mirror of
https://github.com/SFML/SFML.git
synced 2024-11-28 22:31:09 +08:00
162 lines
6.5 KiB
C#
162 lines
6.5 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 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);
|
||
|
}
|
||
|
}
|
||
|
}
|