using System; using SFML; using SFML.Window; using Tao.OpenGl; namespace window { static class Program { /// /// The main entry point for the application. /// static void Main() { // Create the main window Window window = new Window(new VideoMode(640, 480, 32), "SFML.Net Window"); // Setup event handlers window.Closed += new EventHandler(OnClosed); window.KeyPressed += new EventHandler(OnKeyPressed); window.Resized += new EventHandler(OnResized); // Set the color and depth clear values Gl.glClearDepth(1.0F); Gl.glClearColor(0.0F, 0.0F, 0.0F, 0.0F); // Enable Z-buffer read and write Gl.glEnable(Gl.GL_DEPTH_TEST); Gl.glDepthMask(Gl.GL_TRUE); // Setup a perspective projection Gl.glMatrixMode(Gl.GL_PROJECTION); Gl.glLoadIdentity(); Glu.gluPerspective(90.0F, 1.0F, 1.0F, 500.0F); float time = 0.0F; // Start the game loop while (window.IsOpened()) { // Process events window.DispatchEvents(); // Activate the window before using OpenGL commands. // This is useless here because we have only one window which is // always the active one, but don't forget it if you use multiple windows window.SetActive(); // Clear color and depth buffer Gl.glClear(Gl.GL_COLOR_BUFFER_BIT | Gl.GL_DEPTH_BUFFER_BIT); // Apply some transformations time += window.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.glColor3f(1.0F, 0.0F, 0.0F); Gl.glVertex3f(-50.0F, -50.0F, -50.0F); Gl.glVertex3f(-50.0F, 50.0F, -50.0F); Gl.glVertex3f( 50.0F, 50.0F, -50.0F); Gl.glVertex3f( 50.0F, -50.0F, -50.0F); Gl.glColor3f(1.0F, 0.0F, 0.0F); Gl.glVertex3f(-50.0F, -50.0F, 50.0F); Gl.glVertex3f(-50.0F, 50.0F, 50.0F); Gl.glVertex3f( 50.0F, 50.0F, 50.0F); Gl.glVertex3f( 50.0F, -50.0F, 50.0F); Gl.glColor3f(0.0F, 1.0F, 0.0F); Gl.glVertex3f(-50.0F, -50.0F, -50.0F); Gl.glVertex3f(-50.0F, 50.0F, -50.0F); Gl.glVertex3f(-50.0F, 50.0F, 50.0F); Gl.glVertex3f(-50.0F, -50.0F, 50.0F); Gl.glColor3f(0.0F, 1.0F, 0.0F); Gl.glVertex3f(50.0F, -50.0F, -50.0F); Gl.glVertex3f(50.0F, 50.0F, -50.0F); Gl.glVertex3f(50.0F, 50.0F, 50.0F); Gl.glVertex3f(50.0F, -50.0F, 50.0F); Gl.glColor3f(0.0F, 0.0F, 1.0F); Gl.glVertex3f(-50.0F, -50.0F, 50.0F); Gl.glVertex3f(-50.0F, -50.0F, -50.0F); Gl.glVertex3f( 50.0F, -50.0F, -50.0F); Gl.glVertex3f( 50.0F, -50.0F, 50.0F); Gl.glColor3f(0.0F, 0.0F, 1.0F); Gl.glVertex3f(-50.0F, 50.0F, 50.0F); Gl.glVertex3f(-50.0F, 50.0F, -50.0F); Gl.glVertex3f( 50.0F, 50.0F, -50.0F); Gl.glVertex3f( 50.0F, 50.0F, 50.0F); Gl.glEnd(); // Finally, display the rendered frame on screen window.Display(); } } /// /// Function called when the window is closed /// static void OnClosed(object sender, EventArgs e) { Window window = (Window)sender; window.Close(); } /// /// Function called when a key is pressed /// static void OnKeyPressed(object sender, KeyEventArgs e) { Window window = (Window)sender; if (e.Code == KeyCode.Escape) window.Close(); } /// /// Function called when the window is resized /// static void OnResized(object sender, SizeEventArgs e) { Gl.glViewport(0, 0, (int)e.Width, (int)e.Height); } } }