Moved all bindings to the "bindings" sub-directory
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
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161
bindings/dotnet/examples/visualbasic/OpenGL.vb
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161
bindings/dotnet/examples/visualbasic/OpenGL.vb
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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 window 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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window = New RenderWindow(New VideoMode(800, 600), "SFML.Net OpenGL (Visual Basic)")
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' Create a sprite for the background
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Dim backgroundImage = New Image("resources/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 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 SFML.Graphics.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("resources/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 (window.IsOpened())
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' Process events
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window.DispatchEvents()
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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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' 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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Dim x = window.Input.GetMouseX() * 200.0F / window.Width - 100.0F
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Dim 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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Dim 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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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 window.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 window.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 window.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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