svn path=/trunk/tsunami-bindings/; revision=24894
This commit is contained in:
Vladimir Vukicevic 2004-04-01 02:12:14 +00:00
Родитель e7582b9904
Коммит 80615b5a38
1 изменённых файлов: 273 добавлений и 0 удалений

273
examples/sdlgears.cs Normal file
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namespace GLDemo {
using System;
using System.Runtime.InteropServices;
using Tsunami.Bindings;
using Tao.Sdl;
public class GearsDemo {
private static double rotx = 20.0; // View's X-Axis Rotation
private static double roty = 30.0; // View's Y-Axis Rotation
private static double rotz = 0.0; // View's Z-Axis Rotation
private static uint gear1; // Display List For Red Gear
private static uint gear2; // Display List For Green Gear
private static uint gear3; // Display List For Blue Gear
private static float rAngle = 0.0f; // Rotation Angle
private static float[] pos = {5.0f, 5.0f, 10.0f, 0.0f}; // Light Position
private static float[] red = {0.8f, 0.1f, 0.0f, 1.0f}; // Red Material
private static float[] green = {0.0f, 0.8f, 0.2f, 1.0f}; // Green Material
private static float[] blue = {0.2f, 0.2f, 1.0f, 1.0f}; // Blue Material
private static int time = Environment.TickCount;
private static int frame = 0;
public static int Main (string[] args)
{
if (Sdl.SDL_Init (Sdl.SDL_INIT_VIDEO | Sdl.SDL_INIT_TIMER | Sdl.SDL_INIT_NOPARACHUTE) == -1)
throw new InvalidOperationException();
Sdl.SDL_GL_SetAttribute (Sdl.SDL_GLattr.SDL_GL_RED_SIZE, 8);
Sdl.SDL_GL_SetAttribute (Sdl.SDL_GLattr.SDL_GL_GREEN_SIZE, 8);
Sdl.SDL_GL_SetAttribute (Sdl.SDL_GLattr.SDL_GL_BLUE_SIZE, 8);
Sdl.SDL_GL_SetAttribute (Sdl.SDL_GLattr.SDL_GL_DEPTH_SIZE, 16);
Sdl.SDL_GL_SetAttribute (Sdl.SDL_GLattr.SDL_GL_DOUBLEBUFFER, 0);
Sdl.SDL_ShowCursor (Sdl.SDL_ENABLE);
System.IntPtr win = Sdl.SDL_SetVideoMode (300, 300, 24, Sdl.SDL_HWSURFACE | Sdl.SDL_OPENGL);
if (win == IntPtr.Zero)
throw new InvalidOperationException();
MakeGears();
Gl.Enable(Gl.CULL_FACE);
Gl.Enable(Gl.LIGHTING);
Gl.Lightfv(Gl.LIGHT0, Gl.POSITION, pos);
Gl.Enable(Gl.LIGHT0);
Gl.Enable(Gl.DEPTH_TEST);
Gl.Enable(Gl.NORMALIZE);
MainLoop();
return 0;
}
public static void MainLoop() {
bool quitting = false;
Sdl.SDL_Event ev;
while (!quitting) {
while (Sdl.SDL_PollEvent (out ev) != 0) {
if (ev.type == Sdl.SDL_KEYDOWN &&
ev.key.keysym.sym == Sdl.SDLK_ESCAPE)
{
quitting = true;
}
}
mydisp ();
}
Sdl.SDL_Quit();
}
public static void mydisp ()
{
Gl.Clear(Gl.COLOR_BUFFER_BIT | Gl.DEPTH_BUFFER_BIT);
Gl.PushMatrix();
Gl.Rotated(rotx, 1.0, 0.0, 0.0); // Position The World
Gl.Rotated(roty, 0.0, 1.0, 0.0);
Gl.Rotated(rotz, 0.0, 0.0, 1.0);
Gl.PushMatrix();
Gl.Translated(-3.0, -2.0, 0.0); // Position The Red Gear
Gl.Rotatef(rAngle, 0.0f, 0.0f, 1.0f); // Rotate The Red Gear
Gl.Color3f(0.8f, 0.2f, 0.0f);
Gl.CallList(gear1); // Draw The Red Gear
Gl.PopMatrix();
Gl.PushMatrix();
Gl.Translated(3.1, -2.0, 0.0); // Position The Green Gear
Gl.Rotated(-2.0 * rAngle - 9.0, 0.0, 0.0, 1.0); // Rotate The Green Gear
Gl.Color3f(0.0f, 0.8f, 0.2f);
Gl.CallList(gear2); // Draw The Green Gear
Gl.PopMatrix();
Gl.PushMatrix();
Gl.Translated(-3.1, 4.2, 0.0); // Position The Blue Gear
Gl.Rotated(-2.0 * rAngle - 25.0, 0.0, 0.0, 1.0); // Rotate The Blue Gear
Gl.Color3f(0.2f, 0.2f, 1.0f);
Gl.CallList(gear3); // Draw The Blue Gear
Gl.PopMatrix();
Gl.PopMatrix();
rAngle += 0.2f; // Increase The Rotation
Sdl.SDL_GL_SwapBuffers ();
float tmp = (Environment.TickCount - time) / 1000.0f;
float fps = frame / tmp;
if (tmp >= 5) {
Console.Write("FPS: {0}\n", fps);
time = Environment.TickCount;
frame = 0;
}
frame++;
}
public static void reshape (int width, int height)
{
float h = (float) height / (float) width;
Gl.Viewport(0, 0, width, height);
Gl.MatrixMode(Gl.PROJECTION);
Gl.LoadIdentity();
Gl.Frustum(-1.0, 1.0, -h, h, 5.0, 60.0);
Gl.MatrixMode(Gl.MODELVIEW);
Gl.LoadIdentity();
Gl.Translatef(0.0f, 0.0f, -40.0f);
}
private static void MakeGear(double inner_radius, double outer_radius, double width, int teeth, double tooth_depth) {
int i;
double r0;
double r1;
double r2;
double angle;
double da;
double u;
double v;
double len;
r0 = inner_radius;
r1 = outer_radius - tooth_depth / 2.0;
r2 = outer_radius + tooth_depth / 2.0;
da = 2.0 * Math.PI / teeth / 4.0;
Gl.ShadeModel(Gl.FLAT);
Gl.Normal3d(0.0, 0.0, 1.0);
/* draw front face */
Gl.Begin(Gl.QUAD_STRIP);
for(i = 0; i <= teeth; i++) {
angle = i * 2.0 * Math.PI / teeth;
Gl.Vertex3d(r0 * Math.Cos(angle), r0 * Math.Sin(angle), width * 0.5);
Gl.Vertex3d(r1 * Math.Cos(angle), r1 * Math.Sin(angle), width * 0.5);
Gl.Vertex3d(r0 * Math.Cos(angle), r0 * Math.Sin(angle), width * 0.5);
Gl.Vertex3d(r1 * Math.Cos(angle + 3 * da), r1 * Math.Sin(angle + 3 * da), width * 0.5);
}
Gl.End();
/* draw front sides of teeth */
Gl.Begin(Gl.QUADS);
da = 2.0 * Math.PI / teeth / 4.0;
for(i = 0; i < teeth; i++) {
angle = i * 2.0 * Math.PI / teeth;
Gl.Vertex3d(r1 * Math.Cos(angle), r1 * Math.Sin(angle), width * 0.5);
Gl.Vertex3d(r2 * Math.Cos(angle + da), r2 * Math.Sin(angle + da), width * 0.5);
Gl.Vertex3d(r2 * Math.Cos(angle + 2 * da), r2 * Math.Sin(angle + 2 * da), width * 0.5);
Gl.Vertex3d(r1 * Math.Cos(angle + 3 * da), r1 *Math.Sin(angle + 3 * da), width * 0.5);
}
Gl.End();
Gl.Normal3d(0.0, 0.0, -1.0);
/* draw back face */
Gl.Begin(Gl.QUAD_STRIP);
for(i = 0; i <= teeth; i++) {
angle = i * 2.0 * Math.PI / teeth;
Gl.Vertex3d(r1 * Math.Cos(angle), r1 * Math.Sin(angle), -width * 0.5);
Gl.Vertex3d(r0 * Math.Cos(angle), r0 * Math.Sin(angle), -width * 0.5);
Gl.Vertex3d(r1 * Math.Cos(angle + 3 * da), r1 * Math.Sin(angle + 3 * da), -width * 0.5);
Gl.Vertex3d(r0 * Math.Cos(angle), r0 * Math.Sin(angle), -width * 0.5);
}
Gl.End();
/* draw back sides of teeth */
Gl.Begin(Gl.QUADS);
da = 2.0 * Math.PI / teeth / 4.0;
for(i = 0; i < teeth; i++) {
angle = i * 2.0 * Math.PI / teeth;
Gl.Vertex3d(r1 * Math.Cos(angle + 3 * da), r1 * Math.Sin(angle + 3 * da), -width * 0.5);
Gl.Vertex3d(r2 * Math.Cos(angle + 2 * da), r2 * Math.Sin(angle + 2 * da), -width * 0.5);
Gl.Vertex3d(r2 * Math.Cos(angle + da), r2 * Math.Sin(angle + da), -width * 0.5);
Gl.Vertex3d(r1 * Math.Cos(angle), r1 * Math.Sin(angle), -width * 0.5);
}
Gl.End();
/* draw outward faces of teeth */
Gl.Begin(Gl.QUAD_STRIP);
for(i = 0; i < teeth; i++) {
angle = i * 2.0 * Math.PI / teeth;
Gl.Vertex3d(r1 * Math.Cos(angle), r1 * Math.Sin(angle), width * 0.5);
Gl.Vertex3d(r1 * Math.Cos(angle), r1 * Math.Sin(angle), -width * 0.5);
u = r2 * Math.Cos(angle + da) - r1 * Math.Cos(angle);
v = r2 * Math.Sin(angle + da) - r1 * Math.Sin(angle);
len = Math.Sqrt(u * u + v * v);
u /= len;
v /= len;
Gl.Normal3d(v, -u, 0.0);
Gl.Vertex3d(r2 * Math.Cos(angle + da), r2 * Math.Sin(angle + da), width * 0.5);
Gl.Vertex3d(r2 * Math.Cos(angle + da), r2 * Math.Sin(angle + da), -width * 0.5);
Gl.Normal3d(Math.Cos(angle), Math.Sin(angle), 0.0);
Gl.Vertex3d(r2 * Math.Cos(angle + 2 * da), r2 * Math.Sin(angle + 2 * da), width * 0.5);
Gl.Vertex3d(r2 * Math.Cos(angle + 2 * da), r2 * Math.Sin(angle + 2 * da), -width * 0.5);
u = r1 * Math.Cos(angle + 3 * da) - r2 * Math.Cos(angle + 2 * da);
v = r1 * Math.Sin(angle + 3 * da) - r2 * Math.Sin(angle + 2 * da);
Gl.Normal3d(v, -u, 0.0);
Gl.Vertex3d(r1 * Math.Cos(angle + 3 * da), r1 * Math.Sin(angle + 3 * da), width * 0.5);
Gl.Vertex3d(r1 * Math.Cos(angle + 3 * da), r1 * Math.Sin(angle + 3 * da), -width * 0.5);
Gl.Normal3d(Math.Cos(angle), Math.Sin(angle), 0.0);
}
Gl.Vertex3d(r1 * Math.Cos(0), r1 * Math.Sin(0), width * 0.5);
Gl.Vertex3d(r1 * Math.Cos(0), r1 * Math.Sin(0), -width * 0.5);
Gl.End();
Gl.ShadeModel(Gl.SMOOTH);
/* draw inside radius cylinder */
Gl.Begin(Gl.QUAD_STRIP);
for(i = 0; i <= teeth; i++) {
angle = i * 2.0 * Math.PI / teeth;
Gl.Normal3d(-Math.Cos(angle), -Math.Sin(angle), 0.0);
Gl.Vertex3d(r0 * Math.Cos(angle), r0 * Math.Sin(angle), -width * 0.5);
Gl.Vertex3d(r0 * Math.Cos(angle), r0 * Math.Sin(angle), width * 0.5);
}
Gl.End();
}
private static void MakeGears() {
// Make The Gears
gear1 = Gl.GenLists(1); // Generate A Display List For The Red Gear
Gl.NewList(gear1, Gl.COMPILE); // Create The Display List
Gl.Materialfv(Gl.FRONT, Gl.AMBIENT_AND_DIFFUSE, red); // Create A Red Material
Gl.Color3f(0.8f, 0.2f, 0.0f);
MakeGear(1.0, 4.0, 1.0, 20, 0.7); // Make The Gear
Gl.EndList(); // Done Building The Red Gear's Display List
gear2 = Gl.GenLists(1); // Generate A Display List For The Green Gear
Gl.NewList(gear2, Gl.COMPILE); // Create The Display List
Gl.Materialfv(Gl.FRONT, Gl.AMBIENT_AND_DIFFUSE, green); // Create A Green Material
Gl.Color3f(0.0f, 0.8f, 0.2f);
MakeGear(0.5, 2.0, 2.0, 10, 0.7); // Make The Gear
Gl.EndList(); // Done Building The Green Gear's Display List
gear3 = Gl.GenLists(1); // Generate A Display List For The Blue Gear
Gl.NewList(gear3, Gl.COMPILE); // Create The Display List
Gl.Materialfv(Gl.FRONT, Gl.AMBIENT_AND_DIFFUSE, blue); // Create A Blue Material
Gl.Color3f(0.2f, 0.2f, 1.0f);
MakeGear(1.3, 2.0, 0.5, 10, 0.7); // Make The Gear
Gl.EndList(); // Done Building The Blue Gear's Display List
}
}
}