NeHe016.cs :  » Game » SDL » SdlDotNetExamples » NeHe » C# / CSharp Open Source

Home
C# / CSharp Open Source
1.2.6.4 mono .net core
2.2.6.4 mono core
3.Aspect Oriented Frameworks
4.Bloggers
5.Build Systems
6.Business Application
7.Charting Reporting Tools
8.Chat Servers
9.Code Coverage Tools
10.Content Management Systems CMS
11.CRM ERP
12.Database
13.Development
14.Email
15.Forum
16.Game
17.GIS
18.GUI
19.IDEs
20.Installers Generators
21.Inversion of Control Dependency Injection
22.Issue Tracking
23.Logging Tools
24.Message
25.Mobile
26.Network Clients
27.Network Servers
28.Office
29.PDF
30.Persistence Frameworks
31.Portals
32.Profilers
33.Project Management
34.RSS RDF
35.Rule Engines
36.Script
37.Search Engines
38.Sound Audio
39.Source Control
40.SQL Clients
41.Template Engines
42.Testing
43.UML
44.Web Frameworks
45.Web Service
46.Web Testing
47.Wiki Engines
48.Windows Presentation Foundation
49.Workflows
50.XML Parsers
C# / C Sharp
C# / C Sharp by API
C# / CSharp Tutorial
C# / CSharp Open Source » Game » SDL 
SDL » SdlDotNetExamples » NeHe » NeHe016.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.Diagnostics.CodeAnalysis;

using SdlDotNet.Core;
using SdlDotNet.Input;
using Tao.OpenGl;

namespace SdlDotNetExamples.NeHe{
    /// <summary>
    /// Lesson 16: Cool Looking Fog
    /// </summary>
    [SuppressMessage("Microsoft.Naming", "CA1706:ShortAcronymsShouldBeUppercase", Justification = "Correct Spelling")]
    public class NeHe016 : NeHe010
    {
        #region Fields

        /// <summary>
        /// Lesson Title
        /// </summary>
        public new static string Title
        {
            get
            {
                return "Lesson 16: Cool Looking Fog";
            }
        }

        // Storage For Three Types Of Fog
        int[] fogMode = { Gl.GL_EXP, Gl.GL_EXP2, Gl.GL_LINEAR };
        // Which Fog Mode To Use 
        int fogfilter;
        // Fog Color
        float[] fogColor = { 0.5f, 0.5f, 0.5f, 1.0f };

        #endregion Fields

        #region Constructor

        /// <summary>
        /// 
        /// </summary>
        public NeHe016()
        {
            this.DepthZ = -5.0f;
            // Depth Into The Screen
            this.SetTexture(new int[3]);
            this.SetTextureName(new string[1]);
            this.GetTextureName()[0] = "NeHe016.bmp";
            this.GetLightAmbient()[0] = 0.5f;
            this.GetLightAmbient()[1] = 0.5f;
            this.GetLightAmbient()[2] = 0.5f;
            this.GetLightAmbient()[3] = 1.0f;
            this.GetLightDiffuse()[0] = 1.0f;
            this.GetLightDiffuse()[1] = 1.0f;
            this.GetLightDiffuse()[2] = 1.0f;
            this.GetLightDiffuse()[3] = 1.0f;
            this.GetLightPosition()[0] = 0.0f;
            this.GetLightPosition()[1] = 0.0f;
            this.GetLightPosition()[2] = 2.0f;
            this.GetLightPosition()[3] = 1.0f;
        }

        #endregion Constructor

        #region Lesson Setup

        /// <summary>
        /// Initialize OpenGL
        /// </summary>
        protected override void InitGL()
        {
            Events.KeyboardDown += new EventHandler<KeyboardEventArgs>(this.KeyDown);
            Keyboard.EnableKeyRepeat(30, 30);
            LoadGLFilteredTextures();

            // Enable Texture Mapping
            Gl.glEnable(Gl.GL_TEXTURE_2D);
            // Enable Smooth Shading
            Gl.glShadeModel(Gl.GL_SMOOTH);
            // Black Background
            Gl.glClearColor(0.5f, 0.5f, 0.5f, 1.0f);
            // 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);

            // 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);

            // Fog Mode
            Gl.glFogi(Gl.GL_FOG_MODE, (int)this.fogMode[this.fogfilter]);
            // Set Fog Color
            Gl.glFogfv(Gl.GL_FOG_COLOR, this.fogColor);
            // How Dense Will The Fog Be
            Gl.glFogf(Gl.GL_FOG_DENSITY, 0.35f);
            // Fog Hint Value
            Gl.glHint(Gl.GL_FOG_HINT, Gl.GL_DONT_CARE);
            // Fog Start Depth
            Gl.glFogf(Gl.GL_FOG_START, 1.0f);
            // Fog End Depth
            Gl.glFogf(Gl.GL_FOG_END, 5.0f);
            // Enables GL_FOG          
            Gl.glEnable(Gl.GL_FOG);

            if (this.Light)
            {
                // If lighting, enable it to start
                Gl.glEnable(Gl.GL_LIGHTING);
            }
        }

        #endregion Lesson Setup

        #region Render

        /// <summary>
        /// Renders the scene
        /// </summary>
        protected override void DrawGLScene()
        {
            Gl.glClear(Gl.GL_COLOR_BUFFER_BIT | Gl.GL_DEPTH_BUFFER_BIT);
            Gl.glLoadIdentity();
            Gl.glTranslatef(0.0f, 0.0f, this.DepthZ);

            Gl.glRotatef(this.RotationX, 1.0f, 0.0f, 0.0f);
            Gl.glRotatef(this.RotationY, 0.0f, 1.0f, 0.0f);

            Gl.glBindTexture(Gl.GL_TEXTURE_2D, this.GetTexture()[this.Filter]);

            Gl.glBegin(Gl.GL_QUADS);
            // Front Face
            Gl.glNormal3f(0.0f, 0.0f, 1.0f);
            Gl.glTexCoord2f(0.0f, 0.0f); Gl.glVertex3f(-1.0f, -1.0f, 1.0f);
            Gl.glTexCoord2f(1.0f, 0.0f); Gl.glVertex3f(1.0f, -1.0f, 1.0f);
            Gl.glTexCoord2f(1.0f, 1.0f); Gl.glVertex3f(1.0f, 1.0f, 1.0f);
            Gl.glTexCoord2f(0.0f, 1.0f); Gl.glVertex3f(-1.0f, 1.0f, 1.0f);
            // Back Face
            Gl.glNormal3f(0.0f, 0.0f, -1.0f);
            Gl.glTexCoord2f(1.0f, 0.0f); Gl.glVertex3f(-1.0f, -1.0f, -1.0f);
            Gl.glTexCoord2f(1.0f, 1.0f); Gl.glVertex3f(-1.0f, 1.0f, -1.0f);
            Gl.glTexCoord2f(0.0f, 1.0f); Gl.glVertex3f(1.0f, 1.0f, -1.0f);
            Gl.glTexCoord2f(0.0f, 0.0f); Gl.glVertex3f(1.0f, -1.0f, -1.0f);
            // Top Face
            Gl.glNormal3f(0.0f, 1.0f, 0.0f);
            Gl.glTexCoord2f(0.0f, 1.0f); Gl.glVertex3f(-1.0f, 1.0f, -1.0f);
            Gl.glTexCoord2f(0.0f, 0.0f); Gl.glVertex3f(-1.0f, 1.0f, 1.0f);
            Gl.glTexCoord2f(1.0f, 0.0f); Gl.glVertex3f(1.0f, 1.0f, 1.0f);
            Gl.glTexCoord2f(1.0f, 1.0f); Gl.glVertex3f(1.0f, 1.0f, -1.0f);
            // Bottom Face
            Gl.glNormal3f(0.0f, -1.0f, 0.0f);
            Gl.glTexCoord2f(1.0f, 1.0f); Gl.glVertex3f(-1.0f, -1.0f, -1.0f);
            Gl.glTexCoord2f(0.0f, 1.0f); Gl.glVertex3f(1.0f, -1.0f, -1.0f);
            Gl.glTexCoord2f(0.0f, 0.0f); Gl.glVertex3f(1.0f, -1.0f, 1.0f);
            Gl.glTexCoord2f(1.0f, 0.0f); Gl.glVertex3f(-1.0f, -1.0f, 1.0f);
            // Right face
            Gl.glNormal3f(1.0f, 0.0f, 0.0f);
            Gl.glTexCoord2f(1.0f, 0.0f); Gl.glVertex3f(1.0f, -1.0f, -1.0f);
            Gl.glTexCoord2f(1.0f, 1.0f); Gl.glVertex3f(1.0f, 1.0f, -1.0f);
            Gl.glTexCoord2f(0.0f, 1.0f); Gl.glVertex3f(1.0f, 1.0f, 1.0f);
            Gl.glTexCoord2f(0.0f, 0.0f); Gl.glVertex3f(1.0f, -1.0f, 1.0f);
            // Left Face
            Gl.glNormal3f(-1.0f, 0.0f, 0.0f);
            Gl.glTexCoord2f(0.0f, 0.0f); Gl.glVertex3f(-1.0f, -1.0f, -1.0f);
            Gl.glTexCoord2f(1.0f, 0.0f); Gl.glVertex3f(-1.0f, -1.0f, 1.0f);
            Gl.glTexCoord2f(1.0f, 1.0f); Gl.glVertex3f(-1.0f, 1.0f, 1.0f);
            Gl.glTexCoord2f(0.0f, 1.0f); Gl.glVertex3f(-1.0f, 1.0f, -1.0f);
            Gl.glEnd();

            this.RotationX += this.XSpeed;
            this.RotationY += this.YSpeed;
        }

        #endregion Render

        #region Event Handlers

        private void KeyDown(object sender, KeyboardEventArgs e)
        {
            switch (e.Key)
            {
                // L, F and G.
                case Key.L:
                    this.Light = !this.Light;
                    if (this.Light)
                    {
                        Gl.glEnable(Gl.GL_LIGHTING);
                    }
                    else
                    {
                        Gl.glDisable(Gl.GL_LIGHTING);
                    }
                    break;
                case Key.F:
                    this.Filter += 1;
                    if (this.Filter > 2)
                    {
                        this.Filter = 0;
                    }
                    break;
                case Key.G:
                    this.fogfilter += 1;
                    if (this.fogfilter > 2)
                    {
                        this.fogfilter = 0;
                    }
                    Gl.glFogi(Gl.GL_FOG_MODE, (int)this.fogMode[this.fogfilter]);
                    break;

                // Zoom in cube with Page Up/Down
                case Key.PageUp:
                    this.DepthZ -= 0.02f;
                    break;
                case Key.PageDown:
                    this.DepthZ += 0.02f;
                    break;

                // Rotate cube with arrows.
                case Key.UpArrow:
                    this.XSpeed -= 0.1f;
                    break;
                case Key.DownArrow:
                    this.XSpeed += 0.1f;
                    break;
                case Key.LeftArrow:
                    this.YSpeed -= 0.1f;
                    break;
                case Key.RightArrow:
                    this.YSpeed += 0.1f;
                    break;
            }
        }

        #endregion Event Handlers

        #region Run Loop
        /// <summary>
        /// Starts lesson
        /// </summary>
        [STAThread]
        public static new void Run()
        {
            NeHe016 t = new NeHe016();
            t.Reshape();
            t.InitGL();
            Events.Run();
        }

        #endregion Run Loop
    }
}
www.java2v.com | Contact Us
Copyright 2009 - 12 Demo Source and Support. All rights reserved.
All other trademarks are property of their respective owners.