Renamed / moved / updated the SFML.Net examples

git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/branches/sfml2@1557 4e206d99-4929-0410-ac5d-dfc041789085
This commit is contained in:
LaurentGom 2010-09-01 17:34:14 +00:00
parent 186f679f85
commit 177c82a197
34 changed files with 0 additions and 1747 deletions

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uniform sampler2D texture;
uniform float offset;
void main()
{
vec2 offx = vec2(offset, 0.0);
vec2 offy = vec2(0.0, offset);
vec4 c0 = texture2D(texture, gl_TexCoord[0].xy);
vec4 c1 = texture2D(texture, gl_TexCoord[0].xy - offy);
vec4 c2 = texture2D(texture, gl_TexCoord[0].xy + offy);
vec4 c3 = texture2D(texture, gl_TexCoord[0].xy - offx);
vec4 c4 = texture2D(texture, gl_TexCoord[0].xy + offx);
gl_FragColor = gl_Color * (c0 * 0.2 + c1 * 0.2 + c2 * 0.2 + c3 * 0.2 + c4 * 0.2);
}

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uniform sampler2D texture;
uniform vec3 color;
void main()
{
vec4 pixel = texture2D(texture, gl_TexCoord[0].xy) * gl_Color;
float gray = pixel.r * 0.39 + pixel.g * 0.50 + pixel.b * 0.11;
gl_FragColor = vec4(gray * color, 1.0) * 0.6 + pixel * 0.4;
gl_FragColor.a = pixel.a;
}

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uniform sampler2D texture;
uniform vec2 mouse;
void main()
{
float len = distance(gl_TexCoord[0].xy, mouse) * 7.0;
vec2 coords = gl_TexCoord[0].xy;
if (len < 1.0)
coords += (gl_TexCoord[0].xy - mouse) * len;
gl_FragColor = texture2D(texture, coords) * gl_Color;
}

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uniform sampler2D texture;
void main()
{
gl_FragColor = texture2D(texture, gl_TexCoord[0].xy) * gl_Color;
}

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uniform sampler2D texture;
uniform vec2 mouse;
void main()
{
float factor = 5 + 100 * length(mouse);
vec2 pos = floor(gl_TexCoord[0].xy * factor + 0.5) / factor;
gl_FragColor = texture2D(texture, pos) * gl_Color;
}

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uniform sampler2D texture;
uniform sampler2D wave;
uniform vec2 offset;
void main()
{
vec2 texoffset = texture2D(wave, (gl_TexCoord[0].xy * offset).xy);
texoffset -= vec2(0.5, 0.5);
texoffset *= 0.05;
gl_FragColor = texture2D(texture, gl_TexCoord[0].xy + texoffset) * gl_Color;
}

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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 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.SaveGLStates();
window.Draw(background);
window.RestoreGLStates();
// 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.SaveGLStates();
window.Draw(text);
window.RestoreGLStates();
// 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);
}
}
}

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<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
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<ProjectGuid>{160AE11E-138A-4B77-9642-EA74F9A79B4D}</ProjectGuid>
<OutputType>WinExe</OutputType>
<AppDesignerFolder>Properties</AppDesignerFolder>
<RootNamespace>sample_opengl</RootNamespace>
<AssemblyName>opengl</AssemblyName>
<StartupObject>
</StartupObject>
<FileUpgradeFlags>
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<ErrorReport>prompt</ErrorReport>
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<Name>sfml-graphics</Name>
</ProjectReference>
<ProjectReference Include="..\..\src\Window\sfml-window.csproj">
<Project>{D17DE83D-A592-461F-8AF2-53F9E22E1D0F}</Project>
<Name>sfml-window</Name>
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</ItemGroup>
<ItemGroup>
<Compile Include="OpenGL.cs">
</Compile>
</ItemGroup>
<ItemGroup>
<Reference Include="Tao.FreeGlut, Version=2.4.0.2, Culture=neutral, PublicKeyToken=6e602a6ad6c0d06d, processorArchitecture=MSIL">
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<HintPath>..\..\..\..\..\Bibliothèques\TaoFramework\bin\Tao.FreeGlut.dll</HintPath>
</Reference>
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<SpecificVersion>False</SpecificVersion>
<HintPath>..\..\..\..\..\Bibliothèques\TaoFramework\bin\Tao.OpenGl.dll</HintPath>
</Reference>
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<ItemGroup>
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</ItemGroup>
<Import Project="$(MSBuildBinPath)\Microsoft.CSharp.targets" />
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
Other similar extension points exist, see Microsoft.Common.targets.
<Target Name="BeforeBuild">
</Target>
<Target Name="AfterBuild">
</Target>
-->
</Project>

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using System;
using System.Collections.Generic;
using SFML;
using SFML.Graphics;
using SFML.Window;
namespace sample_shader
{
/// <summary>
/// A class to simplify shader selection
/// </summary>
class ShaderSelector
{
// Constructor
public ShaderSelector(Dictionary<string, Shader> owner)
{
myOwner = owner;
myIterator = owner.GetEnumerator();
myIterator.MoveNext();
}
// Select the next shader
public void GotoNext()
{
if (myIterator.MoveNext() == false)
{
myIterator = myOwner.GetEnumerator();
myIterator.MoveNext();
}
}
// Update the shader parameters
public void Update(float x, float y)
{
if (myIterator.Current.Key == "blur") myIterator.Current.Value.SetParameter("offset", x * y * 0.05f);
else if (myIterator.Current.Key == "colorize") myIterator.Current.Value.SetParameter("color", 0.3f, x, y);
else if (myIterator.Current.Key == "fisheye") myIterator.Current.Value.SetParameter("mouse", x, y);
else if (myIterator.Current.Key == "wave") myIterator.Current.Value.SetParameter("offset", x, y);
else if (myIterator.Current.Key == "pixelate") myIterator.Current.Value.SetParameter("mouse", x, y);
}
// Get the name of the current shader
public string Name
{
get {return myIterator.Current.Key;}
}
// Get the current shader
public Shader Shader
{
get {return myIterator.Current.Value;}
}
private Dictionary<string, Shader> myOwner;
private Dictionary<string, Shader>.Enumerator myIterator;
};
static class Program
{
private static Dictionary<string, Shader> shaders;
private static ShaderSelector backgroundShader;
private static ShaderSelector entityShader;
private static ShaderSelector globalShader;
private static Text shaderText;
/// <summary>
/// The main entry point for the application.
/// </summary>
static void Main()
{
// Create the main window
RenderWindow window = new RenderWindow(new VideoMode(800, 600), "SFML.Net Shader");
// Setup event handlers
window.Closed += new EventHandler(OnClosed);
window.KeyPressed += new EventHandler<KeyEventArgs>(OnKeyPressed);
// Check that the system can use shaders
if (Shader.IsAvailable == false)
{
DisplayError(window);
return;
}
// Create the render image
RenderImage image = new RenderImage(window.Width, window.Height);
// Load a background image to display
Sprite background = new Sprite(new Image("datas/shader/background.jpg"));
background.Image.Smooth = false;
// Load a sprite which we'll move into the scene
Sprite entity = new Sprite(new Image("datas/shader/sprite.png"));
// Load the text font
Font font = new Font("datas/shader/arial.ttf");
// Load the image needed for the wave effect
Image waveImage = new Image("datas/shader/wave.jpg");
// Load all effects
shaders = new Dictionary<string, Shader>();
shaders["nothing"] = new Shader("datas/shader/nothing.sfx");
shaders["blur"] = new Shader("datas/shader/blur.sfx");
shaders["colorize"] = new Shader("datas/shader/colorize.sfx");
shaders["fisheye"] = new Shader("datas/shader/fisheye.sfx");
shaders["wave"] = new Shader("datas/shader/wave.sfx");
shaders["pixelate"] = new Shader("datas/shader/pixelate.sfx");
backgroundShader = new ShaderSelector(shaders);
entityShader = new ShaderSelector(shaders);
globalShader = new ShaderSelector(shaders);
// Do specific initializations
shaders["nothing"].SetTexture("texture", Shader.CurrentTexture);
shaders["blur"].SetTexture("texture", Shader.CurrentTexture);
shaders["blur"].SetParameter("offset", 0.0F);
shaders["colorize"].SetTexture("texture", Shader.CurrentTexture);
shaders["colorize"].SetParameter("color", 1.0F, 1.0F, 1.0F);
shaders["fisheye"].SetTexture("texture", Shader.CurrentTexture);
shaders["wave"].SetTexture("texture", Shader.CurrentTexture);
shaders["wave"].SetTexture("wave", waveImage);
shaders["pixelate"].SetTexture("texture", Shader.CurrentTexture);
// Define a string for displaying current effect description
shaderText = new Text();
shaderText.Font = font;
shaderText.Size = 20;
shaderText.Position = new Vector2(5.0F, 0.0F);
shaderText.Color = new Color(250, 100, 30);
shaderText.DisplayedString = "Background shader: \"" + backgroundShader.Name + "\"\n" +
"Flower shader: \"" + entityShader.Name + "\"\n" +
"Global shader: \"" + globalShader.Name + "\"\n";
// Define a string for displaying help
Text infoText = new Text();
infoText.Font = font;
infoText.Size = 20;
infoText.Position = new Vector2(5.0F, 500.0F);
infoText.Color = new Color(250, 100, 30);
infoText.DisplayedString = "Move your mouse to change the shaders' parameters\n" +
"Press numpad 1 to change the background shader\n" +
"Press numpad 2 to change the flower shader\n" +
"Press numpad 3 to change the global shader";
// Start the game loop
float time = 0.0F;
while (window.IsOpened())
{
// Process events
window.DispatchEvents();
// TOFIX -- using window.Input together with image.Draw apparently causes a memory corruption
// Get the mouse position in the range [0, 1]
//float x = window.Input.GetMouseX() / (float)window.Width;
//float y = window.Input.GetMouseY() / (float)window.Height;
float x = (float)(Math.Cos(time * 1.3) + 1) * 0.5F;
float y = (float)(Math.Sin(time * 0.8) + 1) * 0.5F;
// Update the shaders
backgroundShader.Update(x, y);
entityShader.Update(x, y);
globalShader.Update(x, y);
// Animate the sprite
time += window.GetFrameTime();
float entityX = (float)(Math.Cos(time * 1.3) + 1.2) * 300;
float entityY = (float)(Math.Cos(time * 0.8) + 1.2) * 200;
entity.Position = new Vector2(entityX, entityY);
entity.Rotation = time * 100;
// Draw the background and the moving entity to the render image
image.Draw(background, backgroundShader.Shader);
image.Draw(entity, entityShader.Shader);
image.Display();
// Draw the contents of the render image to the window
window.Draw(new Sprite(image.Image), globalShader.Shader);
// Draw interface texts
window.Draw(shaderText);
window.Draw(infoText);
// Finally, display the rendered frame on screen
window.Display();
}
}
/// <summary>
/// Fonction called when the post-effects are not supported ;
/// Display an error message and wait until the user exits
/// </summary>
private static void DisplayError(RenderWindow window)
{
// Define a string for displaying the error message
Text error = new Text("Sorry, your system doesn't support shaders");
error.Position = new Vector2(100.0F, 250.0F);
error.Color = new Color(200, 100, 150);
// Start the game loop
while (window.IsOpened())
{
// Process events
window.DispatchEvents();
// Clear the window
window.Clear();
// Draw the error message
window.Draw(error);
// Finally, display the rendered frame on screen
window.Display();
}
}
/// <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;
// Escape key : exit
if (e.Code == KeyCode.Escape)
window.Close();
// Numpad : switch effect
switch (e.Code)
{
case KeyCode.Numpad1 : backgroundShader.GotoNext(); break;
case KeyCode.Numpad2 : entityShader.GotoNext(); break;
case KeyCode.Numpad3 : globalShader.GotoNext(); break;
}
// Update the text
shaderText.DisplayedString = "Background shader: \"" + backgroundShader.Name + "\"\n" +
"Flower shader: \"" + entityShader.Name + "\"\n" +
"Global shader: \"" + globalShader.Name + "\"\n";
}
}
}

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@ -1,60 +0,0 @@
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<AssemblyName>shader</AssemblyName>
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Other similar extension points exist, see Microsoft.Common.targets.
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</Target>
<Target Name="AfterBuild">
</Target>
-->
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@ -1,82 +0,0 @@
using System;
using System.Threading;
using SFML;
using SFML.Audio;
namespace sample_sound
{
static class Program
{
/// <summary>
/// The main entry point for the application.
/// </summary>
static void Main(string[] args)
{
// Play a sound
PlaySound();
Console.Clear();
// Play a music
PlayMusic();
}
/// <summary>
/// Play a sound
/// </summary>
private static void PlaySound()
{
// Load a sound buffer from a wav file
SoundBuffer buffer = new SoundBuffer("datas/sound/canary.wav");
// Display sound informations
Console.WriteLine("canary.wav :");
Console.WriteLine(" " + buffer.Duration + " sec");
Console.WriteLine(" " + buffer.SampleRate + " samples / sec");
Console.WriteLine(" " + buffer.ChannelsCount + " channels");
// Create a sound instance and play it
Sound sound = new Sound(buffer);
sound.Play();
// Loop while the sound is playing
while (sound.Status == SoundStatus.Playing)
{
// Display the playing position
Console.CursorLeft = 0;
Console.Write("Playing... " + sound.PlayingOffset + " sec ");
// Leave some CPU time for other processes
Thread.Sleep(100);
}
}
/// <summary>
/// Play a music
/// </summary>
private static void PlayMusic()
{
// Load an ogg music file
Music music = new Music("datas/sound/orchestral.ogg");
// Display music informations
Console.WriteLine("orchestral.ogg :");
Console.WriteLine(" " + music.Duration + " sec");
Console.WriteLine(" " + music.SampleRate + " samples / sec");
Console.WriteLine(" " + music.ChannelsCount + " channels");
// Play it
music.Play();
// Loop while the music is playing
while (music.Status == SoundStatus.Playing)
{
// Display the playing position
Console.CursorLeft = 0;
Console.Write("Playing... " + music.PlayingOffset + " sec ");
// Leave some CPU time for other processes
Thread.Sleep(100);
}
}
}
}

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@ -1,61 +0,0 @@
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<SchemaVersion>2.0</SchemaVersion>
<ProjectGuid>{16E177F3-A0FF-4091-8521-562E0EBAA3AB}</ProjectGuid>
<OutputType>Exe</OutputType>
<AppDesignerFolder>Properties</AppDesignerFolder>
<RootNamespace>sample_sound</RootNamespace>
<AssemblyName>sound</AssemblyName>
<StartupObject>
</StartupObject>
<FileUpgradeFlags>
</FileUpgradeFlags>
<OldToolsVersion>2.0</OldToolsVersion>
<UpgradeBackupLocation>
</UpgradeBackupLocation>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
<DebugSymbols>true</DebugSymbols>
<DebugType>full</DebugType>
<Optimize>false</Optimize>
<OutputPath>..\bin\</OutputPath>
<DefineConstants>DEBUG;TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
<DebugType>pdbonly</DebugType>
<Optimize>true</Optimize>
<OutputPath>..\bin\</OutputPath>
<DefineConstants>TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
</PropertyGroup>
<ItemGroup>
<ProjectReference Include="..\..\src\Audio\sfml-audio.csproj">
<Project>{0B202C4D-A457-47FE-84A3-031DD878C6BE}</Project>
<Name>sfml-audio</Name>
</ProjectReference>
<ProjectReference Include="..\..\src\Window\sfml-window.csproj">
<Project>{D17DE83D-A592-461F-8AF2-53F9E22E1D0F}</Project>
<Name>sfml-window</Name>
</ProjectReference>
</ItemGroup>
<ItemGroup>
<Compile Include="Sound.cs" />
</ItemGroup>
<ItemGroup>
<Folder Include="Properties\" />
</ItemGroup>
<Import Project="$(MSBuildBinPath)\Microsoft.CSharp.targets" />
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
Other similar extension points exist, see Microsoft.Common.targets.
<Target Name="BeforeBuild">
</Target>
<Target Name="AfterBuild">
</Target>
-->
</Project>

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@ -1,83 +0,0 @@
using System;
using System.Threading;
using SFML;
using SFML.Audio;
namespace sample_soundcapture
{
static class Program
{
/// <summary>
/// The main entry point for the application.
/// </summary>
static void Main(string[] args)
{
// Check that the device can capture audio
if (SoundRecorder.IsAvailable == false)
{
Console.WriteLine("Sorry, audio capture is not supported by your system");
return;
}
// Choose the sample rate
Console.WriteLine("Please choose the sample rate for sound capture (44100 is CD quality) : ");
uint sampleRate = uint.Parse(Console.ReadLine());
// Wait for user input...
Console.WriteLine("Press enter to start recording audio");
Console.ReadLine();
// Here we'll use an integrated custom recorder, which saves the captured data into a SoundBuffer
SoundBufferRecorder recorder = new SoundBufferRecorder();
// Audio capture is done in a separate thread, so we can block the main thread while it is capturing
recorder.Start(sampleRate);
Console.WriteLine("Recording... press enter to stop");
Console.ReadLine();
recorder.Stop();
// Get the buffer containing the captured data
SoundBuffer buffer = recorder.SoundBuffer;
// Display captured sound informations
Console.WriteLine("Sound information :");
Console.WriteLine(" " + buffer.Duration + " seconds");
Console.WriteLine(" " + buffer.SampleRate + " samples / seconds");
Console.WriteLine(" " + buffer.ChannelsCount + " channels");
// Choose what to do with the recorded sound data
Console.WriteLine("What do you want to do with captured sound (p = play, s = save) ? ");
char choice = char.Parse(Console.ReadLine());
if (choice == 's')
{
// Choose the filename
Console.WriteLine("Choose the file to create : ");
string filename = Console.ReadLine();
// Save the buffer
buffer.SaveToFile(filename);
}
else
{
// Create a sound instance and play it
Sound sound = new Sound(buffer);
sound.Play();
// Wait until finished
while (sound.Status == SoundStatus.Playing)
{
// Display the playing position
Console.CursorLeft = 0;
Console.Write("Playing... " + sound.PlayingOffset + " sec ");
// Leave some CPU time for other threads
Thread.Sleep(100);
}
}
// Finished !
Console.WriteLine("\nDone !");
}
}
}

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@ -1,61 +0,0 @@
<Project DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003" ToolsVersion="3.5">
<PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
<ProductVersion>9.0.21022</ProductVersion>
<SchemaVersion>2.0</SchemaVersion>
<ProjectGuid>{F2F48990-F81E-41BA-AD01-168F6178C807}</ProjectGuid>
<OutputType>Exe</OutputType>
<AppDesignerFolder>Properties</AppDesignerFolder>
<RootNamespace>sample_soundcapture</RootNamespace>
<AssemblyName>sound-capture</AssemblyName>
<StartupObject>
</StartupObject>
<FileUpgradeFlags>
</FileUpgradeFlags>
<OldToolsVersion>2.0</OldToolsVersion>
<UpgradeBackupLocation>
</UpgradeBackupLocation>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
<DebugSymbols>true</DebugSymbols>
<DebugType>full</DebugType>
<Optimize>false</Optimize>
<OutputPath>..\bin\</OutputPath>
<DefineConstants>DEBUG;TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
<DebugType>pdbonly</DebugType>
<Optimize>true</Optimize>
<OutputPath>..\bin\</OutputPath>
<DefineConstants>TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
</PropertyGroup>
<ItemGroup>
<ProjectReference Include="..\..\src\Audio\sfml-audio.csproj">
<Project>{0B202C4D-A457-47FE-84A3-031DD878C6BE}</Project>
<Name>sfml-audio</Name>
</ProjectReference>
<ProjectReference Include="..\..\src\Window\sfml-window.csproj">
<Project>{D17DE83D-A592-461F-8AF2-53F9E22E1D0F}</Project>
<Name>sfml-window</Name>
</ProjectReference>
</ItemGroup>
<ItemGroup>
<Compile Include="SoundCapture.cs" />
</ItemGroup>
<ItemGroup>
<Folder Include="Properties\" />
</ItemGroup>
<Import Project="$(MSBuildBinPath)\Microsoft.CSharp.targets" />
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
Other similar extension points exist, see Microsoft.Common.targets.
<Target Name="BeforeBuild">
</Target>
<Target Name="AfterBuild">
</Target>
-->
</Project>

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@ -1,13 +0,0 @@
'------------------------------------------------------------------------------
' <auto-generated>
' This code was generated by a tool.
' Runtime Version:2.0.50727.3053
'
' Changes to this file may cause incorrect behavior and will be lost if
' the code is regenerated.
' </auto-generated>
'------------------------------------------------------------------------------
Option Strict On
Option Explicit On

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@ -1,10 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<MyApplicationData xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="http://www.w3.org/2001/XMLSchema">
<MySubMain>false</MySubMain>
<SingleInstance>false</SingleInstance>
<ShutdownMode>0</ShutdownMode>
<EnableVisualStyles>true</EnableVisualStyles>
<AuthenticationMode>0</AuthenticationMode>
<ApplicationType>2</ApplicationType>
<SaveMySettingsOnExit>true</SaveMySettingsOnExit>
</MyApplicationData>

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@ -1,35 +0,0 @@
Imports System
Imports System.Reflection
Imports System.Runtime.InteropServices
' General Information about an assembly is controlled through the following
' set of attributes. Change these attribute values to modify the information
' associated with an assembly.
' Review the values of the assembly attributes
<Assembly: AssemblyTitle("visualbasic")>
<Assembly: AssemblyDescription("")>
<Assembly: AssemblyCompany("Wam")>
<Assembly: AssemblyProduct("visualbasic")>
<Assembly: AssemblyCopyright("Copyright © Wam 2008")>
<Assembly: AssemblyTrademark("")>
<Assembly: ComVisible(False)>
'The following GUID is for the ID of the typelib if this project is exposed to COM
<Assembly: Guid("6694830f-34ec-4c32-b1c8-895dbbf41593")>
' Version information for an assembly consists of the following four values:
'
' Major Version
' Minor Version
' Build Number
' Revision
'
' You can specify all the values or you can default the Build and Revision Numbers
' by using the '*' as shown below:
' <Assembly: AssemblyVersion("1.0.*")>
<Assembly: AssemblyVersion("1.0.0.0")>
<Assembly: AssemblyFileVersion("1.0.0.0")>

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@ -1,63 +0,0 @@
'------------------------------------------------------------------------------
' <auto-generated>
' This code was generated by a tool.
' Runtime Version:2.0.50727.3053
'
' Changes to this file may cause incorrect behavior and will be lost if
' the code is regenerated.
' </auto-generated>
'------------------------------------------------------------------------------
Option Strict On
Option Explicit On
Imports System
Namespace My.Resources
'This class was auto-generated by the StronglyTypedResourceBuilder
'class via a tool like ResGen or Visual Studio.
'To add or remove a member, edit your .ResX file then rerun ResGen
'with the /str option, or rebuild your VS project.
'''<summary>
''' A strongly-typed resource class, for looking up localized strings, etc.
'''</summary>
<Global.System.CodeDom.Compiler.GeneratedCodeAttribute("System.Resources.Tools.StronglyTypedResourceBuilder", "2.0.0.0"), _
Global.System.Diagnostics.DebuggerNonUserCodeAttribute(), _
Global.System.Runtime.CompilerServices.CompilerGeneratedAttribute(), _
Global.Microsoft.VisualBasic.HideModuleNameAttribute()> _
Friend Module Resources
Private resourceMan As Global.System.Resources.ResourceManager
Private resourceCulture As Global.System.Globalization.CultureInfo
'''<summary>
''' Returns the cached ResourceManager instance used by this class.
'''</summary>
<Global.System.ComponentModel.EditorBrowsableAttribute(Global.System.ComponentModel.EditorBrowsableState.Advanced)> _
Friend ReadOnly Property ResourceManager() As Global.System.Resources.ResourceManager
Get
If Object.ReferenceEquals(resourceMan, Nothing) Then
Dim temp As Global.System.Resources.ResourceManager = New Global.System.Resources.ResourceManager("visualbasic.Resources", GetType(Resources).Assembly)
resourceMan = temp
End If
Return resourceMan
End Get
End Property
'''<summary>
''' Overrides the current thread's CurrentUICulture property for all
''' resource lookups using this strongly typed resource class.
'''</summary>
<Global.System.ComponentModel.EditorBrowsableAttribute(Global.System.ComponentModel.EditorBrowsableState.Advanced)> _
Friend Property Culture() As Global.System.Globalization.CultureInfo
Get
Return resourceCulture
End Get
Set
resourceCulture = value
End Set
End Property
End Module
End Namespace

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@ -1,117 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<root>
<!--
Microsoft ResX Schema
Version 2.0
The primary goals of this format is to allow a simple XML format
that is mostly human readable. The generation and parsing of the
various data types are done through the TypeConverter classes
associated with the data types.
Example:
... ado.net/XML headers & schema ...
<resheader name="resmimetype">text/microsoft-resx</resheader>
<resheader name="version">2.0</resheader>
<resheader name="reader">System.Resources.ResXResourceReader, System.Windows.Forms, ...</resheader>
<resheader name="writer">System.Resources.ResXResourceWriter, System.Windows.Forms, ...</resheader>
<data name="Name1"><value>this is my long string</value><comment>this is a comment</comment></data>
<data name="Color1" type="System.Drawing.Color, System.Drawing">Blue</data>
<data name="Bitmap1" mimetype="application/x-microsoft.net.object.binary.base64">
<value>[base64 mime encoded serialized .NET Framework object]</value>
</data>
<data name="Icon1" type="System.Drawing.Icon, System.Drawing" mimetype="application/x-microsoft.net.object.bytearray.base64">
<value>[base64 mime encoded string representing a byte array form of the .NET Framework object]</value>
<comment>This is a comment</comment>
</data>
There are any number of "resheader" rows that contain simple
name/value pairs.
Each data row contains a name, and value. The row also contains a
type or mimetype. Type corresponds to a .NET class that support
text/value conversion through the TypeConverter architecture.
Classes that don't support this are serialized and stored with the
mimetype set.
The mimetype is used for serialized objects, and tells the
ResXResourceReader how to depersist the object. This is currently not
extensible. For a given mimetype the value must be set accordingly:
Note - application/x-microsoft.net.object.binary.base64 is the format
that the ResXResourceWriter will generate, however the reader can
read any of the formats listed below.
mimetype: application/x-microsoft.net.object.binary.base64
value : The object must be serialized with
: System.Serialization.Formatters.Binary.BinaryFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.soap.base64
value : The object must be serialized with
: System.Runtime.Serialization.Formatters.Soap.SoapFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.bytearray.base64
value : The object must be serialized into a byte array
: using a System.ComponentModel.TypeConverter
: and then encoded with base64 encoding.
-->
<xsd:schema id="root" xmlns="" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:msdata="urn:schemas-microsoft-com:xml-msdata">
<xsd:element name="root" msdata:IsDataSet="true">
<xsd:complexType>
<xsd:choice maxOccurs="unbounded">
<xsd:element name="metadata">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" />
</xsd:sequence>
<xsd:attribute name="name" type="xsd:string" />
<xsd:attribute name="type" type="xsd:string" />
<xsd:attribute name="mimetype" type="xsd:string" />
</xsd:complexType>
</xsd:element>
<xsd:element name="assembly">
<xsd:complexType>
<xsd:attribute name="alias" type="xsd:string" />
<xsd:attribute name="name" type="xsd:string" />
</xsd:complexType>
</xsd:element>
<xsd:element name="data">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
<xsd:element name="comment" type="xsd:string" minOccurs="0" msdata:Ordinal="2" />
</xsd:sequence>
<xsd:attribute name="name" type="xsd:string" msdata:Ordinal="1" />
<xsd:attribute name="type" type="xsd:string" msdata:Ordinal="3" />
<xsd:attribute name="mimetype" type="xsd:string" msdata:Ordinal="4" />
</xsd:complexType>
</xsd:element>
<xsd:element name="resheader">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
</xsd:sequence>
<xsd:attribute name="name" type="xsd:string" use="required" />
</xsd:complexType>
</xsd:element>
</xsd:choice>
</xsd:complexType>
</xsd:element>
</xsd:schema>
<resheader name="resmimetype">
<value>text/microsoft-resx</value>
</resheader>
<resheader name="version">
<value>2.0</value>
</resheader>
<resheader name="reader">
<value>System.Resources.ResXResourceReader, System.Windows.Forms, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</resheader>
<resheader name="writer">
<value>System.Resources.ResXResourceWriter, System.Windows.Forms, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</resheader>
</root>

View File

@ -1,73 +0,0 @@
'------------------------------------------------------------------------------
' <auto-generated>
' This code was generated by a tool.
' Runtime Version:2.0.50727.3053
'
' Changes to this file may cause incorrect behavior and will be lost if
' the code is regenerated.
' </auto-generated>
'------------------------------------------------------------------------------
Option Strict On
Option Explicit On
Namespace My
<Global.System.Runtime.CompilerServices.CompilerGeneratedAttribute(), _
Global.System.CodeDom.Compiler.GeneratedCodeAttribute("Microsoft.VisualStudio.Editors.SettingsDesigner.SettingsSingleFileGenerator", "9.0.0.0"), _
Global.System.ComponentModel.EditorBrowsableAttribute(Global.System.ComponentModel.EditorBrowsableState.Advanced)> _
Partial Friend NotInheritable Class MySettings
Inherits Global.System.Configuration.ApplicationSettingsBase
Private Shared defaultInstance As MySettings = CType(Global.System.Configuration.ApplicationSettingsBase.Synchronized(New MySettings),MySettings)
#Region "My.Settings Auto-Save Functionality"
#If _MyType = "WindowsForms" Then
Private Shared addedHandler As Boolean
Private Shared addedHandlerLockObject As New Object
<Global.System.Diagnostics.DebuggerNonUserCodeAttribute(), Global.System.ComponentModel.EditorBrowsableAttribute(Global.System.ComponentModel.EditorBrowsableState.Advanced)> _
Private Shared Sub AutoSaveSettings(ByVal sender As Global.System.Object, ByVal e As Global.System.EventArgs)
If My.Application.SaveMySettingsOnExit Then
My.Settings.Save()
End If
End Sub
#End If
#End Region
Public Shared ReadOnly Property [Default]() As MySettings
Get
#If _MyType = "WindowsForms" Then
If Not addedHandler Then
SyncLock addedHandlerLockObject
If Not addedHandler Then
AddHandler My.Application.Shutdown, AddressOf AutoSaveSettings
addedHandler = True
End If
End SyncLock
End If
#End If
Return defaultInstance
End Get
End Property
End Class
End Namespace
Namespace My
<Global.Microsoft.VisualBasic.HideModuleNameAttribute(), _
Global.System.Diagnostics.DebuggerNonUserCodeAttribute(), _
Global.System.Runtime.CompilerServices.CompilerGeneratedAttribute()> _
Friend Module MySettingsProperty
<Global.System.ComponentModel.Design.HelpKeywordAttribute("My.Settings")> _
Friend ReadOnly Property Settings() As Global.visualbasic.My.MySettings
Get
Return Global.visualbasic.My.MySettings.Default
End Get
End Property
End Module
End Namespace

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@ -1,7 +0,0 @@
<?xml version='1.0' encoding='utf-8'?>
<SettingsFile xmlns="http://schemas.microsoft.com/VisualStudio/2004/01/settings" CurrentProfile="(Default)" UseMySettingsClassName="true">
<Profiles>
<Profile Name="(Default)" />
</Profiles>
<Settings />
</SettingsFile>

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@ -1,177 +0,0 @@
Imports SFML
Imports SFML.Window
Imports SFML.Graphics
Imports Tao.OpenGl
Imports Tao.FreeGlut
Module OpenGL
Dim WithEvents App As RenderWindow
''' <summary>
''' Entry point of application
''' </summary>
Sub Main()
' Create main window
App = New RenderWindow(New VideoMode(800, 600), "SFML.Net OpenGL (Visual Basic)")
App.PreserveOpenGLStates(True)
' Create a sprite for the background
Dim BackgroundImage = New Image("datas/opengl/background.jpg")
Dim Background = New Sprite(BackgroundImage)
' Create a text to display
Dim 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
Dim Texture = 0
Using TempImage = New Image("datas/opengl/texture.jpg")
Gl.glGenTextures(1, Texture)
Gl.glBindTexture(Gl.GL_TEXTURE_2D, Texture)
Glu.gluBuild2DMipmaps(Gl.GL_TEXTURE_2D, Gl.GL_RGBA, TempImage.Width, 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)
End Using
' 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)
Dim Time = 0.0F
' Start game loop
While (App.IsOpened())
' Process events
App.DispatchEvents()
' 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()
End While
' Don't forget to destroy our texture
Gl.glDeleteTextures(1, Texture)
End Sub
''' <summary>
''' Function called when the window is closed
''' </summary>
Sub App_Closed(ByVal sender As Object, ByVal e As EventArgs) Handles App.Closed
Dim window = CType(sender, RenderWindow)
window.Close()
End Sub
''' <summary>
''' Function called when a key is pressed
''' </summary>
Sub App_KeyPressed(ByVal sender As Object, ByVal e As KeyEventArgs) Handles App.KeyPressed
Dim window = CType(sender, RenderWindow)
If e.Code = KeyCode.Escape Then
window.Close()
End If
End Sub
''' <summary>
''' Function called when the window is resized
''' </summary>
Sub App_Resized(ByVal sender As Object, ByVal e As SizeEventArgs) Handles App.Resized
Gl.glViewport(0, 0, e.Width, e.Height)
End Sub
End Module

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@ -1,20 +0,0 @@

Microsoft Visual Studio Solution File, Format Version 10.00
# Visual Basic Express 2008
Project("{F184B08F-C81C-45F6-A57F-5ABD9991F28F}") = "visualbasic", "visualbasic.vbproj", "{98552080-F688-46B4-A2FF-1AC7C50ECBE8}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Any CPU = Debug|Any CPU
Release|Any CPU = Release|Any CPU
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{98552080-F688-46B4-A2FF-1AC7C50ECBE8}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{98552080-F688-46B4-A2FF-1AC7C50ECBE8}.Debug|Any CPU.Build.0 = Debug|Any CPU
{98552080-F688-46B4-A2FF-1AC7C50ECBE8}.Release|Any CPU.ActiveCfg = Release|Any CPU
{98552080-F688-46B4-A2FF-1AC7C50ECBE8}.Release|Any CPU.Build.0 = Release|Any CPU
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
EndGlobal

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@ -1,121 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="3.5" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
<ProductVersion>9.0.30729</ProductVersion>
<SchemaVersion>2.0</SchemaVersion>
<ProjectGuid>{98552080-F688-46B4-A2FF-1AC7C50ECBE8}</ProjectGuid>
<OutputType>WinExe</OutputType>
<StartupObject>visualbasic.OpenGL</StartupObject>
<RootNamespace>visualbasic</RootNamespace>
<AssemblyName>visualbasic</AssemblyName>
<FileAlignment>512</FileAlignment>
<MyType>WindowsFormsWithCustomSubMain</MyType>
<TargetFrameworkVersion>v3.5</TargetFrameworkVersion>
<OptionExplicit>On</OptionExplicit>
<OptionCompare>Binary</OptionCompare>
<OptionStrict>Off</OptionStrict>
<OptionInfer>On</OptionInfer>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
<DebugSymbols>true</DebugSymbols>
<DebugType>full</DebugType>
<DefineDebug>true</DefineDebug>
<DefineTrace>true</DefineTrace>
<OutputPath>bin\Debug\</OutputPath>
<DocumentationFile>visualbasic.xml</DocumentationFile>
<NoWarn>42016,41999,42017,42018,42019,42032,42036,42020,42021,42022</NoWarn>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
<DebugType>pdbonly</DebugType>
<DefineDebug>false</DefineDebug>
<DefineTrace>true</DefineTrace>
<Optimize>true</Optimize>
<OutputPath>bin\Release\</OutputPath>
<DocumentationFile>visualbasic.xml</DocumentationFile>
<NoWarn>42016,41999,42017,42018,42019,42032,42036,42020,42021,42022</NoWarn>
</PropertyGroup>
<ItemGroup>
<Reference Include="sfmlnet-graphics, Version=0.0.0.0, Culture=neutral, processorArchitecture=MSIL">
<SpecificVersion>False</SpecificVersion>
<HintPath>..\..\lib\sfmlnet-graphics.dll</HintPath>
</Reference>
<Reference Include="sfmlnet-window, Version=0.0.0.0, Culture=neutral, processorArchitecture=MSIL">
<SpecificVersion>False</SpecificVersion>
<HintPath>..\..\lib\sfmlnet-window.dll</HintPath>
</Reference>
<Reference Include="System" />
<Reference Include="System.Data" />
<Reference Include="System.Deployment" />
<Reference Include="System.Drawing" />
<Reference Include="System.Windows.Forms" />
<Reference Include="System.Xml" />
<Reference Include="System.Core">
<RequiredTargetFramework>3.5</RequiredTargetFramework>
</Reference>
<Reference Include="System.Xml.Linq">
<RequiredTargetFramework>3.5</RequiredTargetFramework>
</Reference>
<Reference Include="System.Data.DataSetExtensions">
<RequiredTargetFramework>3.5</RequiredTargetFramework>
</Reference>
<Reference Include="Tao.FreeGlut, Version=2.4.0.2, Culture=neutral, PublicKeyToken=6e602a6ad6c0d06d, processorArchitecture=MSIL" />
<Reference Include="Tao.OpenGl, Version=2.1.0.12, Culture=neutral, PublicKeyToken=1ca010269a4501ef, processorArchitecture=MSIL" />
</ItemGroup>
<ItemGroup>
<Import Include="Microsoft.VisualBasic" />
<Import Include="System" />
<Import Include="System.Collections" />
<Import Include="System.Collections.Generic" />
<Import Include="System.Data" />
<Import Include="System.Diagnostics" />
<Import Include="System.Linq" />
<Import Include="System.Xml.Linq" />
</ItemGroup>
<ItemGroup>
<Compile Include="OpenGL.vb" />
<Compile Include="My Project\AssemblyInfo.vb" />
<Compile Include="My Project\Application.Designer.vb">
<AutoGen>True</AutoGen>
<DependentUpon>Application.myapp</DependentUpon>
</Compile>
<Compile Include="My Project\Resources.Designer.vb">
<AutoGen>True</AutoGen>
<DesignTime>True</DesignTime>
<DependentUpon>Resources.resx</DependentUpon>
</Compile>
<Compile Include="My Project\Settings.Designer.vb">
<AutoGen>True</AutoGen>
<DependentUpon>Settings.settings</DependentUpon>
<DesignTimeSharedInput>True</DesignTimeSharedInput>
</Compile>
</ItemGroup>
<ItemGroup>
<EmbeddedResource Include="My Project\Resources.resx">
<Generator>VbMyResourcesResXFileCodeGenerator</Generator>
<LastGenOutput>Resources.Designer.vb</LastGenOutput>
<CustomToolNamespace>My.Resources</CustomToolNamespace>
<SubType>Designer</SubType>
</EmbeddedResource>
</ItemGroup>
<ItemGroup>
<None Include="My Project\Application.myapp">
<Generator>MyApplicationCodeGenerator</Generator>
<LastGenOutput>Application.Designer.vb</LastGenOutput>
</None>
<None Include="My Project\Settings.settings">
<Generator>SettingsSingleFileGenerator</Generator>
<CustomToolNamespace>My</CustomToolNamespace>
<LastGenOutput>Settings.Designer.vb</LastGenOutput>
</None>
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.VisualBasic.targets" />
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
Other similar extension points exist, see Microsoft.Common.targets.
<Target Name="BeforeBuild">
</Target>
<Target Name="AfterBuild">
</Target>
-->
</Project>

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@ -1,134 +0,0 @@
using System;
using SFML;
using SFML.Window;
using Tao.OpenGl;
namespace sample_window
{
static class Program
{
/// <summary>
/// The main entry point for the application.
/// </summary>
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<KeyEventArgs>(OnKeyPressed);
window.Resized += new EventHandler<SizeEventArgs>(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();
}
}
/// <summary>
/// Function called when the window is closed
/// </summary>
static void OnClosed(object sender, EventArgs e)
{
Window window = (Window)sender;
window.Close();
}
/// <summary>
/// Function called when a key is pressed
/// </summary>
static void OnKeyPressed(object sender, KeyEventArgs e)
{
Window window = (Window)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);
}
}
}

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@ -1,66 +0,0 @@
<Project DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003" ToolsVersion="3.5">
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<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
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<SchemaVersion>2.0</SchemaVersion>
<ProjectGuid>{C1FBB9AF-B69A-4D06-9BDC-EAC7606296FF}</ProjectGuid>
<OutputType>WinExe</OutputType>
<AppDesignerFolder>Properties</AppDesignerFolder>
<RootNamespace>sample_window</RootNamespace>
<AssemblyName>window</AssemblyName>
<FileUpgradeFlags>
</FileUpgradeFlags>
<OldToolsVersion>2.0</OldToolsVersion>
<UpgradeBackupLocation>
</UpgradeBackupLocation>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
<DebugSymbols>true</DebugSymbols>
<DebugType>full</DebugType>
<Optimize>false</Optimize>
<OutputPath>..\bin\</OutputPath>
<DefineConstants>DEBUG;TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
<AllowUnsafeBlocks>false</AllowUnsafeBlocks>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
<DebugType>pdbonly</DebugType>
<Optimize>true</Optimize>
<OutputPath>..\bin\</OutputPath>
<DefineConstants>TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
</PropertyGroup>
<ItemGroup>
<ProjectReference Include="..\..\src\Window\sfml-window.csproj">
<Project>{D17DE83D-A592-461F-8AF2-53F9E22E1D0F}</Project>
<Name>sfml-window</Name>
</ProjectReference>
</ItemGroup>
<ItemGroup>
<Compile Include="Window.cs" />
</ItemGroup>
<ItemGroup>
<Reference Include="Tao.FreeGlut, Version=2.4.0.2, Culture=neutral, PublicKeyToken=6e602a6ad6c0d06d, processorArchitecture=MSIL">
<SpecificVersion>False</SpecificVersion>
<HintPath>..\..\..\..\..\Bibliothèques\TaoFramework\bin\Tao.FreeGlut.dll</HintPath>
</Reference>
<Reference Include="Tao.OpenGl, Version=2.1.0.12, Culture=neutral, PublicKeyToken=1ca010269a4501ef, processorArchitecture=MSIL">
<SpecificVersion>False</SpecificVersion>
<HintPath>..\..\..\..\..\Bibliothèques\TaoFramework\bin\Tao.OpenGl.dll</HintPath>
</Reference>
</ItemGroup>
<ItemGroup>
<Folder Include="Properties\" />
</ItemGroup>
<Import Project="$(MSBuildBinPath)\Microsoft.CSharp.targets" />
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
Other similar extension points exist, see Microsoft.Common.targets.
<Target Name="BeforeBuild">
</Target>
<Target Name="AfterBuild">
</Target>
-->
</Project>