本文整理汇总了C#中SFML.Graphics.RenderWindow.SaveGLStates方法的典型用法代码示例。如果您正苦于以下问题:C# RenderWindow.SaveGLStates方法的具体用法?C# RenderWindow.SaveGLStates怎么用?C# RenderWindow.SaveGLStates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.SaveGLStates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 window = new RenderWindow(new VideoMode(800, 600), "SFML.Net OpenGL", Styles.Default, new ContextSettings(32, 0));
// Setup event handlers
window.Closed += new EventHandler(OnClosed);
window.KeyPressed += new EventHandler<KeyEventArgs>(OnKeyPressed);
window.Resized += new EventHandler<SizeEventArgs>(OnResized);
// Create a sprite for the background
Image backgroundImage = new Image("resources/background.jpg");
Sprite background = new Sprite(backgroundImage);
// Create a text to display
Text text = new Text("SFML / OpenGL demo");
text.Position = new Vector2(250.0F, 450.0F);
text.Color = new Color(255, 255, 255, 170);
// 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 image = new Image("resources/texture.jpg"))
{
Gl.glGenTextures(1, out texture);
Gl.glBindTexture(Gl.GL_TEXTURE_2D, texture);
Glu.gluBuild2DMipmaps(Gl.GL_TEXTURE_2D, Gl.GL_RGBA, (int)image.Width, (int)image.Height, Gl.GL_RGBA, Gl.GL_UNSIGNED_BYTE, image.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 (window.IsOpened())
{
// Process events
window.DispatchEvents();
// Clear the window
window.Clear();
// Draw background
window.SaveGLStates();
window.Draw(background);
window.RestoreGLStates();
// Activate the window before using OpenGL commands.
// This is useless here because we have only one window which is
// always the active one, but don't forget it if you use multiple windows
window.SetActive();
// Clear depth buffer
Gl.glClear(Gl.GL_DEPTH_BUFFER_BIT);
// We get the position of the mouse cursor, so that we can move the box accordingly
float x = window.Input.GetMouseX() * 200.0F / window.Width - 100.0F;
float y = -window.Input.GetMouseY() * 200.0F / window.Height + 100.0F;
// Apply some transformations
time += window.GetFrameTime();
Gl.glMatrixMode(Gl.GL_MODELVIEW);
Gl.glLoadIdentity();
Gl.glTranslatef(x, y, -100.0F);
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
float size = 20.0F;
Gl.glBegin(Gl.GL_QUADS);
Gl.glTexCoord2f(0, 0); Gl.glVertex3f(-size, -size, -size);
Gl.glTexCoord2f(0, 1); Gl.glVertex3f(-size, size, -size);
Gl.glTexCoord2f(1, 1); Gl.glVertex3f( size, size, -size);
Gl.glTexCoord2f(1, 0); Gl.glVertex3f( size, -size, -size);
Gl.glTexCoord2f(0, 0); Gl.glVertex3f(-size, -size, size);
Gl.glTexCoord2f(0, 1); Gl.glVertex3f(-size, size, size);
Gl.glTexCoord2f(1, 1); Gl.glVertex3f( size, size, size);
Gl.glTexCoord2f(1, 0); Gl.glVertex3f( size, -size, size);
//.........这里部分代码省略.........