#!/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 # * Unpublished-- rights reserved under the copyright laws of the # * United States.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 # # lesson07.rbw : # # lit rotating textured cube with switchable texture mapping and lighting # # */ require 'RUDL' include RUDL require "opengl" require 'glut' require "rational" include Constant $Textures = [] xspeed = 0.0 yspeed = 0.0 z = -5.0 # depth into the screen. # white ambient light at half intensity (rgba) $LightAmbient = [0.5, 0.5, 0.5, 1.0] # super bright, full intensity diffuse light. $LightDiffuse = [1.0, 1.0, 1.0, 1.0] # position of light (x, y, z, (position of light)) $LightPosition = [0.0, 0.0, 2.0] # rotation angles xrot, yrot = 0.0, 0.0 $Filter = 0 ScreenWidth, ScreenHeight = 640, 480 STDOUT.sync = TRUE # flush all output to screen immediately $d = DisplaySurface.new([ScreenWidth, ScreenHeight], OPENGL|DOUBLEBUF) #|FULLSCREEN) # Load Bitmaps And Convert To Textures def loadGLTextures # Load Texture raw_image = Surface.load_new("Data07/crate.bmp") if (raw_image.nil?) SDL_Quit exit (1) end # convert bmp from RGB to RGB - no RGB mask on Windows image = Surface.new(raw_image.size, SWSURFACE, 24, [0x000000FF, 0x0000FF00, 0x00FF0000, 0]) image.blit(raw_image, [0,0]) # Create Texture $Textures = GL.GenTextures(3); # texture 1 (poor quality scaling) GL.BindTexture(GL::TEXTURE_2D, $Textures[0]); GL.TexParameteri(GL::TEXTURE_2D, GL::TEXTURE_MAG_FILTER, GL::NEAREST); GL.TexParameteri(GL::TEXTURE_2D, GL::TEXTURE_MIN_FILTER, GL::NEAREST); GL.TexImage2D(GL::TEXTURE_2D, 0, 3, image.w, image.h, 0, GL::RGB, GL::UNSIGNED_BYTE, image.pixels) # texture 2 (linear scaling) GL.BindTexture(GL::TEXTURE_2D, $Textures[1]); GL.TexParameteri(GL::TEXTURE_2D, GL::TEXTURE_MAG_FILTER, GL::LINEAR); GL.TexParameteri(GL::TEXTURE_2D, GL::TEXTURE_MIN_FILTER, GL::LINEAR); GL.TexImage2D(GL::TEXTURE_2D, 0, 3, image.w, image.h, 0, GL::RGB, GL::UNSIGNED_BYTE, image.pixels) # texture 3 (mipmapped scaling) GL.BindTexture(GL::TEXTURE_2D, $Textures[2]); GL.TexParameteri(GL::TEXTURE_2D, GL::TEXTURE_MAG_FILTER, GL::LINEAR); GL.TexParameteri(GL::TEXTURE_2D, GL::TEXTURE_MIN_FILTER, GL::LINEAR_MIPMAP_NEAREST); GL.TexImage2D(GL::TEXTURE_2D, 0, 3, image.w, image.h, 0, GL::RGB, GL::UNSIGNED_BYTE, image.pixels) # 2d texture, 3 colors, width, height, RGB in that order, byte data, and the data. GLU.Build2DMipmaps(GL::TEXTURE_2D, 3, image.w, image.h, GL::RGB, GL::UNSIGNED_BYTE, image.pixels); end def init(w,h) loadGLTextures 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) # set up light number 0. GL.Light(GL::LIGHT0, GL::AMBIENT, $LightAmbient) # add lighting. (ambient) GL.Light(GL::LIGHT0, GL::DIFFUSE, $LightDiffuse) # add lighting. (diffuse). GL.Light(GL::LIGHT0, GL::POSITION, $LightPosition) # set light position. GL.Enable(GL::LIGHT0) # turn light 1 on. GL.Enable(GL::LIGHTING) end display = Proc.new { GL.Clear(GL::COLOR_BUFFER_BIT | GL::DEPTH_BUFFER_BIT) # Clear The Screen And The Depth Buffer GL.Enable(GL::TEXTURE_2D); GL.BindTexture(GL::TEXTURE_2D, $Textures[$Filter]); GL.LoadIdentity(); # make sure we're no longer rotated. GL.Translate(0.0, 0.0, z) # Move Right 3 Units, and back into the screen 7 GL.Rotate(xrot, 1.0, 0.0, 0.0) # Rotate The Cube On X, Y, and Z GL.Rotate(yrot, 0.0, 1.0, 0.0) # 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.Normal( 0.0, 1.0, 0.0); # front face points out of the screen on z. GL.TexCoord(0.0, 1.0); GL.Vertex3f( 1.0, 1.0, -1.0) # Top Right Of The Quad (Top) GL.TexCoord(1.0, 1.0); GL.Vertex3f(-1.0, 1.0, -1.0) # Top Left Of The Quad (Top) GL.TexCoord(1.0, 0.0); GL.Vertex3f(-1.0, 1.0, 1.0) # Bottom Left Of The Quad (Top) GL.TexCoord(0.0, 0.0); GL.Vertex3f( 1.0, 1.0, 1.0) # Bottom Right Of The Quad (Top) # bottom of cube GL.Normal( 0.0, -1.0, 0.0); # front face points out of the screen on z. GL.TexCoord(0.0, 1.0); GL.Vertex3f( 1.0, -1.0, 1.0) # Top Right Of The Quad (Bottom) GL.TexCoord(1.0, 1.0); GL.Vertex3f(-1.0, -1.0, 1.0) # Top Left Of The Quad (Bottom) GL.TexCoord(1.0, 0.0); GL.Vertex3f(-1.0, -1.0, -1.0) # Bottom Left Of The Quad (Bottom) GL.TexCoord(0.0, 0.0); GL.Vertex3f( 1.0, -1.0, -1.0) # Bottom Right Of The Quad (Bottom) # front of cube GL.Normal( 0.0, 0.0, 1.0); # front face points out of the screen on z. GL.TexCoord(0.0, 1.0); GL.Vertex3f( 1.0, 1.0, 1.0) # Top Right Of The Quad (Front) GL.TexCoord(1.0, 1.0); GL.Vertex3f(-1.0, 1.0, 1.0) # Top Left Of The Quad (Front) GL.TexCoord(1.0, 0.0); GL.Vertex3f(-1.0, -1.0, 1.0) # Bottom Left Of The Quad (Front) GL.TexCoord(0.0, 0.0); GL.Vertex3f( 1.0, -1.0, 1.0) # Bottom Right Of The Quad (Front) # back of cube. GL.Normal( 0.0, 0.0, -1.0); # front face points out of the screen on z. GL.TexCoord(0.0, 1.0); GL.Vertex3f( 1.0, -1.0, -1.0) # Top Right Of The Quad (Back) GL.TexCoord(1.0, 1.0); GL.Vertex3f(-1.0, -1.0, -1.0) # Top Left Of The Quad (Back) GL.TexCoord(1.0, 0.0); GL.Vertex3f(-1.0, 1.0, -1.0) # Bottom Left Of The Quad (Back) GL.TexCoord(0.0, 0.0); GL.Vertex3f( 1.0, 1.0, -1.0) # Bottom Right Of The Quad (Back) # left of cube GL.Normal( -1.0, 0.0, 0.0); # front face points out of the screen on z. GL.TexCoord(0.0, 1.0); GL.Vertex3f(-1.0, 1.0, 1.0) # Top Right Of The Quad (Left) GL.TexCoord(1.0, 1.0); GL.Vertex3f(-1.0, 1.0, -1.0) # Top Left Of The Quad (Left) GL.TexCoord(1.0, 0.0); GL.Vertex3f(-1.0, -1.0, -1.0) # Bottom Left Of The Quad (Left) GL.TexCoord(0.0, 0.0); GL.Vertex3f(-1.0, -1.0, 1.0) # Bottom Right Of The Quad (Left) # Right of cube GL.Normal( 1.0, 0.0, 0.0); # front face points out of the screen on z. GL.TexCoord(0.0, 1.0); GL.Vertex3f( 1.0, 1.0, -1.0) # Top Right Of The Quad (Right) GL.TexCoord(1.0, 1.0); GL.Vertex3f( 1.0, 1.0, 1.0) # Top Left Of The Quad (Right) GL.TexCoord(1.0, 0.0); GL.Vertex3f( 1.0, -1.0, 1.0) # Bottom Left Of The Quad (Right) GL.TexCoord(0.0, 0.0); GL.Vertex3f( 1.0, -1.0, -1.0) # Bottom Right Of The Quad (Right) GL.End(); GL.Disable(GL::TEXTURE_2D); xrot += xspeed yrot += yspeed } 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(0,0) $Light = true keydown = false done=false while !done event=EventQueue.poll case event # when MouseButtonDownEvent # restart when QuitEvent done = true when KeyDownEvent #keydown = true if event.key == K_ESCAPE done = false end if event.key == K_l $Light = !$Light # switch the current value of light, between 0 and 1. puts "Light is now #{$Light}" if $Light == false GL.Disable(GL::LIGHTING) else GL.Enable(GL::LIGHTING) end end if event.key == K_f $Filter += 1 $Filter = 0 if $Filter > 2 puts "Filter is now #{$Filter}" end exit if event.key == K_ESCAPE end if Key.pressed?.size > 1 # [300][true] ???? z -= 0.005 if Key.pressed?[K_PAGEUP] z += 0.005 if Key.pressed?[K_PAGEDOWN] xspeed -= 0.004 if Key.pressed?[K_UP] xspeed += 0.004 if Key.pressed?[K_DOWN] yspeed -= 0.004 if Key.pressed?[K_LEFT] yspeed += 0.004 if Key.pressed?[K_RIGHT] end reshape.call(ScreenWidth, ScreenHeight) display.call $d.flip end