c6a9cd69c2
* NEW: Add examples again. I hope correctly this time. git-svn-id: svn://localhost/gambas/trunk@6726 867c0c6c-44f3-4631-809d-bfa615b0a4ec
232 lines
7.3 KiB
Text
232 lines
7.3 KiB
Text
' Gambas module file
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'tutorial based on tutorial from NeHe Productions site at http://nehe.gamedev.net/
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'visit the page for more info on OpenGL
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'
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'In this tutorial we add transparency to our texture with "b" or "B" key.
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' Gambas module file
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Private screen As New Window(True) As "Screen"
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Private xrot As Float 'X Rotation( NEW )
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Private yrot As Float 'Y Rotation( NEW )
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Private xspeed As Float 'x rotation speed
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Private yspeed As Float 'y rotation speed
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Private textures As New Integer[3]
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Private LightAmbient As Float[]
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Private LightDiffuse As Float[]
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Private LightPosition As Float[]
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Private filter As Integer
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Private light As Integer = 0
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Private lp As Integer
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Private fp As Integer
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Private bp As Integer
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Private z As Float = -5.0
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Public Sub Main()
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With screen
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.Width = 640
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.Height = 480
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.Title = MMain.Title
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.Show()
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End With
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End
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Public Sub Screen_Open()
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LightAmbient = [0.2, 0.2, 0.2, 1.0]
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LightDiffuse = [1.0, 1.0, 1.0, 1.0]
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LightPosition = [0.0, 0.0, 2.0, 1.0]
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Gl.ClearDepth(100.0) 'Enables Clearing Of The Depth Buffer
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gl.ClearColor(0.0, 0.0, 0.0, 0.0) 'This Will Clear The Background Color To Black
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gl.DepthFunc(gl.LESS) 'The Type Of Depth Test To Do
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gl.Enable(gl.DEPTH_TEST) 'Enables Depth Testing
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gl.ShadeModel(gl.SMOOTH) 'Enables Smooth Color Shading
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init()
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End
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Public Sub Screen_resize()
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gl.ClearColor(0.5, 0.5, 0.5, 0.5)
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gl.Clear(gl.COLOR_BUFFER_BIT)
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Gl.Viewport(0, 0, Screen.Width, Screen.Height)
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Gl.MatrixMode(Gl.PROJECTION)
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Gl.LoadIdentity() 'Reset The Projection Matrix
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glu.Perspective(45.0, screen.Width / screen.Height, 0.1, 100.0) 'Calculate The Aspect Ratio Of The Window
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Gl.MatrixMode(Gl.MODELVIEW)
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End
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Public Sub init()
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Dim logo As Image
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Dim egs As Boolean
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gl.Enable(gl.TEXTURE_2D) ' Enable Texture Mapping( NEW )
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logo = Image.Load("glass.png")
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textures = Gl.GenTextures(1)
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Gl.BindTexture(Gl.TEXTURE_2D, textures[0])
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Gl.TexImage2D(logo)
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Glu.Build2DMipmaps(logo)
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Gl.TexParameteri(Gl.TEXTURE_2D, Gl.TEXTURE_MIN_FILTER, Gl.LINEAR_MIPMAP_NEAREST)
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Gl.TexParameteri(Gl.TEXTURE_2D, Gl.TEXTURE_MAG_FILTER, Gl.LINEAR)
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gl.Enable(gl.TEXTURE_2D) ' Enable Texture Mapping( NEW )
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gl.ShadeModel(gl.SMOOTH) ' Enable Smooth Shading
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gl.ClearColor(0.0, 0.0, 0.0, 0.0) ' Black Background
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gl.ClearDepth(1.0) ' Depth Buffer Setup
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gl.Enable(gl.DEPTH_TEST) ' Enables Depth Testing
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gl.DepthFunc(gl.LESS) ' The Type OF Depth Testing TO DO
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gl.MatrixMode(gl.PROJECTION)
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gl.LoadIdentity() 'Reset The Projection Matrix
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glu.Perspective(45.0, screen.Width / screen.Height, 0.1, 100.0) 'Calculate The Aspect Ratio Of The Window
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gl.MatrixMode(gl.MODELVIEW)
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gl.Lightfv(gl.LIGHT0, gl.AMBIENT, LightAmbient) ' add lighting.(ambient)
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gl.Lightfv(gl.LIGHT0, gl.DIFFUSE, LightDiffuse) ' add lighting.(diffuse).
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gl.Lightfv(gl.LIGHT0, gl.POSITION, LightPosition) ' set light position.
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gl.Enable(gl.LIGHT0)
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gl.Enable(gl.LIGHTING)
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gl.blendfunc(gl.SRC_ALPHA, gl.ONE) ' Set The Blending FUNCTION For Translucency
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gl.Color4f(1.0, 1.0, 1.0, 0.5)
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End
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Public Sub Screen_draw()
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gl.Clear(gl.COLOR_BUFFER_BIT Or gl.DEPTH_BUFFER_BIT) ' Clear Screen AND Depth Buffer
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gl.LoadIdentity() ' Reset The Current Matrix
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gl.Translatef(0.0, 0.0, z) 'move z units out from the screen.
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gl.Rotatef(xrot, 1.0, 0.0, 0.0) ' Rotate On The X Axis
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gl.Rotatef(yrot, 0.0, 1.0, 0.0) ' Rotate On The Y Axis
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gl.BindTexture(gl.TEXTURE_2D, textures[0]) ' SELECT Our Texture
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Gl.Begin(Gl.QUADS)
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gl.Normal3f(0.0, 0.0, 1.0)
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' front face
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' Bottom Left OF The Texture AND Quad
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Gl.TexCoordf(0.0, 1.0)
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Gl.Vertexf(-1.0, -1.0, 1.0)
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' Bottom Right OF The Texture AND Quad
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Gl.TexCoordf(1.0, 1.0)
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Gl.Vertexf(1.0, -1.0, 1.0)
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' Top Right OF The Texture AND Quad
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Gl.TexCoordf(1.0, 0.0)
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Gl.Vertexf(1.0, 1.0, 1.0)
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' Top Left OF The Texture AND Quad
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Gl.TexCoordf(0.0, 0.0)
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Gl.Vertexf(-1.0, 1.0, 1.0)
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' Back face
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' Bottom Right OF The Texture AND Quad
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gl.Normal3f(0.0, 0.0, -1.0)
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Gl.TexCoordf(1.0, 1.0)
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Gl.Vertexf(-1.0, -1.0, -1.0)
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' Top Right OF The Texture AND Quad
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Gl.TexCoordf(1.0, 0.0)
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Gl.Vertexf(-1.0, 1.0, -1.0)
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' Top Left OF The Texture AND Quad
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Gl.TexCoordf(0.0, 0.0)
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Gl.Vertexf(1.0, 1.0, -1.0)
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' Bottom Left OF The Texture AND Quad
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Gl.TexCoordf(0.0, 1.0)
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Gl.Vertexf(1.0, -1.0, -1.0)
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' Top face
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' Top Left OF The Texture AND Quad
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gl.Normal3f(0.0, 1.0, 0.0)
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Gl.TexCoordf(0.0, 0.0)
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Gl.Vertexf(-1.0, 1.0, -1.0)
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' Bottom Left OF The Texture AND Quad
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Gl.TexCoordf(0.0, 1.0)
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Gl.Vertexf(-1.0, 1.0, 1.0)
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' Bottom Right OF The Texture AND Quad
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Gl.TexCoordf(1.0, 1.0)
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Gl.Vertexf(1.0, 1.0, 1.0)
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' Top Right OF The Texture AND Quad
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Gl.TexCoordf(1.0, 0.0)
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Gl.Vertexf(1.0, 1.0, -1.0)
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' Bottom Face
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' Top Right OF The Texture AND Quad
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gl.Normal3f(0.0, -1.0, 0.0)
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Gl.TexCoordf(0.0, 1.0)
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Gl.Vertexf(-1.0, -1.0, -1.0)
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' Top Left OF The Texture AND Quad
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Gl.TexCoordf(1.0, 1.0)
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Gl.Vertexf(1.0, -1.0, -1.0)
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' Bottom Left OF The Texture AND Quad
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Gl.TexCoordf(1.0, 0.0)
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Gl.Vertexf(1.0, -1.0, 1.0)
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' Bottom Right OF The Texture AND Quad
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Gl.TexCoordf(0.0, 0.0)
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Gl.Vertexf(-1.0, -1.0, 1.0)
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' Right face
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' Bottom Right OF The Texture AND Quad
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gl.Normal3f(1.0, 0.0, 0.0)
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Gl.TexCoordf(1.0, 1.0)
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Gl.Vertexf(1.0, -1.0, -1.0)
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' Top Right OF The Texture AND Quad
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Gl.TexCoordf(1.0, 0.0)
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Gl.Vertexf(1.0, 1.0, -1.0)
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' Top Left OF The Texture AND Quad
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Gl.TexCoordf(0.0, 0.0)
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Gl.Vertexf(1.0, 1.0, 1.0)
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' Bottom Left OF The Texture AND Quad
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Gl.TexCoordf(0.0, 1.0)
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Gl.Vertexf(1.0, -1.0, 1.0)
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' Left face
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' Bottom Left OF The Texture AND Quad
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gl.Normal3f(-1.0, 0.0, 0.0)
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Gl.TexCoordf(0.0, 1.0)
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Gl.Vertexf(-1.0, -1.0, -1.0)
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' Bottom Right OF The Texture AND Quad
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Gl.TexCoordf(1.0, 1.0)
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Gl.Vertexf(-1.0, -1.0, 1.0)
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' Top Right OF The Texture AND Quad
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Gl.TexCoordf(1.0, 0.0)
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Gl.Vertexf(-1.0, 1.0, 1.0)
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' Top Left OF The Texture AND Quad
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Gl.TexCoordf(0.0, 0.0)
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Gl.Vertexf(-1.0, 1.0, -1.0)
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Gl.End()
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xrot += xspeed ' Add xspeed TO xrot
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yrot += yspeed ' Add yspeed TO yrot
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End
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Public Sub Screen_keyPress()
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If (key.code = key.F1) Then screen.Fullscreen = Not screen.Fullscreen
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If (key.Code = key.Esc) Then Screen.Close()
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If (key.Text = "b" Or key.Text = "B") Then
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If bp = 1 Then
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gl.Disable(gl.BLEND) ' Turn Blending Off
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gl.Enable(gl.DEPTH_TEST) ' Turn Depth Testing On
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Endif
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If bp = 0 Then
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gl.Enable(gl.BLEND) 'Turn Blending On
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gl.Disable(gl.DEPTH_TEST) 'Turn Depth Testing Off
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Endif
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bp = 1 - bp
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Endif
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If (key.text = "l" Or key.Text = "L") Then
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If lp = 0 Then gl.Enable(gl.LIGHTing)
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If lp = 1 Then gl.Disable(gl.LIGHTing)
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lp = 1 - lp
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Endif
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If (key.code = key.PageUp) Then z -= 0.02 'MOVE the cube into the distance.
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If (key.code = key.Pagedown) Then z += 0.02 'MOVE the cube closer.
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If (key.code = key.UP) Then xspeed -= 0.01 'decrease x rotation speed;
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If (key.code = key.DOWN) Then xspeed += 0.01 'increase x rotation speed;
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If (key.code = key.LEFT) Then yspeed -= 0.01 'decrease y rotation speed;
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If (key.code = key.RIGHT) Then yspeed += 0.01 'increase y rotation speed;
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End
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