#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
#region Original Credits / License
/*
* Copyright (c) 1993-1997, Silicon Graphics, Inc.
* ALL RIGHTS RESERVED
* Permission to use, copy, modify, and distribute this software for
* any purpose and without fee is hereby granted, provided that the above
* copyright notice appear in all copies and that both the copyright notice
* and this permission notice appear in supporting documentation, and that
* the name of Silicon Graphics, Inc. not be used in advertising
* or publicity pertaining to distribution of the software without specific,
* written prior permission.
*
* THE MATERIAL EMBODIED ON THIS SOFTWARE IS PROVIDED TO YOU "AS-IS"
* AND WITHOUT WARRANTY OF ANY KIND, EXPRESS, IMPLIED OR OTHERWISE,
* INCLUDING WITHOUT LIMITATION, ANY WARRANTY OF MERCHANTABILITY OR
* FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL SILICON
* GRAPHICS, INC. BE LIABLE TO YOU OR ANYONE ELSE FOR ANY DIRECT,
* SPECIAL, INCIDENTAL, INDIRECT OR CONSEQUENTIAL DAMAGES OF ANY
* KIND, OR ANY DAMAGES WHATSOEVER, INCLUDING WITHOUT LIMITATION,
* LOSS OF PROFIT, LOSS OF USE, SAVINGS OR REVENUE, OR THE CLAIMS OF
* THIRD PARTIES, WHETHER OR NOT SILICON GRAPHICS, INC. HAS BEEN
* ADVISED OF THE POSSIBILITY OF SUCH LOSS, HOWEVER CAUSED AND ON
* ANY THEORY OF LIABILITY, ARISING OUT OF OR IN CONNECTION WITH THE
* POSSESSION, USE OR PERFORMANCE OF THIS SOFTWARE.
*
* US Government Users Restricted Rights
* Use, duplication, or disclosure by the Government is subject to
* restrictions set forth in FAR 52.227.19(c)(2) or subparagraph
* (c)(1)(ii) of the Rights in Technical Data and Computer Software
* clause at DFARS 252.227-7013 and/or in similar or successor
* clauses in the FAR or the DOD or NASA FAR Supplement.
* Unpublished-- rights reserved under the copyright laws of the
* United States. Contractor/manufacturer is Silicon Graphics,
* Inc., 2011 N. Shoreline Blvd., Mountain View, CA 94039-7311.
*
* OpenGL(R) is a registered trademark of Silicon Graphics, Inc.
*/
#endregion Original Credits / License
using System;
using System.Reflection;
using System.Diagnostics.CodeAnalysis;
using SdlDotNet.Core;
using SdlDotNet.Graphics;
using SdlDotNet.Input;
using Tao.OpenGl;
namespace SdlDotNetExamples.RedBook{
/// <summary>
/// This program texture maps a checkerboard image onto two rectangles. This program
/// demonstrates the wrapping modes, if the texture coordinates fall outside 0.0 and
/// 1.0. Interaction: Pressing the 's' and 'S' keys switch the wrapping between
/// clamping and repeating for the s parameter. The 't' and 'T' keys control the
/// wrapping for the t parameter.
/// </summary>
/// <remarks>
/// <para>
/// Original Author: Silicon Graphics, Inc.
/// http://www.opengl.org/developers/code/examples/redbook/wrap.c
/// </para>
/// <para>
/// C# Implementation: Randy Ridge
/// http://www.taoframework.com
/// </para>
/// <para>
/// SDL.NET implementation: Rob Loach
/// http://cs-sdl.sourceforge.net
/// </para>
/// </remarks>
public class RedBookWrap
{
#region Fields
//Width of screen
int width = 250;
//Height of screen
int height = 250;
// The checkbox width and height
const int CHECKWIDTH = 64;
const int CHECKHEIGHT = 64;
// The texture wrapper mode S and T (Clamp or Repeat)
static bool textureWrapS = true;
static bool textureWrapT = true;
// Texture feilds
[SuppressMessage("Microsoft.Performance", "CA1814:PreferJaggedArraysOverMultidimensional", Justification = "Jagged Arrays are not CLS-compliant")]
private static byte[, ,] checkImage = new byte[CHECKHEIGHT, CHECKWIDTH, 4];
private static int[] texture = new int[1];
/// <summary>
/// Lesson title
/// </summary>
public static string Title
{
get
{
return "Wrap - Wrapping Modes.";
}
}
#endregion Fields
#region Constructors
/// <summary>
/// Basic constructor
/// </summary>
public RedBookWrap()
{
Initialize();
}
#endregion Constructors
#region Lesson Setup
/// <summary>
/// Initializes methods common to all RedBook lessons
/// </summary>
private void Initialize()
{
// Sets keyboard events
Events.KeyboardDown += new EventHandler<KeyboardEventArgs>(this.KeyDown);
// Sets the ticker to update OpenGL Context
Events.Tick += new EventHandler<TickEventArgs>(this.Tick);
Events.Quit += new EventHandler<QuitEventArgs>(this.Quit);
// Set the Frames per second.
Events.Fps = 60;
// Sets Window icon and title
this.WindowAttributes();
// Creates SDL.NET Surface to hold an OpenGL scene
Video.SetVideoMode(width, height, true, true);
}
/// <summary>
/// Makes the checkbox images
/// </summary>
private static void MakeCheckImage()
{
int i, j, c;
for(i = 0; i < CHECKHEIGHT; i++)
{
for(j = 0; j < CHECKWIDTH; j++)
{
if(((i & 0x8) == 0) ^ ((j & 0x8) == 0))
{
c = 255;
}
else
{
c = 0;
}
checkImage[i, j, 0] = (byte) c;
checkImage[i, j, 1] = (byte) c;
checkImage[i, j, 2] = (byte) c;
checkImage[i, j, 3] = (byte) 255;
}
}
}
/// <summary>
/// Sets Window icon and caption
/// </summary>
private void WindowAttributes()
{
Video.WindowIcon();
Video.WindowCaption =
"SDL.NET - RedBook " +
this.GetType().ToString().Substring(26);
}
/// <summary>
/// Resizes window
/// </summary>
private void Reshape()
{
Reshape(this.width, this.height);
}
/// <summary>
/// Resizes window
/// </summary>
/// <param name="h"></param>
/// <param name="w"></param>
private static void Reshape(int w, int h)
{
Gl.glViewport(0, 0, w, h);
Gl.glMatrixMode(Gl.GL_PROJECTION);
Gl.glLoadIdentity();
Glu.gluPerspective(60.0, (float) w / (float) h, 1.0, 30.0);
Gl.glMatrixMode(Gl.GL_MODELVIEW);
Gl.glLoadIdentity();
Gl.glTranslatef(0.0f, 0.0f, -3.6f);
}
/// <summary>
/// Initializes the OpenGL system
/// </summary>
private static void Init()
{
Gl.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
Gl.glShadeModel(Gl.GL_FLAT);
Gl.glEnable(Gl.GL_DEPTH_TEST);
MakeCheckImage();
Gl.glPixelStorei(Gl.GL_UNPACK_ALIGNMENT, 1);
Gl.glGenTextures(1, texture);
Gl.glBindTexture(Gl.GL_TEXTURE_2D, texture[0]);
Gl.glTexParameteri(Gl.GL_TEXTURE_2D, Gl.GL_TEXTURE_WRAP_S, Gl.GL_REPEAT);
Gl.glTexParameteri(Gl.GL_TEXTURE_2D, Gl.GL_TEXTURE_WRAP_T, Gl.GL_REPEAT);
Gl.glTexParameteri(Gl.GL_TEXTURE_2D, Gl.GL_TEXTURE_MAG_FILTER, Gl.GL_NEAREST);
Gl.glTexParameteri(Gl.GL_TEXTURE_2D, Gl.GL_TEXTURE_MIN_FILTER, Gl.GL_NEAREST);
Gl.glTexImage2D(Gl.GL_TEXTURE_2D, 0, Gl.GL_RGBA, CHECKWIDTH, CHECKHEIGHT, 0, Gl.GL_RGBA, Gl.GL_UNSIGNED_BYTE, checkImage);
}
#endregion Lesson Setup
#region void Display
/// <summary>
/// Renders the scene
/// </summary>
private static void Display()
{
Gl.glClear(Gl.GL_COLOR_BUFFER_BIT | Gl.GL_DEPTH_BUFFER_BIT);
Gl.glEnable(Gl.GL_TEXTURE_2D);
Gl.glTexEnvf(Gl.GL_TEXTURE_ENV, Gl.GL_TEXTURE_ENV_MODE, Gl.GL_DECAL);
Gl.glBindTexture(Gl.GL_TEXTURE_2D, texture[0]);
Gl.glBegin(Gl.GL_QUADS);
Gl.glTexCoord2f(0.0f, 0.0f);
Gl.glVertex3f(-2.0f, -1.0f, 0.0f);
Gl.glTexCoord2f(0.0f, 3.0f);
Gl.glVertex3f(-2.0f, 1.0f, 0.0f);
Gl.glTexCoord2f(3.0f, 3.0f);
Gl.glVertex3f(0.0f, 1.0f, 0.0f);
Gl.glTexCoord2f(3.0f, 0.0f);
Gl.glVertex3f(0.0f, -1.0f, 0.0f);
Gl.glTexCoord2f(0.0f, 0.0f);
Gl.glVertex3f(1.0f, -1.0f, 0.0f);
Gl.glTexCoord2f(0.0f, 3.0f);
Gl.glVertex3f(1.0f, 1.0f, 0.0f);
Gl.glTexCoord2f(3.0f, 3.0f);
Gl.glVertex3f(2.41421f, 1.0f, -1.41421f);
Gl.glTexCoord2f(3.0f, 0.0f);
Gl.glVertex3f(2.41421f, -1.0f, -1.41421f);
Gl.glEnd();
Gl.glFlush();
Gl.glDisable(Gl.GL_TEXTURE_2D);
}
#endregion void Display
#region Event Handlers
private void KeyDown(object sender, KeyboardEventArgs e)
{
switch(e.Key)
{
case Key.Escape:
Events.QuitApplication();
break;
case Key.S: // Switch the texture wrap mode
if(textureWrapS)
{
Gl.glTexParameteri(Gl.GL_TEXTURE_2D, Gl.GL_TEXTURE_WRAP_S, Gl.GL_CLAMP);
textureWrapS = false;
}
else
{
textureWrapS = true;
Gl.glTexParameteri(Gl.GL_TEXTURE_2D, Gl.GL_TEXTURE_WRAP_S, Gl.GL_REPEAT);
}
break;
case Key.T: // Switch the texture wrap mode
if(textureWrapT)
{
textureWrapT = false;
Gl.glTexParameteri(Gl.GL_TEXTURE_2D, Gl.GL_TEXTURE_WRAP_T, Gl.GL_CLAMP);
}
else
{
textureWrapT = true;
Gl.glTexParameteri(Gl.GL_TEXTURE_2D, Gl.GL_TEXTURE_WRAP_T, Gl.GL_REPEAT);
}
break;
}
}
private void Tick(object sender, TickEventArgs e)
{
Display();
Video.GLSwapBuffers();
}
private void Quit(object sender, QuitEventArgs e)
{
Events.QuitApplication();
}
#endregion Event Handlers
#region Run Loop
/// <summary>
/// Starts demo
/// </summary>
public static void Run()
{
RedBookWrap t = new RedBookWrap();
t.Reshape();
Init();
Events.Run();
}
#endregion Run Loop
}
}
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