SFML/bindings/dotnet/examples/opengl/OpenGL.cs
2011-07-08 15:16:22 +02:00

175 lines
7.2 KiB
C#

using System;
using SFML;
using SFML.Graphics;
using SFML.Window;
using Tao.OpenGl;
namespace 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", Styles.Default, new ContextSettings(32, 0));
// 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("resources/background.jpg");
Sprite background = new Sprite(backgroundImage);
// Create a text to display
Text 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 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("resources/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.GetCursorPosition().X * 200.0F / window.Width - 100.0F;
float 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
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 == Keyboard.Key.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);
}
}
}