c6a9cd69c2
* NEW: Add examples again. I hope correctly this time. git-svn-id: svn://localhost/gambas/trunk@6726 867c0c6c-44f3-4631-809d-bfa615b0a4ec
238 lines
7.7 KiB
Text
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
|