78247bd386
Added the sf::String class to replace (and enhance) sf::Unicode::Text FS#138 - Rename sf::String to sf::Text git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/branches/sfml2@1286 4e206d99-4929-0410-ac5d-dfc041789085
175 lines
7.2 KiB
C#
175 lines
7.2 KiB
C#
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 window = new RenderWindow(new VideoMode(800, 600), "SFML.Net OpenGL");
|
|
|
|
// Setup event handlers
|
|
window.Closed += new EventHandler(OnClosed);
|
|
window.KeyPressed += new EventHandler<KeyEventArgs>(OnKeyPressed);
|
|
window.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
|
|
Text text = new Text("SFML / OpenGL demo");
|
|
text.Position = new Vector2(250.0F, 450.0F);
|
|
text.Color = new Color(255, 255, 255, 170);
|
|
|
|
// 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 image = 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)image.Width, (int)image.Height, Gl.GL_RGBA, Gl.GL_UNSIGNED_BYTE, image.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 (window.IsOpened())
|
|
{
|
|
// Process events
|
|
window.DispatchEvents();
|
|
|
|
// Clear the window
|
|
window.Clear();
|
|
|
|
// Draw background
|
|
window.Draw(background);
|
|
|
|
// Flush the window, to make sure that our OpenGL cube
|
|
// will be rendered on top of the background sprite
|
|
window.Flush();
|
|
|
|
// 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 depth buffer
|
|
Gl.glClear(Gl.GL_DEPTH_BUFFER_BIT);
|
|
|
|
// We get the position of the mouse cursor, so that we can move the box accordingly
|
|
float x = window.Input.GetMouseX() * 200.0F / window.Width - 100.0F;
|
|
float y = -window.Input.GetMouseY() * 200.0F / window.Height + 100.0F;
|
|
|
|
// Apply some transformations
|
|
time += window.GetFrameTime();
|
|
Gl.glMatrixMode(Gl.GL_MODELVIEW);
|
|
Gl.glLoadIdentity();
|
|
Gl.glTranslatef(x, y, -100.0F);
|
|
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
|
|
float size = 20.0F;
|
|
Gl.glBegin(Gl.GL_QUADS);
|
|
|
|
Gl.glTexCoord2f(0, 0); Gl.glVertex3f(-size, -size, -size);
|
|
Gl.glTexCoord2f(0, 1); Gl.glVertex3f(-size, size, -size);
|
|
Gl.glTexCoord2f(1, 1); Gl.glVertex3f( size, size, -size);
|
|
Gl.glTexCoord2f(1, 0); Gl.glVertex3f( size, -size, -size);
|
|
|
|
Gl.glTexCoord2f(0, 0); Gl.glVertex3f(-size, -size, size);
|
|
Gl.glTexCoord2f(0, 1); Gl.glVertex3f(-size, size, size);
|
|
Gl.glTexCoord2f(1, 1); Gl.glVertex3f( size, size, size);
|
|
Gl.glTexCoord2f(1, 0); Gl.glVertex3f( size, -size, size);
|
|
|
|
Gl.glTexCoord2f(0, 0); Gl.glVertex3f(-size, -size, -size);
|
|
Gl.glTexCoord2f(0, 1); Gl.glVertex3f(-size, size, -size);
|
|
Gl.glTexCoord2f(1, 1); Gl.glVertex3f(-size, size, size);
|
|
Gl.glTexCoord2f(1, 0); Gl.glVertex3f(-size, -size, size);
|
|
|
|
Gl.glTexCoord2f(0, 0); Gl.glVertex3f(size, -size, -size);
|
|
Gl.glTexCoord2f(0, 1); Gl.glVertex3f(size, size, -size);
|
|
Gl.glTexCoord2f(1, 1); Gl.glVertex3f(size, size, size);
|
|
Gl.glTexCoord2f(1, 0); Gl.glVertex3f(size, -size, size);
|
|
|
|
Gl.glTexCoord2f(0, 1); Gl.glVertex3f(-size, -size, size);
|
|
Gl.glTexCoord2f(0, 0); Gl.glVertex3f(-size, -size, -size);
|
|
Gl.glTexCoord2f(1, 0); Gl.glVertex3f( size, -size, -size);
|
|
Gl.glTexCoord2f(1, 1); Gl.glVertex3f( size, -size, size);
|
|
|
|
Gl.glTexCoord2f(0, 1); Gl.glVertex3f(-size, size, size);
|
|
Gl.glTexCoord2f(0, 0); Gl.glVertex3f(-size, size, -size);
|
|
Gl.glTexCoord2f(1, 0); Gl.glVertex3f( size, size, -size);
|
|
Gl.glTexCoord2f(1, 1); Gl.glVertex3f( size, size, size);
|
|
|
|
Gl.glEnd();
|
|
|
|
// Draw some text on top of our OpenGL object
|
|
window.Draw(text);
|
|
|
|
// Finally, display the rendered frame on screen
|
|
window.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);
|
|
}
|
|
}
|
|
}
|