SFML/bindings/dotnet/examples/visualbasic/OpenGL.vb
2011-07-08 15:23:22 +02:00

162 lines
6.0 KiB
VB.net

Imports SFML
Imports SFML.Window
Imports SFML.Graphics
Imports Tao.OpenGl
Imports Tao.FreeGlut
Module OpenGL
Dim WithEvents window As RenderWindow
''' <summary>
''' Entry point of application
''' </summary>
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 Vector2f(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.GetCursorPosition().X * 200.0F / window.Width - 100.0F
Dim y = -window.GetCursorPosition().Y * 200.0F / window.Height + 100.0F
' Apply some transformations
time += window.GetFrameTime() / 1000.0F
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
''' <summary>
''' Function called when the window is closed
''' </summary>
Sub App_Closed(ByVal sender As Object, ByVal e As EventArgs) Handles window.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 window.KeyPressed
Dim window = CType(sender, RenderWindow)
If e.Code = Keyboard.Key.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 window.Resized
Gl.glViewport(0, 0, e.Width, e.Height)
End Sub
End Module