#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.Diagnostics.CodeAnalysis;
using Tao.OpenGl;
using SdlDotNet.Core;
namespace SdlDotNetExamples.NeHe{
/// <summary>
/// Lesson 02: Your First Polygon
/// </summary>
[SuppressMessage("Microsoft.Naming", "CA1706:ShortAcronymsShouldBeUppercase", Justification = "Correct Spelling")]
public class NeHe002 : NeHe001
{
#region Fields
/// <summary>
/// Lesson Title
/// </summary>
public new static string Title
{
get
{
return "Lesson 02: Your First Polygon";
}
}
#endregion Fields
#region Lesson Setup
/// <summary>
/// Initializes the OpenGL system
/// </summary>
protected override 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 override 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();
// Move Left 1.5 Units And Into The Screen 6.0
Gl.glTranslatef(-1.5f, 0, -6);
// Drawing Using Triangles
Gl.glBegin(Gl.GL_TRIANGLES);
// Top
Gl.glVertex3f(0, 1, 0);
// Bottom Left
Gl.glVertex3f(-1, -1, 0);
// Bottom Right
Gl.glVertex3f(1, -1, 0);
// Finished Drawing The Triangle
Gl.glEnd();
// Move Right 3 Units
Gl.glTranslatef(3, 0, 0);
// Draw A Quad
Gl.glBegin(Gl.GL_QUADS);
// Top Left
Gl.glVertex3f(-1, 1, 0);
// Top Right
Gl.glVertex3f(1, 1, 0);
// Bottom Right
Gl.glVertex3f(1, -1, 0);
// Bottom Left
Gl.glVertex3f(-1, -1, 0);
// Done Drawing The Quad
Gl.glEnd();
}
#endregion void DrawGLScene
#region Run Loop
/// <summary>
/// Starts lesson
/// </summary>
[STAThread]
public static new void Run()
{
NeHe002 t = new NeHe002();
t.Reshape();
t.InitGL();
Events.Run();
}
#endregion Run Loop
}
}
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