Imports SFML Imports SFML.Window Imports SFML.Graphics Imports Tao.OpenGl Imports Tao.FreeGlut Module OpenGL Dim WithEvents window As RenderWindow ''' ''' Entry point of application ''' Sub Main() ' Create main window window = New RenderWindow(New VideoMode(800, 600), "SFML.Net OpenGL (Visual Basic)", Styles.Default, new ContextSettings(32, 0)) ' Create a sprite for the background Dim backgroundImage = New Image("resources/background.jpg") Dim background = New Sprite(backgroundImage) ' Create a text to display Dim 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 SFML.Graphics.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("resources/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 (window.IsOpened()) ' Process events window.DispatchEvents() ' Draw background window.SaveGLStates() window.Draw(background) window.RestoreGLStates() ' 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 Dim x = window.Input.GetMouseX() * 200.0F / window.Width - 100.0F Dim 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 Dim 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() End While ' Don't forget to destroy our texture Gl.glDeleteTextures(1, texture) End Sub ''' ''' Function called when the window is closed ''' Sub App_Closed(ByVal sender As Object, ByVal e As EventArgs) Handles window.Closed Dim window = CType(sender, RenderWindow) window.Close() End Sub ''' ''' Function called when a key is pressed ''' Sub App_KeyPressed(ByVal sender As Object, ByVal e As KeyEventArgs) Handles window.KeyPressed Dim window = CType(sender, RenderWindow) If e.Code = KeyCode.Escape Then window.Close() End If End Sub ''' ''' Function called when the window is resized ''' Sub App_Resized(ByVal sender As Object, ByVal e As SizeEventArgs) Handles window.Resized Gl.glViewport(0, 0, e.Width, e.Height) End Sub End Module