mirror of
https://github.com/SFML/SFML.git
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0e2297af28
Renamed the CSFML directory to c Renamed the DSFML directory to d --> bindings must now be updated to match the new organization! git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/branches/sfml2@1630 4e206d99-4929-0410-ac5d-dfc041789085
175 lines
7.1 KiB
C#
175 lines
7.1 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 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 window = new RenderWindow(new VideoMode(800, 600), "SFML.Net OpenGL");
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// Setup event handlers
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window.Closed += new EventHandler(OnClosed);
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window.KeyPressed += new EventHandler<KeyEventArgs>(OnKeyPressed);
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window.Resized += new EventHandler<SizeEventArgs>(OnResized);
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// Create a sprite for the background
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Image backgroundImage = new Image("resources/background.jpg");
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Sprite background = new Sprite(backgroundImage);
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// Create a text to display
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Text text = new Text("SFML / OpenGL demo");
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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 image = new Image("resources/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)image.Width, (int)image.Height, Gl.GL_RGBA, Gl.GL_UNSIGNED_BYTE, image.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 (window.IsOpened())
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{
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// Process events
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window.DispatchEvents();
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// Clear the window
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window.Clear();
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// Draw background
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window.SaveGLStates();
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window.Draw(background);
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window.RestoreGLStates();
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// Activate the window before using OpenGL commands.
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// This is useless here because we have only one window which is
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// always the active one, but don't forget it if you use multiple windows
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window.SetActive();
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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 x = window.Input.GetMouseX() * 200.0F / window.Width - 100.0F;
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float y = -window.Input.GetMouseY() * 200.0F / window.Height + 100.0F;
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// Apply some transformations
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time += window.GetFrameTime();
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Gl.glMatrixMode(Gl.GL_MODELVIEW);
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Gl.glLoadIdentity();
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Gl.glTranslatef(x, y, -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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window.SaveGLStates();
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window.Draw(text);
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window.RestoreGLStates();
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// Finally, display the rendered frame on screen
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window.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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