gambas-source-code/app/examples/OpenGL/NeHeTutorial/.src/Example6.module
Benoît Minisini c6a9cd69c2 [EXAMPLES]
* NEW: Add examples again. I hope correctly this time.


git-svn-id: svn://localhost/gambas/trunk@6726 867c0c6c-44f3-4631-809d-bfa615b0a4ec
2014-12-12 19:58:52 +00:00

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5.5 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
'
'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