#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 08: Blending
/// </summary>
[SuppressMessage("Microsoft.Naming", "CA1706:ShortAcronymsShouldBeUppercase", Justification = "Correct Spelling")]
public class NeHe008 : NeHe007
{
#region Fields
/// <summary>
/// Lesson Title
/// </summary>
public new static string Title
{
get
{
return "Lesson 08: Blending";
}
}
// is blended?
bool blend;
/// <summary>
/// Is the object blended?
/// </summary>
protected bool Blend
{
get
{
return blend;
}
set
{
blend = value;
}
}
#endregion Fields
#region Constructor
/// <summary>
/// Basic constructor
/// </summary>
public NeHe008()
{
this.SetTextureName(new string[1]);
this.GetTextureName()[0] = "NeHe008.bmp";
this.SetTexture(new int[3]);
}
#endregion Constructor
#region Lesson Setup
/// <summary>
/// Initialize OpenGL
/// </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, this.GetLightAmbient());
// Setup The Diffuse Light
Gl.glLightfv(Gl.GL_LIGHT1, Gl.GL_DIFFUSE, this.GetLightDiffuse());
// Position The Light
Gl.glLightfv(Gl.GL_LIGHT1, Gl.GL_POSITION, this.GetLightPosition());
// Enable Light One
Gl.glEnable(Gl.GL_LIGHT1);
// Full Brightness. 50% Alpha
Gl.glColor4f(1, 1, 1, 0.5f);
// Set The Blending Function For Translucency
Gl.glBlendFunc(Gl.GL_SRC_ALPHA, Gl.GL_ONE);
}
#endregion Lesson Setup
#region Event Handlers
private void KeyDown(object sender, KeyboardEventArgs e)
{
switch (e.Key)
{
case Key.L:
this.Light = !this.Light;
if (!this.Light)
{
Gl.glDisable(Gl.GL_LIGHTING);
}
else
{
Gl.glEnable(Gl.GL_LIGHTING);
}
break;
case Key.F:
this.Filter += 1;
if (this.Filter > 2)
{
this.Filter = 0;
}
break;
case Key.PageUp:
this.DepthZ -= 0.02f;
break;
case Key.PageDown:
this.DepthZ += 0.02f;
break;
case Key.UpArrow:
this.XSpeed -= 0.01f;
break;
case Key.DownArrow:
this.XSpeed += 0.01f;
break;
case Key.RightArrow:
this.YSpeed += 0.01f;
break;
case Key.LeftArrow:
this.YSpeed -= 0.01f;
break;
case Key.B:
// Blending Code Starts Here
blend = !blend;
if (blend)
{
Gl.glEnable(Gl.GL_BLEND);
// Turn Blending On
Gl.glDisable(Gl.GL_DEPTH_TEST);
// Turn Depth Testing Off
}
else
{
Gl.glDisable(Gl.GL_BLEND);
// Turn Blending Off
Gl.glEnable(Gl.GL_DEPTH_TEST);
// Turn Depth Testing On
}
// Blending Code Ends Here
break;
}
}
#endregion Event Handlers
#region Run Loop
/// <summary>
/// Starts lesson
/// </summary>
[STAThread]
public static new void Run()
{
NeHe008 t = new NeHe008();
t.Reshape();
t.InitGL();
Events.Run();
}
#endregion Run Loop
}
}
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