#!/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 # * Unpublished-- rights reserved under the copyright laws of the # * United States.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 # # lesson12.rbw : # # display lists # # */ require 'RUDL' include RUDL require "opengl" require 'glut' require "rational" include Constant class Star attr_accessor :dist, :angle, :r, :g, :b, :index def initialize(anIndex, aDist) @dist = aDist @index = anIndex @angle = 0.0 @r = rand(256) @g = rand(256) @b = rand(256) end end $StarNum = 50 $Stars = [] $Textures = [] tilt = 90.0 # tilt the view z = -10.0 # depth into the screen. spin = 15.0 # 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, 4.0] # rotation angles xrot, yrot = 0.0, 0.0 # $TopColor = [0.5, 0.5, 0.5] $CubeColor = [0.5, 0.5, 0.5] boxcol = [[1.0,0.0,0.0],[1.0,0.5,0.0],[1.0,1.0,0.0],[0.0,1.0,0.0],[0.0,1.0,1.0]] topcol = [[0.5,0.0,0.0],[0.5,0.25,0.0],[0.5,0.5,0.0],[0.0,0.5,0.0],[0.0,0.5,0.5]] $Filter = 0 $ScreenWidth, $ScreenHeight = 640, 480 STDOUT.sync = TRUE # flush all output to screen immediately $d = DisplaySurface.new([$ScreenWidth, $ScreenHeight], OPENGL|DOUBLEBUF) #|FULLSCREEN) # Build Cube Display List def buildList $Cube= GL.GenLists(6); puts "buildList $Cube [#$Cube]" GL.NewList($Cube,GL::COMPILE); GL.Begin(GL::QUADS); # Bottom Face GL.Normal( 0.0,-1.0, 0.0); GL.TexCoord(1.0, 1.0); GL.Vertex3f(-1.0, -1.0, -1.0); GL.TexCoord(0.0, 1.0); GL.Vertex3f( 1.0, -1.0, -1.0); GL.TexCoord(0.0, 0.0); GL.Vertex3f( 1.0, -1.0, 1.0); GL.TexCoord(1.0, 0.0); GL.Vertex3f(-1.0, -1.0, 1.0); # Front Face GL.Normal( 0.0, 0.0, 1.0); GL.TexCoord(0.0, 0.0); GL.Vertex3f(-1.0, -1.0, 1.0); GL.TexCoord(1.0, 0.0); GL.Vertex3f( 1.0, -1.0, 1.0); GL.TexCoord(1.0, 1.0); GL.Vertex3f( 1.0, 1.0, 1.0); GL.TexCoord(0.0, 1.0); GL.Vertex3f(-1.0, 1.0, 1.0); # Back Face GL.Normal( 0.0, 0.0,-1.0); GL.TexCoord(1.0, 0.0); GL.Vertex3f(-1.0, -1.0, -1.0); GL.TexCoord(1.0, 1.0); GL.Vertex3f(-1.0, 1.0, -1.0); GL.TexCoord(0.0, 1.0); GL.Vertex3f( 1.0, 1.0, -1.0); GL.TexCoord(0.0, 0.0); GL.Vertex3f( 1.0, -1.0, -1.0); # Right face GL.Normal( 1.0, 0.0, 0.0); GL.TexCoord(1.0, 0.0); GL.Vertex3f( 1.0, -1.0, -1.0); GL.TexCoord(1.0, 1.0); GL.Vertex3f( 1.0, 1.0, -1.0); GL.TexCoord(0.0, 1.0); GL.Vertex3f( 1.0, 1.0, 1.0); GL.TexCoord(0.0, 0.0); GL.Vertex3f( 1.0, -1.0, 1.0); # Left Face GL.Normal(-1.0, 0.0, 0.0); GL.TexCoord(0.0, 0.0); GL.Vertex3f(-1.0, -1.0, -1.0); GL.TexCoord(1.0, 0.0); GL.Vertex3f(-1.0, -1.0, 1.0); GL.TexCoord(1.0, 1.0); GL.Vertex3f(-1.0, 1.0, 1.0); GL.TexCoord(0.0, 1.0); GL.Vertex3f(-1.0, 1.0, -1.0); GL.End(); GL.EndList(); $Top = $Cube + 1; GL.NewList($Top,GL::COMPILE); GL.Begin(GL::QUADS); # Top Face GL.Normal( 0.0, 1.0, 0.0); GL.TexCoord(0.0, 1.0); GL.Vertex3f(-1.0, 1.0, -1.0); GL.TexCoord(0.0, 0.0); GL.Vertex3f(-1.0, 1.0, 1.0); GL.TexCoord(1.0, 0.0); GL.Vertex3f( 1.0, 1.0, 1.0); GL.TexCoord(1.0, 1.0); GL.Vertex3f( 1.0, 1.0, -1.0); GL.End(); GL.EndList(); end # Load Bitmaps And Convert To Textures def loadGLTextures # Load Texture raw_image = Surface.load_new("Data12/cube.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]) image = Surface.load_new("Data12/cube.bmp") # Create Texture $Textures = GL.GenTextures(1); # texture 0 (linear scaling) GL.BindTexture(GL::TEXTURE_2D, $Textures[0]); 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) GL.Enable(GL::TEXTURE_2D); end def init(w,h) loadGLTextures buildList 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) GL.Enable(GL::COLOR_MATERIAL); end display = Proc.new { GL.Clear(GL::COLOR_BUFFER_BIT | GL::DEPTH_BUFFER_BIT) # Clear The Screen And The Depth Buffer GL.BindTexture(GL::TEXTURE_2D, $Textures[0]); 6.times do |y| y.times do |x| GL.LoadIdentity() GL.Translate(1.4+(x*2.8)-(y)*1.4,((6.0-y)*2.4)-7.0,-15.0) GL.Rotate(45.0-(2.0*y)+xrot, 1.0, 0.0, 0.0) GL.Rotate(45.0 + yrot, 0.0, 1.0 ,0.0) GL.Color3f(0.5, (1.0 / 6.0) * y, (1.0 / 6.0) * y) GL.Color3f(*boxcol[y-1]) GL.CallList($Cube); GL.Color3f(*topcol[y-1]) GL.CallList($Top); end end } reshape = Proc.new { |w, h| GL.Viewport(0, 0, w, h) GL.MatrixMode(GL::PROJECTION) GL.LoadIdentity() GLU.Perspective(60.0, w.to_f/h.to_f, 1.0, 20.0) GL.MatrixMode(GL::MODELVIEW) GL.LoadIdentity() GLU.LookAt(0.0, 0.0, 5.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0) } init($ScreenWidth, $ScreenHeight) Key.set_repeat(0, 0) $Light = true $Twinkle = true keydown = false done=false time = 0.0 while !done time += 0.01 $TopColor = [(Math.sin(time) + 1.0) / 2.0, (Math.sin(time + 0.5) + 1.0) / 2.0, 0.5 + (Math.sin(time + 1.2) + 1.0) / 4.0] $CubeColor = [0.5 + (Math.cos(time * 0.7) + 1.0) / 4.0, 0.5 + (Math.cos(time * 1.8 + 0.5) + 1.0) / 4.0, (Math.sin(time * 3.6 + 1.2) + 1.0) / 2.0] event=EventQueue.poll case event # when MouseButtonDownEvent # restart when QuitEvent done = true when KeyDownEvent 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 $Light == false GL.Disable(GL::LIGHTING) else GL.Enable(GL::LIGHTING) end end exit if event.key == K_ESCAPE end xrot -= 0.8 if Key.pressed?[K_UP] xrot += 0.8 if Key.pressed?[K_DOWN] yrot -= 0.8 if Key.pressed?[K_LEFT] yrot += 0.8 if Key.pressed?[K_RIGHT] reshape.call($ScreenWidth, $ScreenHeight) display.call $d.flip end