gambas-source-code/app/examples/OpenGL/NeHeTutorial/.src/Example16.module
Benoît Minisini 21e325b27a [EXAMPLES]
* NEW: Put the old examples in '/trunk/app/examples'.


git-svn-id: svn://localhost/gambas/trunk@6724 867c0c6c-44f3-4631-809d-bfa615b0a4ec
2014-12-11 23:49:07 +00:00

238 lines
7.7 KiB
Text

' Gambas module file
'tutorial based on tutorial from NeHe Productions site at http://nehe.gamedev.net/
'visit the page for more info on OpenGL
'
'We introduce fog effect in this tutorial. "f" key changes the density of the fog.
Private screen As New Window(True) As "Screen"
Private xrot As Float 'X Rotation( NEW )
Private yrot As Float 'Y Rotation( NEW )
Private xspeed As Float 'x rotation speed
Private yspeed As Float 'y rotation speed
Private textures As New Integer[3]
Private LightAmbient As Float[]
Private LightDiffuse As Float[]
Private LightPosition As Float[]
Private filter As Integer
Private light As Integer = 0
Private lp As Integer
Private fp As Integer
Private z As Float = -5.0
Private gp As Boolean
Private fogmode As New Float[3]
Private fogfilter As Integer = 0
Private fogcolor As Float[]
Public Sub Main()
With screen
.Width = 640
.Height = 480
.Title = MMain.Title
.Show()
End With
End
Public Sub Screen_Open()
fogMode = [0.15, 0.35, 0.5]
fogColor = [0.5, 0.5, 0.5, 1.0]
LightAmbient = [0.2, 0.2, 0.2, 1.0]
LightDiffuse = [1.0, 1.0, 1.0, 1.0]
LightPosition = [0.0, 0.0, 2.0, 1.0]
Gl.ClearDepth(100.0) 'Enables Clearing Of The Depth Buffer
gl.ClearColor(0.5, 0.5, 0.5, 1.0) 'This Will Clear The Background Color To Grey
gl.Fogi(gl.FOG_MODE, gl.EXP) 'Fog Mode
gl.Fogfv(gl.FOG_COLOR, fogColor) 'Set Fog Color
gl.Fogf(gl.FOG_DENSITY, fogmode[fogfilter]) 'How Dense Will The Fog Be
gl.Hint(gl.FOG_HINT, gl.DONT_CARE) 'Fog Hint Value
gl.Fogf(gl.FOG_START, 1.0) 'Fog Start Depth
gl.Fogf(gl.FOG_END, 5.0) 'Fog END Depth
gl.Enable(gl.FOG) 'Enables GL_FOG
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
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
Dim egs As Boolean
gl.Enable(gl.TEXTURE_2D) ' Enable Texture Mapping( NEW )
logo = Image.Load("crate.jpeg")
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(0.5, 0.5, 0.5, 1.0) ' Grey Background
gl.ClearDepth(2.0) ' Depth Buffer Setup
gl.Enable(gl.DEPTH_TEST) ' Enables Depth Testing
gl.DepthFunc(gl.LESS) ' The Type OF Depth Testing TO DO
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)
gl.Lightfv(gl.LIGHT1, gl.AMBIENT, LightAmbient) ' add lighting.(ambient)
gl.Lightfv(gl.LIGHT1, gl.DIFFUSE, LightDiffuse) ' add lighting.(diffuse).
gl.Lightfv(gl.LIGHT1, gl.POSITION, LightPosition) ' set light position.
gl.Enable(gl.LIGHT1)
'gl.Enable(gl.LIGHTING)
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, z) 'move z units out from the screen.
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.BindTexture(gl.TEXTURE_2D, textures[0]) ' SELECT Our Texture
Gl.Begin(Gl.QUADS)
gl.Normal3f(0.0, 0.0, 1.0)
' 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.Normal3f(0.0, 0.0, -1.0)
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.Normal3f(0.0, 1.0, 0.0)
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.Normal3f(0.0, -1.0, 0.0)
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.Normal3f(1.0, 0.0, 0.0)
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.Normal3f(-1.0, 0.0, 0.0)
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 += xspeed ' Add xspeed TO xrot
yrot += yspeed ' Add yspeed TO yrot
End
Public Sub Screen_keyPress()
If (key.code = key.F1) Then screen.Fullscreen = Not screen.Fullscreen
If (key.Code = key.Esc) Then Screen.Close()
If (key.text = "l" Or key.Text = "L") Then
If lp = 0 Then gl.Enable(gl.LIGHTing)
If lp = 1 Then gl.Disable(gl.LIGHTing)
lp = 1 - lp
Endif
If (key.text = "F" Or key.text = "f") Then
gp = True 'gp IS Set TO TRUE
fogfilter += 1 'Increase fogfilter By One
Print (Str$(fogfilter))
If (fogfilter > 2) Then fogfilter = 0 'Is fogfilter Greater Than 2? IF So, Set fogfilter to Zero
gl.Fogf(gl.FOG_DENSITY, fogmode[fogfilter]) 'Fog Mode
gp = False
Endif
If (key.code = key.PageUp) Then z -= 0.2 'MOVE the cube into the distance.
If (key.code = key.Pagedown) Then z += 0.2 'MOVE the cube closer.
If (key.code = key.UP) Then xspeed -= 0.01 'decrease x rotation speed;
If (key.code = key.DOWN) Then xspeed += 0.01 'increase x rotation speed;
If (key.code = key.LEFT) Then yspeed -= 0.01 'decrease y rotation speed;
If (key.code = key.RIGHT) Then yspeed += 0.01 'increase y rotation speed;
End