NeHe008.cs :  » Game » SDL » SdlDotNetExamples » NeHe » C# / CSharp Open Source

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C# / C Sharp
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C# / CSharp Open Source » Game » SDL 
SDL » SdlDotNetExamples » NeHe » NeHe008.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 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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