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#region License
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//
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// The Open Toolkit Library License
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//
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// Copyright (c) 2006 - 2009 the Open Toolkit library.
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights to 
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// use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
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// the Software, and to permit persons to whom the Software is furnished to do
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// so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in all
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// copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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// EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
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// OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
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// NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
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// HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
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// WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
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// OTHER DEALINGS IN THE SOFTWARE.
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//
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#endregion
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#region --- Using Directives ---
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using System;
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using System.Collections.Generic;
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using System.ComponentModel;
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using System.Data;
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using System.Drawing;
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using System.Text;
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using System.Windows.Forms;
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using System.Threading;
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using OpenTK;
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using OpenTK.Graphics.OpenGL;
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#endregion --- Using Directives ---
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namespace Examples.Tutorial
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{
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    [Example("Display Lists", ExampleCategory.OpenGL, "1.x", 2, Documentation="DisplayLists")]
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    public class T07_Display_Lists_Flower : GameWindow
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    {
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        #region --- Fields ---
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        const int num_lists = 13;
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        int[] lists = new int[num_lists];
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        #endregion
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        #region --- Constructor ---
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        public T07_Display_Lists_Flower()
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            : base(800, 600)
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        {
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        }
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        #endregion
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        #region OnLoad
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        protected override void OnLoad(EventArgs e)
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        {
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            GL.ClearColor(Color.MidnightBlue);
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            GL.Enable(EnableCap.DepthTest);
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            GL.MatrixMode(MatrixMode.Modelview);
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            GL.LoadIdentity();
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            // Build some display lists.
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            int first_list = GL.GenLists(num_lists);
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            float c = 0;
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            for (int i = 0; i < num_lists; i++)
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            {
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                lists[i] = first_list + i;
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                GL.NewList(first_list + i, ListMode.Compile);
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                GL.Color3(0.3 + 0.7 * c * c, 0.3 + 1.4 * c * c, 0.7 - 0.7 * c * c);
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                c += 1 / (float)num_lists;
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                GL.PushMatrix();
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                GL.Rotate(c * 360.0f, 0.0, 0.0, 1.0);
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                GL.Translate(5.0, 0.0, 0.0);
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                GL.Begin(BeginMode.Quads);
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                GL.Vertex3(-1.0f, -1.0f, 1.0f);
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                GL.Vertex3(1.0f, -1.0f, 1.0f);
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                GL.Vertex3(1.0f, 1.0f, 1.0f);
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                GL.Vertex3(-1.0f, 1.0f, 1.0f);
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                GL.End();
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                GL.PopMatrix();
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                GL.EndList();
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            }
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        }
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        #endregion
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        #region OnUnload
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        protected override void OnUnload(EventArgs e)
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        {
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            GL.DeleteLists(lists[0], num_lists);
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        }
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        #endregion
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        #region OnResize
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        protected override void OnResize(EventArgs e)
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        {
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            GL.Viewport(ClientRectangle);
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            float aspect = this.ClientSize.Width / (float)this.ClientSize.Height;
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                        Matrix4 projection_matrix;
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                        Matrix4.CreatePerspectiveFieldOfView((float)Math.PI / 4, aspect, 1, 64, out projection_matrix);
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            GL.MatrixMode(MatrixMode.Projection);
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            GL.LoadMatrix(ref projection_matrix);
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        }
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        #endregion
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        #region OnUpdateFrame
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        protected override void OnUpdateFrame(FrameEventArgs e)
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        {
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            if (Keyboard[OpenTK.Input.Key.Escape])
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            {
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                this.Exit();
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            }
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        }
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        #endregion
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        #region OnRenderFrame
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        protected override void OnRenderFrame(FrameEventArgs e)
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        {
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            Matrix4 lookat = Matrix4.LookAt(0, 0, 16, 0, 0, 0, 0, 1, 0);
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            GL.MatrixMode(MatrixMode.Modelview);
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            GL.LoadMatrix(ref lookat);
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            GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
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            GL.CallLists(num_lists, ListNameType.Int, lists);
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            SwapBuffers();
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        }
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        #endregion
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        #region public static void Main()
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        /// <summary>
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        /// Entry point of this example.
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        /// </summary>
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        [STAThread]
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        public static void Main()
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        {
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            using (T07_Display_Lists_Flower example = new T07_Display_Lists_Flower())
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            {
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                Utilities.SetWindowTitle(example);
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                example.Run(30.0, 0.0);
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            }
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        }
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        #endregion
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    }
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}