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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 has been created by Banu Octavian aka Choko - 20 may 2000
* and uses NeHe tutorials as a starting point (window initialization,
* texture loading, GL initialization and code for keypresses) - very good
* tutorials, Jeff. If anyone is interested about the presented algorithm
* please e-mail me at boct@romwest.ro
*
* Code Commmenting And Clean Up By Jeff Molofee ( NeHe )
* NeHe Productions http://nehe.gamedev.net
*/
/*
==========================================================================
OpenGL Lesson 26: Stencil & Reflection
==========================================================================
Authors Name: Banu Octavian
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 26: Stencil & Reflection.
/// </summary>
/// <remarks>
/// <para>
/// Original Author: Banu Octavian (Choko) & Jeff Molofee (NeHe)
/// http://nehe.gamedev.net/data/lessons/lesson.asp?lesson=26
/// </para>
/// <para>
/// C# Implementation: Morten Lerudjordet & Randy Ridge
/// http://www.taoframework.com
/// </para>
/// </remarks>
#endregion Class Documentation
public sealed class Lesson26 : 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 float[] LightAmb = {0.7f, 0.7f, 0.7f, 1}; // Ambient Light
private static float[] LightDif = {1, 1, 1, 1}; // Diffuse Light
private static float[] LightPos = {4, 4, 6, 1}; // Light Position
private static Glu.GLUquadric q; // Quadratic For Drawing A Sphere
private static float xrot = 0; // X Rotation
private static float yrot = 0; // Y Rotation
private static float xrotspeed = 0; // X Rotation Speed
private static float yrotspeed = 0; // Y Rotation Speed
private static float zoom = -7; // Depth Into The Screen
private static float height = 2; // Height Of Ball From Floor
private static int[] texture = new int[3]; // 3 Textures
#endregion Private Static Fields
// --- Constructors & Destructors ---
#region Lesson26
/// <summary>
/// Creates a new instance.
/// </summary>
public Lesson26() {
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 Lesson26
// --- 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("Banu Octavian & NeHe's Stencil & Reflection 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)
ProcessKeyboard(); // Processed Keyboard Presses
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("Banu Octavian & NeHe's Stencil & Reflection 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 Lesson26(); // 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 = 1; // Use Stencil Buffer ( * Important * )
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 DrawFloor()
/// <summary>
/// Draws the floor.
/// </summary>
private static void DrawFloor() {
Gl.glBindTexture(Gl.GL_TEXTURE_2D, texture[0]); // Select Texture 1 (0)
Gl.glBegin(Gl.GL_QUADS); // Begin Drawing A Quad
Gl.glNormal3f(0, 1, 0); // Normal Pointing Up
Gl.glTexCoord2f(0, 1); // Bottom Left Of Texture
Gl.glVertex3f(-2, 0, 2); // Bottom Left Corner Of Floor
Gl.glTexCoord2f(0, 0); // Top Left Of Texture
Gl.glVertex3f(-2, 0, -2); // Top Left Corner Of Floor
Gl.glTexCoord2f(1, 0); // Top Right Of Texture
Gl.glVertex3f(2, 0,-2); // Top Right Corner Of Floor
Gl.glTexCoord2f(1, 1); // Bottom Right Of Texture
Gl.glVertex3f(2, 0, 2); // Bottom Right Corner Of Floor
Gl.glEnd(); // Done Drawing The Quad
}
#endregion DrawFloor()
#region bool DrawGLScene()
/// <summary>
/// Draws everything.
/// </summary>
/// <returns>
/// Returns <c>true</c> on success, otherwise <c>false</c>.
/// </returns>
private static bool DrawGLScene() {
// Clear Screen, Depth Buffer & Stencil Buffer
Gl.glClear(Gl.GL_COLOR_BUFFER_BIT | Gl.GL_DEPTH_BUFFER_BIT | Gl.GL_STENCIL_BUFFER_BIT);
// Clip Plane Equations
double[] eqr = {0,-1, 0, 0}; // Plane Equation To Use For The Reflected Objects
Gl.glLoadIdentity(); // Reset The Modelview Matrix
Gl.glTranslatef(0, -0.6f, zoom); // Zoom And Raise Camera Above The Floor (Up 0.6 Units)
Gl.glColorMask(false, false, false, false); // Set Color Mask
Gl.glEnable(Gl.GL_STENCIL_TEST); // Enable Stencil Buffer For "marking" The Floor
Gl.glStencilFunc(Gl.GL_ALWAYS, 1, 1); // Always Passes, 1 Bit Plane, 1 As Mask
Gl.glStencilOp(Gl.GL_KEEP, Gl.GL_KEEP, Gl.GL_REPLACE); // We Set The Stencil Buffer To 1 Where We Draw Any Polygon
// Keep If Test Fails, Keep If Test Passes But Buffer Test Fails
// Replace If Test Passes
Gl.glDisable(Gl.GL_DEPTH_TEST); // Disable Depth Testing
DrawFloor(); // Draw The Floor (Draws To The Stencil Buffer)
// We Only Want To Mark It In The Stencil Buffer
Gl.glEnable(Gl.GL_DEPTH_TEST); // Enable Depth Testing
Gl.glColorMask(true, true, true, true); // Set Color Mask to TRUE, TRUE, TRUE, TRUE
Gl.glStencilFunc(Gl.GL_EQUAL, 1, 1); // We Draw Only Where The Stencil Is 1
// (I.E. Where The Floor Was Drawn)
Gl.glStencilOp(Gl.GL_KEEP, Gl.GL_KEEP, Gl.GL_KEEP); // Don't Change The Stencil Buffer
Gl.glEnable(Gl.GL_CLIP_PLANE0); // Enable Clip Plane For Removing Artifacts
// (When The Object Crosses The Floor)
Gl.glClipPlane(Gl.GL_CLIP_PLANE0, eqr); // Equation For Reflected Objects
Gl.glPushMatrix(); // Push The Matrix Onto The Stack
Gl.glScalef(1, -1, 1); // Mirror Y Axis
Gl.glLightfv(Gl.GL_LIGHT0, Gl.GL_POSITION, LightPos); // Set Up Light0
Gl.glTranslatef(0, height, 0); // Position The Object
Gl.glRotatef(xrot, 1, 0, 0); // Rotate Local Coordinate System On X Axis
Gl.glRotatef(yrot, 0, 1, 0); // Rotate Local Coordinate System On Y Axis
DrawObject(); // Draw The Sphere (Reflection)
Gl.glPopMatrix(); // Pop The Matrix Off The Stack
Gl.glDisable(Gl.GL_CLIP_PLANE0); // Disable Clip Plane For Drawing The Floor
Gl.glDisable(Gl.GL_STENCIL_TEST); // We Don't Need The Stencil Buffer Any More (Disable)
Gl.glLightfv(Gl.GL_LIGHT0, Gl.GL_POSITION, LightPos); // Set Up Light0 Position
Gl.glEnable(Gl.GL_BLEND); // Enable Blending (Otherwise The Reflected Object Wont Show)
Gl.glDisable(Gl.GL_LIGHTING); // Since We Use Blending, We Disable Lighting
Gl.glColor4f(1, 1, 1, 0.8f); // Set Color To White With 80% Alpha
Gl.glBlendFunc(Gl.GL_SRC_ALPHA, Gl.GL_ONE_MINUS_SRC_ALPHA); // Blending Based On Source Alpha And 1 Minus Dest Alpha
DrawFloor(); // Draw The Floor To The Screen
Gl.glEnable(Gl.GL_LIGHTING); // Enable Lighting
Gl.glDisable(Gl.GL_BLEND); // Disable Blending
Gl.glTranslatef(0, height, 0); // Position The Ball At Proper Height
Gl.glRotatef(xrot, 1, 0, 0); // Rotate On The X Axis
Gl.glRotatef(yrot, 0, 1, 0); // Rotate On The Y Axis
DrawObject(); // Draw The Ball
xrot += xrotspeed; // Update X Rotation Angle By xrotspeed
yrot += yrotspeed; // Update Y Rotation Angle By yrotspeed
Gl.glFlush(); // Flush The GL Pipeline
return true; // Everything Went OK
}
#endregion bool DrawGLScene()
#region DrawObject()
/// <summary>
/// Draws our ball.
/// </summary>
private static void DrawObject() {
Gl.glColor3f(1, 1, 1); // Set Color To White
Gl.glBindTexture(Gl.GL_TEXTURE_2D, texture[1]); // Select Texture 2 (1)
Glu.gluSphere(q, 0.35f, 32, 16); // Draw First Sphere
Gl.glBindTexture(Gl.GL_TEXTURE_2D, texture[2]); // Select Texture 3 (2)
Gl.glColor4f(1, 1, 1, 0.4f); // Set Color To White With 40% Alpha
Gl.glEnable(Gl.GL_BLEND); // Enable Blending
Gl.glBlendFunc(Gl.GL_SRC_ALPHA, Gl.GL_ONE); // Set Blending Mode To Mix Based On SRC Alpha
Gl.glEnable(Gl.GL_TEXTURE_GEN_S); // Enable Sphere Mapping
Gl.glEnable(Gl.GL_TEXTURE_GEN_T); // Enable Sphere Mapping
Glu.gluSphere(q, 0.35f, 32, 16); // Draw Another Sphere Using New Texture
// Textures Will Mix Creating A MultiTexture Effect (Reflection)
Gl.glDisable(Gl.GL_TEXTURE_GEN_S); // Disable Sphere Mapping
Gl.glDisable(Gl.GL_TEXTURE_GEN_T); // Disable Sphere Mapping
Gl.glDisable(Gl.GL_BLEND); // Disable Blending
}
#endregion DrawObject()
#region bool InitGL()
/// <summary>
/// All setup for OpenGL goes here.
/// </summary>
/// <returns>
/// Returns <c>true</c> on success, otherwise <c>false</c>.
/// </returns>
private static bool InitGL() { // All Setup For OpenGL Goes Here
if(!LoadGLTextures()) { // If Loading The Textures Failed
return false; // Return False
}
Gl.glShadeModel(Gl.GL_SMOOTH); // Enable Smooth Shading
Gl.glClearColor(0.2f, 0.5f, 1, 1); // Background
Gl.glClearDepth(1); // Depth Buffer Setup
Gl.glClearStencil(0); // Clear The Stencil Buffer To 0
Gl.glEnable(Gl.GL_DEPTH_TEST); // Enables Depth Testing
Gl.glDepthFunc(Gl.GL_LEQUAL); // The Type Of Depth Testing To Do
Gl.glHint(Gl.GL_PERSPECTIVE_CORRECTION_HINT, Gl.GL_NICEST); // Really Nice Perspective Calculations
Gl.glEnable(Gl.GL_TEXTURE_2D); // Enable 2D Texture Mapping
Gl.glLightfv(Gl.GL_LIGHT0, Gl.GL_AMBIENT, LightAmb); // Set The Ambient Lighting For Light0
Gl.glLightfv(Gl.GL_LIGHT0, Gl.GL_DIFFUSE, LightDif); // Set The Diffuse Lighting For Light0
Gl.glLightfv(Gl.GL_LIGHT0, Gl.GL_POSITION, LightPos); // Set The Position For Light0
Gl.glEnable(Gl.GL_LIGHT0); // Enable Light 0
Gl.glEnable(Gl.GL_LIGHTING); // Enable Lighting
q = Glu.gluNewQuadric(); // Create A New Quadratic
Glu.gluQuadricNormals(q, Gl.GL_SMOOTH); // Generate Smooth Normals For The Quad
Glu.gluQuadricTexture(q, Gl.GL_TRUE); // Enable Texture Coords For The Quad
Gl.glTexGeni(Gl.GL_S, Gl.GL_TEXTURE_GEN_MODE, Gl.GL_SPHERE_MAP); // Set Up Sphere Mapping
Gl.glTexGeni(Gl.GL_T, Gl.GL_TEXTURE_GEN_MODE, Gl.GL_SPHERE_MAP); // Set Up Sphere Mapping
return true; // Initialization Went OK
}
#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 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[3]; // Create Storage Space For The Texture
textureImage[0] = LoadBMP("NeHe.Lesson26.EnvWall.bmp"); // Load The Floor Texture
textureImage[1] = LoadBMP("NeHe.Lesson26.Ball.bmp"); // Load the Light Texture
textureImage[2] = LoadBMP("NeHe.Lesson26.EnvRoll.bmp"); // Load the Wall Texture
// Check For Errors, If Bitmap's Not Found, Quit
if(textureImage[0] != null && textureImage[1] != null &&
textureImage[2] != null) {
status = true; // Set The Status To True
Gl.glGenTextures(3, texture); // Create Three Textures
for(int loop = 0; loop < textureImage.Length; loop++) { // Loop Through All 3 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_MIN_FILTER, Gl.GL_LINEAR);
Gl.glTexParameteri(Gl.GL_TEXTURE_2D, Gl.GL_TEXTURE_MAG_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 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 ProcessKeyboard()
/// <summary>
/// Prcess keyboard results.
/// </summary>
private static void ProcessKeyboard() {
if(keys[(int) Keys.Right]) {
yrotspeed += 0.08f; // Right Arrow Pressed (Increase yrotspeed)
}
if(keys[(int) Keys.Left]) {
yrotspeed -= 0.08f; // Left Arrow Pressed (Decrease yrotspeed)
}
if(keys[(int) Keys.Down]) {
xrotspeed += 0.08f; // Down Arrow Pressed (Increase xrotspeed)
}
if(keys[(int) Keys.Up]) {
xrotspeed -= 0.08f; // Up Arrow Pressed (Decrease xrotspeed)
}
if(keys[(int) Keys.A]) {
zoom += 0.05f; // 'A' Key Pressed ... Zoom In
}
if(keys[(int) Keys.Z]) {
zoom -= 0.05f; // 'Z' Key Pressed ... Zoom Out
}
if(keys[(int) Keys.PageUp]) {
height += 0.03f; // Page Up Key Pressed Move Ball Up
}
if(keys[(int) Keys.PageDown]) {
height -= 0.03f; // Page Down Key Pressed Move Ball Down
}
}
#endregion ProcessKeyboard()
#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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