#region License
/*
MIT License
Copyright 2003-2005 Tao Framework Team
http://www.taoframework.com
All rights reserved.
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
*/
#endregion License
using System;
using System.Reflection;
using System.Diagnostics.CodeAnalysis;
using SdlDotNet.Core;
using SdlDotNet.Input;
using SdlDotNet.Graphics;
using Tao.OpenGl;
namespace SdlDotNetExamples.NeHe{
/// <summary>
/// Lesson 01: Setting Up An OpenGL Window
/// </summary>
[SuppressMessage("Microsoft.Naming", "CA1706:ShortAcronymsShouldBeUppercase", Justification = "Correct Spelling")]
public class NeHe001
{
#region Fields
//Width of screen
int width = 640;
//Height of screen
int height = 480;
// Bits per pixel of screen
int bpp = 16;
// Surface to render on
Surface screen;
/// <summary>
/// Width of window
/// </summary>
protected int Width
{
get
{
return width;
}
}
/// <summary>
/// Height of window
/// </summary>
protected int Height
{
get
{
return height;
}
}
/// <summary>
/// Bits per pixel of surface
/// </summary>
protected int BitsPerPixel
{
get
{
return this.bpp;
}
}
/// <summary>
/// Lesson title
/// </summary>
public static string Title
{
get
{
return "Lesson 01: Setting Up An OpenGL Window";
}
}
#endregion Fields
#region Constructors
/// <summary>
/// Basic constructor
/// </summary>
public NeHe001()
{
Initialize();
}
#endregion Constructors
#region Lesson Setup
/// <summary>
/// Initializes methods common to all NeHe lessons
/// </summary>
protected void Initialize()
{
// Sets keyboard events
Events.KeyboardDown += new EventHandler<KeyboardEventArgs>(this.KeyDown);
// Sets the ticker to update OpenGL Context
Events.Tick += new EventHandler<TickEventArgs>(this.Tick);
Events.Quit += new EventHandler<QuitEventArgs>(this.Quit);
// // Sets the resize window event
// Events.VideoResize += new EventHandler<VideoResizeEventArgs> (this.Resize);
// Set the Frames per second.
Events.Fps = 60;
// Sets Window icon and title
this.WindowAttributes();
// Creates SDL.NET Surface to hold an OpenGL scene
screen = Video.SetVideoMode(width, height, true, true);
}
/// <summary>
/// Sets Window icon and caption
/// </summary>
protected void WindowAttributes()
{
Video.WindowIcon();
Video.WindowCaption =
"SDL.NET - NeHe Lesson " +
this.GetType().ToString().Substring(
this.GetType().ToString().Length - 3);
}
/// <summary>
/// Resizes window
/// </summary>
protected virtual void Reshape()
{
this.Reshape(100.0F);
}
/// <summary>
/// Resizes window
/// </summary>
/// <param name="distance"></param>
protected virtual void Reshape(float distance)
{
// Reset The Current Viewport
Gl.glViewport(0, 0, width, height);
// Select The Projection Matrix
Gl.glMatrixMode(Gl.GL_PROJECTION);
// Reset The Projection Matrix
Gl.glLoadIdentity();
// Calculate The Aspect Ratio Of The Window
Glu.gluPerspective(45.0F, (width / (float)height), 0.1F, distance);
// Select The Modelview Matrix
Gl.glMatrixMode(Gl.GL_MODELVIEW);
// Reset The Modelview Matrix
Gl.glLoadIdentity();
}
/// <summary>
/// Initializes the OpenGL system
/// </summary>
protected virtual void InitGL()
{
// Enable Smooth Shading
Gl.glShadeModel(Gl.GL_SMOOTH);
// Black Background
Gl.glClearColor(0.0F, 0.0F, 0.0F, 0.5F);
// Depth Buffer Setup
Gl.glClearDepth(1.0F);
// Enables Depth Testing
Gl.glEnable(Gl.GL_DEPTH_TEST);
// The Type Of Depth Testing To Do
Gl.glDepthFunc(Gl.GL_LEQUAL);
// Really Nice Perspective Calculations
Gl.glHint(Gl.GL_PERSPECTIVE_CORRECTION_HINT, Gl.GL_NICEST);
}
#endregion Lesson Setup
#region void DrawGLScene
/// <summary>
/// Renders the scene
/// </summary>
protected virtual void DrawGLScene()
{
// Clear Screen And Depth Buffer
Gl.glClear((Gl.GL_COLOR_BUFFER_BIT | Gl.GL_DEPTH_BUFFER_BIT));
// Reset The Current Modelview Matrix
Gl.glLoadIdentity();
}
#endregion void DrawGLScene
#region Event Handlers
private void KeyDown(object sender, KeyboardEventArgs e)
{
switch (e.Key)
{
case Key.Escape:
// Will stop the app loop
Events.QuitApplication();
break;
case Key.F1:
// Toggle fullscreen
if ((screen.FullScreen))
{
screen = Video.SetVideoMode(width, height, true, true, true);
this.WindowAttributes();
}
else
{
screen = Video.SetVideoMode(width, height, true, true);
}
Reshape();
break;
}
}
private void Tick(object sender, TickEventArgs e)
{
DrawGLScene();
Video.GLSwapBuffers();
}
private void Quit(object sender, QuitEventArgs e)
{
Events.QuitApplication();
}
// private void Resize (object sender, VideoResizeEventArgs e)
// {
// screen = Video.SetVideoMode(e.Width, e.Height, true);
// if (screen.Width != e.Width || screen.Height != e.Height)
// {
// //this.InitGL();
// this.Reshape();
// }
// }
#endregion Event Handlers
#region Run Loop
/// <summary>
/// Starts lesson
/// </summary>
[STAThread]
public static void Run()
{
NeHe001 t = new NeHe001();
t.Reshape();
t.InitGL();
Events.Run();
}
#endregion Run Loop
}
}
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