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https://github.com/SFML/SFML.git
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2f524481c1
git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/trunk@1002 4e206d99-4929-0410-ac5d-dfc041789085
178 lines
5.9 KiB
VB.net
178 lines
5.9 KiB
VB.net
Imports SFML
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Imports SFML.Window
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Imports SFML.Graphics
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Imports Tao.OpenGl
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Imports Tao.FreeGlut
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Module OpenGL
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Dim WithEvents App As RenderWindow
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''' <summary>
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''' Entry point of application
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''' </summary>
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Sub Main()
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' Create main window
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App = New RenderWindow(New VideoMode(800, 600), "SFML.Net OpenGL (Visual Basic)")
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App.PreserveOpenGLStates(True)
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' Create a sprite for the background
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Dim BackgroundImage = New Image("datas/opengl/background.jpg")
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Dim Background = New Sprite(BackgroundImage)
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' Create a text to display
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Dim Text = New String2D("This is a rotating cube")
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Text.Position = New Vector2(250.0F, 300.0F)
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Text.Color = New Color(128, 0, 128)
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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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Dim Texture = 0
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Using TempImage = New Image("datas/opengl/texture.jpg")
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Gl.glGenTextures(1, 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, TempImage.Width, TempImage.Height, Gl.GL_RGBA, Gl.GL_UNSIGNED_BYTE, TempImage.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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End Using
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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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Dim Time = 0.0F
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' Start game loop
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While (App.IsOpened())
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' Process events
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App.DispatchEvents()
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' Draw background
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App.Draw(Background)
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' Clear depth buffer
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Gl.glClear(Gl.GL_DEPTH_BUFFER_BIT)
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' Apply some transformations
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Time += App.GetFrameTime()
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Gl.glMatrixMode(Gl.GL_MODELVIEW)
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Gl.glLoadIdentity()
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Gl.glTranslatef(0.0F, 0.0F, -200.0F)
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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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Gl.glBegin(Gl.GL_QUADS)
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Gl.glTexCoord2f(0, 0)
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Gl.glVertex3f(-50.0F, -50.0F, -50.0F)
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Gl.glTexCoord2f(0, 1)
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Gl.glVertex3f(-50.0F, 50.0F, -50.0F)
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Gl.glTexCoord2f(1, 1)
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Gl.glVertex3f(50.0F, 50.0F, -50.0F)
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Gl.glTexCoord2f(1, 0)
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Gl.glVertex3f(50.0F, -50.0F, -50.0F)
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Gl.glTexCoord2f(0, 0)
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Gl.glVertex3f(-50.0F, -50.0F, 50.0F)
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Gl.glTexCoord2f(0, 1)
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Gl.glVertex3f(-50.0F, 50.0F, 50.0F)
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Gl.glTexCoord2f(1, 1)
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Gl.glVertex3f(50.0F, 50.0F, 50.0F)
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Gl.glTexCoord2f(1, 0)
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Gl.glVertex3f(50.0F, -50.0F, 50.0F)
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Gl.glTexCoord2f(0, 0)
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Gl.glVertex3f(-50.0F, -50.0F, -50.0F)
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Gl.glTexCoord2f(0, 1)
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Gl.glVertex3f(-50.0F, 50.0F, -50.0F)
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Gl.glTexCoord2f(1, 1)
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Gl.glVertex3f(-50.0F, 50.0F, 50.0F)
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Gl.glTexCoord2f(1, 0)
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Gl.glVertex3f(-50.0F, -50.0F, 50.0F)
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Gl.glTexCoord2f(0, 0)
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Gl.glVertex3f(50.0F, -50.0F, -50.0F)
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Gl.glTexCoord2f(0, 1)
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Gl.glVertex3f(50.0F, 50.0F, -50.0F)
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Gl.glTexCoord2f(1, 1)
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Gl.glVertex3f(50.0F, 50.0F, 50.0F)
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Gl.glTexCoord2f(1, 0)
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Gl.glVertex3f(50.0F, -50.0F, 50.0F)
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Gl.glTexCoord2f(0, 1)
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Gl.glVertex3f(-50.0F, -50.0F, 50.0F)
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Gl.glTexCoord2f(0, 0)
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Gl.glVertex3f(-50.0F, -50.0F, -50.0F)
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Gl.glTexCoord2f(1, 0)
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Gl.glVertex3f(50.0F, -50.0F, -50.0F)
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Gl.glTexCoord2f(1, 1)
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Gl.glVertex3f(50.0F, -50.0F, 50.0F)
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Gl.glTexCoord2f(0, 1)
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Gl.glVertex3f(-50.0F, 50.0F, 50.0F)
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Gl.glTexCoord2f(0, 0)
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Gl.glVertex3f(-50.0F, 50.0F, -50.0F)
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Gl.glTexCoord2f(1, 0)
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Gl.glVertex3f(50.0F, 50.0F, -50.0F)
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Gl.glTexCoord2f(1, 1)
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Gl.glVertex3f(50.0F, 50.0F, 50.0F)
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Gl.glEnd()
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' Draw some text on top of our OpenGL object
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App.Draw(Text)
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' Finally, display the rendered frame on screen
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App.Display()
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End While
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' Don't forget to destroy our texture
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Gl.glDeleteTextures(1, Texture)
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End Sub
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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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Sub App_Closed(ByVal sender As Object, ByVal e As EventArgs) Handles App.Closed
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Dim window = CType(sender, RenderWindow)
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window.Close()
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End Sub
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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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Sub App_KeyPressed(ByVal sender As Object, ByVal e As KeyEventArgs) Handles App.KeyPressed
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Dim window = CType(sender, RenderWindow)
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If e.Code = KeyCode.Escape Then
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window.Close()
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End If
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End Sub
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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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Sub App_Resized(ByVal sender As Object, ByVal e As SizeEventArgs) Handles App.Resized
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Gl.glViewport(0, 0, e.Width, e.Height)
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End Sub
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End Module
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