Renamed / moved / updated the SFML.Net examples (still in progress... having troubles with SVN)

git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/branches/sfml2@1560 4e206d99-4929-0410-ac5d-dfc041789085
This commit is contained in:
LaurentGom 2010-09-01 21:17:24 +00:00
parent 002902319c
commit 2d83514452
28 changed files with 103 additions and 121 deletions

View file

@ -7,7 +7,7 @@ Imports Tao.FreeGlut
Module OpenGL
Dim WithEvents App As RenderWindow
Dim WithEvents window As RenderWindow
''' <summary>
''' Entry point of application
@ -15,26 +15,25 @@ Module OpenGL
Sub Main()
' Create main window
App = New RenderWindow(New VideoMode(800, 600), "SFML.Net OpenGL (Visual Basic)")
App.PreserveOpenGLStates(True)
window = New RenderWindow(New VideoMode(800, 600), "SFML.Net OpenGL (Visual Basic)")
' Create a sprite for the background
Dim BackgroundImage = New Image("datas/opengl/background.jpg")
Dim Background = New Sprite(BackgroundImage)
Dim backgroundImage = New Image("resources/background.jpg")
Dim background = New Sprite(backgroundImage)
' Create a text to display
Dim Text = New String2D("This is a rotating cube")
Text.Position = New Vector2(250.0F, 300.0F)
Text.Color = New Color(128, 0, 128)
Dim text = New Text("SFML / OpenGL demo")
text.Position = New Vector2(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),
' 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("datas/opengl/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)
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
@ -51,108 +50,93 @@ Module OpenGL
' Bind our texture
Gl.glEnable(Gl.GL_TEXTURE_2D)
Gl.glBindTexture(Gl.GL_TEXTURE_2D, Texture)
Gl.glBindTexture(Gl.GL_TEXTURE_2D, texture)
Gl.glColor4f(1.0F, 1.0F, 1.0F, 1.0F)
Dim Time = 0.0F
Dim time = 0.0F
' Start game loop
While (App.IsOpened())
While (window.IsOpened())
' Process events
App.DispatchEvents()
window.DispatchEvents()
' Draw background
App.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.Input.GetMouseX() * 200.0F / window.Width - 100.0F
Dim y = -window.Input.GetMouseY() * 200.0F / window.Height + 100.0F
' Apply some transformations
Time += App.GetFrameTime()
time += window.GetFrameTime()
Gl.glMatrixMode(Gl.GL_MODELVIEW)
Gl.glLoadIdentity()
Gl.glTranslatef(0.0F, 0.0F, -200.0F)
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)
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(-50.0F, -50.0F, -50.0F)
Gl.glTexCoord2f(0, 1)
Gl.glVertex3f(-50.0F, 50.0F, -50.0F)
Gl.glTexCoord2f(1, 1)
Gl.glVertex3f(50.0F, 50.0F, -50.0F)
Gl.glTexCoord2f(1, 0)
Gl.glVertex3f(50.0F, -50.0F, -50.0F)
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(-50.0F, -50.0F, 50.0F)
Gl.glTexCoord2f(0, 1)
Gl.glVertex3f(-50.0F, 50.0F, 50.0F)
Gl.glTexCoord2f(1, 1)
Gl.glVertex3f(50.0F, 50.0F, 50.0F)
Gl.glTexCoord2f(1, 0)
Gl.glVertex3f(50.0F, -50.0F, 50.0F)
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(-50.0F, -50.0F, -50.0F)
Gl.glTexCoord2f(0, 1)
Gl.glVertex3f(-50.0F, 50.0F, -50.0F)
Gl.glTexCoord2f(1, 1)
Gl.glVertex3f(-50.0F, 50.0F, 50.0F)
Gl.glTexCoord2f(1, 0)
Gl.glVertex3f(-50.0F, -50.0F, 50.0F)
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(50.0F, -50.0F, -50.0F)
Gl.glTexCoord2f(0, 1)
Gl.glVertex3f(50.0F, 50.0F, -50.0F)
Gl.glTexCoord2f(1, 1)
Gl.glVertex3f(50.0F, 50.0F, 50.0F)
Gl.glTexCoord2f(1, 0)
Gl.glVertex3f(50.0F, -50.0F, 50.0F)
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(-50.0F, -50.0F, 50.0F)
Gl.glTexCoord2f(0, 0)
Gl.glVertex3f(-50.0F, -50.0F, -50.0F)
Gl.glTexCoord2f(1, 0)
Gl.glVertex3f(50.0F, -50.0F, -50.0F)
Gl.glTexCoord2f(1, 1)
Gl.glVertex3f(50.0F, -50.0F, 50.0F)
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(-50.0F, 50.0F, 50.0F)
Gl.glTexCoord2f(0, 0)
Gl.glVertex3f(-50.0F, 50.0F, -50.0F)
Gl.glTexCoord2f(1, 0)
Gl.glVertex3f(50.0F, 50.0F, -50.0F)
Gl.glTexCoord2f(1, 1)
Gl.glVertex3f(50.0F, 50.0F, 50.0F)
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
App.Draw(Text)
window.SaveGLStates()
window.Draw(text)
window.RestoreGLStates()
' Finally, display the rendered frame on screen
App.Display()
window.Display()
End While
' Don't forget to destroy our texture
Gl.glDeleteTextures(1, 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 App.Closed
Sub App_Closed(ByVal sender As Object, ByVal e As EventArgs) Handles window.Closed
Dim window = CType(sender, RenderWindow)
window.Close()
End Sub
@ -160,7 +144,7 @@ Module OpenGL
''' <summary>
''' Function called when a key is pressed
''' </summary>
Sub App_KeyPressed(ByVal sender As Object, ByVal e As KeyEventArgs) Handles App.KeyPressed
Sub App_KeyPressed(ByVal sender As Object, ByVal e As KeyEventArgs) Handles window.KeyPressed
Dim window = CType(sender, RenderWindow)
If e.Code = KeyCode.Escape Then
window.Close()
@ -170,7 +154,7 @@ Module OpenGL
''' <summary>
''' Function called when the window is resized
''' </summary>
Sub App_Resized(ByVal sender As Object, ByVal e As SizeEventArgs) Handles App.Resized
Sub App_Resized(ByVal sender As Object, ByVal e As SizeEventArgs) Handles window.Resized
Gl.glViewport(0, 0, e.Width, e.Height)
End Sub