#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.IO;
using System.Drawing;
using System.Drawing.Imaging;
using System.Reflection;
using System.Diagnostics.CodeAnalysis;
using SdlDotNet.Core;
using Tao.OpenGl;
namespace SdlDotNetExamples.NeHe{
/// <summary>
/// Lesson 06: Texture Mapping
/// </summary>
[SuppressMessage("Microsoft.Naming", "CA1706:ShortAcronymsShouldBeUppercase", Justification = "Correct Spelling")]
public class NeHe006 : NeHe001
{
#region Fields
/// <summary>
/// Lesson Title
/// </summary>
public new static string Title
{
get
{
return "Lesson 06: Texture Mapping";
}
}
// X Rotation ( NEW )
float rotationX;
// Y Rotation ( NEW )
float rotationY;
// Z Rotation ( NEW )
float rotationZ;
// Storage For One Texture ( NEW )
int[] texture;
// Directory to find the data files
string dataDirectory = "Data";
// Path to Data directory
string filePath = Path.Combine("..", "..");
// Name of texture
string[] textureName;
/// <summary>
/// Rotation on the X axis
/// </summary>
protected float RotationX
{
get
{
return this.rotationX;
}
set
{
this.rotationX = value;
}
}
/// <summary>
/// rotation on the Y axis
/// </summary>
protected float RotationY
{
get
{
return this.rotationY;
}
set
{
this.rotationY = value;
}
}
/// <summary>
/// rotation on the Z axis
/// </summary>
protected float RotationZ
{
get
{
return this.rotationZ;
}
set
{
this.rotationZ = value;
}
}
/// <summary>
///
/// </summary>
protected string[] GetTextureName()
{
return textureName;
}
/// <summary>
///
/// </summary>
/// <param name="textureName"></param>
protected void SetTextureName(string[] textureName)
{
this.textureName = textureName;
}
///// <summary>
/////
///// </summary>
//protected int[] Texture
//{
// get
// {
// return texture;
// }
// set
// {
// texture = value;
// }
//}
protected int[] GetTexture()
{
return texture;
}
protected void SetTexture(int[] texture)
{
this.texture = texture;
}
/// <summary>
/// Directory to find the data files
/// </summary>
protected string DataDirectory
{
get
{
return dataDirectory;
}
set
{
dataDirectory = value;
}
}
/// <summary>
/// Path to Data directory
/// </summary>
protected string FilePath
{
get
{
return filePath;
}
set
{
filePath = value;
}
}
#endregion Fields
#region Constructor
/// <summary>
/// Constructor
/// </summary>
public NeHe006()
{
textureName = new string[1];
textureName[0] = "NeHe006.bmp";
texture = new int[1];
}
#endregion Constructor
#region Lesson Setup
/// <summary>
/// Initializes the OpenGL system
/// </summary>
protected override void InitGL()
{
// Loads bitmaps and converts to textures
this.LoadGLTextures();
// Enable Texture Mapping ( NEW )
Gl.glEnable(Gl.GL_TEXTURE_2D);
// 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 The Screen And The Depth Buffer
Gl.glClear(Gl.GL_COLOR_BUFFER_BIT | Gl.GL_DEPTH_BUFFER_BIT);
// Reset The View
Gl.glLoadIdentity();
Gl.glTranslatef(0, 0, -5);
Gl.glRotatef(this.rotationX, 1, 0, 0);
Gl.glRotatef(this.rotationY, 0, 1, 0);
Gl.glRotatef(this.rotationZ, 0, 0, 1);
Gl.glBindTexture(Gl.GL_TEXTURE_2D, this.GetTexture()[0]);
Gl.glBegin(Gl.GL_QUADS);
// Front Face
Gl.glTexCoord2f(0, 0); Gl.glVertex3f(-1, -1, 1);
Gl.glTexCoord2f(1, 0); Gl.glVertex3f(1, -1, 1);
Gl.glTexCoord2f(1, 1); Gl.glVertex3f(1, 1, 1);
Gl.glTexCoord2f(0, 1); Gl.glVertex3f(-1, 1, 1);
// Back Face
Gl.glTexCoord2f(1, 0); Gl.glVertex3f(-1, -1, -1);
Gl.glTexCoord2f(1, 1); Gl.glVertex3f(-1, 1, -1);
Gl.glTexCoord2f(0, 1); Gl.glVertex3f(1, 1, -1);
Gl.glTexCoord2f(0, 0); Gl.glVertex3f(1, -1, -1);
// Top Face
Gl.glTexCoord2f(0, 1); Gl.glVertex3f(-1, 1, -1);
Gl.glTexCoord2f(0, 0); Gl.glVertex3f(-1, 1, 1);
Gl.glTexCoord2f(1, 0); Gl.glVertex3f(1, 1, 1);
Gl.glTexCoord2f(1, 1); Gl.glVertex3f(1, 1, -1);
// Bottom Face
Gl.glTexCoord2f(1, 1); Gl.glVertex3f(-1, -1, -1);
Gl.glTexCoord2f(0, 1); Gl.glVertex3f(1, -1, -1);
Gl.glTexCoord2f(0, 0); Gl.glVertex3f(1, -1, 1);
Gl.glTexCoord2f(1, 0); Gl.glVertex3f(-1, -1, 1);
// Right face
Gl.glTexCoord2f(1, 0); Gl.glVertex3f(1, -1, -1);
Gl.glTexCoord2f(1, 1); Gl.glVertex3f(1, 1, -1);
Gl.glTexCoord2f(0, 1); Gl.glVertex3f(1, 1, 1);
Gl.glTexCoord2f(0, 0); Gl.glVertex3f(1, -1, 1);
// Left Face
Gl.glTexCoord2f(0, 0); Gl.glVertex3f(-1, -1, -1);
Gl.glTexCoord2f(1, 0); Gl.glVertex3f(-1, -1, 1);
Gl.glTexCoord2f(1, 1); Gl.glVertex3f(-1, 1, 1);
Gl.glTexCoord2f(0, 1); Gl.glVertex3f(-1, 1, -1);
Gl.glEnd();
this.rotationX += 0.3f;
this.rotationY += 0.2f;
this.rotationZ += 0.4f;
}
#endregion void DrawGLScene()
#region void LoadGLTextures()
/// <summary>
/// Load bitmaps and convert to textures.
/// </summary>
protected virtual void LoadGLTextures()
{
if (File.Exists(Path.Combine(this.DataDirectory, this.GetTextureName()[0])))
{
this.FilePath = "";
}
// Status Indicator
Bitmap[] textureImage = new Bitmap[this.GetTextureName().Length];
// Create Storage Space For The Texture
for (int i = 0; i < this.GetTextureName().Length; i++)
{
textureImage[i] = new Bitmap(Path.Combine(this.FilePath, Path.Combine(this.DataDirectory, this.GetTextureName()[i])));
}
// Load The Bitmap
// Check For Errors, If Bitmap's Not Found, Quit
if (textureImage[0] != null)
{
// Create The Texture
Gl.glGenTextures(this.GetTexture().Length, this.GetTexture());
for (int i = 0; i < textureImage.Length; i++)
{
textureImage[i].RotateFlip(RotateFlipType.RotateNoneFlipY);
// Flip The Bitmap Along The Y-Axis
// Rectangle For Locking The Bitmap In Memory
Rectangle rectangle =
new Rectangle(0, 0, textureImage[i].Width, textureImage[i].Height);
// Get The Bitmap's Pixel Data From The Locked Bitmap
BitmapData bitmapData =
textureImage[i].LockBits(rectangle, ImageLockMode.ReadOnly, PixelFormat.Format24bppRgb);
// Typical Texture Generation Using Data From The Bitmap
Gl.glBindTexture(Gl.GL_TEXTURE_2D, this.GetTexture()[i]);
Gl.glTexImage2D(Gl.GL_TEXTURE_2D, 0, Gl.GL_RGB8, textureImage[i].Width, textureImage[i].Height, 0, Gl.GL_BGR, Gl.GL_UNSIGNED_BYTE, bitmapData.Scan0);
Gl.glTexParameteri(Gl.GL_TEXTURE_2D, Gl.GL_TEXTURE_MIN_FILTER, Gl.GL_LINEAR);
Gl.glTexParameteri(Gl.GL_TEXTURE_2D, Gl.GL_TEXTURE_MAG_FILTER, Gl.GL_LINEAR);
if (textureImage[i] != null)
{
// If Texture Exists
textureImage[i].UnlockBits(bitmapData);
// Unlock The Pixel Data From Memory
textureImage[i].Dispose();
// Dispose The Bitmap
}
}
}
}
#endregion void LoadGLTextures()
#region Run Loop
/// <summary>
/// Starts lesson
/// </summary>
[STAThread]
public static new void Run()
{
NeHe006 t = new NeHe006();
t.Reshape();
t.InitGL();
Events.Run();
}
#endregion Run Loop
}
}
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