Opentk/Source/Examples/OpenGL/1.x/TextureMatrix.cs

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// This code was written for the OpenTK library and has been released
// to the Public Domain.
// It is provided "as is" without express or implied warranty of any kind.
using System;
using System.Drawing;
using System.Drawing.Imaging;
using OpenTK;
using OpenTK.Graphics;
using OpenTK.Graphics.OpenGL;
using OpenTK.Input;
namespace Examples.Tutorial
{
[Example("Texture Matrix Wormhole", ExampleCategory.OpenGL, "1.x", Documentation = "TextureMatrix")]
class TextureMatrix : GameWindow
{
public TextureMatrix()
: base(800, 600, new GraphicsMode(32, 16, 0, 4))
{
VSync = VSyncMode.On;
}
int Texture;
int list;
protected override void OnLoad(EventArgs e)
{
GL.ClearColor(0f, 0f, 0f, 0f);
GL.Enable(EnableCap.DepthTest);
GL.Enable(EnableCap.CullFace);
Texture = LoadTexture("Data/Textures/logo-dark.jpg");
GL.Enable(EnableCap.Texture2D);
list = GL.GenLists(1);
GL.NewList(list, ListMode.Compile);
{
const int slices = 32;
const float distance = 0.25f;
GL.Begin(BeginMode.Quads);
for (float scale = 0.26f; scale < 5f; scale += distance)
for (int i = 0; i < slices; i++)
{
Vector3 MiddleCenter = new Vector3((float)(Math.Sin((double)i / slices * 2 * Math.PI) * scale),
(float)(Math.Cos((double)i / slices * 2 * Math.PI) * scale),
(float)(1f / scale));
Vector3 MiddleRight = new Vector3((float)(Math.Sin((double)(i + 1) / slices * 2 * Math.PI) * scale),
(float)(Math.Cos((double)(i + 1) / slices * 2 * Math.PI) * scale),
(float)(1f / scale));
Vector3 BottomRight = new Vector3((float)(Math.Sin((double)(i + 1) / slices * 2 * Math.PI) * (scale - distance)),
(float)(Math.Cos((double)(i + 1) / slices * 2 * Math.PI) * (scale - distance)),
(float)(1f / (scale - distance)));
Vector3 BottomCenter = new Vector3((float)(Math.Sin((double)i / slices * 2 * Math.PI) * (scale - distance)),
(float)(Math.Cos((double)i / slices * 2 * Math.PI) * (scale - distance)),
(float)(1f / (scale - distance)));
GL.TexCoord2(1f, 0f);
GL.Vertex3(MiddleCenter);
GL.TexCoord2(0f, 0f);
GL.Vertex3(MiddleRight);
GL.TexCoord2(0f, 1f);
GL.Vertex3(BottomRight);
GL.TexCoord2(1f, 1f);
GL.Vertex3(BottomCenter);
}
GL.End();
}
GL.EndList();
}
protected override void OnResize(EventArgs e)
{
GL.Viewport(this.ClientRectangle);
Matrix4 projection = Matrix4.CreatePerspectiveFieldOfView(MathHelper.PiOver4, Width / (float)Height, 1.0f, 50.0f);
GL.MatrixMode(MatrixMode.Projection);
GL.LoadMatrix(ref projection);
}
protected override void OnUpdateFrame(FrameEventArgs e)
{
if (Keyboard[Key.Escape])
Exit();
}
protected override void OnRenderFrame(FrameEventArgs e)
{
GL.Clear(ClearBufferMask.ColorBufferBit |
ClearBufferMask.DepthBufferBit);
GL.MatrixMode(MatrixMode.Texture);
GL.Translate(e.Time / 2, -e.Time, 0f);
Matrix4 modelview = Matrix4.LookAt(Vector3.Zero, Vector3.UnitZ, Vector3.UnitY);
GL.MatrixMode(MatrixMode.Modelview);
GL.LoadMatrix(ref modelview);
GL.Translate(0f, 0f, 1.5f);
GL.Rotate(Mouse.X, Vector3.UnitY);
GL.Rotate(Mouse.Y, Vector3.UnitX);
GL.CallList(list);
SwapBuffers();
}
public static int LoadTexture(string filename)
{
TextureTarget Target = TextureTarget.Texture2D;
int texture;
GL.GenTextures(1, out texture);
GL.BindTexture(Target, texture);
Version version = new Version(GL.GetString(StringName.Version).Substring(0, 3));
Version target = new Version(1, 4);
if (version >= target)
{
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.GenerateMipmap, (int)All.True);
GL.TexParameter(Target, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.LinearMipmapLinear);
}
else
{
GL.TexParameter(Target, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Linear);
}
GL.TexParameter(Target, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Linear);
GL.TexParameter(Target, TextureParameterName.TextureWrapS, (int)TextureWrapMode.Repeat);
GL.TexParameter(Target, TextureParameterName.TextureWrapT, (int)TextureWrapMode.Repeat);
Bitmap bitmap = new Bitmap(filename);
BitmapData data = bitmap.LockBits(new System.Drawing.Rectangle(0, 0, bitmap.Width, bitmap.Height), ImageLockMode.ReadOnly, System.Drawing.Imaging.PixelFormat.Format32bppArgb);
GL.TexImage2D(Target, 0, PixelInternalFormat.Rgba, data.Width, data.Height, 0, OpenTK.Graphics.OpenGL.PixelFormat.Bgra, PixelType.UnsignedByte, data.Scan0);
GL.Finish();
bitmap.UnlockBits(data);
if (GL.GetError() != ErrorCode.NoError)
throw new Exception("Error loading texture " + filename);
return texture;
}
/// <summary>
/// The main entry point for the application.
/// </summary>
[STAThread]
static void Main()
{
using (TextureMatrix example = new TextureMatrix())
{
// Get the title and category of this example using reflection.
ExampleAttribute info = ((ExampleAttribute)example.GetType().GetCustomAttributes(false)[0]);
example.Title = String.Format("OpenTK | {0} {1}: {2}", info.Category, info.Difficulty, info.Title);
example.Run(30.0, 0.0);
}
}
}
}