88d48a0f71
Changed samples images Added an effect to the post-fx sample git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/branches/sfml2@1008 4e206d99-4929-0410-ac5d-dfc041789085
167 lines
6.8 KiB
C#
167 lines
6.8 KiB
C#
using System;
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using SFML;
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using SFML.Graphics;
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using SFML.Window;
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using Tao.OpenGl;
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namespace sample_opengl
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{
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static class Program
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{
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/// <summary>
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/// The main entry point for the application.
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/// </summary>
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static void Main()
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{
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// Create main window
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RenderWindow App = new RenderWindow(new VideoMode(800, 600), "SFML.Net OpenGL");
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App.PreserveOpenGLStates(true);
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// Setup event handlers
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App.Closed += new EventHandler(OnClosed);
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App.KeyPressed += new EventHandler<KeyEventArgs>(OnKeyPressed);
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App.Resized += new EventHandler<SizeEventArgs>(OnResized);
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// Create a sprite for the background
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Image BackgroundImage = new Image("datas/opengl/background.jpg");
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Sprite Background = new Sprite(BackgroundImage);
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// Create a text to display
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String2D Text = new String2D("This is a rotating cube");
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Text.Position = new Vector2(250.0F, 450.0F);
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Text.Color = new Color(255, 255, 255, 170);
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// Load an OpenGL texture.
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// We could directly use a sf::Image as an OpenGL texture (with its Bind() member function),
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// but here we want more control on it (generate mipmaps, ...) so we create a new one
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int Texture = 0;
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using (Image TempImage = new Image("datas/opengl/texture.jpg"))
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{
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Gl.glGenTextures(1, out Texture);
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Gl.glBindTexture(Gl.GL_TEXTURE_2D, Texture);
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Glu.gluBuild2DMipmaps(Gl.GL_TEXTURE_2D, Gl.GL_RGBA, (int)TempImage.Width, (int)TempImage.Height, Gl.GL_RGBA, Gl.GL_UNSIGNED_BYTE, TempImage.Pixels);
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Gl.glTexParameteri(Gl.GL_TEXTURE_2D, Gl.GL_TEXTURE_MAG_FILTER, Gl.GL_LINEAR);
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Gl.glTexParameteri(Gl.GL_TEXTURE_2D, Gl.GL_TEXTURE_MIN_FILTER, Gl.GL_LINEAR_MIPMAP_LINEAR);
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}
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// Enable Z-buffer read and write
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Gl.glEnable(Gl.GL_DEPTH_TEST);
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Gl.glDepthMask(Gl.GL_TRUE);
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Gl.glClearDepth(1.0F);
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// Setup a perspective projection
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Gl.glMatrixMode(Gl.GL_PROJECTION);
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Gl.glLoadIdentity();
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Glu.gluPerspective(90.0F, 1.0F, 1.0F, 500.0F);
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// Bind our texture
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Gl.glEnable(Gl.GL_TEXTURE_2D);
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Gl.glBindTexture(Gl.GL_TEXTURE_2D, Texture);
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Gl.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
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float Time = 0.0F;
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// Start game loop
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while (App.IsOpened())
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{
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// Process events
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App.DispatchEvents();
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// Clear the window
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App.Clear();
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// Draw background
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App.Draw(Background);
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// Clear depth buffer
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Gl.glClear(Gl.GL_DEPTH_BUFFER_BIT);
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// We get the position of the mouse cursor, so that we can move the box accordingly
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float CursorX = App.Input.GetMouseX() * 200.0F / App.Width - 100.0F;
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float CursorY = -App.Input.GetMouseY() * 200.0F / App.Height + 100.0F;
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// Apply some transformations
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Time += App.GetFrameTime();
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Gl.glMatrixMode(Gl.GL_MODELVIEW);
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Gl.glLoadIdentity();
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Gl.glTranslatef(CursorX, CursorY, -100.0F);
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Gl.glRotatef(Time * 50, 1.0F, 0.0F, 0.0F);
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Gl.glRotatef(Time * 30, 0.0F, 1.0F, 0.0F);
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Gl.glRotatef(Time * 90, 0.0F, 0.0F, 1.0F);
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// Draw a cube
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float Size = 20.0F;
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Gl.glBegin(Gl.GL_QUADS);
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Gl.glTexCoord2f(0, 0); Gl.glVertex3f(-Size, -Size, -Size);
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Gl.glTexCoord2f(0, 1); Gl.glVertex3f(-Size, Size, -Size);
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Gl.glTexCoord2f(1, 1); Gl.glVertex3f( Size, Size, -Size);
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Gl.glTexCoord2f(1, 0); Gl.glVertex3f( Size, -Size, -Size);
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Gl.glTexCoord2f(0, 0); Gl.glVertex3f(-Size, -Size, Size);
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Gl.glTexCoord2f(0, 1); Gl.glVertex3f(-Size, Size, Size);
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Gl.glTexCoord2f(1, 1); Gl.glVertex3f( Size, Size, Size);
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Gl.glTexCoord2f(1, 0); Gl.glVertex3f( Size, -Size, Size);
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Gl.glTexCoord2f(0, 0); Gl.glVertex3f(-Size, -Size, -Size);
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Gl.glTexCoord2f(0, 1); Gl.glVertex3f(-Size, Size, -Size);
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Gl.glTexCoord2f(1, 1); Gl.glVertex3f(-Size, Size, Size);
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Gl.glTexCoord2f(1, 0); Gl.glVertex3f(-Size, -Size, Size);
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Gl.glTexCoord2f(0, 0); Gl.glVertex3f(Size, -Size, -Size);
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Gl.glTexCoord2f(0, 1); Gl.glVertex3f(Size, Size, -Size);
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Gl.glTexCoord2f(1, 1); Gl.glVertex3f(Size, Size, Size);
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Gl.glTexCoord2f(1, 0); Gl.glVertex3f(Size, -Size, Size);
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Gl.glTexCoord2f(0, 1); Gl.glVertex3f(-Size, -Size, Size);
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Gl.glTexCoord2f(0, 0); Gl.glVertex3f(-Size, -Size, -Size);
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Gl.glTexCoord2f(1, 0); Gl.glVertex3f( Size, -Size, -Size);
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Gl.glTexCoord2f(1, 1); Gl.glVertex3f( Size, -Size, Size);
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Gl.glTexCoord2f(0, 1); Gl.glVertex3f(-Size, Size, Size);
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Gl.glTexCoord2f(0, 0); Gl.glVertex3f(-Size, Size, -Size);
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Gl.glTexCoord2f(1, 0); Gl.glVertex3f( Size, Size, -Size);
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Gl.glTexCoord2f(1, 1); Gl.glVertex3f( Size, Size, Size);
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Gl.glEnd();
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// Draw some text on top of our OpenGL object
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App.Draw(Text);
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// Finally, display the rendered frame on screen
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App.Display();
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}
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// Don't forget to destroy our texture
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Gl.glDeleteTextures(1, ref Texture);
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}
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/// <summary>
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/// Function called when the window is closed
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/// </summary>
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static void OnClosed(object sender, EventArgs e)
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{
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RenderWindow window = (RenderWindow)sender;
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window.Close();
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}
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/// <summary>
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/// Function called when a key is pressed
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/// </summary>
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static void OnKeyPressed(object sender, KeyEventArgs e)
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{
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RenderWindow window = (RenderWindow)sender;
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if (e.Code == KeyCode.Escape)
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window.Close();
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}
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/// <summary>
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/// Function called when the window is resized
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/// </summary>
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static void OnResized(object sender, SizeEventArgs e)
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{
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Gl.glViewport(0, 0, (int)e.Width, (int)e.Height);
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}
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}
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}
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