SlideShare a Scribd company logo
Ring Documentation, Release 1.10
switch option
on C_RED
red = 1.0
green = 0.0
blue = 0.0
on C_GREEN
red = 0.0
green = 1.0
blue = 0.0
on C_BLUE
red = 0.0
green = 0.0
blue = 1.0
on C_ORANGE
red = 1.0
green = 0.5
blue = 0.5
off
func createPopupMenus
fontMenu = glutCreateMenu(:processFontMenu)
glutAddMenuEntry("BITMAP_8_BY_13 ",C_INT_GLUT_BITMAP_8_BY_13 )
glutAddMenuEntry("BITMAP_9_BY_15",C_INT_GLUT_BITMAP_9_BY_15 )
glutAddMenuEntry("BITMAP_TIMES_ROMAN_10 ",C_INT_GLUT_BITMAP_TIMES_ROMAN_10 )
glutAddMenuEntry("BITMAP_TIMES_ROMAN_24",C_INT_GLUT_BITMAP_TIMES_ROMAN_24 )
glutAddMenuEntry("BITMAP_HELVETICA_10 ",C_INT_GLUT_BITMAP_HELVETICA_10 )
glutAddMenuEntry("BITMAP_HELVETICA_12",C_INT_GLUT_BITMAP_HELVETICA_12 )
glutAddMenuEntry("BITMAP_HELVETICA_18",C_INT_GLUT_BITMAP_HELVETICA_18 )
fillMenu = glutCreateMenu(:processFillMenu)
glutAddMenuEntry("Fill",C_FILL)
glutAddMenuEntry("Line",C_LINE)
colorMenu = glutCreateMenu(:processColorMenu)
glutAddMenuEntry("Red",C_RED);
glutAddMenuEntry("Blue",C_BLUE);
glutAddMenuEntry("Green",C_GREEN);
glutAddMenuEntry("Orange",C_ORANGE);
mainMenu = glutCreateMenu(:processMainMenu)
glutAddSubMenu("Polygon Mode", fillMenu)
glutAddSubMenu("Color", colorMenu)
glutAddSubMenu("Font",fontMenu)
// attach the menu to the right button
glutAttachMenu(GLUT_RIGHT_BUTTON)
// this will allow us to know if the menu is active
glutMenuStatusFunc(:processMenuStatus)
// -----------------------------------
// MAIN
// -----------------------------------
62.14. Frames Per Second 648
Ring Documentation, Release 1.10
func main
// init GLUT and create window
glutInit()
glutInitDisplayMode(GLUT_DEPTH | GLUT_DOUBLE | GLUT_RGBA)
glutInitWindowPosition(100,100)
glutInitWindowSize(320,320)
glutCreateWindow("RingFreeGLUT - Test - 9 SnowMan")
// register callbacks
glutDisplayFunc(:renderScene)
glutReshapeFunc(:changeSize)
glutIdleFunc(:renderScene)
glutIgnoreKeyRepeat(1)
glutKeyboardFunc(:processNormalKeys)
glutSpecialFunc(:pressKey)
glutSpecialUpFunc(:releaseKey)
// here are the two new functions
glutMouseFunc(:mouseButton)
glutMotionFunc(:mouseMove)
// OpenGL init
glEnable(GL_DEPTH_TEST)
glEnable(GL_CULL_FACE)
// init Menus
createPopupMenus()
// enter GLUT event processing cycle
glutMainLoop()
Screen Shots:
The First screen shot
62.14. Frames Per Second 649
Ring Documentation, Release 1.10
The Second screen shot
62.15 Make a Cube using RingOpenGL and RingFreeGLUT
Example:
load "freeglut.ring"
load "opengl21lib.ring"
// ----------------------------------------------------------
62.15. Make a Cube using RingOpenGL and RingFreeGLUT 650
Ring Documentation, Release 1.10
// Global Variables
// ----------------------------------------------------------
rotate_y=0
rotate_x=0
// ----------------------------------------------------------
// display() Callback function
// ----------------------------------------------------------
func display
// Clear screen and Z-buffer
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT)
// Reset transformations
glLoadIdentity()
// Rotate when user changes rotate_x and rotate_y
glRotatef( rotate_x, 1.0, 0.0, 0.0 )
glRotatef( rotate_y, 0.0, 1.0, 0.0 )
//Multi-colored side - FRONT
glBegin(GL_POLYGON)
glColor3f( 1.0, 0.0, 0.0 ) glVertex3f( 0.5, -0.5, -0.5 ) # P1 is red
glColor3f( 0.0, 1.0, 0.0 ) glVertex3f( 0.5, 0.5, -0.5 ) # P2 is green
glColor3f( 0.0, 0.0, 1.0 ) glVertex3f( -0.5, 0.5, -0.5 ) # P3 is blue
glColor3f( 1.0, 0.0, 1.0 ) glVertex3f( -0.5, -0.5, -0.5 ) # P4 is purple
glEnd()
// White side - BACK
glBegin(GL_POLYGON)
glColor3f( 1.0, 1.0, 1.0 )
glVertex3f( 0.5, -0.5, 0.5 )
glVertex3f( 0.5, 0.5, 0.5 )
glVertex3f( -0.5, 0.5, 0.5 )
glVertex3f( -0.5, -0.5, 0.5 )
glEnd()
// Purple side - RIGHT
glBegin(GL_POLYGON)
glColor3f( 1.0, 0.0, 1.0 )
glVertex3f( 0.5, -0.5, -0.5 )
glVertex3f( 0.5, 0.5, -0.5 )
glVertex3f( 0.5, 0.5, 0.5 )
glVertex3f( 0.5, -0.5, 0.5 )
glEnd()
// Green side - LEFT
glBegin(GL_POLYGON)
glColor3f( 0.0, 1.0, 0.0 )
glVertex3f( -0.5, -0.5, 0.5 )
glVertex3f( -0.5, 0.5, 0.5 )
glVertex3f( -0.5, 0.5, -0.5 )
glVertex3f( -0.5, -0.5, -0.5 )
glEnd()
// Blue side - TOP
62.15. Make a Cube using RingOpenGL and RingFreeGLUT 651
Ring Documentation, Release 1.10
glBegin(GL_POLYGON)
glColor3f( 0.0, 0.0, 1.0 )
glVertex3f( 0.5, 0.5, 0.5 )
glVertex3f( 0.5, 0.5, -0.5 )
glVertex3f( -0.5, 0.5, -0.5 )
glVertex3f( -0.5, 0.5, 0.5 )
glEnd()
// Red side - BOTTOM
glBegin(GL_POLYGON)
glColor3f( 1.0, 0.0, 0.0 )
glVertex3f( 0.5, -0.5, -0.5 )
glVertex3f( 0.5, -0.5, 0.5 )
glVertex3f( -0.5, -0.5, 0.5 )
glVertex3f( -0.5, -0.5, -0.5 )
glEnd()
glFlush()
glutSwapBuffers()
// ----------------------------------------------------------
// specialKeys() Callback Function
// ----------------------------------------------------------
func specialKeys
key = glutEventKey()
// Right arrow - increase rotation by 5 degree
switch Key
on GLUT_KEY_RIGHT
rotate_y += 5
// Left arrow - decrease rotation by 5 degree
on GLUT_KEY_LEFT
rotate_y -= 5
on GLUT_KEY_UP
rotate_x += 5
on GLUT_KEY_DOWN
rotate_x -= 5
off
// Request display update
glutPostRedisplay()
// ----------------------------------------------------------
// main() function
// ----------------------------------------------------------
func main
// Initialize GLUT and process user parameters
glutInit()
62.15. Make a Cube using RingOpenGL and RingFreeGLUT 652
Ring Documentation, Release 1.10
// Request double buffered true color window with Z-buffer
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH)
// Create window
glutCreateWindow("Awesome Cube")
// Enable Z-buffer depth test
glEnable(GL_DEPTH_TEST)
// Callback functions
glutDisplayFunc(:display)
glutSpecialFunc(:specialKeys)
// Pass control to GLUT for events
glutMainLoop()
// Return to OS
Screen Shot:
62.15. Make a Cube using RingOpenGL and RingFreeGLUT 653
CHAPTER
SIXTYTHREE
USING RINGOPENGL AND RINGALLEGRO FOR 3D GRAPHICS
In this chapter we will learn about using RingOpenGL and RingAllegro
63.1 3D Cube and Texture
Source Code:
# Load Libraries
load "gamelib.ring" # RingAllegro Library
load "opengl21lib.ring" # RingOpenGL Library
#==============================================================
# To Support MacOS X
al_run_main()
func al_game_start # Called by al_run_main()
main() # Now we call our main function
#==============================================================
func main
new GraphicsApp {
start()
}
class GraphicsApp from GraphicsAppBase
TITLE = "Ring Cube"
bitmap texture
xrot = 0.0
yrot = 0.0
zrot = 0.0
func loadresources
bitmap = al_load_bitmap("ring.bmp")
texture = al_get_opengl_texture(bitmap)
func destroyResources
al_destroy_bitmap(bitmap)
654
Ring Documentation, Release 1.10
func drawScene
w = 800 h = 600
ratio = w / h
glViewport(0, 0, w, h)
glMatrixMode(GL_PROJECTION)
glLoadIdentity()
gluPerspective(45,ratio,1,100)
glMatrixMode(GL_MODELVIEW)
glLoadIdentity()
glEnable(GL_TEXTURE_2D)
glShadeModel(GL_SMOOTH)
glClearColor(0.0, 0.0, 0.0, 0.5)
glClearDepth(1.0)
glEnable(GL_DEPTH_TEST)
glEnable(GL_CULL_FACE)
glDepthFunc(GL_LEQUAL)
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
glLoadIdentity()
glTranslatef(0.0,0.0,-5.0)
glRotatef(xrot,1.0,0.0,0.0)
glRotatef(yrot,0.0,1.0,0.0)
glRotatef(zrot,0.0,0.0,1.0)
glBindTexture(GL_TEXTURE_2D, texture)
glBegin(GL_QUADS)
// Front Face
glTexCoord2f(0.0, 0.0) glVertex3f(-1.0, -1.0, 1.0)
glTexCoord2f(1.0, 0.0) glVertex3f( 1.0, -1.0, 1.0)
glTexCoord2f(1.0, 1.0) glVertex3f( 1.0, 1.0, 1.0)
glTexCoord2f(0.0, 1.0) glVertex3f(-1.0, 1.0, 1.0)
// Back Face
glTexCoord2f(1.0, 0.0) glVertex3f(-1.0, -1.0, -1.0)
glTexCoord2f(1.0, 1.0) glVertex3f(-1.0, 1.0, -1.0)
glTexCoord2f(0.0, 1.0) glVertex3f( 1.0, 1.0, -1.0)
glTexCoord2f(0.0, 0.0) glVertex3f( 1.0, -1.0, -1.0)
// Top Face
glTexCoord2f(0.0, 1.0) glVertex3f(-1.0, 1.0, -1.0)
glTexCoord2f(0.0, 0.0) glVertex3f(-1.0, 1.0, 1.0)
glTexCoord2f(1.0, 0.0) glVertex3f( 1.0, 1.0, 1.0)
glTexCoord2f(1.0, 1.0) glVertex3f( 1.0, 1.0, -1.0)
// Bottom Face
glTexCoord2f(1.0, 1.0) glVertex3f(-1.0, -1.0, -1.0)
glTexCoord2f(0.0, 1.0) glVertex3f( 1.0, -1.0, -1.0)
glTexCoord2f(0.0, 0.0) glVertex3f( 1.0, -1.0, 1.0)
glTexCoord2f(1.0, 0.0) glVertex3f(-1.0, -1.0, 1.0)
// Right face
glTexCoord2f(1.0, 0.0) glVertex3f( 1.0, -1.0, -1.0)
glTexCoord2f(1.0, 1.0) glVertex3f( 1.0, 1.0, -1.0)
glTexCoord2f(0.0, 1.0) glVertex3f( 1.0, 1.0, 1.0)
glTexCoord2f(0.0, 0.0) glVertex3f( 1.0, -1.0, 1.0)
63.1. 3D Cube and Texture 655
Ring Documentation, Release 1.10
// Left Face
glTexCoord2f(0.0, 0.0) glVertex3f(-1.0, -1.0, -1.0)
glTexCoord2f(1.0, 0.0) glVertex3f(-1.0, -1.0, 1.0)
glTexCoord2f(1.0, 1.0) glVertex3f(-1.0, 1.0, 1.0)
glTexCoord2f(0.0, 1.0) glVertex3f(-1.0, 1.0, -1.0)
glEnd()
xrot += 0.3
yrot += 0.2
zrot += 0.4
class GraphicsAppBase
display event_queue ev timeout
timer redraw = true
FPS = 60
SCREEN_W = 800
SCREEN_H = 600
KEY_UP = 1
KEY_DOWN = 2
KEY_LEFT = 3
KEY_RIGHT = 4
Key = [false,false,false,false]
TITLE = "Graphics Application"
func start
SetUp()
loadResources()
eventsLoop()
destroy()
func setup
al_init()
al_init_image_addon()
al_set_new_display_flags(ALLEGRO_OPENGL)
display = al_create_display(SCREEN_W,SCREEN_H)
al_set_Window_title(display,TITLE)
al_clear_to_color(al_map_rgb(0,0,0))
event_queue = al_create_event_queue()
al_register_event_source(event_queue,
al_get_display_event_source(display))
ev = al_new_allegro_event()
timeout = al_new_allegro_timeout()
al_init_timeout(timeout, 0.06)
timer = al_create_timer(1.0 / FPS)
al_register_event_source(event_queue,
al_get_timer_event_source(timer))
al_start_timer(timer)
al_install_mouse()
al_register_event_source(event_queue,
63.1. 3D Cube and Texture 656
Ring Documentation, Release 1.10
al_get_mouse_event_source())
al_install_keyboard()
al_register_event_source(event_queue,
al_get_keyboard_event_source())
func eventsLoop
while true
al_init_timeout(timeout, 0.06)
al_wait_for_event_until(event_queue, ev, timeout)
switch al_get_allegro_event_type(ev)
on ALLEGRO_EVENT_DISPLAY_CLOSE
exit
on ALLEGRO_EVENT_TIMER
redraw = true
on ALLEGRO_EVENT_MOUSE_AXES
mouse_x = al_get_allegro_event_mouse_x(ev)
mouse_y = al_get_allegro_event_mouse_y(ev)
on ALLEGRO_EVENT_MOUSE_ENTER_DISPLAY
mouse_x = al_get_allegro_event_mouse_x(ev)
mouse_y = al_get_allegro_event_mouse_y(ev)
on ALLEGRO_EVENT_MOUSE_BUTTON_UP
exit
on ALLEGRO_EVENT_KEY_DOWN
switch al_get_allegro_event_keyboard_keycode(ev)
on ALLEGRO_KEY_UP
key[KEY_UP] = true
on ALLEGRO_KEY_DOWN
key[KEY_DOWN] = true
on ALLEGRO_KEY_LEFT
key[KEY_LEFT] = true
on ALLEGRO_KEY_RIGHT
key[KEY_RIGHT] = true
off
on ALLEGRO_EVENT_KEY_UP
switch al_get_allegro_event_keyboard_keycode(ev)
on ALLEGRO_KEY_UP
key[KEY_UP] = false
on ALLEGRO_KEY_DOWN
key[KEY_DOWN] = false
on ALLEGRO_KEY_LEFT
key[KEY_LEFT] = false
on ALLEGRO_KEY_RIGHT
key[KEY_RIGHT] = false
on ALLEGRO_KEY_ESCAPE
exit
off
off
if redraw and al_is_event_queue_empty(event_queue)
redraw = false
drawScene()
al_flip_display()
ok
callgc()
end
func destroy
63.1. 3D Cube and Texture 657

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The Ring programming language version 1.10 book - Part 69 of 212

  • 1. Ring Documentation, Release 1.10 switch option on C_RED red = 1.0 green = 0.0 blue = 0.0 on C_GREEN red = 0.0 green = 1.0 blue = 0.0 on C_BLUE red = 0.0 green = 0.0 blue = 1.0 on C_ORANGE red = 1.0 green = 0.5 blue = 0.5 off func createPopupMenus fontMenu = glutCreateMenu(:processFontMenu) glutAddMenuEntry("BITMAP_8_BY_13 ",C_INT_GLUT_BITMAP_8_BY_13 ) glutAddMenuEntry("BITMAP_9_BY_15",C_INT_GLUT_BITMAP_9_BY_15 ) glutAddMenuEntry("BITMAP_TIMES_ROMAN_10 ",C_INT_GLUT_BITMAP_TIMES_ROMAN_10 ) glutAddMenuEntry("BITMAP_TIMES_ROMAN_24",C_INT_GLUT_BITMAP_TIMES_ROMAN_24 ) glutAddMenuEntry("BITMAP_HELVETICA_10 ",C_INT_GLUT_BITMAP_HELVETICA_10 ) glutAddMenuEntry("BITMAP_HELVETICA_12",C_INT_GLUT_BITMAP_HELVETICA_12 ) glutAddMenuEntry("BITMAP_HELVETICA_18",C_INT_GLUT_BITMAP_HELVETICA_18 ) fillMenu = glutCreateMenu(:processFillMenu) glutAddMenuEntry("Fill",C_FILL) glutAddMenuEntry("Line",C_LINE) colorMenu = glutCreateMenu(:processColorMenu) glutAddMenuEntry("Red",C_RED); glutAddMenuEntry("Blue",C_BLUE); glutAddMenuEntry("Green",C_GREEN); glutAddMenuEntry("Orange",C_ORANGE); mainMenu = glutCreateMenu(:processMainMenu) glutAddSubMenu("Polygon Mode", fillMenu) glutAddSubMenu("Color", colorMenu) glutAddSubMenu("Font",fontMenu) // attach the menu to the right button glutAttachMenu(GLUT_RIGHT_BUTTON) // this will allow us to know if the menu is active glutMenuStatusFunc(:processMenuStatus) // ----------------------------------- // MAIN // ----------------------------------- 62.14. Frames Per Second 648
  • 2. Ring Documentation, Release 1.10 func main // init GLUT and create window glutInit() glutInitDisplayMode(GLUT_DEPTH | GLUT_DOUBLE | GLUT_RGBA) glutInitWindowPosition(100,100) glutInitWindowSize(320,320) glutCreateWindow("RingFreeGLUT - Test - 9 SnowMan") // register callbacks glutDisplayFunc(:renderScene) glutReshapeFunc(:changeSize) glutIdleFunc(:renderScene) glutIgnoreKeyRepeat(1) glutKeyboardFunc(:processNormalKeys) glutSpecialFunc(:pressKey) glutSpecialUpFunc(:releaseKey) // here are the two new functions glutMouseFunc(:mouseButton) glutMotionFunc(:mouseMove) // OpenGL init glEnable(GL_DEPTH_TEST) glEnable(GL_CULL_FACE) // init Menus createPopupMenus() // enter GLUT event processing cycle glutMainLoop() Screen Shots: The First screen shot 62.14. Frames Per Second 649
  • 3. Ring Documentation, Release 1.10 The Second screen shot 62.15 Make a Cube using RingOpenGL and RingFreeGLUT Example: load "freeglut.ring" load "opengl21lib.ring" // ---------------------------------------------------------- 62.15. Make a Cube using RingOpenGL and RingFreeGLUT 650
  • 4. Ring Documentation, Release 1.10 // Global Variables // ---------------------------------------------------------- rotate_y=0 rotate_x=0 // ---------------------------------------------------------- // display() Callback function // ---------------------------------------------------------- func display // Clear screen and Z-buffer glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT) // Reset transformations glLoadIdentity() // Rotate when user changes rotate_x and rotate_y glRotatef( rotate_x, 1.0, 0.0, 0.0 ) glRotatef( rotate_y, 0.0, 1.0, 0.0 ) //Multi-colored side - FRONT glBegin(GL_POLYGON) glColor3f( 1.0, 0.0, 0.0 ) glVertex3f( 0.5, -0.5, -0.5 ) # P1 is red glColor3f( 0.0, 1.0, 0.0 ) glVertex3f( 0.5, 0.5, -0.5 ) # P2 is green glColor3f( 0.0, 0.0, 1.0 ) glVertex3f( -0.5, 0.5, -0.5 ) # P3 is blue glColor3f( 1.0, 0.0, 1.0 ) glVertex3f( -0.5, -0.5, -0.5 ) # P4 is purple glEnd() // White side - BACK glBegin(GL_POLYGON) glColor3f( 1.0, 1.0, 1.0 ) glVertex3f( 0.5, -0.5, 0.5 ) glVertex3f( 0.5, 0.5, 0.5 ) glVertex3f( -0.5, 0.5, 0.5 ) glVertex3f( -0.5, -0.5, 0.5 ) glEnd() // Purple side - RIGHT glBegin(GL_POLYGON) glColor3f( 1.0, 0.0, 1.0 ) glVertex3f( 0.5, -0.5, -0.5 ) glVertex3f( 0.5, 0.5, -0.5 ) glVertex3f( 0.5, 0.5, 0.5 ) glVertex3f( 0.5, -0.5, 0.5 ) glEnd() // Green side - LEFT glBegin(GL_POLYGON) glColor3f( 0.0, 1.0, 0.0 ) glVertex3f( -0.5, -0.5, 0.5 ) glVertex3f( -0.5, 0.5, 0.5 ) glVertex3f( -0.5, 0.5, -0.5 ) glVertex3f( -0.5, -0.5, -0.5 ) glEnd() // Blue side - TOP 62.15. Make a Cube using RingOpenGL and RingFreeGLUT 651
  • 5. Ring Documentation, Release 1.10 glBegin(GL_POLYGON) glColor3f( 0.0, 0.0, 1.0 ) glVertex3f( 0.5, 0.5, 0.5 ) glVertex3f( 0.5, 0.5, -0.5 ) glVertex3f( -0.5, 0.5, -0.5 ) glVertex3f( -0.5, 0.5, 0.5 ) glEnd() // Red side - BOTTOM glBegin(GL_POLYGON) glColor3f( 1.0, 0.0, 0.0 ) glVertex3f( 0.5, -0.5, -0.5 ) glVertex3f( 0.5, -0.5, 0.5 ) glVertex3f( -0.5, -0.5, 0.5 ) glVertex3f( -0.5, -0.5, -0.5 ) glEnd() glFlush() glutSwapBuffers() // ---------------------------------------------------------- // specialKeys() Callback Function // ---------------------------------------------------------- func specialKeys key = glutEventKey() // Right arrow - increase rotation by 5 degree switch Key on GLUT_KEY_RIGHT rotate_y += 5 // Left arrow - decrease rotation by 5 degree on GLUT_KEY_LEFT rotate_y -= 5 on GLUT_KEY_UP rotate_x += 5 on GLUT_KEY_DOWN rotate_x -= 5 off // Request display update glutPostRedisplay() // ---------------------------------------------------------- // main() function // ---------------------------------------------------------- func main // Initialize GLUT and process user parameters glutInit() 62.15. Make a Cube using RingOpenGL and RingFreeGLUT 652
  • 6. Ring Documentation, Release 1.10 // Request double buffered true color window with Z-buffer glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH) // Create window glutCreateWindow("Awesome Cube") // Enable Z-buffer depth test glEnable(GL_DEPTH_TEST) // Callback functions glutDisplayFunc(:display) glutSpecialFunc(:specialKeys) // Pass control to GLUT for events glutMainLoop() // Return to OS Screen Shot: 62.15. Make a Cube using RingOpenGL and RingFreeGLUT 653
  • 7. CHAPTER SIXTYTHREE USING RINGOPENGL AND RINGALLEGRO FOR 3D GRAPHICS In this chapter we will learn about using RingOpenGL and RingAllegro 63.1 3D Cube and Texture Source Code: # Load Libraries load "gamelib.ring" # RingAllegro Library load "opengl21lib.ring" # RingOpenGL Library #============================================================== # To Support MacOS X al_run_main() func al_game_start # Called by al_run_main() main() # Now we call our main function #============================================================== func main new GraphicsApp { start() } class GraphicsApp from GraphicsAppBase TITLE = "Ring Cube" bitmap texture xrot = 0.0 yrot = 0.0 zrot = 0.0 func loadresources bitmap = al_load_bitmap("ring.bmp") texture = al_get_opengl_texture(bitmap) func destroyResources al_destroy_bitmap(bitmap) 654
  • 8. Ring Documentation, Release 1.10 func drawScene w = 800 h = 600 ratio = w / h glViewport(0, 0, w, h) glMatrixMode(GL_PROJECTION) glLoadIdentity() gluPerspective(45,ratio,1,100) glMatrixMode(GL_MODELVIEW) glLoadIdentity() glEnable(GL_TEXTURE_2D) glShadeModel(GL_SMOOTH) glClearColor(0.0, 0.0, 0.0, 0.5) glClearDepth(1.0) glEnable(GL_DEPTH_TEST) glEnable(GL_CULL_FACE) glDepthFunc(GL_LEQUAL) glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST) glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) glLoadIdentity() glTranslatef(0.0,0.0,-5.0) glRotatef(xrot,1.0,0.0,0.0) glRotatef(yrot,0.0,1.0,0.0) glRotatef(zrot,0.0,0.0,1.0) glBindTexture(GL_TEXTURE_2D, texture) glBegin(GL_QUADS) // Front Face glTexCoord2f(0.0, 0.0) glVertex3f(-1.0, -1.0, 1.0) glTexCoord2f(1.0, 0.0) glVertex3f( 1.0, -1.0, 1.0) glTexCoord2f(1.0, 1.0) glVertex3f( 1.0, 1.0, 1.0) glTexCoord2f(0.0, 1.0) glVertex3f(-1.0, 1.0, 1.0) // Back Face glTexCoord2f(1.0, 0.0) glVertex3f(-1.0, -1.0, -1.0) glTexCoord2f(1.0, 1.0) glVertex3f(-1.0, 1.0, -1.0) glTexCoord2f(0.0, 1.0) glVertex3f( 1.0, 1.0, -1.0) glTexCoord2f(0.0, 0.0) glVertex3f( 1.0, -1.0, -1.0) // Top Face glTexCoord2f(0.0, 1.0) glVertex3f(-1.0, 1.0, -1.0) glTexCoord2f(0.0, 0.0) glVertex3f(-1.0, 1.0, 1.0) glTexCoord2f(1.0, 0.0) glVertex3f( 1.0, 1.0, 1.0) glTexCoord2f(1.0, 1.0) glVertex3f( 1.0, 1.0, -1.0) // Bottom Face glTexCoord2f(1.0, 1.0) glVertex3f(-1.0, -1.0, -1.0) glTexCoord2f(0.0, 1.0) glVertex3f( 1.0, -1.0, -1.0) glTexCoord2f(0.0, 0.0) glVertex3f( 1.0, -1.0, 1.0) glTexCoord2f(1.0, 0.0) glVertex3f(-1.0, -1.0, 1.0) // Right face glTexCoord2f(1.0, 0.0) glVertex3f( 1.0, -1.0, -1.0) glTexCoord2f(1.0, 1.0) glVertex3f( 1.0, 1.0, -1.0) glTexCoord2f(0.0, 1.0) glVertex3f( 1.0, 1.0, 1.0) glTexCoord2f(0.0, 0.0) glVertex3f( 1.0, -1.0, 1.0) 63.1. 3D Cube and Texture 655
  • 9. Ring Documentation, Release 1.10 // Left Face glTexCoord2f(0.0, 0.0) glVertex3f(-1.0, -1.0, -1.0) glTexCoord2f(1.0, 0.0) glVertex3f(-1.0, -1.0, 1.0) glTexCoord2f(1.0, 1.0) glVertex3f(-1.0, 1.0, 1.0) glTexCoord2f(0.0, 1.0) glVertex3f(-1.0, 1.0, -1.0) glEnd() xrot += 0.3 yrot += 0.2 zrot += 0.4 class GraphicsAppBase display event_queue ev timeout timer redraw = true FPS = 60 SCREEN_W = 800 SCREEN_H = 600 KEY_UP = 1 KEY_DOWN = 2 KEY_LEFT = 3 KEY_RIGHT = 4 Key = [false,false,false,false] TITLE = "Graphics Application" func start SetUp() loadResources() eventsLoop() destroy() func setup al_init() al_init_image_addon() al_set_new_display_flags(ALLEGRO_OPENGL) display = al_create_display(SCREEN_W,SCREEN_H) al_set_Window_title(display,TITLE) al_clear_to_color(al_map_rgb(0,0,0)) event_queue = al_create_event_queue() al_register_event_source(event_queue, al_get_display_event_source(display)) ev = al_new_allegro_event() timeout = al_new_allegro_timeout() al_init_timeout(timeout, 0.06) timer = al_create_timer(1.0 / FPS) al_register_event_source(event_queue, al_get_timer_event_source(timer)) al_start_timer(timer) al_install_mouse() al_register_event_source(event_queue, 63.1. 3D Cube and Texture 656
  • 10. Ring Documentation, Release 1.10 al_get_mouse_event_source()) al_install_keyboard() al_register_event_source(event_queue, al_get_keyboard_event_source()) func eventsLoop while true al_init_timeout(timeout, 0.06) al_wait_for_event_until(event_queue, ev, timeout) switch al_get_allegro_event_type(ev) on ALLEGRO_EVENT_DISPLAY_CLOSE exit on ALLEGRO_EVENT_TIMER redraw = true on ALLEGRO_EVENT_MOUSE_AXES mouse_x = al_get_allegro_event_mouse_x(ev) mouse_y = al_get_allegro_event_mouse_y(ev) on ALLEGRO_EVENT_MOUSE_ENTER_DISPLAY mouse_x = al_get_allegro_event_mouse_x(ev) mouse_y = al_get_allegro_event_mouse_y(ev) on ALLEGRO_EVENT_MOUSE_BUTTON_UP exit on ALLEGRO_EVENT_KEY_DOWN switch al_get_allegro_event_keyboard_keycode(ev) on ALLEGRO_KEY_UP key[KEY_UP] = true on ALLEGRO_KEY_DOWN key[KEY_DOWN] = true on ALLEGRO_KEY_LEFT key[KEY_LEFT] = true on ALLEGRO_KEY_RIGHT key[KEY_RIGHT] = true off on ALLEGRO_EVENT_KEY_UP switch al_get_allegro_event_keyboard_keycode(ev) on ALLEGRO_KEY_UP key[KEY_UP] = false on ALLEGRO_KEY_DOWN key[KEY_DOWN] = false on ALLEGRO_KEY_LEFT key[KEY_LEFT] = false on ALLEGRO_KEY_RIGHT key[KEY_RIGHT] = false on ALLEGRO_KEY_ESCAPE exit off off if redraw and al_is_event_queue_empty(event_queue) redraw = false drawScene() al_flip_display() ok callgc() end func destroy 63.1. 3D Cube and Texture 657