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Ring Documentation, Release 1.8
deltaMove = 0.5
on GLUT_KEY_DOWN
deltaMove = -0.5
off
func releaseKey
key = glutEventKey()
switch key
on GLUT_KEY_UP
deltaMove = 0
on GLUT_KEY_DOWN
deltaMove = 0
off
// -----------------------------------
// MOUSE
// -----------------------------------
func mouseMove
xx = glutEventX()
yy = glutEventY()
// this will only be true when the left button is down
if xOrigin >= 0
// update deltaAngle
deltaAngle = (xx - xOrigin) * 0.001
// update camera's direction
lx = sin(angle + deltaAngle)
lz = -cos(angle + deltaAngle)
ok
func mouseButton
button = glutEventButton()
state = glutEventState()
xx = glutEventX()
yy = glutEventY()
// only start motion if the left button is pressed
if button = GLUT_LEFT_BUTTON
// when the button is released
if state = GLUT_UP
angle += deltaAngle
xOrigin = -1
else
// state = GLUT_DOWN
xOrigin = xx
ok
ok
58.14. Frames Per Second 601
Ring Documentation, Release 1.8
// -----------------------------------
// MENUS
// -----------------------------------
func processMenuStatus
status = glutEventStatus()
if status = GLUT_MENU_IN_USE
menuFlag = 1
else
menuFlag = 0
ok
func processMainMenu
// nothing to do in here
// all actions are for submenus
func processFillMenu
option = glutEventValue()
switch option
on C_FILL
glPolygonMode(GL_FRONT, GL_FILL)
on C_LINE
glPolygonMode(GL_FRONT, GL_LINE)
off
func processFontMenu
option = glutEventValue()
switch (option) {
on C_INT_GLUT_BITMAP_8_BY_13
font = GLUT_BITMAP_8_BY_13
on C_INT_GLUT_BITMAP_9_BY_15
font = GLUT_BITMAP_9_BY_15
on C_INT_GLUT_BITMAP_TIMES_ROMAN_10
font = GLUT_BITMAP_TIMES_ROMAN_10
on C_INT_GLUT_BITMAP_TIMES_ROMAN_24
font = GLUT_BITMAP_TIMES_ROMAN_24
on C_INT_GLUT_BITMAP_HELVETICA_10
font = GLUT_BITMAP_HELVETICA_10
on C_INT_GLUT_BITMAP_HELVETICA_12
font = GLUT_BITMAP_HELVETICA_12
on C_INT_GLUT_BITMAP_HELVETICA_18
font = GLUT_BITMAP_HELVETICA_18
off
func processColorMenu
option = glutEventValue()
58.14. Frames Per Second 602
Ring Documentation, Release 1.8
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
// -----------------------------------
58.14. Frames Per Second 603
Ring Documentation, Release 1.8
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
58.14. Frames Per Second 604
Ring Documentation, Release 1.8
The Second screen shot
58.15 Make a Cube using RingOpenGL and RingFreeGLUT
Example:
load "freeglut.ring"
load "opengl21lib.ring"
// ----------------------------------------------------------
58.15. Make a Cube using RingOpenGL and RingFreeGLUT 605
Ring Documentation, Release 1.8
// 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
58.15. Make a Cube using RingOpenGL and RingFreeGLUT 606
Ring Documentation, Release 1.8
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()
58.15. Make a Cube using RingOpenGL and RingFreeGLUT 607
Ring Documentation, Release 1.8
// 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:
58.15. Make a Cube using RingOpenGL and RingFreeGLUT 608
CHAPTER
FIFTYNINE
USING RINGOPENGL AND RINGALLEGRO FOR 3D GRAPHICS
In this chapter we will learn about using RingOpenGL and RingAllegro
59.1 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)
609
Ring Documentation, Release 1.8
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)
59.1. 3D Cube and Texture 610

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The Ring programming language version 1.8 book - Part 64 of 202

  • 1. Ring Documentation, Release 1.8 deltaMove = 0.5 on GLUT_KEY_DOWN deltaMove = -0.5 off func releaseKey key = glutEventKey() switch key on GLUT_KEY_UP deltaMove = 0 on GLUT_KEY_DOWN deltaMove = 0 off // ----------------------------------- // MOUSE // ----------------------------------- func mouseMove xx = glutEventX() yy = glutEventY() // this will only be true when the left button is down if xOrigin >= 0 // update deltaAngle deltaAngle = (xx - xOrigin) * 0.001 // update camera's direction lx = sin(angle + deltaAngle) lz = -cos(angle + deltaAngle) ok func mouseButton button = glutEventButton() state = glutEventState() xx = glutEventX() yy = glutEventY() // only start motion if the left button is pressed if button = GLUT_LEFT_BUTTON // when the button is released if state = GLUT_UP angle += deltaAngle xOrigin = -1 else // state = GLUT_DOWN xOrigin = xx ok ok 58.14. Frames Per Second 601
  • 2. Ring Documentation, Release 1.8 // ----------------------------------- // MENUS // ----------------------------------- func processMenuStatus status = glutEventStatus() if status = GLUT_MENU_IN_USE menuFlag = 1 else menuFlag = 0 ok func processMainMenu // nothing to do in here // all actions are for submenus func processFillMenu option = glutEventValue() switch option on C_FILL glPolygonMode(GL_FRONT, GL_FILL) on C_LINE glPolygonMode(GL_FRONT, GL_LINE) off func processFontMenu option = glutEventValue() switch (option) { on C_INT_GLUT_BITMAP_8_BY_13 font = GLUT_BITMAP_8_BY_13 on C_INT_GLUT_BITMAP_9_BY_15 font = GLUT_BITMAP_9_BY_15 on C_INT_GLUT_BITMAP_TIMES_ROMAN_10 font = GLUT_BITMAP_TIMES_ROMAN_10 on C_INT_GLUT_BITMAP_TIMES_ROMAN_24 font = GLUT_BITMAP_TIMES_ROMAN_24 on C_INT_GLUT_BITMAP_HELVETICA_10 font = GLUT_BITMAP_HELVETICA_10 on C_INT_GLUT_BITMAP_HELVETICA_12 font = GLUT_BITMAP_HELVETICA_12 on C_INT_GLUT_BITMAP_HELVETICA_18 font = GLUT_BITMAP_HELVETICA_18 off func processColorMenu option = glutEventValue() 58.14. Frames Per Second 602
  • 3. Ring Documentation, Release 1.8 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 // ----------------------------------- 58.14. Frames Per Second 603
  • 4. Ring Documentation, Release 1.8 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 58.14. Frames Per Second 604
  • 5. Ring Documentation, Release 1.8 The Second screen shot 58.15 Make a Cube using RingOpenGL and RingFreeGLUT Example: load "freeglut.ring" load "opengl21lib.ring" // ---------------------------------------------------------- 58.15. Make a Cube using RingOpenGL and RingFreeGLUT 605
  • 6. Ring Documentation, Release 1.8 // 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 58.15. Make a Cube using RingOpenGL and RingFreeGLUT 606
  • 7. Ring Documentation, Release 1.8 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() 58.15. Make a Cube using RingOpenGL and RingFreeGLUT 607
  • 8. Ring Documentation, Release 1.8 // 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: 58.15. Make a Cube using RingOpenGL and RingFreeGLUT 608
  • 9. CHAPTER FIFTYNINE USING RINGOPENGL AND RINGALLEGRO FOR 3D GRAPHICS In this chapter we will learn about using RingOpenGL and RingAllegro 59.1 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) 609
  • 10. Ring Documentation, Release 1.8 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) 59.1. 3D Cube and Texture 610