本文整理汇总了C#中SFML.Graphics.RenderWindow.PreserveOpenGLStates方法的典型用法代码示例。如果您正苦于以下问题:C# RenderWindow.PreserveOpenGLStates方法的具体用法?C# RenderWindow.PreserveOpenGLStates怎么用?C# RenderWindow.PreserveOpenGLStates使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类SFML.Graphics.RenderWindow
的用法示例。
在下文中一共展示了RenderWindow.PreserveOpenGLStates方法的1个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: Main
/// <summary>
/// The main entry point for the application.
/// </summary>
static void Main()
{
// Create main window
RenderWindow App = new RenderWindow(new VideoMode(800, 600), "SFML.Net OpenGL");
App.PreserveOpenGLStates(true);
// Setup event handlers
App.Closed += new EventHandler(OnClosed);
App.KeyPressed += new EventHandler<KeyEventArgs>(OnKeyPressed);
App.Resized += new EventHandler<SizeEventArgs>(OnResized);
// Create a sprite for the background
Image BackgroundImage = new Image("datas/opengl/background.jpg");
Sprite Background = new Sprite(BackgroundImage);
// Create a text to display
String2D Text = new String2D("This is a rotating cube");
Text.Position = new Vector2(250.0F, 300.0F);
Text.Color = new Color(128, 0, 128);
// Load an OpenGL texture.
// We could directly use a sf::Image as an OpenGL texture (with its Bind() member function),
// but here we want more control on it (generate mipmaps, ...) so we create a new one
int Texture = 0;
using (Image TempImage = new Image("datas/opengl/texture.jpg"))
{
Gl.glGenTextures(1, out Texture);
Gl.glBindTexture(Gl.GL_TEXTURE_2D, Texture);
Glu.gluBuild2DMipmaps(Gl.GL_TEXTURE_2D, Gl.GL_RGBA, (int)TempImage.Width, (int)TempImage.Height, Gl.GL_RGBA, Gl.GL_UNSIGNED_BYTE, TempImage.Pixels);
Gl.glTexParameteri(Gl.GL_TEXTURE_2D, Gl.GL_TEXTURE_MAG_FILTER, Gl.GL_LINEAR);
Gl.glTexParameteri(Gl.GL_TEXTURE_2D, Gl.GL_TEXTURE_MIN_FILTER, Gl.GL_LINEAR_MIPMAP_LINEAR);
}
// Enable Z-buffer read and write
Gl.glEnable(Gl.GL_DEPTH_TEST);
Gl.glDepthMask(Gl.GL_TRUE);
Gl.glClearDepth(1.0F);
// Setup a perspective projection
Gl.glMatrixMode(Gl.GL_PROJECTION);
Gl.glLoadIdentity();
Glu.gluPerspective(90.0F, 1.0F, 1.0F, 500.0F);
// Bind our texture
Gl.glEnable(Gl.GL_TEXTURE_2D);
Gl.glBindTexture(Gl.GL_TEXTURE_2D, Texture);
Gl.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
float Time = 0.0F;
// Start game loop
while (App.IsOpened())
{
// Process events
App.DispatchEvents();
// Clear the window
App.Clear();
// Draw background
App.Draw(Background);
// Clear depth buffer
Gl.glClear(Gl.GL_DEPTH_BUFFER_BIT);
// Apply some transformations
Time += App.GetFrameTime();
Gl.glMatrixMode(Gl.GL_MODELVIEW);
Gl.glLoadIdentity();
Gl.glTranslatef(0.0F, 0.0F, -200.0F);
Gl.glRotatef(Time * 50, 1.0F, 0.0F, 0.0F);
Gl.glRotatef(Time * 30, 0.0F, 1.0F, 0.0F);
Gl.glRotatef(Time * 90, 0.0F, 0.0F, 1.0F);
// Draw a cube
Gl.glBegin(Gl.GL_QUADS);
Gl.glTexCoord2f(0, 0); Gl.glVertex3f(-50.0F, -50.0F, -50.0F);
Gl.glTexCoord2f(0, 1); Gl.glVertex3f(-50.0F, 50.0F, -50.0F);
Gl.glTexCoord2f(1, 1); Gl.glVertex3f( 50.0F, 50.0F, -50.0F);
Gl.glTexCoord2f(1, 0); Gl.glVertex3f( 50.0F, -50.0F, -50.0F);
Gl.glTexCoord2f(0, 0); Gl.glVertex3f(-50.0F, -50.0F, 50.0F);
Gl.glTexCoord2f(0, 1); Gl.glVertex3f(-50.0F, 50.0F, 50.0F);
Gl.glTexCoord2f(1, 1); Gl.glVertex3f( 50.0F, 50.0F, 50.0F);
Gl.glTexCoord2f(1, 0); Gl.glVertex3f( 50.0F, -50.0F, 50.0F);
Gl.glTexCoord2f(0, 0); Gl.glVertex3f(-50.0F, -50.0F, -50.0F);
Gl.glTexCoord2f(0, 1); Gl.glVertex3f(-50.0F, 50.0F, -50.0F);
Gl.glTexCoord2f(1, 1); Gl.glVertex3f(-50.0F, 50.0F, 50.0F);
Gl.glTexCoord2f(1, 0); Gl.glVertex3f(-50.0F, -50.0F, 50.0F);
Gl.glTexCoord2f(0, 0); Gl.glVertex3f(50.0F, -50.0F, -50.0F);
Gl.glTexCoord2f(0, 1); Gl.glVertex3f(50.0F, 50.0F, -50.0F);
Gl.glTexCoord2f(1, 1); Gl.glVertex3f(50.0F, 50.0F, 50.0F);
Gl.glTexCoord2f(1, 0); Gl.glVertex3f(50.0F, -50.0F, 50.0F);
//.........这里部分代码省略.........