite Background = new Sprite(BackgroundImage);
// Create a text to display
String2D Text = new String2D("This is a rotating cube");
Text.Position = new Vector2(250.0F, 300.0F);
Text.Color = new Color(128, 0, 128);
// Load an OpenGL texture.
// We could directly use a sf::Image as an OpenGL texture (with its Bind() member function),
// but here we want more control on it (generate mipmaps, ...) so we create a new one
int Texture = 0;
using (Image TempImage = new Image("datas/opengl/texture.jpg"))
{
Gl.glGenTextures(1, out Texture);
Gl.glBindTexture(Gl.GL_TEXTURE_2D, Texture);
Glu.gluBuild2DMipmaps(Gl.GL_TEXTURE_2D, Gl.GL_RGBA, (int)TempImage.Width, (int)TempImage.Height, Gl.GL_RGBA, Gl.GL_UNSIGNED_BYTE, TempImage.Pixels);
Gl.glTexParameteri(Gl.GL_TEXTURE_2D, Gl.GL_TEXTURE_MAG_FILTER, Gl.GL_LINEAR);
Gl.glTexParameteri(Gl.GL_TEXTURE_2D, Gl.GL_TEXTURE_MIN_FILTER, Gl.GL_LINEAR_MIPMAP_LINEAR);
}
// Enable Z-buffer read and write
Gl.glEnable(Gl.GL_DEPTH_TEST);
Gl.glDepthMask(Gl.GL_TRUE);
Gl.glClearDepth(1.0F);
// Setup a perspective projection
Gl.glMatrixMode(Gl.GL_PROJECTION);
Gl.glLoadIdentity();
Glu.gluPerspective(90.0F, 1.0F, 1.0F, 500.0F);
// Bind our texture
Gl.glEnable(Gl.GL_TEXTURE_2D);
Gl.glBindTexture(Gl.GL_TEXTURE_2D, Texture);
Gl.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
float Time = 0.0F;
// Start game loop
while (App.IsOpened())
{
// Process events
App.DispatchEvents();
// Clear the window
App.Clear();
// Draw background
App.Draw(Background);
// Clear depth buffer
Gl.glClear(Gl.GL_DEPTH_BUFFER_BIT);
// Apply some transformations
Time += App.GetFrameTime();
Gl.glMatrixMode(Gl.GL_MODELVIEW);
Gl.glLoadIdentity();
Gl.glTranslatef(0.0F, 0.0F, -200.0F);
Gl.glRotatef(Time * 50, 1.0F, 0.0F, 0.0F);
Gl.glRotatef(Time * 30, 0.0F, 1.0F, 0.0F);
Gl.glRotatef(Time * 90, 0.0F, 0.0F, 1.0F);
// Draw a cube
Gl.glBegin(Gl.GL_QUADS);
Gl.glTexCoord2f(0, 0); Gl.glVertex3f(-50.0F, -50.0F, -50.0F);
Gl.glTexCoord2f(0, 1); Gl.glVertex3f(-50.0F, 50.0F, -50.0F);
Gl.glTexCoord2f(1, 1); Gl.glVertex3f( 50.0F, 50.0F, -50.0F);
Gl.glTexCoord2f(1, 0); Gl.glVertex3f( 50.0F, -50.0F, -50.0F);
Gl.glTexCoord2f(0, 0); Gl.glVertex3f(-50.0F, -50.0F, 50.0F);
Gl.glTexCoord2f(0, 1); Gl.glVertex3f(-50.0F, 50.0F, 50.0F);
Gl.glTexCoord2f(1, 1); Gl.glVertex3f( 50.0F, 50.0F, 50.0F);
Gl.glTexCoord2f(1, 0); Gl.glVertex3f( 50.0F, -50.0F, 50.0F);
Gl.glTexCoord2f(0, 0); Gl.glVertex3f(-50.0F, -50.0F, -50.0F);
Gl.glTexCoord2f(0, 1); Gl.glVertex3f(-50.0F, 50.0F, -50.0F);
Gl.glTexCoord2f(1, 1); Gl.glVertex3f(-50.0F, 50.0F, 50.0F);
Gl.glTexCoord2f(1, 0); Gl.glVertex3f(-50.0F, -50.0F, 50.0F);
Gl.glTexCoord2f(0, 0); Gl.glVertex3f(50.0F, -50.0F, -50.0F);
Gl.glTexCoord2f(0, 1); Gl.glVertex3f(50.0F, 50.0F, -50.0F);
Gl.glTexCoord2f(1, 1); Gl.glVertex3f(50.0F, 50.0F, 50.0F);
Gl.glTexCoord2f(1, 0); Gl.glVertex3f(50.0F, -50.0F, 50.0F);
Gl.glTexCoord2f(0, 1); Gl.glVertex3f(-50.0F, -50.0F, 50.0F);
Gl.glTexCoord2f(0, 0); Gl.glVertex3f(-50.0F, -50.0F, -50.0F);
Gl.glTexCoord2f(1, 0); Gl.glVertex3f( 50.0F, -50.0F, -50.0F);
Gl.glTexCoord2f(1, 1); Gl.glVertex3f( 50.0F, -50.0F, 50.0F);
Gl.glTexCoord2f(0, 1); Gl.glVertex3f(-50.0F, 50.0F, 50.0F);
Gl.glTexCoord2f(0, 0); Gl.glVertex3f(-50.0F, 50.0F, -50.0F);
Gl.glTexCoord2f(1, 0); Gl.glVertex3f( 50.0F, 50.0F, -50.0F);
Gl.glTexCoord2f(1, 1); Gl.glVertex3f( 50.0F, 50.0F, 50.0F);
Gl.glEnd();
// Draw some text on top of our OpenGL object
App.Draw(Text);
// Finally, display the rendered frame on screen
App.Display();
}
// Don't forget to destroy our texture
Gl.glDeleteTextures(1, ref Texture);
}
/// <summary>
/// Function called when the window is closed
/// </summary>
static void OnClosed(object sender, EventArgs e)
{
RenderWindow window = (RenderWindow)sender;
window.Close();
}
/// <summary>
/// Function called when a key is pressed
/// </summary>
static void OnKeyPressed(object sender, KeyEventArgs e)
{
RenderWindow window = (RenderWindow)sender;
if (e.Code == KeyCode.Escape)
window.Close();
}
/// <summary>
/// Function called when the window is resized
/// </summary>
static void OnResized(object sender, SizeEventArgs e)
{
Gl.glViewport(0, 0, (int)e.Width, (int)e.Height);
}
}
}