Renamed / moved / updated the SFML.Net examples (2)

git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/branches/sfml2@1558 4e206d99-4929-0410-ac5d-dfc041789085
This commit is contained in:
LaurentGom 2010-09-01 17:37:07 +00:00
parent 177c82a197
commit 80b803fe93
34 changed files with 1747 additions and 0 deletions

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using System;
using SFML;
using SFML.Graphics;
using SFML.Window;
using Tao.OpenGl;
namespace sample_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");
// 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("datas/opengl/background.jpg");
Sprite background = new Sprite(backgroundImage);
// Create a text to display
Text 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),
// but here we want more control on it (generate mipmaps, ...) so we create a new one
int texture = 0;
using (Image image = new Image("datas/opengl/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.Input.GetMouseX() * 200.0F / window.Width - 100.0F;
float y = -window.Input.GetMouseY() * 200.0F / window.Height + 100.0F;
// Apply some transformations
time += window.GetFrameTime();
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 == KeyCode.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);
}
}
}

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<PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
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<ProjectGuid>{160AE11E-138A-4B77-9642-EA74F9A79B4D}</ProjectGuid>
<OutputType>WinExe</OutputType>
<AppDesignerFolder>Properties</AppDesignerFolder>
<RootNamespace>sample_opengl</RootNamespace>
<AssemblyName>opengl</AssemblyName>
<StartupObject>
</StartupObject>
<FileUpgradeFlags>
</FileUpgradeFlags>
<OldToolsVersion>2.0</OldToolsVersion>
<UpgradeBackupLocation>
</UpgradeBackupLocation>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
<DebugSymbols>true</DebugSymbols>
<DebugType>full</DebugType>
<Optimize>false</Optimize>
<OutputPath>..\bin\</OutputPath>
<DefineConstants>DEBUG;TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
<DebugType>pdbonly</DebugType>
<Optimize>true</Optimize>
<OutputPath>..\bin\</OutputPath>
<DefineConstants>TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
</PropertyGroup>
<ItemGroup>
<ProjectReference Include="..\..\src\Graphics\sfml-graphics.csproj">
<Project>{46786269-57B9-48E7-AA4F-8F4D84609FE6}</Project>
<Name>sfml-graphics</Name>
</ProjectReference>
<ProjectReference Include="..\..\src\Window\sfml-window.csproj">
<Project>{D17DE83D-A592-461F-8AF2-53F9E22E1D0F}</Project>
<Name>sfml-window</Name>
</ProjectReference>
</ItemGroup>
<ItemGroup>
<Compile Include="OpenGL.cs">
</Compile>
</ItemGroup>
<ItemGroup>
<Reference Include="Tao.FreeGlut, Version=2.4.0.2, Culture=neutral, PublicKeyToken=6e602a6ad6c0d06d, processorArchitecture=MSIL">
<SpecificVersion>False</SpecificVersion>
<HintPath>..\..\..\..\..\Bibliothèques\TaoFramework\bin\Tao.FreeGlut.dll</HintPath>
</Reference>
<Reference Include="Tao.OpenGl, Version=2.1.0.12, Culture=neutral, PublicKeyToken=1ca010269a4501ef, processorArchitecture=MSIL">
<SpecificVersion>False</SpecificVersion>
<HintPath>..\..\..\..\..\Bibliothèques\TaoFramework\bin\Tao.OpenGl.dll</HintPath>
</Reference>
</ItemGroup>
<ItemGroup>
<Folder Include="Properties\" />
</ItemGroup>
<Import Project="$(MSBuildBinPath)\Microsoft.CSharp.targets" />
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
Other similar extension points exist, see Microsoft.Common.targets.
<Target Name="BeforeBuild">
</Target>
<Target Name="AfterBuild">
</Target>
-->
</Project>