#region --- License --- /* Copyright (c) 2006, 2007 Stefanos Apostolopoulos * See license.txt for license info */ #endregion using System; using System.Collections.Generic; using System.Text; using System.Diagnostics; using System.IO; using System.Drawing; using System.Drawing.Imaging; using OpenTK; using OpenTK.OpenGL; using OpenTK.Fonts; using OpenTK.OpenGL.Enums; namespace Examples.Tutorial { /// /// Demonstrates simple OpenGL Texturing. /// public class Textures : GameWindow, IExample { Bitmap bitmap = new Bitmap("Data\\metal.jpg"); int texture; TextureFont sans = new TextureFont(new Font(FontFamily.GenericSansSerif, 24.0f)); public Textures() : base(new DisplayMode(800, 600), "OpenTK | Tutorial 5: Texturing") { } #region OnLoad /// /// Setup OpenGL and load resources here. /// /// Not used. public override void OnLoad(EventArgs e) { GL.ClearColor(Color.MidnightBlue); GL.Enable(EnableCap.Texture2d); GL.Hint(HintTarget.PerspectiveCorrectionHint, HintMode.Nicest); //bitmap = new OpenTK.Fonts.Renderer().bmp; //bitmap.RotateFlip(RotateFlipType.RotateNoneFlipY); GL.GenTextures(1, out texture); GL.BindTexture(TextureTarget.Texture2d, texture); BitmapData data = bitmap.LockBits(new Rectangle(0, 0, bitmap.Width, bitmap.Height), ImageLockMode.ReadOnly, System.Drawing.Imaging.PixelFormat.Format24bppRgb); GL.TexImage2D(TextureTarget.Texture2d, 0, PixelInternalFormat.Three, bitmap.Width, bitmap.Height, 0, OpenTK.OpenGL.Enums.PixelFormat.Bgr, PixelType.UnsignedByte, data.Scan0); bitmap.UnlockBits(data); GL.TexParameter(TextureTarget.Texture2d, TextureParameterName.TextureMinFilter, (int)All.Linear); GL.TexParameter(TextureTarget.Texture2d, TextureParameterName.TextureMagFilter, (int)All.Linear); } #endregion #region OnResize /// /// Respond to resize events here. /// /// Contains information on the new GameWindow size. /// There is no need to call the base implementation. protected override void OnResize(OpenTK.Platform.ResizeEventArgs e) { GL.Viewport(0, 0, e.Width, e.Height); GL.MatrixMode(MatrixMode.Projection); GL.LoadIdentity(); GL.Ortho(-1.0, 1.0, -1.0, 1.0, 0.0, 4.0); } #endregion #region OnUpdateFrame /// /// Add your game logic here. /// /// Contains timing information. /// There is no need to call the base implementation. public override void OnUpdateFrame(UpdateFrameEventArgs e) { if (Keyboard[OpenTK.Input.Key.Escape]) this.Exit(); } #endregion #region OnRenderFrame /// /// Add your game rendering code here. /// /// Contains timing information. /// There is no need to call the base implementation. public override void OnRenderFrame(RenderFrameEventArgs e) { GL.Clear(ClearBufferMask.ColorBufferBit); GL.LoadIdentity(); GL.BindTexture(TextureTarget.Texture2d, texture); GL.Begin(BeginMode.Quads); GL.TexCoord2(0.0f, 1.0f); GL.Vertex2(-0.8f + 0.0375f, -0.8f + 0.0375f); GL.TexCoord2(1.0f, 1.0f); GL.Vertex2(0.8f + 0.0375f, -0.8f + 0.0375f); GL.TexCoord2(1.0f, 0.0f); GL.Vertex2(0.8f + 0.0375f, 0.8f + 0.0375f); GL.TexCoord2(0.0f, 0.0f); GL.Vertex2(-0.8f + 0.0375f, 0.8f + 0.0375f); GL.End(); //sans. GL.Scale(2.0f / Width, 2.0f / Height, 1.0f); //sans.Print('A'); SwapBuffers(); } #endregion #region IExample Members /// /// Only used by the ExampleLauncher application, no need to add a Launch() method in your code. /// Add a call to Run() in your Main() function instead. /// public void Launch() { this.Run(10.0, 5.0); } #endregion public static readonly int order = 5; } }