Opentk/Source/Examples/OpenTK/GameWindow/GameWindowMsaa.cs
2011-01-18 11:40:49 +00:00

137 lines
3.8 KiB
C#

// 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 OpenTK;
using OpenTK.Graphics;
using OpenTK.Graphics.OpenGL;
using OpenTK.Input;
namespace Examples
{
[Example("GameWindow MSAA", ExampleCategory.OpenTK, "GameWindow", 2, Documentation = "GameWindowMsaa")]
public class FullscreenAntialias : GameWindow
{
public FullscreenAntialias()
: base(800, 600, new GraphicsMode(32, 0, 0, 4))
{
Keyboard.KeyDown += Keyboard_KeyDown;
}
#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(object sender, KeyboardKeyEventArgs e)
{
if (e.Key == Key.Escape)
this.Exit();
if (e.Key == Key.F11)
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>
protected 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
}
}