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#region License
/*
MIT License
Copyright 2003-2005 Tao Framework Team
http://www.taoframework.com
All rights reserved.
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 License
#region Original Credits / License
/*
* This Code Was Created By Jeff Molofee 2000
* And Modified By Giuseppe D'Agata (waveform@tiscalinet.it)
* If You've Found This Code Useful, Please Let Me Know.
* Visit My Site At nehe.gamedev.net
*/
/*
==========================================================================
OpenGL Lesson 20: Masking
==========================================================================
Authors Name: Jeff Molofee ( NeHe )
Disclaimer:
This program may crash your system or run poorly depending on your
hardware. The program and code contained in this archive was scanned
for virii and has passed all test before it was put online. If you
use this code in project of your own, send a shout out to the author!
==========================================================================
NeHe Productions 1997-2004
==========================================================================
*/
#endregion Original Credits / License
using System;
using System.ComponentModel;
using System.Diagnostics;
using System.Drawing;
using System.Drawing.Imaging;
using System.IO;
using System.Runtime.InteropServices;
using System.Windows.Forms;
using Tao.OpenGl;
using Tao.Platform.Windows;
namespace NeHe {
#region Class Documentation
/// <summary>
/// Lesson 20: Masking.
/// </summary>
/// <remarks>
/// <para>
/// Original Author: Jeff Molofee (NeHe)
/// http://nehe.gamedev.net/data/lessons/lesson.asp?lesson=20
/// </para>
/// <para>
/// C# Implementation: Randy Ridge
/// http://www.taoframework.com
/// </para>
/// </remarks>
#endregion Class Documentation
public sealed class Lesson20 : Form {
// --- Fields ---
#region Private Static Fields
private static IntPtr hDC; // Private GDI Device Context
private static IntPtr hRC; // Permanent Rendering Context
private static Form form; // Our Current Windows Form
private static bool[] keys = new bool[256]; // Array Used For The Keyboard Routine
private static bool active = true; // Window Active Flag, Set To True By Default
private static bool fullscreen = true; // Fullscreen Flag, Set To Fullscreen Mode By Default
private static bool done = false; // Bool Variable To Exit Main Loop
private static bool masking = true; // Masking On/Off
private static bool mp; // M Pressed?
private static bool sp; // Space Pressed?
private static bool scene; // Which Scene To Draw
private static int[] texture = new int[5]; // Storage For Our Five Textures
private static int loop; // Generic Loop Variable
private static float roll; // Rolling Texture
#endregion Private Static Fields
// --- Constructors & Destructors ---
#region Lesson20
/// <summary>
/// Creates a new instance.
/// </summary>
public Lesson20() {
this.CreateParams.ClassStyle = this.CreateParams.ClassStyle | // Redraw On Size, And Own DC For Window.
User.CS_HREDRAW | User.CS_VREDRAW | User.CS_OWNDC;
this.SetStyle(ControlStyles.AllPaintingInWmPaint, true); // No Need To Erase Form Background
this.SetStyle(ControlStyles.DoubleBuffer, true); // Buffer Control
this.SetStyle(ControlStyles.Opaque, true); // No Need To Draw Form Background
this.SetStyle(ControlStyles.ResizeRedraw, true); // Redraw On Resize
this.SetStyle(ControlStyles.UserPaint, true); // We'll Handle Painting Ourselves
this.Activated += new EventHandler(this.Form_Activated); // On Activate Event Call Form_Activated
this.Closing += new CancelEventHandler(this.Form_Closing); // On Closing Event Call Form_Closing
this.Deactivate += new EventHandler(this.Form_Deactivate); // On Deactivate Event Call Form_Deactivate
this.KeyDown += new KeyEventHandler(this.Form_KeyDown); // On KeyDown Event Call Form_KeyDown
this.KeyUp += new KeyEventHandler(this.Form_KeyUp); // On KeyUp Event Call Form_KeyUp
this.Resize += new EventHandler(this.Form_Resize); // On Resize Event Call Form_Resize
}
#endregion Lesson20
// --- Entry Point ---
#region Run()
/// <summary>
/// The application's entry point.
/// </summary>
/// <param name="commandLineArguments">
/// Any supplied command line arguments.
/// </param>
[STAThread]
public static void Run() {
// Ask The User Which Screen Mode They Prefer
if(MessageBox.Show("Would You Like To Run In Fullscreen Mode?", "Start FullScreen?",
MessageBoxButtons.YesNo, MessageBoxIcon.Question) == DialogResult.No) {
fullscreen = false; // Windowed Mode
}
// Create Our OpenGL Window
if(!CreateGLWindow("NeHe's Masking Tutorial", 640, 480, 16, fullscreen)) {
return; // Quit If Window Was Not Created
}
while(!done) { // Loop That Runs While done = false
Application.DoEvents(); // Process Events
// Draw The Scene. Watch For ESC Key And Quit Messages From DrawGLScene()
if((active && (form != null) && !DrawGLScene()) || keys[(int) Keys.Escape]) { // Active? Was There A Quit Received?
done = true; // ESC Or DrawGLScene Signalled A Quit
}
else { // Not Time To Quit, Update Screen
Gdi.SwapBuffers(hDC); // Swap Buffers (Double Buffering)
if(keys[(int) Keys.Space] && !sp) { // Is Space Being Pressed?
sp = true; // Tell Program Spacebar Is Being Held
scene = !scene; // Toggle From One Scene To The Other
}
if(!keys[(int) Keys.Space]) { // Has Spacebar Been Released?
sp = false; // Tell Program Spacebar Has Been Released
}
if(keys[(int) Keys.M] && !mp) { // Is M Being Pressed?
mp = true; // Tell Program M Is Being Held
masking = !masking; // Toggle Masking Mode OFF/ON
}
if(!keys[(int) Keys.M]) { // Has M Been Released?
mp = false; // Tell Program That M Has Been Released
}
if(keys[(int) Keys.F1]) { // Is F1 Being Pressed?
keys[(int) Keys.F1] = false; // If So Make Key false
KillGLWindow(); // Kill Our Current Window
fullscreen = !fullscreen; // Toggle Fullscreen / Windowed Mode
// Recreate Our OpenGL Window
if(!CreateGLWindow("NeHe's Masking Tutorial", 640, 480, 16, fullscreen)) {
return; // Quit If Window Was Not Created
}
done = false; // We're Not Done Yet
}
}
}
// Shutdown
KillGLWindow(); // Kill The Window
return; // Exit The Program
}
#endregion Run()
// --- Private Static Methods ---
#region bool CreateGLWindow(string title, int width, int height, int bits, bool fullscreenflag)
/// <summary>
/// Creates our OpenGL Window.
/// </summary>
/// <param name="title">
/// The title to appear at the top of the window.
/// </param>
/// <param name="width">
/// The width of the GL window or fullscreen mode.
/// </param>
/// <param name="height">
/// The height of the GL window or fullscreen mode.
/// </param>
/// <param name="bits">
/// The number of bits to use for color (8/16/24/32).
/// </param>
/// <param name="fullscreenflag">
/// Use fullscreen mode (<c>true</c>) or windowed mode (<c>false</c>).
/// </param>
/// <returns>
/// <c>true</c> on successful window creation, otherwise <c>false</c>.
/// </returns>
private static bool CreateGLWindow(string title, int width, int height, int bits, bool fullscreenflag) {
int pixelFormat; // Holds The Results After Searching For A Match
fullscreen = fullscreenflag; // Set The Global Fullscreen Flag
form = null; // Null The Form
GC.Collect(); // Request A Collection
// This Forces A Swap
Kernel.SetProcessWorkingSetSize(Process.GetCurrentProcess().Handle, -1, -1);
if(fullscreen) { // Attempt Fullscreen Mode?
Gdi.DEVMODE dmScreenSettings = new Gdi.DEVMODE(); // Device Mode
// Size Of The Devmode Structure
dmScreenSettings.dmSize = (short) Marshal.SizeOf(dmScreenSettings);
dmScreenSettings.dmPelsWidth = width; // Selected Screen Width
dmScreenSettings.dmPelsHeight = height; // Selected Screen Height
dmScreenSettings.dmBitsPerPel = bits; // Selected Bits Per Pixel
dmScreenSettings.dmFields = Gdi.DM_BITSPERPEL | Gdi.DM_PELSWIDTH | Gdi.DM_PELSHEIGHT;
// Try To Set Selected Mode And Get Results. NOTE: CDS_FULLSCREEN Gets Rid Of Start Bar.
if(User.ChangeDisplaySettings(ref dmScreenSettings, User.CDS_FULLSCREEN) != User.DISP_CHANGE_SUCCESSFUL) {
// If The Mode Fails, Offer Two Options. Quit Or Use Windowed Mode.
if(MessageBox.Show("The Requested Fullscreen Mode Is Not Supported By\nYour Video Card. Use Windowed Mode Instead?", "NeHe GL",
MessageBoxButtons.YesNo, MessageBoxIcon.Exclamation) == DialogResult.Yes) {
fullscreen = false; // Windowed Mode Selected. Fullscreen = false
}
else {
// Pop up A Message Box Lessing User Know The Program Is Closing.
MessageBox.Show("Program Will Now Close.", "ERROR", MessageBoxButtons.OK, MessageBoxIcon.Stop);
return false; // Return false
}
}
}
form = new Lesson20(); // Create The Window
if(fullscreen) { // Are We Still In Fullscreen Mode?
form.FormBorderStyle = FormBorderStyle.None; // No Border
Cursor.Hide(); // Hide Mouse Pointer
}
else { // If Windowed
form.FormBorderStyle = FormBorderStyle.Sizable; // Sizable
Cursor.Show(); // Show Mouse Pointer
}
form.Width = width; // Set Window Width
form.Height = height; // Set Window Height
form.Text = title; // Set Window Title
Gdi.PIXELFORMATDESCRIPTOR pfd = new Gdi.PIXELFORMATDESCRIPTOR(); // pfd Tells Windows How We Want Things To Be
pfd.nSize = (short) Marshal.SizeOf(pfd); // Size Of This Pixel Format Descriptor
pfd.nVersion = 1; // Version Number
pfd.dwFlags = Gdi.PFD_DRAW_TO_WINDOW | // Format Must Support Window
Gdi.PFD_SUPPORT_OPENGL | // Format Must Support OpenGL
Gdi.PFD_DOUBLEBUFFER; // Format Must Support Double Buffering
pfd.iPixelType = (byte) Gdi.PFD_TYPE_RGBA; // Request An RGBA Format
pfd.cColorBits = (byte) bits; // Select Our Color Depth
pfd.cRedBits = 0; // Color Bits Ignored
pfd.cRedShift = 0;
pfd.cGreenBits = 0;
pfd.cGreenShift = 0;
pfd.cBlueBits = 0;
pfd.cBlueShift = 0;
pfd.cAlphaBits = 0; // No Alpha Buffer
pfd.cAlphaShift = 0; // Shift Bit Ignored
pfd.cAccumBits = 0; // No Accumulation Buffer
pfd.cAccumRedBits = 0; // Accumulation Bits Ignored
pfd.cAccumGreenBits = 0;
pfd.cAccumBlueBits = 0;
pfd.cAccumAlphaBits = 0;
pfd.cDepthBits = 16; // 16Bit Z-Buffer (Depth Buffer)
pfd.cStencilBits = 0; // No Stencil Buffer
pfd.cAuxBuffers = 0; // No Auxiliary Buffer
pfd.iLayerType = (byte) Gdi.PFD_MAIN_PLANE; // Main Drawing Layer
pfd.bReserved = 0; // Reserved
pfd.dwLayerMask = 0; // Layer Masks Ignored
pfd.dwVisibleMask = 0;
pfd.dwDamageMask = 0;
hDC = User.GetDC(form.Handle); // Attempt To Get A Device Context
if(hDC == IntPtr.Zero) { // Did We Get A Device Context?
KillGLWindow(); // Reset The Display
MessageBox.Show("Can't Create A GL Device Context.", "ERROR",
MessageBoxButtons.OK, MessageBoxIcon.Error);
return false;
}
pixelFormat = Gdi.ChoosePixelFormat(hDC, ref pfd); // Attempt To Find An Appropriate Pixel Format
if(pixelFormat == 0) { // Did Windows Find A Matching Pixel Format?
KillGLWindow(); // Reset The Display
MessageBox.Show("Can't Find A Suitable PixelFormat.", "ERROR",
MessageBoxButtons.OK, MessageBoxIcon.Error);
return false;
}
if(!Gdi.SetPixelFormat(hDC, pixelFormat, ref pfd)) { // Are We Able To Set The Pixel Format?
KillGLWindow(); // Reset The Display
MessageBox.Show("Can't Set The PixelFormat.", "ERROR",
MessageBoxButtons.OK, MessageBoxIcon.Error);
return false;
}
hRC = Wgl.wglCreateContext(hDC); // Attempt To Get The Rendering Context
if(hRC == IntPtr.Zero) { // Are We Able To Get A Rendering Context?
KillGLWindow(); // Reset The Display
MessageBox.Show("Can't Create A GL Rendering Context.", "ERROR",
MessageBoxButtons.OK, MessageBoxIcon.Error);
return false;
}
if(!Wgl.wglMakeCurrent(hDC, hRC)) { // Try To Activate The Rendering Context
KillGLWindow(); // Reset The Display
MessageBox.Show("Can't Activate The GL Rendering Context.", "ERROR",
MessageBoxButtons.OK, MessageBoxIcon.Error);
return false;
}
form.Show(); // Show The Window
form.TopMost = true; // Topmost Window
form.Focus(); // Focus The Window
if(fullscreen) { // This Shouldn't Be Necessary, But Is
Cursor.Hide();
}
ReSizeGLScene(width, height); // Set Up Our Perspective GL Screen
if(!InitGL()) { // Initialize Our Newly Created GL Window
KillGLWindow(); // Reset The Display
MessageBox.Show("Initialization Failed.", "ERROR",
MessageBoxButtons.OK, MessageBoxIcon.Error);
return false;
}
return true; // Success
}
#endregion bool CreateGLWindow(string title, int width, int height, int bits, bool fullscreenflag)
#region bool DrawGLScene()
/// <summary>
/// Here's where we do all the drawing.
/// </summary>
/// <returns>
/// <c>true</c> on successful drawing, otherwise <c>false</c>.
/// </returns>
private static bool DrawGLScene() {
Gl.glClear(Gl.GL_COLOR_BUFFER_BIT | Gl.GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer
Gl.glLoadIdentity(); // Reset The Modelview Matrix
Gl.glTranslatef(0, 0, -2); // Move Into The Screen 5 Units
Gl.glBindTexture(Gl.GL_TEXTURE_2D, texture[0]); // Select Our Logo Texture
Gl.glBegin(Gl.GL_QUADS); // Start Drawing A Textured Quad
Gl.glTexCoord2f(0, -roll + 0); Gl.glVertex3f(-1.1f, -1.1f, 0); // Bottom Left
Gl.glTexCoord2f(3, -roll + 0); Gl.glVertex3f(1.1f, -1.1f, 0); // Bottom Right
Gl.glTexCoord2f(3, -roll + 3); Gl.glVertex3f(1.1f, 1.1f, 0); // Top Right
Gl.glTexCoord2f(0, -roll + 3); Gl.glVertex3f(-1.1f, 1.1f, 0); // Top Left
Gl.glEnd(); // Done Drawing The Quad
Gl.glEnable(Gl.GL_BLEND); // Enable Blending
Gl.glDisable(Gl.GL_DEPTH_TEST); // Disable Depth Testing
if(masking) { // Is Masking Enabled?
Gl.glBlendFunc(Gl.GL_DST_COLOR, Gl.GL_ZERO); // Blend Screen Color With Zero (Black)
}
if(scene) { // Are We Drawing The Second Scene?
Gl.glTranslatef(0, 0, -1); // Translate Into The Screen One Unit
Gl.glRotatef(roll * 360, 0, 0, 1); // Rotate On The Z Axis 360 Degrees.
if(masking) { // Is Masking On?
Gl.glBindTexture(Gl.GL_TEXTURE_2D, texture[3]); // Select The Second Mask Texture
Gl.glBegin(Gl.GL_QUADS); // Start Drawing A Textured Quad
Gl.glTexCoord2f(0, 0); Gl.glVertex3f(-1.1f, -1.1f, 0); // Bottom Left
Gl.glTexCoord2f(1, 0); Gl.glVertex3f(1.1f, -1.1f, 0); // Bottom Right
Gl.glTexCoord2f(1, 1); Gl.glVertex3f(1.1f, 1.1f, 0); // Top Right
Gl.glTexCoord2f(0, 1); Gl.glVertex3f(-1.1f, 1.1f, 0); // Top Left
Gl.glEnd(); // Done Drawing The Quad
}
Gl.glBlendFunc(Gl.GL_ONE, Gl.GL_ONE); // Copy Image 2 Color To The Screen
Gl.glBindTexture(Gl.GL_TEXTURE_2D, texture[4]); // Select The Second Image Texture
Gl.glBegin(Gl.GL_QUADS); // Start Drawing A Textured Quad
Gl.glTexCoord2f(0, 0); Gl.glVertex3f(-1.1f, -1.1f, 0); // Bottom Left
Gl.glTexCoord2f(1, 0); Gl.glVertex3f(1.1f, -1.1f, 0); // Bottom Right
Gl.glTexCoord2f(1, 1); Gl.glVertex3f(1.1f, 1.1f, 0); // Top Right
Gl.glTexCoord2f(0, 1); Gl.glVertex3f(-1.1f, 1.1f, 0); // Top Left
Gl.glEnd(); // Done Drawing The Quad
}
else { // Otherwise
if(masking) { // Is Masking On?
Gl.glBindTexture(Gl.GL_TEXTURE_2D, texture[1]); // Select The First Mask Texture
Gl.glBegin(Gl.GL_QUADS); // Start Drawing A Textured Quad
// Bottom Left
Gl.glTexCoord2f(roll + 0, 0); Gl.glVertex3f(-1.1f, -1.1f, 0);
// Bottom Right
Gl.glTexCoord2f(roll + 4, 0); Gl.glVertex3f(1.1f, -1.1f, 0);
// Top Right
Gl.glTexCoord2f(roll + 4, 4); Gl.glVertex3f(1.1f, 1.1f, 0);
// Top Left
Gl.glTexCoord2f(roll + 0, 4); Gl.glVertex3f(-1.1f, 1.1f, 0);
Gl.glEnd(); // Done Drawing The Quad
}
Gl.glBlendFunc(Gl.GL_ONE, Gl.GL_ONE); // Copy Image 1 Color To The Screen
Gl.glBindTexture(Gl.GL_TEXTURE_2D, texture[2]); // Select The First Image Texture
Gl.glBegin(Gl.GL_QUADS); // Start Drawing A Textured Quad
// Bottom Left
Gl.glTexCoord2f(roll + 0, 0); Gl.glVertex3f(-1.1f, -1.1f, 0);
// Bottom Right
Gl.glTexCoord2f(roll + 4, 0); Gl.glVertex3f(1.1f, -1.1f, 0);
// Top Right
Gl.glTexCoord2f(roll + 4, 4); Gl.glVertex3f(1.1f, 1.1f, 0);
// Top Left
Gl.glTexCoord2f(roll + 0, 4); Gl.glVertex3f(-1.1f, 1.1f, 0);
Gl.glEnd(); // Done Drawing The Quad
}
Gl.glEnable(Gl.GL_DEPTH_TEST); // Enable Depth Testing
Gl.glDisable(Gl.GL_BLEND); // Disable Blending
roll += 0.002f; // Increase Our Texture Roll Variable
if(roll > 1) { // Is Roll Greater Than One
roll -= 1; // Subtract 1 From Roll
}
return true; // Keep Going
}
#endregion bool DrawGLScene()
#region bool InitGL()
/// <summary>
/// All setup for OpenGL goes here.
/// </summary>
/// <returns>
/// <c>true</c> on successful initialization, otherwise <c>false</c>.
/// </returns>
private static bool InitGL() {
if(!LoadGLTextures()) { // Jump To Texture Loading Routine
return false; // If Texture Didn't Load Return False
}
Gl.glClearColor(0, 0, 0, 0); // Clear The Background Color To Black
Gl.glClearDepth(1); // Enables Clearing Of The Depth Buffer
Gl.glEnable(Gl.GL_DEPTH_TEST); // Enable Depth Testing
Gl.glShadeModel(Gl.GL_SMOOTH); // Enables Smooth Color Shading
Gl.glEnable(Gl.GL_TEXTURE_2D); // Enable 2D Texture Mapping
return true;
}
#endregion bool InitGL()
#region KillGLWindow()
/// <summary>
/// Properly kill the window.
/// </summary>
private static void KillGLWindow() {
if(fullscreen) { // Are We In Fullscreen Mode?
User.ChangeDisplaySettings(IntPtr.Zero, 0); // If So, Switch Back To The Desktop
Cursor.Show(); // Show Mouse Pointer
}
if(hRC != IntPtr.Zero) { // Do We Have A Rendering Context?
if(!Wgl.wglMakeCurrent(IntPtr.Zero, IntPtr.Zero)) { // Are We Able To Release The DC and RC Contexts?
MessageBox.Show("Release Of DC And RC Failed.", "SHUTDOWN ERROR",
MessageBoxButtons.OK, MessageBoxIcon.Error);
}
if(!Wgl.wglDeleteContext(hRC)) { // Are We Able To Delete The RC?
MessageBox.Show("Release Rendering Context Failed.", "SHUTDOWN ERROR",
MessageBoxButtons.OK, MessageBoxIcon.Error);
}
hRC = IntPtr.Zero; // Set RC To Null
}
if(hDC != IntPtr.Zero) { // Do We Have A Device Context?
if(form != null && !form.IsDisposed) { // Do We Have A Window?
if(form.Handle != IntPtr.Zero) { // Do We Have A Window Handle?
if(!User.ReleaseDC(form.Handle, hDC)) { // Are We Able To Release The DC?
MessageBox.Show("Release Device Context Failed.", "SHUTDOWN ERROR",
MessageBoxButtons.OK, MessageBoxIcon.Error);
}
}
}
hDC = IntPtr.Zero; // Set DC To Null
}
if(form != null) { // Do We Have A Windows Form?
form.Hide(); // Hide The Window
form.Close(); // Close The Form
form = null; // Set form To Null
}
}
#endregion KillGLWindow()
#region Bitmap LoadBMP(string fileName)
/// <summary>
/// Loads a bitmap image.
/// </summary>
/// <param name="fileName">
/// The filename to load.
/// </param>
/// <returns>
/// The bitmap if it exists, otherwise <c>null</c>.
/// </returns>
private static Bitmap LoadBMP(string fileName) {
if(fileName == null || fileName == string.Empty) { // Make Sure A Filename Was Given
return null; // If Not Return Null
}
string fileName1 = string.Format("Data{0}{1}", // Look For Data\Filename
Path.DirectorySeparatorChar, fileName);
string fileName2 = string.Format("{0}{1}{0}{1}Data{1}{2}", // Look For ..\..\Data\Filename
"..", Path.DirectorySeparatorChar, fileName);
// Make Sure The File Exists In One Of The Usual Directories
if(!File.Exists(fileName) && !File.Exists(fileName1) && !File.Exists(fileName2)) {
return null; // If Not Return Null
}
if(File.Exists(fileName)) { // Does The File Exist Here?
return new Bitmap(fileName); // Load The Bitmap
}
else if(File.Exists(fileName1)) { // Does The File Exist Here?
return new Bitmap(fileName1); // Load The Bitmap
}
else if(File.Exists(fileName2)) { // Does The File Exist Here?
return new Bitmap(fileName2); // Load The Bitmap
}
return null; // If Load Failed Return Null
}
#endregion Bitmap LoadBMP(string fileName)
#region bool LoadGLTextures()
/// <summary>
/// Load bitmaps and convert to textures.
/// </summary>
/// <returns>
/// <c>true</c> on success, otherwise <c>false</c>.
/// </returns>
private static bool LoadGLTextures() {
bool status = false; // Status Indicator
Bitmap[] textureImage = new Bitmap[5]; // Create Storage Space For The Texture
textureImage[0] = LoadBMP("NeHe.Lesson20.Logo.bmp"); // Logo Texture
textureImage[1] = LoadBMP("NeHe.Lesson20.Mask1.bmp"); // First Mask
textureImage[2] = LoadBMP("NeHe.Lesson20.Image1.bmp"); // First Image
textureImage[3] = LoadBMP("NeHe.Lesson20.Mask2.bmp"); // Second Mask
textureImage[4] = LoadBMP("NeHe.Lesson20.Image2.bmp"); // Second Image
// Check For Errors, If Bitmap's Not Found, Quit
if(textureImage[0] != null && textureImage[1] != null &&
textureImage[2] != null && textureImage[3] != null &&
textureImage[4] != null) {
status = true; // Set The Status To True
Gl.glGenTextures(5, texture); // Create Five Textures
for(loop = 0; loop < textureImage.Length; loop++) { // Loop Through All 5 Textures
// Flip The Bitmap Along The Y-Axis
textureImage[loop].RotateFlip(RotateFlipType.RotateNoneFlipY);
// Rectangle For Locking The Bitmap In Memory
Rectangle rectangle = new Rectangle(0, 0, textureImage[loop].Width, textureImage[loop].Height);
// Get The Bitmap's Pixel Data From The Locked Bitmap
BitmapData bitmapData = textureImage[loop].LockBits(rectangle, ImageLockMode.ReadOnly, PixelFormat.Format24bppRgb);
// Create Linear Filtered Texture
Gl.glBindTexture(Gl.GL_TEXTURE_2D, texture[loop]);
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);
Gl.glTexImage2D(Gl.GL_TEXTURE_2D, 0, Gl.GL_RGB8, textureImage[loop].Width, textureImage[loop].Height, 0, Gl.GL_BGR, Gl.GL_UNSIGNED_BYTE, bitmapData.Scan0);
if(textureImage[loop] != null) { // If Texture Exists
textureImage[loop].UnlockBits(bitmapData); // Unlock The Pixel Data From Memory
textureImage[loop].Dispose(); // Dispose The Bitmap
}
}
}
return status; // Return The Status
}
#endregion bool LoadGLTextures()
#region ReSizeGLScene(int width, int height)
/// <summary>
/// Resizes and initializes the GL window.
/// </summary>
/// <param name="width">
/// The new window width.
/// </param>
/// <param name="height">
/// The new window height.
/// </param>
private static void ReSizeGLScene(int width, int height) {
if(height == 0) { // Prevent A Divide By Zero...
height = 1; // By Making Height Equal To One
}
Gl.glViewport(0, 0, width, height); // Reset The Current Viewport
Gl.glMatrixMode(Gl.GL_PROJECTION); // Select The Projection Matrix
Gl.glLoadIdentity(); // Reset The Projection Matrix
Glu.gluPerspective(45, width / (double) height, 0.1, 100); // Calculate The Aspect Ratio Of The Window
Gl.glMatrixMode(Gl.GL_MODELVIEW); // Select The Modelview Matrix
Gl.glLoadIdentity(); // Reset The Modelview Matrix
}
#endregion ReSizeGLScene(int width, int height)
// --- Private Instance Event Handlers ---
#region Form_Activated
/// <summary>
/// Handles the form's activated event.
/// </summary>
/// <param name="sender">
/// The event sender.
/// </param>
/// <param name="e">
/// The event arguments.
/// </param>
private void Form_Activated(object sender, EventArgs e) {
active = true; // Program Is Active
}
#endregion Form_Activated
#region Form_Closing(object sender, CancelEventArgs e)
/// <summary>
/// Handles the form's closing event.
/// </summary>
/// <param name="sender">
/// The event sender.
/// </param>
/// <param name="e">
/// The event arguments.
/// </param>
private void Form_Closing(object sender, CancelEventArgs e) {
done = true; // Send A Quit Message
}
#endregion Form_Closing(object sender, CancelEventArgs e)
#region Form_Deactivate(object sender, EventArgs e)
/// <summary>
/// Handles the form's deactivate event.
/// </summary>
/// <param name="sender">
/// The event sender.
/// </param>
/// <param name="e">
/// The event arguments.
/// </param>
private void Form_Deactivate(object sender, EventArgs e) {
active = false; // Program Is No Longer Active
}
#endregion Form_Deactivate(object sender, EventArgs e)
#region Form_KeyDown(object sender, KeyEventArgs e)
/// <summary>
/// Handles the form's key down event.
/// </summary>
/// <param name="sender">
/// The event sender.
/// </param>
/// <param name="e">
/// The event arguments.
/// </param>
private void Form_KeyDown(object sender, KeyEventArgs e) {
keys[e.KeyValue] = true; // Key Has Been Pressed, Mark It As true
}
#endregion Form_KeyDown(object sender, KeyEventArgs e)
#region Form_KeyUp(object sender, KeyEventArgs e)
/// <summary>
/// Handles the form's key down event.
/// </summary>
/// <param name="sender">
/// The event sender.
/// </param>
/// <param name="e">
/// The event arguments.
/// </param>
private void Form_KeyUp(object sender, KeyEventArgs e) {
keys[e.KeyValue] = false; // Key Has Been Released, Mark It As false
}
#endregion Form_KeyUp(object sender, KeyEventArgs e)
#region Form_Resize(object sender, EventArgs e)
/// <summary>
/// Handles the form's resize event.
/// </summary>
/// <param name="sender">
/// The event sender.
/// </param>
/// <param name="e">
/// The event arguments.
/// </param>
private void Form_Resize(object sender, EventArgs e) {
ReSizeGLScene(form.Width, form.Height); // Resize The OpenGL Window
}
#endregion Form_Resize(object sender, EventArgs e)
}
}
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