' Gambas module file 'tutorial based on tutorial from NeHe Productions site at http://nehe.gamedev.net/ 'visit the page for more info on OpenGL ' 'In this tutorial we add texture to the box ' Gambas module file Private screen As New Window(True) As "Screen" Private xrot As Float 'X Rotation( NEW ) Private yrot As Float 'Y Rotation( NEW ) Private zrot As Float 'Z Rotation( NEW ) Private textures As New Integer[1] Public Sub Main() With screen .Width = 640 .Height = 480 .Title = MMain.Title .Show() End With End Public Sub Screen_Open() Gl.ClearDepth(100.0) 'Enables Clearing Of The Depth Buffer gl.ClearColor(0.0, 0.0, 0.0, 0.0) 'This Will Clear The Background Color To Black gl.DepthFunc(gl.LESS) 'The Type Of Depth Test To Do gl.Enable(gl.DEPTH_TEST) 'Enables Depth Testing gl.ShadeModel(gl.SMOOTH) 'Enables Smooth Color Shading gl.MatrixMode(gl.PROJECTION) gl.LoadIdentity() 'Reset The Projection Matrix glu.Perspective(45.0, screen.Width / screen.Height, 0.1, 100.0) 'Calculate The Aspect Ratio Of The Window gl.MatrixMode(gl.MODELVIEW) init() End Public Sub Screen_resize() Gl.Viewport(0, 0, Screen.Width, Screen.Height) Gl.MatrixMode(Gl.PROJECTION) Gl.LoadIdentity() 'Reset The Projection Matrix glu.Perspective(45.0, screen.Width / screen.Height, 0.1, 100.0) 'Calculate The Aspect Ratio Of The Window Gl.MatrixMode(Gl.MODELVIEW) End Public Sub init() Dim logo As Image gl.Enable(gl.TEXTURE_2D) ' Enable Texture Mapping( NEW ) logo = Image.Load("NeHe.png") textures = Gl.GenTextures(1) Gl.BindTexture(Gl.TEXTURE_2D, textures[0]) Gl.TexImage2D(logo) Glu.Build2DMipmaps(logo) Gl.TexParameteri(Gl.TEXTURE_2D, Gl.TEXTURE_MIN_FILTER, Gl.LINEAR_MIPMAP_NEAREST) Gl.TexParameteri(Gl.TEXTURE_2D, Gl.TEXTURE_MAG_FILTER, Gl.LINEAR) gl.Enable(gl.TEXTURE_2D) ' Enable Texture Mapping( NEW ) gl.ShadeModel(gl.SMOOTH) ' Enable Smooth Shading gl.ClearColor(0.3, 0.0, 0.3, 0.5) ' Black Background gl.ClearDepth(1.0) ' Depth Buffer Setup gl.Enable(gl.DEPTH_TEST) ' Enables Depth Testing gl.DepthFunc(gl.LEQUAL) ' The Type OF Depth Testing TO DO gl.Hint(gl.PERSPECTIVE_CORRECTION_HINT, gl.NICEST) ' Really Nice Perspective Calculations End Public Sub Screen_draw() gl.Clear(gl.COLOR_BUFFER_BIT Or gl.DEPTH_BUFFER_BIT) ' Clear Screen AND Depth Buffer gl.LoadIdentity() ' Reset The Current Matrix gl.Translatef(0.0, 0.0, -5.0) ' MOVE Into The Screen 5 Units gl.Rotatef(xrot, 1.0, 0.0, 0.0) ' Rotate On The X Axis gl.Rotatef(yrot, 0.0, 1.0, 0.0) ' Rotate On The Y Axis gl.Rotatef(zrot, 0.0, 0.0, 1.0) ' Rotate On The Z Axis gl.BindTexture(gl.TEXTURE_2D, textures[0]) ' SELECT Our Texture Gl.Begin(Gl.QUADS) Gl.Colorf(1.0, 1.0, 1.0, 0.5) ' front face ' Bottom Left OF The Texture AND Quad Gl.TexCoordf(0.0, 1.0) Gl.Vertexf(-1.0, -1.0, 1.0) ' Bottom Right OF The Texture AND Quad Gl.TexCoordf(1.0, 1.0) Gl.Vertexf(1.0, -1.0, 1.0) ' Top Right OF The Texture AND Quad Gl.TexCoordf(1.0, 0.0) Gl.Vertexf(1.0, 1.0, 1.0) ' Top Left OF The Texture AND Quad Gl.TexCoordf(0.0, 0.0) Gl.Vertexf(-1.0, 1.0, 1.0) ' Back face ' Bottom Right OF The Texture AND Quad Gl.TexCoordf(1.0, 1.0) Gl.Vertexf(-1.0, -1.0, -1.0) ' Top Right OF The Texture AND Quad Gl.TexCoordf(1.0, 0.0) Gl.Vertexf(-1.0, 1.0, -1.0) ' Top Left OF The Texture AND Quad Gl.TexCoordf(0.0, 0.0) Gl.Vertexf(1.0, 1.0, -1.0) ' Bottom Left OF The Texture AND Quad Gl.TexCoordf(0.0, 1.0) Gl.Vertexf(1.0, -1.0, -1.0) ' Top face ' Top Left OF The Texture AND Quad Gl.TexCoordf(0.0, 0.0) Gl.Vertexf(-1.0, 1.0, -1.0) ' Bottom Left OF The Texture AND Quad Gl.TexCoordf(0.0, 1.0) Gl.Vertexf(-1.0, 1.0, 1.0) ' Bottom Right OF The Texture AND Quad Gl.TexCoordf(1.0, 1.0) Gl.Vertexf(1.0, 1.0, 1.0) ' Top Right OF The Texture AND Quad Gl.TexCoordf(1.0, 0.0) Gl.Vertexf(1.0, 1.0, -1.0) ' Bottom Face ' Top Right OF The Texture AND Quad Gl.TexCoordf(0.0, 1.0) Gl.Vertexf(-1.0, -1.0, -1.0) ' Top Left OF The Texture AND Quad Gl.TexCoordf(1.0, 1.0) Gl.Vertexf(1.0, -1.0, -1.0) ' Bottom Left OF The Texture AND Quad Gl.TexCoordf(1.0, 0.0) Gl.Vertexf(1.0, -1.0, 1.0) ' Bottom Right OF The Texture AND Quad Gl.TexCoordf(0.0, 0.0) Gl.Vertexf(-1.0, -1.0, 1.0) ' Right face ' Bottom Right OF The Texture AND Quad Gl.TexCoordf(1.0, 1.0) Gl.Vertexf(1.0, -1.0, -1.0) ' Top Right OF The Texture AND Quad Gl.TexCoordf(1.0, 0.0) Gl.Vertexf(1.0, 1.0, -1.0) ' Top Left OF The Texture AND Quad Gl.TexCoordf(0.0, 0.0) Gl.Vertexf(1.0, 1.0, 1.0) ' Bottom Left OF The Texture AND Quad Gl.TexCoordf(0.0, 1.0) Gl.Vertexf(1.0, -1.0, 1.0) ' Left face ' Bottom Left OF The Texture AND Quad Gl.TexCoordf(0.0, 1.0) Gl.Vertexf(-1.0, -1.0, -1.0) ' Bottom Right OF The Texture AND Quad Gl.TexCoordf(1.0, 1.0) Gl.Vertexf(-1.0, -1.0, 1.0) ' Top Right OF The Texture AND Quad Gl.TexCoordf(1.0, 0.0) Gl.Vertexf(-1.0, 1.0, 1.0) ' Top Left OF The Texture AND Quad Gl.TexCoordf(0.0, 0.0) Gl.Vertexf(-1.0, 1.0, -1.0) Gl.End() xrot += 0.09 ' X Axis Rotation yrot += 0.08 ' Y Axis Rotation zrot += 0.12 ' Z Axis Rotation End Public Sub Screen_keyPress() If (key.code = key.F1) Then screen.Fullscreen = Not screen.Fullscreen If (key.Code = key.Esc) Then Screen.Close() End