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C# / C Sharp
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C# / CSharp Open Source » Game » SDL 
SDL » SdlDotNetExamples » NeHe » NeHe007.cs
#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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