Opentk/Source/Examples/OpenTK/GameWindow/FullscreenAntialias.cs
the_fiddler 3462e80978 Moved OpenTK.Graphics.GL class to the OpenTK.Graphics.OpenGL namespace (reason: necessary for OpenGL|ES support; necessary for support of different OpenGL profiles). OpenTK.Graphics.GL has been moved to the OpenTK.Compatibility library.
Removed OpenTK.Graphics.Glu class (reason: deprecated upstream; most functionality provided by OpenTK math; not compatible with OpenGL 3.0+.) OpenTK.Graphics.Glu can be accessed through OpenTK.Compatibility.
Added OpenGL|ES-specific ErrorHelper classes.
Moved OpenTK.Graphics.DisplayDevice and OpenTK.Graphics.DisplayResolution to the root OpenTK namespace (reason: their functionality is not specific and does not depend on OpenTK.Graphics).
Split Graphics*Exception classes into different files.
Made GraphicsErrorException public (reason: necessary for OpenTK.Compatibility).
2009-08-14 13:13:28 +00:00

173 lines
5.6 KiB
C#

#region License
//
// The Open Toolkit Library License
//
// Copyright (c) 2006 - 2009 the Open Toolkit library.
//
// 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
using System;
using System.Collections.Generic;
using System.Text;
using OpenTK;
using OpenTK.Graphics;
using OpenTK.Graphics.OpenGL;
using OpenTK.Input;
using System.Drawing;
namespace Examples
{
[Example("Fullscreen Antialiasing", ExampleCategory.OpenTK, "GameWindow", Documentation = "GameWindowFsaa")]
public class FullscreenAntialias : GameWindow
{
public FullscreenAntialias()
: base(800, 600, new GraphicsMode(32, 0, 0, 4))
{
Keyboard.KeyDown += delegate(KeyboardDevice sender, Key key)
{
if (sender[Key.Escape])
this.Exit();
if ((sender[Key.AltLeft] || sender[Key.AltRight]) && (sender[Key.Enter] || sender[Key.KeypadEnter]))
if (this.WindowState == WindowState.Fullscreen)
this.WindowState = WindowState.Normal;
else
this.WindowState = WindowState.Fullscreen;
};
}
#region Keyboard_KeyDown
/// <summary>
/// Occurs when a key is pressed.
/// </summary>
/// <param name="sender">The KeyboardDevice which generated this event.</param>
/// <param name="key">The key that was pressed.</param>
void Keyboard_KeyDown(KeyboardDevice sender, Key key)
{
if (sender[Key.Escape])
this.Exit();
if ((sender[Key.AltLeft] || sender[Key.AltRight]) && (sender[Key.Enter] || sender[Key.KeypadEnter]))
if (this.WindowState == WindowState.Fullscreen)
this.WindowState = WindowState.Normal;
else
this.WindowState = WindowState.Fullscreen;
}
#endregion
#region OnLoad
/// <summary>
/// Setup OpenGL and load resources here.
/// </summary>
/// <param name="e">Not used.</param>
public override void OnLoad(EventArgs e)
{
GL.ClearColor(Color.MidnightBlue);
}
#endregion
#region OnResize
/// <summary>
/// Respond to resize events here.
/// </summary>
/// <param name="e">Contains information on the new GameWindow size.</param>
/// <remarks>There is no need to call the base implementation.</remarks>
protected override void OnResize(EventArgs e)
{
GL.Viewport(0, 0, Width, Height);
GL.MatrixMode(MatrixMode.Projection);
GL.LoadIdentity();
GL.Ortho(-1.0, 1.0, -1.0, 1.0, 0.0, 4.0);
base.OnResize(e);
}
#endregion
#region OnUpdateFrame
/// <summary>
/// Add your game logic here.
/// </summary>
/// <param name="e">Contains timing information.</param>
/// <remarks>There is no need to call the base implementation.</remarks>
protected override void OnUpdateFrame(FrameEventArgs e)
{
// Nothing to do!
}
#endregion
#region OnRenderFrame
/// <summary>
/// Add your game rendering code here.
/// </summary>
/// <param name="e">Contains timing information.</param>
/// <remarks>There is no need to call the base implementation.</remarks>
protected override void OnRenderFrame(FrameEventArgs e)
{
GL.Clear(ClearBufferMask.ColorBufferBit);
GL.Begin(BeginMode.Triangles);
GL.Color3(Color.MidnightBlue);
GL.Vertex2(-1.0f, 1.0f);
GL.Color3(Color.SpringGreen);
GL.Vertex2(0.0f, -1.0f);
GL.Color3(Color.Ivory);
GL.Vertex2(1.0f, 1.0f);
GL.End();
this.SwapBuffers();
}
#endregion
#region public static void Main()
/// <summary>
/// Entry point of this example.
/// </summary>
[STAThread]
public static void Main()
{
using (FullscreenAntialias example = new FullscreenAntialias())
{
// Get the title and category of this example using reflection.
Utilities.SetWindowTitle(example);
example.Run(30.0, 0.0);
}
}
#endregion
}
}