#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 20: Masking
/// </summary>
[SuppressMessage("Microsoft.Naming", "CA1706:ShortAcronymsShouldBeUppercase", Justification = "Correct Spelling")]
public class NeHe020 : NeHe019
{
#region Fields
/// <summary>
/// Lesson Title
/// </summary>
public new static string Title
{
get
{
return "Lesson 20: Masking";
}
}
// Which Scene To Draw
bool scene;
bool masking = true;
// Rolling Texture
float roll;
#endregion Fields
#region Constructor
/// <summary>
/// Basic constructor
/// </summary>
public NeHe020()
{
this.SetTexture(new int[5]);
this.SetTextureName(new string[5]);
this.GetTextureName()[0] = "NeHe020.Logo.bmp";
this.GetTextureName()[1] = "NeHe020.Mask1.bmp";
this.GetTextureName()[2] = "NeHe020.Image1.bmp";
this.GetTextureName()[3] = "NeHe020.Mask2.bmp";
this.GetTextureName()[4] = "NeHe020.Image2.bmp";
}
#endregion Constructor
#region Lesson Setup
/// <summary>
/// Initialize OpenGL
/// </summary>
protected override void InitGL()
{
Events.KeyboardDown += new EventHandler<KeyboardEventArgs>(this.KeyDown);
Keyboard.EnableKeyRepeat(0, 0);
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, 0.0f);
// Depth Buffer Setup
Gl.glClearDepth(1.0f);
Gl.glEnable(Gl.GL_DEPTH_TEST);
}
#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();
// Move Into The Screen 5 Units
Gl.glTranslatef(0.0f, 0.0f, -2.0f);
// Select Our Logo Texture
Gl.glBindTexture(Gl.GL_TEXTURE_2D, this.GetTexture()[0]);
// Start Drawing A Textured Quad
Gl.glBegin(Gl.GL_QUADS);
// Bottom Left
Gl.glTexCoord2f(0.0f, -this.roll + 0.0f); Gl.glVertex3f(-1.1f, -1.1f, 0.0f);
// Bottom Right
Gl.glTexCoord2f(3.0f, -this.roll + 0.0f); Gl.glVertex3f(1.1f, -1.1f, 0.0f);
// Top Right
Gl.glTexCoord2f(3.0f, -this.roll + 3.0f); Gl.glVertex3f(1.1f, 1.1f, 0.0f);
// Top Left
Gl.glTexCoord2f(0.0f, -this.roll + 3.0f); Gl.glVertex3f(-1.1f, 1.1f, 0.0f);
// Done Drawing The Quad
Gl.glEnd();
// Enable Blending
Gl.glEnable(Gl.GL_BLEND);
// Disable Depth Testing
Gl.glDisable(Gl.GL_DEPTH_TEST);
// Is Masking Enabled?
if (this.masking)
{
// Blend Screen Color With Zero (Black)
Gl.glBlendFunc(Gl.GL_DST_COLOR, Gl.GL_ZERO);
}
// Are We Drawing The Second Scene?
if (this.scene)
{
// Translate Into The Screen One Unit
Gl.glTranslatef(0.0f, 0.0f, -1.0f);
// Rotate On The Z Axis 360 Degrees.
Gl.glRotatef(this.roll * 360, 0.0f, 0.0f, 1.0f);
// Is Masking On?
if (this.masking)
{
// Select The Second Mask Texture
Gl.glBindTexture(Gl.GL_TEXTURE_2D, this.GetTexture()[3]);
// Start Drawing A Textured Quad
Gl.glBegin(Gl.GL_QUADS);
// Bottom Left
Gl.glTexCoord2f(0.0f, 0.0f); Gl.glVertex3f(-1.1f, -1.1f, 0.0f);
// Bottom Right
Gl.glTexCoord2f(1.0f, 0.0f); Gl.glVertex3f(1.1f, -1.1f, 0.0f);
// Top Right
Gl.glTexCoord2f(1.0f, 1.0f); Gl.glVertex3f(1.1f, 1.1f, 0.0f);
// Top Left
Gl.glTexCoord2f(0.0f, 1.0f); Gl.glVertex3f(-1.1f, 1.1f, 0.0f);
// Done Drawing The Quad
Gl.glEnd();
}
// Copy Image 2 Color To The Screen
Gl.glBlendFunc(Gl.GL_ONE, Gl.GL_ONE);
// Select The Second Image Texture
Gl.glBindTexture(Gl.GL_TEXTURE_2D, this.GetTexture()[4]);
// Start Drawing A Textured Quad
Gl.glBegin(Gl.GL_QUADS);
// Bottom Left
Gl.glTexCoord2f(0.0f, 0.0f); Gl.glVertex3f(-1.1f, -1.1f, 0.0f);
// Bottom Right
Gl.glTexCoord2f(1.0f, 0.0f); Gl.glVertex3f(1.1f, -1.1f, 0.0f);
// Top Right
Gl.glTexCoord2f(1.0f, 1.0f); Gl.glVertex3f(1.1f, 1.1f, 0.0f);
// Top Left
Gl.glTexCoord2f(0.0f, 1.0f); Gl.glVertex3f(-1.1f, 1.1f, 0.0f);
// Done Drawing The Quad
Gl.glEnd();
}
else
{
// Is Masking On?
if (this.masking)
{
// Select The First Mask Texture
Gl.glBindTexture(Gl.GL_TEXTURE_2D, this.GetTexture()[1]);
// Start Drawing A Textured Quad
Gl.glBegin(Gl.GL_QUADS);
// Bottom Left
Gl.glTexCoord2f(this.roll + 0.0f, 0.0f); Gl.glVertex3f(-1.1f, -1.1f, 0.0f);
// Bottom Right
Gl.glTexCoord2f(this.roll + 4.0f, 0.0f); Gl.glVertex3f(1.1f, -1.1f, 0.0f);
// Top Right
Gl.glTexCoord2f(this.roll + 4.0f, 4.0f); Gl.glVertex3f(1.1f, 1.1f, 0.0f);
// Top Left
Gl.glTexCoord2f(this.roll + 0.0f, 4.0f); Gl.glVertex3f(-1.1f, 1.1f, 0.0f);
// Done Drawing The Quad
Gl.glEnd();
}
// Copy Image 1 Color To The Screen
Gl.glBlendFunc(Gl.GL_ONE, Gl.GL_ONE);
// Select The First Image Texture
Gl.glBindTexture(Gl.GL_TEXTURE_2D, this.GetTexture()[2]);
// Start Drawing A Textured Quad
Gl.glBegin(Gl.GL_QUADS);
// Bottom Left
Gl.glTexCoord2f(roll + 0.0f, 0.0f); Gl.glVertex3f(-1.1f, -1.1f, 0.0f);
// Bottom Right
Gl.glTexCoord2f(roll + 4.0f, 0.0f); Gl.glVertex3f(1.1f, -1.1f, 0.0f);
// Top Right
Gl.glTexCoord2f(roll + 4.0f, 4.0f); Gl.glVertex3f(1.1f, 1.1f, 0.0f);
// Top Left
Gl.glTexCoord2f(roll + 0.0f, 4.0f); Gl.glVertex3f(-1.1f, 1.1f, 0.0f);
// Done Drawing The Quad
Gl.glEnd();
}
// Enable Depth Testing
Gl.glEnable(Gl.GL_DEPTH_TEST);
// Disable Blending
Gl.glDisable(Gl.GL_BLEND);
// Increase Our Texture Roll Variable
this.roll += 0.002f;
// Is Roll Greater Than One
if (this.roll > 1.0f)
{
this.roll -= 1.0f;
}
}
#endregion Render
#region Event Handlers
private void KeyDown(object sender, KeyboardEventArgs e)
{
switch (e.Key)
{
case Key.Space:
this.scene = !this.scene;
break;
case Key.M:
this.masking = !this.masking;
break;
}
}
#endregion Event Handlers
#region Run Loop
/// <summary>
/// Starts lesson
/// </summary>
[STAThread]
public static new void Run()
{
NeHe020 t = new NeHe020();
t.Reshape();
t.InitGL();
Events.Run();
}
#endregion Run Loop
}
}
|