#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 SdlDotNet.Input;
using Tao.OpenGl;
namespace SdlDotNetExamples.NeHe{
/// <summary>
/// Lesson 07: Texture Filters, Lighting, and Keyboard Control
/// </summary>
[SuppressMessage("Microsoft.Naming", "CA1706:ShortAcronymsShouldBeUppercase", Justification = "Correct Spelling")]
public class NeHe007 : NeHe006
{
#region Fields
/// <summary>
/// Lesson Title
/// </summary>
public new static string Title
{
get
{
return "Lesson 07: Texture Filters, Lighting, and Keyboard Control";
}
}
// X Rotation Speed
float xspeed;
// Y Rotation Speed
float yspeed;
// Depth Into The Screen
float depthZ = -5;
//filter
int filter;
// Lighting ON/OFF ( NEW )
bool light;
float[] lightAmbient = { 0.5f, 0.5f, 0.5f, 1 };
float[] lightDiffuse = { 1, 1, 1, 1 };
float[] lightPosition = { 0, 0, 2, 1 };
/// <summary>
/// Ambient light array
/// </summary>
protected float[] GetLightAmbient()
{
return lightAmbient;
}
/// <summary>
///
/// </summary>
/// <returns></returns>
protected void SetLightAmbient(float[] lightAmbient)
{
this.lightAmbient = lightAmbient;
}
/// <summary>
/// Diffure light array
/// </summary>
protected float[] GetLightDiffuse()
{
return lightDiffuse;
}
/// <summary>
///
/// </summary>
/// <param name="lightDiffuse"></param>
protected void SetLightDiffuse(float[] lightDiffuse)
{
this.lightDiffuse = lightDiffuse;
}
/// <summary>
/// Light position array
/// </summary>
protected float[] GetLightPosition()
{
return lightPosition;
}
/// <summary>
///
/// </summary>
/// <param name="lightPosition"></param>
protected void SetLightPosition(float[] lightPosition)
{
this.lightPosition = lightPosition;
}
/// <summary>
/// Is the light shining
/// </summary>
protected bool Light
{
get
{
return light;
}
set
{
light = value;
}
}
/// <summary>
/// Speed in X direction
/// </summary>
protected float XSpeed
{
get
{
return xspeed;
}
set
{
xspeed = value;
}
}
/// <summary>
/// Speed in Y direction
/// </summary>
protected float YSpeed
{
get
{
return yspeed;
}
set
{
yspeed = value;
}
}
/// <summary>
/// Depth
/// </summary>
protected float DepthZ
{
get
{
return depthZ;
}
set
{
depthZ = value;
}
}
/// <summary>
/// Filtering
/// </summary>
protected int Filter
{
get
{
return filter;
}
set
{
filter = value;
}
}
#endregion Fields
#region Constructor
/// <summary>
/// Basic constructor
/// </summary>
public NeHe007()
{
this.SetTextureName(new string[1]);
this.GetTextureName()[0] = "NeHe007.bmp";
this.SetTexture(new int[3]);
}
#endregion Constructor
#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);
// Enable Texture Mapping ( NEW )
Gl.glEnable(Gl.GL_TEXTURE_2D);
this.LoadGLFilteredTextures();
Events.KeyboardDown += new EventHandler<KeyboardEventArgs>(this.KeyDown);
Keyboard.EnableKeyRepeat(150, 50);
// Setup The Ambient Light
Gl.glLightfv(Gl.GL_LIGHT1, Gl.GL_AMBIENT, lightAmbient);
// Setup The Diffuse Light
Gl.glLightfv(Gl.GL_LIGHT1, Gl.GL_DIFFUSE, lightDiffuse);
// Position The Light
Gl.glLightfv(Gl.GL_LIGHT1, Gl.GL_POSITION, lightPosition);
// Enable Light One
Gl.glEnable(Gl.GL_LIGHT1);
}
#region override void LoadGLFilteredTextures()
/// <summary>
/// Load bitmaps and convert to textures.
/// </summary>
/// <returns>
/// <c>true</c> on success, otherwise <c>false</c>.
/// </returns>
protected virtual void LoadGLFilteredTextures()
{
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);
// Create Nearest Filtered Texture
Gl.glBindTexture(Gl.GL_TEXTURE_2D, this.GetTexture()[i]);
Gl.glTexParameteri(Gl.GL_TEXTURE_2D, Gl.GL_TEXTURE_MAG_FILTER, Gl.GL_NEAREST);
Gl.glTexParameteri(Gl.GL_TEXTURE_2D, Gl.GL_TEXTURE_MIN_FILTER, Gl.GL_NEAREST);
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);
// Create Linear Filtered Texture
Gl.glBindTexture(Gl.GL_TEXTURE_2D, this.GetTexture()[i + 1]);
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);
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);
// Create MipMapped Texture
Gl.glBindTexture(Gl.GL_TEXTURE_2D, this.GetTexture()[i + 2]);
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_NEAREST);
Glu.gluBuild2DMipmaps(Gl.GL_TEXTURE_2D, Gl.GL_RGB8, textureImage[i].Width, textureImage[i].Height, Gl.GL_BGR, Gl.GL_UNSIGNED_BYTE, bitmapData.Scan0);
if (textureImage[i] != null)
{
// If Texture Exists
textureImage[i].UnlockBits(bitmapData);
// Unlock The Pixel Data From Memory
textureImage[i].Dispose();
// Dispose The Bitmap
}
}
}
}
#endregion override void LoadGLFilteredTextures()
#endregion Lesson Setup
#region Rendering
/// <summary>
/// Renders the scene
/// </summary>
protected override void DrawGLScene()
{
Gl.glClear(Gl.GL_COLOR_BUFFER_BIT | Gl.GL_DEPTH_BUFFER_BIT);
// Clear The Screen And The Depth Buffer
Gl.glLoadIdentity();
// Reset The View
Gl.glTranslatef(0, 0, depthZ);
Gl.glRotatef(this.RotationX, 1, 0, 0);
Gl.glRotatef(this.RotationY, 0, 1, 0);
Gl.glBindTexture(Gl.GL_TEXTURE_2D, this.GetTexture()[filter]);
Gl.glBegin(Gl.GL_QUADS);
// Front Face
Gl.glNormal3f(0, 0, 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);
Gl.glTexCoord2f(0, 1); Gl.glVertex3f(-1, 1, 1);
// Back Face
Gl.glNormal3f(0, 0, -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.glTexCoord2f(0, 0); Gl.glVertex3f(1, -1, -1);
// Top Face
Gl.glNormal3f(0, 1, 0);
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.glNormal3f(0, -1, 0);
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.glNormal3f(1, 0, 0);
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.glNormal3f(-1, 0, 0);
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 += this.XSpeed;
this.RotationY += this.YSpeed;
}
#endregion Rendering
#region Event Handlers
private void KeyDown(object sender, KeyboardEventArgs e)
{
switch (e.Key)
{
case Key.L:
light = !light;
if (!light)
{
Gl.glDisable(Gl.GL_LIGHTING);
}
else
{
Gl.glEnable(Gl.GL_LIGHTING);
}
break;
case Key.F:
filter += 1;
if (filter > 2)
{
filter = 0;
}
break;
case Key.PageUp:
depthZ -= 0.02f;
break;
case Key.PageDown:
depthZ += 0.02f;
break;
case Key.UpArrow:
xspeed -= 0.01f;
break;
case Key.DownArrow:
xspeed += 0.01f;
break;
case Key.RightArrow:
yspeed += 0.01f;
break;
case Key.LeftArrow:
yspeed -= 0.01f;
break;
}
}
#endregion Event Handlers
#region Run Loop
/// <summary>
/// Starts lesson
/// </summary>
[STAThread]
public static new void Run()
{
NeHe007 t = new NeHe007();
t.Reshape();
t.InitGL();
Events.Run();
}
#endregion Run Loop
}
}
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