#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 18: Quadrics
/// </summary>
[SuppressMessage("Microsoft.Naming", "CA1706:ShortAcronymsShouldBeUppercase", Justification = "Correct Spelling")]
public class NeHe018 : NeHe016
{
#region Fields
/// <summary>
/// Lesson Title
/// </summary>
public new static string Title
{
get
{
return "Lesson 18: Quadrics";
}
}
// Start Of Disc ( NEW )
int part1;
// End Of Disc ( NEW )
int part2;
// Increase 1 ( NEW )
int p1;
// Increase 2 ( NEW )
int p2 = 1;
// Which Object To Draw
int obj;
Glu.GLUquadric quadratic;
/// <summary>
/// Storage For Our Quadratic Objects
/// </summary>
protected Glu.GLUquadric Quadratic
{
get
{
return quadratic;
}
set
{
quadratic = value;
}
}
#endregion Fields
#region Constructor
/// <summary>
/// Basic constructor
/// </summary>
public NeHe018()
{
Events.Quit += new EventHandler<QuitEventArgs>(this.Quit);
this.SetTexture(new int[3]);
this.SetTextureName(new string[1]);
this.GetTextureName()[0] = "NeHe018.bmp";
this.DepthZ = -5.0f;
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(60, 60);
LoadGLTextures();
// Enable Texture Mapping
Gl.glEnable(Gl.GL_TEXTURE_2D);
// 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);
// 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);
// Create A Pointer To The Quadric Object (Return 0 If No Memory) (NEW)
this.quadratic = Glu.gluNewQuadric();
// Create Smooth Normals (NEW)
Glu.gluQuadricNormals(this.quadratic, Glu.GLU_SMOOTH);
// Create Texture Coords (NEW)
Glu.gluQuadricTexture(this.quadratic, (byte)Gl.GL_TRUE);
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]);
switch (this.obj)
{
case 0:
GlDrawCube();
break;
case 1:
Gl.glTranslatef(0.0f, 0.0f, -1.5f);
// Center The Cylinder
Glu.gluCylinder(this.quadratic, 1.0f, 1.0f, 3.0f, 32, 32);
// A Cylinder With A Radius Of 0.5 And A Height Of 2
break;
case 2:
Glu.gluDisk(this.quadratic, 0.5f, 1.5f, 32, 32);
// Draw A Disc (CD Shape) With An Inner Radius Of 0.5,
// And An Outer Radius Of 2. Plus A Lot Of Segments ;)
break;
case 3:
Glu.gluSphere(this.quadratic, 1.3f, 32, 32);
// Draw A Sphere With A Radius Of 1 And 16 Longitude And 16 Latitude Segments
break;
case 4:
Gl.glTranslatef(0.0f, 0.0f, -1.5f);
// Center The Cone
Glu.gluCylinder(this.quadratic, 1.0f, 0.0f, 3.0f, 32, 32);
// A Cone With A Bottom Radius Of .5 And A Height Of 2
break;
case 5:
this.part1 += this.p1;
this.part2 += this.p2;
if (this.part1 > 359)
// 360 Degrees
{
this.p1 = 0;
this.p2 = 1;
this.part1 = this.part2 = 0;
}
if (this.part2 > 359)
// 360 Degrees
{
this.p1 = 1;
this.p2 = 0;
}
Glu.gluPartialDisk(this.quadratic, 0.5f, 1.5f, 32, 32, this.part1, this.part2 - this.part1);
// A Disk Like The One Before
break;
};
this.RotationX += this.XSpeed;
this.RotationY += this.YSpeed;
}
/// <summary>
/// Draw cube
/// </summary>
[SuppressMessage("Microsoft.Naming", "CA1706:ShortAcronymsShouldBeUppercase", Justification = "Correct Spelling")]
public static void GlDrawCube()
{
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();
}
#endregion Render
#region Event Handlers
private void KeyDown(object sender, KeyboardEventArgs e)
{
switch (e.Key)
{
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 = (this.Filter + 1) % 3;
break;
case Key.Space:
this.obj = (this.obj + 1) % 6;
break;
case Key.PageUp:
this.DepthZ -= 0.02f;
break;
case Key.PageDown:
this.DepthZ += 0.02f;
break;
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;
}
}
private void Quit(object sender, QuitEventArgs e)
{
Glu.gluDeleteQuadric(this.quadratic);
// Delete The Quadratic To Free System Resources
}
#endregion Event Handlers
#region Run Loop
/// <summary>
/// Starts lesson
/// </summary>
[STAThread]
public static new void Run()
{
NeHe018 t = new NeHe018();
t.Reshape();
t.InitGL();
Events.Run();
}
#endregion Run Loop
}
}
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