Exemple #1
0
        /// <summary>
        /// The main entry point for the application.
        /// </summary>
        static void Main()
        {
            // Create the main window
            Window window = new Window(new VideoMode(640, 480, 32), "SFML.Net Window", Styles.Default, new ContextSettings(32, 0));
            window.SetVerticalSyncEnabled(true);

            // Setup event handlers
            window.Closed     += new EventHandler(OnClosed);
            window.KeyPressed += new EventHandler<KeyEventArgs>(OnKeyPressed);
            window.Resized    += new EventHandler<SizeEventArgs>(OnResized);

            // Set the color and depth clear values
            Gl.glClearDepth(1.0F);
            Gl.glClearColor(0.0F, 0.0F, 0.0F, 0.0F);

            // Enable Z-buffer read and write
            Gl.glEnable(Gl.GL_DEPTH_TEST);
            Gl.glDepthMask(Gl.GL_TRUE);

            // Setup a perspective projection
            Gl.glMatrixMode(Gl.GL_PROJECTION);
            Gl.glLoadIdentity();
            Glu.gluPerspective(90.0F, 1.0F, 1.0F, 500.0F);

            int startTime = Environment.TickCount;

            // Start the game loop
            while (window.IsOpen())
            {
                // Process events
                window.DispatchEvents();

                // Activate the window before using OpenGL commands.
                // This is useless here because we have only one window which is
                // always the active one, but don't forget it if you use multiple windows
                window.SetActive();

                // Clear color and depth buffer
                Gl.glClear(Gl.GL_COLOR_BUFFER_BIT | Gl.GL_DEPTH_BUFFER_BIT);

                // Apply some transformations
                float time = (Environment.TickCount - startTime) / 1000.0F;
                Gl.glMatrixMode(Gl.GL_MODELVIEW);
                Gl.glLoadIdentity();
                Gl.glTranslatef(0.0F, 0.0F, -200.0F);
                Gl.glRotatef(time * 50, 1.0F, 0.0F, 0.0F);
                Gl.glRotatef(time * 30, 0.0F, 1.0F, 0.0F);
                Gl.glRotatef(time * 90, 0.0F, 0.0F, 1.0F);

                // Draw a cube
                Gl.glBegin(Gl.GL_QUADS);

                    Gl.glColor3f(1.0F, 0.0F, 0.0F);
                    Gl.glVertex3f(-50.0F, -50.0F, -50.0F);
                    Gl.glVertex3f(-50.0F,  50.0F, -50.0F);
                    Gl.glVertex3f( 50.0F,  50.0F, -50.0F);
                    Gl.glVertex3f( 50.0F, -50.0F, -50.0F);

                    Gl.glColor3f(1.0F, 0.0F, 0.0F);
                    Gl.glVertex3f(-50.0F, -50.0F, 50.0F);
                    Gl.glVertex3f(-50.0F,  50.0F, 50.0F);
                    Gl.glVertex3f( 50.0F,  50.0F, 50.0F);
                    Gl.glVertex3f( 50.0F, -50.0F, 50.0F);

                    Gl.glColor3f(0.0F, 1.0F, 0.0F);
                    Gl.glVertex3f(-50.0F, -50.0F, -50.0F);
                    Gl.glVertex3f(-50.0F,  50.0F, -50.0F);
                    Gl.glVertex3f(-50.0F,  50.0F,  50.0F);
                    Gl.glVertex3f(-50.0F, -50.0F,  50.0F);

                    Gl.glColor3f(0.0F, 1.0F, 0.0F);
                    Gl.glVertex3f(50.0F, -50.0F, -50.0F);
                    Gl.glVertex3f(50.0F,  50.0F, -50.0F);
                    Gl.glVertex3f(50.0F,  50.0F,  50.0F);
                    Gl.glVertex3f(50.0F, -50.0F,  50.0F);

                    Gl.glColor3f(0.0F, 0.0F, 1.0F);
                    Gl.glVertex3f(-50.0F, -50.0F,  50.0F);
                    Gl.glVertex3f(-50.0F, -50.0F, -50.0F);
                    Gl.glVertex3f( 50.0F, -50.0F, -50.0F);
                    Gl.glVertex3f( 50.0F, -50.0F,  50.0F);

                    Gl.glColor3f(0.0F, 0.0F, 1.0F);
                    Gl.glVertex3f(-50.0F, 50.0F,  50.0F);
                    Gl.glVertex3f(-50.0F, 50.0F, -50.0F);
                    Gl.glVertex3f( 50.0F, 50.0F, -50.0F);
                    Gl.glVertex3f( 50.0F, 50.0F,  50.0F);

                Gl.glEnd();

                // Finally, display the rendered frame on screen
                window.Display();
            }
        }
Exemple #2
0
        /// <summary>
        /// The main entry point for the application.
        /// </summary>
        static void Main()
        {
            // Request a 32-bits depth buffer when creating the window
            ContextSettings contextSettings = new ContextSettings();
            contextSettings.DepthBits = 32;

            // Create the main window
            Window window = new Window(new VideoMode(640, 480), "SFML window with OpenGL", Styles.Default, contextSettings);

            // Make it the active window for OpenGL calls
            window.SetActive();

            // Setup event handlers
            window.Closed     += new EventHandler(OnClosed);
            window.KeyPressed += new EventHandler<KeyEventArgs>(OnKeyPressed);
            window.Resized    += new EventHandler<SizeEventArgs>(OnResized);

            // Set the color and depth clear values
            Gl.glClearDepth(1);
            Gl.glClearColor(0, 0, 0, 1);

            // Enable Z-buffer read and write
            Gl.glEnable(Gl.GL_DEPTH_TEST);
            Gl.glDepthMask(Gl.GL_TRUE);

            // Disable lighting and texturing
            Gl.glDisable(Gl.GL_LIGHTING);
            Gl.glDisable(Gl.GL_TEXTURE_2D);

            // Configure the viewport (the same size as the window)
            Gl.glViewport(0, 0, (int)window.Size.X, (int)window.Size.Y);

            // Setup a perspective projection
            Gl.glMatrixMode(Gl.GL_PROJECTION);
            Gl.glLoadIdentity();
            float ratio = (float)(window.Size.X) / window.Size.Y;
            Gl.glFrustum(-ratio, ratio, -1, 1, 1, 500);

            // Define a 3D cube (6 faces made of 2 triangles composed by 3 vertices)
            float[] cube = new float[]
            {
                // positions    // colors (r, g, b, a)
                -50, -50, -50,  0, 0, 1, 1,
                -50,  50, -50,  0, 0, 1, 1,
                -50, -50,  50,  0, 0, 1, 1,
                -50, -50,  50,  0, 0, 1, 1,
                -50,  50, -50,  0, 0, 1, 1,
                -50,  50,  50,  0, 0, 1, 1,

                 50, -50, -50,  0, 1, 0, 1,
                 50,  50, -50,  0, 1, 0, 1,
                 50, -50,  50,  0, 1, 0, 1,
                 50, -50,  50,  0, 1, 0, 1,
                 50,  50, -50,  0, 1, 0, 1,
                 50,  50,  50,  0, 1, 0, 1,

                -50, -50, -50,  1, 0, 0, 1,
                 50, -50, -50,  1, 0, 0, 1,
                -50, -50,  50,  1, 0, 0, 1,
                -50, -50,  50,  1, 0, 0, 1,
                 50, -50, -50,  1, 0, 0, 1,
                 50, -50,  50,  1, 0, 0, 1,

                -50,  50, -50,  0, 1, 1, 1,
                 50,  50, -50,  0, 1, 1, 1,
                -50,  50,  50,  0, 1, 1, 1,
                -50,  50,  50,  0, 1, 1, 1,
                 50,  50, -50,  0, 1, 1, 1,
                 50,  50,  50,  0, 1, 1, 1,

                -50, -50, -50,  1, 0, 1, 1,
                 50, -50, -50,  1, 0, 1, 1,
                -50,  50, -50,  1, 0, 1, 1,
                -50,  50, -50,  1, 0, 1, 1,
                 50, -50, -50,  1, 0, 1, 1,
                 50,  50, -50,  1, 0, 1, 1,

                -50, -50,  50,  1, 1, 0, 1,
                 50, -50,  50,  1, 1, 0, 1,
                -50,  50,  50,  1, 1, 0, 1,
                -50,  50,  50,  1, 1, 0, 1,
                 50, -50,  50,  1, 1, 0, 1,
                 50,  50,  50,  1, 1, 0, 1,
            };

            // Enable position and color vertex components
            Gl.glEnableClientState(Gl.GL_VERTEX_ARRAY);
            Gl.glEnableClientState(Gl.GL_COLOR_ARRAY);
            Gl.glVertexPointer(3, Gl.GL_FLOAT, 7 * sizeof(float), Marshal.UnsafeAddrOfPinnedArrayElement(cube, 0));
            Gl.glColorPointer(4, Gl.GL_FLOAT, 7 * sizeof(float), Marshal.UnsafeAddrOfPinnedArrayElement(cube, 3));

            // Disable normal and texture coordinates vertex components
            Gl.glDisableClientState(Gl.GL_NORMAL_ARRAY);
            Gl.glDisableClientState(Gl.GL_TEXTURE_COORD_ARRAY);

            int startTime = Environment.TickCount;

            // Start the game loop
            while (window.IsOpen())
            {
                // Process events
                window.DispatchEvents();

                // Clear color and depth buffer
                Gl.glClear(Gl.GL_COLOR_BUFFER_BIT | Gl.GL_DEPTH_BUFFER_BIT);

                // Apply some transformations
                float time = (Environment.TickCount - startTime) / 1000.0F;
                Gl.glMatrixMode(Gl.GL_MODELVIEW);
                Gl.glLoadIdentity();
                Gl.glTranslatef(0.0F, 0.0F, -200.0F);
                Gl.glRotatef(time * 50, 1.0F, 0.0F, 0.0F);
                Gl.glRotatef(time * 30, 0.0F, 1.0F, 0.0F);
                Gl.glRotatef(time * 90, 0.0F, 0.0F, 1.0F);

                // Draw the cube
                Gl.glDrawArrays(Gl.GL_TRIANGLES, 0, 36);

                // Finally, display the rendered frame on screen
                window.Display();
            }
        }