#!/usr/bin/env ruby #/* # * Copyright (c) 1993-1997, Silicon Graphics, Inc. # * ALL RIGHTS RESERVED # * Permission to use, copy, modify, and distribute this software for # * any purpose and without fee is hereby granted, provided that the above # * copyright notice appear in all copies and that both the copyright notice # * and this permission notice appear in supporting documentation, and that # * the name of Silicon Graphics, Inc. not be used in advertising # * or publicity pertaining to distribution of the software without specific, # * written prior permission. # * # * THE MATERIAL EMBODIED ON THIS SOFTWARE IS PROVIDED TO YOU "AS-IS" # * AND WITHOUT WARRANTY OF ANY KIND, EXPRESS, IMPLIED OR OTHERWISE, # * INCLUDING WITHOUT LIMITATION, ANY WARRANTY OF MERCHANTABILITY OR # * FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL SILICON # * GRAPHICS, INC. BE LIABLE TO YOU OR ANYONE ELSE FOR ANY DIRECT, # * SPECIAL, INCIDENTAL, INDIRECT OR CONSEQUENTIAL DAMAGES OF ANY # * KIND, OR ANY DAMAGES WHATSOEVER, INCLUDING WITHOUT LIMITATION, # * LOSS OF PROFIT, LOSS OF USE, SAVINGS OR REVENUE, OR THE CLAIMS OF # * THIRD PARTIES, WHETHER OR NOT SILICON GRAPHICS, INC. HAS BEEN # * ADVISED OF THE POSSIBILITY OF SUCH LOSS, HOWEVER CAUSED AND ON # * ANY THEORY OF LIABILITY, ARISING OUT OF OR IN CONNECTION WITH THE # * POSSESSION, USE OR PERFORMANCE OF THIS SOFTWARE. # * # * US Government Users Restricted Rights # # * Use, duplication, or disclosure by the Government is subject to # * restrictions set forth in FAR 52.227.19(c)(2) or subparagraph # * (c)(1)(ii) of the Rights in Technical Data and Computer Software # * clause at DFARS 252.227-7013 and/or in similar or successor # * clauses in the FAR or the DOD or NASA FAR Supplement. # * Unpublished-- rights reserved under the copyright laws of the # * United States. Contractor/manufacturer is Silicon Graphics, # * Inc., 2011 N. Shoreline Blvd., Mountain View, CA 94039-7311. # * # * OpenGL(R) is a registered trademark of Silicon Graphics, Inc. # */ # #/* # This code was created by Jeff Molofee '99 # (ported to SDL by Sam Lantinga '2000) # # If you've found this code useful, please let me know. # # Visit me at www.demonews.com/hosted/nehe # ##################################################################### # Port of NeHe's OpenGL tutorials to Ruby (http://www.ruby-lang.org) # by Martin Stannard (martin@optushome.com.au) # # Requires the following Ruby libraries: # # opengl : http://www2.giganet.net/~yoshi/ # RUDL : http://froukepc.dhs.org/rudl/index.html # # lesson05.rbw : # # rotating, vertex coloured triangle and square # # */ require 'RUDL' include RUDL require "opengl" require 'glut' require "rational" include Constant # rotation angle for the triangle. rtri = 0.0 # rotation angle for the quadrilateral. rquad = 0.0 $ScreenWidth, $ScreenHeight = 640, 480 STDOUT.sync = TRUE # flush all output to screen immediately $d = DisplaySurface.new([640,480], OPENGL|DOUBLEBUF) #|FULLSCREEN) rot = 0.0 def init(w,h) GL.ClearColor(0.0, 0.0, 0.0, 0.0) GL.ClearDepth(1.0) GL.DepthFunc(GL::LESS) GL.Enable(GL::DEPTH_TEST) GL.ShadeModel(GL::SMOOTH) GL.MatrixMode(GL::PROJECTION) GL.LoadIdentity() GLU.Perspective(45.0, w.to_f/h.to_f, 0.1, 100.0) GL.MatrixMode(GL::MODELVIEW) GL.LoadIdentity() GLU.LookAt(0.0, 0.0, 5.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0) end display = Proc.new { GL.Clear(GL::COLOR_BUFFER_BIT | GL::DEPTH_BUFFER_BIT) # Clear The Screen And The Depth Buffer GL.Color(1.0, 1.0, 1.0) GL.LoadIdentity() GL.Translate(-1.5, 0.0, -6.0) # Move Left 1.5 Units And Into The Screen 6.0 GL.Rotate(rtri, 0.0, 1.0, 0.0) # Rotate The Pyramid On Y # draw a pyramid (in smooth coloring mode) GL.Begin(GL::POLYGON); # start drawing a pyramid # front face of pyramid GL.Color3f(1.0, 0.0, 0.0) # Set The Color To Red GL.Vertex3f(0.0, 1.0, 0.0) # Top of triangle (front) GL.Color3f(0.0, 1.0, 0.0) # Set The Color To Green GL.Vertex3f(-1.0, -1.0, 1.0) # left of triangle (front) GL.Color3f(0.0, 0.0, 1.0) # Set The Color To Blue GL.Vertex3f(1.0, -1.0, 1.0) # right of traingle (front) # right face of pyramid GL.Color3f(1.0, 0.0, 0.0) # Red GL.Vertex3f( 0.0, 1.0, 0.0) # Top Of Triangle (Right) GL.Color3f(0.0, 0.0, 1.0) # Blue GL.Vertex3f( 1.0, -1.0, 1.0) # Left Of Triangle (Right) GL.Color3f(0.0, 1.0, 0.0) # Green GL.Vertex3f( 1.0, -1.0, -1.0) # Right Of Triangle (Right) # back face of pyramid GL.Color3f(1.0, 0.0, 0.0) # Red GL.Vertex3f( 0.0, 1.0, 0.0) # Top Of Triangle (Back) GL.Color3f(0.0, 1.0, 0.0) # Green GL.Vertex3f( 1.0, -1.0, -1.0) # Left Of Triangle (Back) GL.Color3f(0.0, 0.0, 1.0) # Blue GL.Vertex3f(-1.0, -1.0, -1.0) # Right Of Triangle (Back) # left face of pyramid. GL.Color3f(1.0, 0.0, 0.0) # Red GL.Vertex3f( 0.0, 1.0, 0.0) # Top Of Triangle (Left) GL.Color3f(0.0, 0.0, 1.0) # Blue GL.Vertex3f(-1.0, -1.0, -1.0) # Left Of Triangle (Left) GL.Color3f(0.0, 1.0, 0.0) # Green GL.Vertex3f(-1.0, -1.0, 1.0) # Right Of Triangle (Left) GL.End(); # Done Drawing The Pyramid GL.LoadIdentity(); # make sure we're no longer rotated. GL.Translate(1.5, 0.0, -7.0) # Move Right 3 Units, and back into the screen 7 GL.Rotate(rquad, 1.0, 1.0, 1.0) # Rotate The Cube On X, Y, and Z # draw a cube (6 quadrilaterals) GL.Begin(GL::QUADS); # start drawing the cube. # top of cube GL.Color3f(0.0, 1.0, 0.0) # Set The Color To Blue GL.Vertex3f( 1.0, 1.0, -1.0) # Top Right Of The Quad (Top) GL.Vertex3f(-1.0, 1.0, -1.0) # Top Left Of The Quad (Top) GL.Vertex3f(-1.0, 1.0, 1.0) # Bottom Left Of The Quad (Top) GL.Vertex3f( 1.0, 1.0, 1.0) # Bottom Right Of The Quad (Top) # bottom of cube GL.Color3f(1.0, 0.5, 0.0) # Set The Color To Orange GL.Vertex3f( 1.0, -1.0, 1.0) # Top Right Of The Quad (Bottom) GL.Vertex3f(-1.0, -1.0, 1.0) # Top Left Of The Quad (Bottom) GL.Vertex3f(-1.0, -1.0, -1.0) # Bottom Left Of The Quad (Bottom) GL.Vertex3f( 1.0, -1.0, -1.0) # Bottom Right Of The Quad (Bottom) # front of cube GL.Color3f(1.0, 0.0, 0.0) # Set The Color To Red GL.Vertex3f( 1.0, 1.0, 1.0) # Top Right Of The Quad (Front) GL.Vertex3f(-1.0, 1.0, 1.0) # Top Left Of The Quad (Front) GL.Vertex3f(-1.0, -1.0, 1.0) # Bottom Left Of The Quad (Front) GL.Vertex3f( 1.0, -1.0, 1.0) # Bottom Right Of The Quad (Front) # back of cube. GL.Color3f(1.0, 1.0, 0.0) # Set The Color To Yellow GL.Vertex3f( 1.0, -1.0, -1.0) # Top Right Of The Quad (Back) GL.Vertex3f(-1.0, -1.0, -1.0) # Top Left Of The Quad (Back) GL.Vertex3f(-1.0, 1.0, -1.0) # Bottom Left Of The Quad (Back) GL.Vertex3f( 1.0, 1.0, -1.0) # Bottom Right Of The Quad (Back) # left of cube GL.Color3f(0.0, 0.0, 1.0) # Blue GL.Vertex3f(-1.0, 1.0, 1.0) # Top Right Of The Quad (Left) GL.Vertex3f(-1.0, 1.0, -1.0) # Top Left Of The Quad (Left) GL.Vertex3f(-1.0, -1.0, -1.0) # Bottom Left Of The Quad (Left) GL.Vertex3f(-1.0, -1.0, 1.0) # Bottom Right Of The Quad (Left) # Right of cube GL.Color3f(1.0, 0.0, 1.0) # Set The Color To Violet GL.Vertex3f( 1.0, 1.0, -1.0) # Top Right Of The Quad (Right) GL.Vertex3f( 1.0, 1.0, 1.0) # Top Left Of The Quad (Right) GL.Vertex3f( 1.0, -1.0, 1.0) # Bottom Left Of The Quad (Right) GL.Vertex3f( 1.0, -1.0, -1.0) # Bottom Right Of The Quad (Right) GL.End(); # Done Drawing The Cube GL.Rotate(rtri, 0.0, 1.0, 0.0) # Rotate The Triangle On The Y axis rtri = rtri + 1.0 # Increase The Rotation Variable For The Triangle rquad = rquad - 1.0 # Decrease The Rotation Variable For The Quad } reshape = Proc.new { |w, h| GL.Viewport(0, 0, w, h) GL.MatrixMode(GL::PROJECTION) GL.LoadIdentity() GLU.Perspective(60.0, w.to_f/h.to_f, 1.0, 20.0) GL.MatrixMode(GL::MODELVIEW) GL.LoadIdentity() GLU.LookAt(0.0, 0.0, 5.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0) } init($ScreenWidth, $ScreenHeight) Key.set_repeat(1,10) done=false while !done event=EventQueue.poll case event when QuitEvent done=true when KeyDownEvent case event.key when K_ESCAPE done=true end end reshape.call($ScreenWidth, $ScreenHeight) display.call $d.flip end