opengl3 0.0.1.pre3 → 0.0.1.pre4
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- data/lib/glut.rb +5 -1
- data/lib/glut/i386/freeglut.dll.gitkeep +0 -0
- data/lib/glut/x86_64/freeglut.dll.gitkeep +0 -0
- data/lib/opengl/platform/windows.rb +28 -0
- data/lib/opengl/type.rb +14 -1
- data/lib/opengl/type/default.yml +1 -0
- data/lib/opengl/version.rb +1 -1
- metadata +13 -32
- data/.gitignore +0 -21
- data/.yardopts +0 -6
- data/Gemfile +0 -8
- data/LICENSE.txt +0 -22
- data/README.md +0 -92
- data/Rakefile +0 -26
- data/examples/math3d.rb +0 -65
- data/examples/ogl-2_1-basic.rb +0 -115
- data/examples/ogl-3_2-attribute_less.rb +0 -119
- data/examples/ogl-3_2-basic.rb +0 -136
- data/examples/ogl-3_2-cube.rb +0 -204
- data/examples/ogl-3_2-texture.rb +0 -163
- data/examples/ogl-4_0-quad_tessellation.rb +0 -284
- data/examples/ogl-4_0-triangle_tessellation.rb +0 -263
- data/opengl.gemspec +0 -24
- data/spec/spec_helper.rb +0 -8
- data/test/test_helper.rb +0 -8
- data/yard/database.rb +0 -51
- data/yard/dsl_handler.rb +0 -76
- data/yard/wrapper_handler.rb +0 -24
data/examples/ogl-2_1-basic.rb
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require 'rubygems'
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require 'bundler/setup'
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require 'opengl'
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require 'glut'
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class TestApp
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include GLUT
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include OpenGL::Constants
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def initialize
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glutInit()
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caps = GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE
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glutInitDisplayMode(caps)
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glutInitWindowPosition(300, 200)
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glutInitWindowSize(512, 512)
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glutCreateWindow('test')
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# prevent callback proc from being garbage-collected
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glutDisplayFunc(@draw_proc ||= method(:draw).to_proc)
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end
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def start
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self.extend OpenGL::GL.entrypoints
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puts glGetString(GL_VERSION)
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puts glGetVersion().inspect
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puts glGetShadingLanguageVersion().inspect
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puts glGetAvailableExtensions().inspect
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@quad = begin
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buffer = glGenBuffers(1)[0]
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glBindBuffer(GL_ARRAY_BUFFER, buffer)
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glBufferData(GL_ARRAY_BUFFER, 3 * 4 * 4, nil, GL_STATIC_DRAW)
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glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY) do |ptr|
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ptr.put_array_of_GLfloat( 0, [-0.5, 0.5, 0.0])
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ptr.put_array_of_GLfloat(12, [-0.5,-0.5, 0.0])
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ptr.put_array_of_GLfloat(24, [ 0.5, 0.5, 0.0])
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ptr.put_array_of_GLfloat(36, [ 0.5,-0.5, 0.0])
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end
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buffer
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end
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@program = begin
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vertex_shader = glCreateShader(:vertex)
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glShaderSource(vertex_shader, VS_CODE)
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glCompileShader(vertex_shader)
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err_msg = glGetShaderInfoLog(vertex_shader)
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unless glIsShaderCompiled?(vertex_shader)
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raise RuntimeError, "vertex_shader:\n#{err_msg}"
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else
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$stderr.puts "vertex_shader:\n#{err_msg}"
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end
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fragment_shader = glCreateShader(:fragment)
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glShaderSource(fragment_shader, FS_CODE)
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glCompileShader(fragment_shader)
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err_msg = glGetShaderInfoLog(fragment_shader)
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unless glIsShaderCompiled?(fragment_shader)
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raise RuntimeError, "fragment_shader:\n#{err_msg}"
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else
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$stderr.puts "fragment_shader:\n#{err_msg}"
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end
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program = glCreateProgram()
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glAttachShader(program, vertex_shader)
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glAttachShader(program, fragment_shader)
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glBindAttribLocation(program, 0, "in_Position")
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glLinkProgram(program)
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err_msg = glGetProgramInfoLog(program)
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unless glIsProgramLinked?(program)
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raise RuntimeError, "program:\n#{err_msg}"
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else
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$stderr.puts "program:\n#{err_msg}"
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end
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glDeleteShader(vertex_shader)
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glDeleteShader(fragment_shader)
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program
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end
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glutMainLoop()
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end
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def draw
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
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glUseProgram(@program)
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glBindBuffer(GL_ARRAY_BUFFER, @quad)
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glEnableVertexAttribArray(0)
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, nil)
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4)
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glutSwapBuffers()
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end
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VS_CODE =<<-GLSL
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attribute vec4 in_Position;
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varying vec2 vs_TexCoord;
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void main()
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{
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gl_Position = in_Position;
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vs_TexCoord = in_Position.xy + 0.5;
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}
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GLSL
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FS_CODE =<<-GLSL
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varying vec2 vs_TexCoord;
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void main()
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{
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gl_FragColor = vec4(vs_TexCoord, 0.0, 1.0);
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}
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GLSL
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end
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TestApp.new.start
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require 'rubygems'
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require 'bundler/setup'
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require 'opengl'
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require 'glut'
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class TestApp
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include GLUT
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include OpenGL::Constants
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def initialize
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glutInit()
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caps = GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE
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if FFI::Platform.mac?
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caps |= GLUT_3_2_CORE_PROFILE
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else
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glutInitContextVersion(3, 2)
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glutInitContextProfile(:core)
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end
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glutInitDisplayMode(caps)
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glutInitWindowPosition(300, 200)
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glutInitWindowSize(512, 512)
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glutCreateWindow('test')
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# prevent callback proc from being garbage-collected
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glutDisplayFunc(@draw_proc ||= method(:draw).to_proc)
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end
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def start
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self.extend OpenGL::GL.entrypoints
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puts glGetString(GL_VERSION)
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puts glGetBooleanv(GL_DEPTH_TEST, 1).inspect
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puts glGetDoublev(GL_COLOR_CLEAR_VALUE, 4).inspect
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puts glGetFloatv(GL_LINE_WIDTH, 1).inspect
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puts glGetIntegerv(GL_VIEWPORT, 4).inspect
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puts glGetVersion().inspect
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puts glGetShadingLanguageVersion().inspect
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puts glGetAvailableExtensions().inspect
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@dummy = glGenVertexArrays(1)[0]
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@program = begin
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vertex_shader = glCreateShader(:vertex)
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glShaderSource(vertex_shader, VS_CODE)
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glCompileShader(vertex_shader)
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err_msg = glGetShaderInfoLog(vertex_shader)
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unless glIsShaderCompiled?(vertex_shader)
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raise RuntimeError, "vertex_shader:\n#{err_msg}"
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else
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$stderr.puts "vertex_shader:\n#{err_msg}"
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end
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fragment_shader = glCreateShader(:fragment)
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glShaderSource(fragment_shader, FS_CODE)
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glCompileShader(fragment_shader)
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err_msg = glGetShaderInfoLog(fragment_shader)
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unless glIsShaderCompiled?(fragment_shader)
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raise RuntimeError, "fragment_shader:\n#{err_msg}"
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else
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$stderr.puts "fragment_shader:\n#{err_msg}"
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end
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program = glCreateProgram()
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glAttachShader(program, vertex_shader)
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glAttachShader(program, fragment_shader)
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glBindFragDataLocation(program, 0, "fs_FragColor")
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glLinkProgram(program)
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err_msg = glGetProgramInfoLog(program)
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unless glIsProgramLinked?(program)
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raise RuntimeError, "program:\n#{err_msg}"
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else
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$stderr.puts "program:\n#{err_msg}"
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end
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glDeleteShader(vertex_shader)
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glDeleteShader(fragment_shader)
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program
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end
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glutMainLoop()
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end
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def draw
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
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glUseProgram(@program)
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glBindVertexArray(@dummy)
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4)
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glutSwapBuffers()
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end
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VS_CODE =<<-GLSL
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#version 150 core
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out vec2 vs_TexCoord;
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const vec2 data[4] = vec2[](
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vec2(-1.0, 1.0), vec2(-1.0,-1.0), vec2( 1.0, 1.0), vec2( 1.0,-1.0)
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);
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void main()
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{
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vec3 pos = vec3(data[gl_VertexID], 0.0);
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gl_Position = vec4(pos * 0.5, 1.0);
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vs_TexCoord = pos.xy * 0.5 + 0.5;
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}
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GLSL
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FS_CODE =<<-GLSL
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#version 150 core
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in vec2 vs_TexCoord;
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out vec4 fs_FragColor;
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void main()
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{
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fs_FragColor = vec4(vs_TexCoord, 0.0, 1.0);
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}
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GLSL
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end
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TestApp.new.start
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data/examples/ogl-3_2-basic.rb
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require 'rubygems'
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require 'bundler/setup'
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require 'opengl'
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require 'glut'
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class TestApp
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include GLUT
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include OpenGL::Constants
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def initialize
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glutInit()
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caps = GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE
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if FFI::Platform.mac?
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caps |= GLUT_3_2_CORE_PROFILE
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else
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glutInitContextVersion(3, 2)
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glutInitContextProfile(:core)
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end
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glutInitDisplayMode(caps)
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glutInitWindowPosition(300, 200)
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glutInitWindowSize(512, 512)
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glutCreateWindow('test')
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# prevent callback proc from being garbage-collected
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glutDisplayFunc(@draw_proc ||= method(:draw).to_proc)
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end
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def start
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self.extend OpenGL::GL.entrypoints
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puts glGetString(GL_VERSION)
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puts glGetBooleanv(GL_DEPTH_TEST, 1).inspect
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puts glGetDoublev(GL_COLOR_CLEAR_VALUE, 4).inspect
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puts glGetFloatv(GL_LINE_WIDTH, 1).inspect
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puts glGetIntegerv(GL_VIEWPORT, 4).inspect
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puts glGetVersion().inspect
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puts glGetShadingLanguageVersion().inspect
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puts glGetAvailableExtensions().inspect
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@quad = begin
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buffer = glGenBuffers(1)[0]
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glBindBuffer(GL_ARRAY_BUFFER, buffer)
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glBufferData(GL_ARRAY_BUFFER, 3 * 4 * 4, nil, GL_STATIC_DRAW)
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glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY) do |ptr|
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ptr.put_array_of_GLfloat( 0, [-0.5, 0.5, 0.0])
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ptr.put_array_of_GLfloat(12, [-0.5,-0.5, 0.0])
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ptr.put_array_of_GLfloat(24, [ 0.5, 0.5, 0.0])
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ptr.put_array_of_GLfloat(36, [ 0.5,-0.5, 0.0])
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end
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array = glGenVertexArrays(1)[0]
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glBindVertexArray(array)
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glBindBuffer(GL_ARRAY_BUFFER, buffer)
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glEnableVertexAttribArray(0)
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, nil)
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glBindVertexArray(0)
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glBindBuffer(GL_ARRAY_BUFFER, 0)
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array
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end
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@program = begin
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vertex_shader = glCreateShader(:vertex)
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glShaderSource(vertex_shader, VS_CODE)
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glCompileShader(vertex_shader)
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err_msg = glGetShaderInfoLog(vertex_shader)
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unless glIsShaderCompiled?(vertex_shader)
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raise RuntimeError, "vertex_shader:\n#{err_msg}"
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else
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$stderr.puts "vertex_shader:\n#{err_msg}"
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end
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fragment_shader = glCreateShader(:fragment)
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glShaderSource(fragment_shader, FS_CODE)
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glCompileShader(fragment_shader)
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err_msg = glGetShaderInfoLog(fragment_shader)
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unless glIsShaderCompiled?(fragment_shader)
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raise RuntimeError, "fragment_shader:\n#{err_msg}"
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else
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$stderr.puts "fragment_shader:\n#{err_msg}"
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end
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83
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program = glCreateProgram()
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glAttachShader(program, vertex_shader)
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glAttachShader(program, fragment_shader)
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glBindAttribLocation(program, 0, "in_Position")
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glBindFragDataLocation(program, 0, "fs_FragColor")
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glLinkProgram(program)
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err_msg = glGetProgramInfoLog(program)
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unless glIsProgramLinked?(program)
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raise RuntimeError, "program:\n#{err_msg}"
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else
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$stderr.puts "program:\n#{err_msg}"
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end
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glDeleteShader(vertex_shader)
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glDeleteShader(fragment_shader)
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program
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end
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100
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glutMainLoop()
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end
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102
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-
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103
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def draw
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104
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
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105
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106
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glUseProgram(@program)
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glBindVertexArray(@quad)
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108
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4)
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109
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110
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glutSwapBuffers()
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111
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end
|
112
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-
|
113
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VS_CODE =<<-GLSL
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114
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-
#version 150 core
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115
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in vec4 in_Position;
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116
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-
out vec2 vs_TexCoord;
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117
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-
void main()
|
118
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{
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119
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-
gl_Position = in_Position;
|
120
|
-
vs_TexCoord = in_Position.xy + 0.5;
|
121
|
-
}
|
122
|
-
GLSL
|
123
|
-
|
124
|
-
FS_CODE =<<-GLSL
|
125
|
-
#version 150 core
|
126
|
-
in vec2 vs_TexCoord;
|
127
|
-
out vec4 fs_FragColor;
|
128
|
-
void main()
|
129
|
-
{
|
130
|
-
fs_FragColor = vec4(vs_TexCoord, 0.0, 1.0);
|
131
|
-
}
|
132
|
-
GLSL
|
133
|
-
|
134
|
-
end
|
135
|
-
|
136
|
-
TestApp.new.start
|
data/examples/ogl-3_2-cube.rb
DELETED
@@ -1,204 +0,0 @@
|
|
1
|
-
require 'rubygems'
|
2
|
-
require 'bundler/setup'
|
3
|
-
require 'opengl'
|
4
|
-
require 'glut'
|
5
|
-
require_relative 'math3d'
|
6
|
-
|
7
|
-
class TestApp
|
8
|
-
include GLUT
|
9
|
-
include OpenGL::Constants
|
10
|
-
|
11
|
-
def initialize
|
12
|
-
glutInit()
|
13
|
-
caps = GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE
|
14
|
-
if FFI::Platform.mac?
|
15
|
-
caps |= GLUT_3_2_CORE_PROFILE
|
16
|
-
else
|
17
|
-
glutInitContextVersion(3, 2)
|
18
|
-
glutInitContextProfile(:core)
|
19
|
-
end
|
20
|
-
glutInitDisplayMode(caps)
|
21
|
-
glutInitWindowPosition(300, 200)
|
22
|
-
glutInitWindowSize(512, 512)
|
23
|
-
glutCreateWindow('cube')
|
24
|
-
|
25
|
-
glutDisplayFunc(@draw_method ||= method(:draw))
|
26
|
-
glutReshapeFunc(@resize_method ||= method(:resize))
|
27
|
-
glutMouseFunc(@mouse_press_method ||= method(:mouse_press))
|
28
|
-
glutMotionFunc(@mouse_track_method ||= method(:mouse_track))
|
29
|
-
end
|
30
|
-
|
31
|
-
def start
|
32
|
-
self.extend OpenGL::GL.entrypoints
|
33
|
-
puts glGetString(GL_VERSION)
|
34
|
-
|
35
|
-
@cube = begin
|
36
|
-
vertex_buffer, index_buffer = glGenBuffers(2)
|
37
|
-
glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer)
|
38
|
-
glBufferData(GL_ARRAY_BUFFER, 3 * 4 * 8, nil, GL_STATIC_DRAW)
|
39
|
-
glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY) do |ptr|
|
40
|
-
ptr.put_array_of_GLfloat( 0, [-1.0, 1.0, 1.0]) # 0
|
41
|
-
ptr.put_array_of_GLfloat(12, [-1.0,-1.0, 1.0]) # 1
|
42
|
-
ptr.put_array_of_GLfloat(24, [ 1.0, 1.0, 1.0]) # 2
|
43
|
-
ptr.put_array_of_GLfloat(36, [ 1.0,-1.0, 1.0]) # 3
|
44
|
-
ptr.put_array_of_GLfloat(48, [ 1.0, 1.0,-1.0]) # 4
|
45
|
-
ptr.put_array_of_GLfloat(60, [ 1.0,-1.0,-1.0]) # 5
|
46
|
-
ptr.put_array_of_GLfloat(72, [-1.0, 1.0,-1.0]) # 6
|
47
|
-
ptr.put_array_of_GLfloat(84, [-1.0,-1.0,-1.0]) # 7
|
48
|
-
end
|
49
|
-
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, index_buffer)
|
50
|
-
glBufferData(GL_ELEMENT_ARRAY_BUFFER, 2 * 4 * 6, nil, GL_STATIC_DRAW)
|
51
|
-
glMapBuffer(GL_ELEMENT_ARRAY_BUFFER, GL_WRITE_ONLY) do |ptr|
|
52
|
-
ptr.write_array_of_GLushort [0,1,2,3,4,5,6,7,0,1,0xffff]
|
53
|
-
ptr.put_array_of_GLushort(22, [6,0,4,2,0xffff,1,7,3,5])
|
54
|
-
#ptr.put_array_of_GLushort( 0, [0, 1, 2, 3]) # front
|
55
|
-
#ptr.put_array_of_GLushort( 8, [2, 3, 4, 5]) # right
|
56
|
-
#ptr.put_array_of_GLushort(16, [4, 5, 6, 7]) # back
|
57
|
-
#ptr.put_array_of_GLushort(24, [6, 7, 0, 1]) # left
|
58
|
-
#ptr.put_array_of_GLushort(32, [6, 0, 4, 2]) # top
|
59
|
-
#ptr.put_array_of_GLushort(40, [1, 7, 3, 5]) # bottom
|
60
|
-
end
|
61
|
-
|
62
|
-
array = glGenVertexArrays(1)[0]
|
63
|
-
glBindVertexArray(array)
|
64
|
-
glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer)
|
65
|
-
glEnableVertexAttribArray(0)
|
66
|
-
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, nil)
|
67
|
-
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, index_buffer)
|
68
|
-
|
69
|
-
glBindVertexArray(0)
|
70
|
-
glBindBuffer(GL_ARRAY_BUFFER, 0)
|
71
|
-
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)
|
72
|
-
|
73
|
-
array
|
74
|
-
end
|
75
|
-
|
76
|
-
@program = begin
|
77
|
-
vertex_shader = glCreateShader(:vertex)
|
78
|
-
glShaderSource(vertex_shader, VS_CODE)
|
79
|
-
glCompileShader(vertex_shader)
|
80
|
-
unless glIsShaderCompiled?(vertex_shader)
|
81
|
-
msg = glGetShaderInfoLog(vertex_shader)
|
82
|
-
raise RuntimeError, "vertex_shader:\n#{msg}"
|
83
|
-
end
|
84
|
-
|
85
|
-
fragment_shader = glCreateShader(:fragment)
|
86
|
-
glShaderSource(fragment_shader, FS_CODE)
|
87
|
-
glCompileShader(fragment_shader)
|
88
|
-
unless glIsShaderCompiled?(fragment_shader)
|
89
|
-
msg = glGetShaderInfoLog(fragment_shader)
|
90
|
-
raise RuntimeError, "fragment_shader:\n#{msg}"
|
91
|
-
end
|
92
|
-
|
93
|
-
program = glCreateProgram()
|
94
|
-
glAttachShader(program, vertex_shader)
|
95
|
-
glAttachShader(program, fragment_shader)
|
96
|
-
glBindAttribLocation(program, 0, "in_Position")
|
97
|
-
glBindFragDataLocation(program, 0, "fs_FragColor")
|
98
|
-
glLinkProgram(program)
|
99
|
-
unless glIsProgramLinked?(program)
|
100
|
-
msg = glGetProgramInfoLog(program)
|
101
|
-
raise RuntimeError, "program:\n#{msg}"
|
102
|
-
end
|
103
|
-
glDeleteShader(vertex_shader)
|
104
|
-
glDeleteShader(fragment_shader)
|
105
|
-
program
|
106
|
-
end
|
107
|
-
|
108
|
-
@view = Matrix.translate(0, 0, -5)
|
109
|
-
@world = Matrix.identity(4)
|
110
|
-
|
111
|
-
glutMainLoop()
|
112
|
-
end
|
113
|
-
|
114
|
-
def draw
|
115
|
-
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
|
116
|
-
|
117
|
-
glEnable(GL_CULL_FACE)
|
118
|
-
#glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)
|
119
|
-
glEnable(GL_DEPTH_TEST)
|
120
|
-
|
121
|
-
glUseProgram(@program)
|
122
|
-
|
123
|
-
if (loc = glGetUniformLocation(@program, "u_Projection")) != -1
|
124
|
-
#glUniformMatrix4fv(loc, [ @projection ], true)
|
125
|
-
OpenGL::Type.GLfloat(16) do |ptr|
|
126
|
-
ptr.write_array_of_GLfloat(@projection.to_a.flatten)
|
127
|
-
glUniformMatrix4fv(loc, 1, GL_TRUE, ptr)
|
128
|
-
end
|
129
|
-
end
|
130
|
-
|
131
|
-
if (loc = glGetUniformLocation(@program, "u_ModelView")) != -1
|
132
|
-
OpenGL::Type.GLfloat(16) do |ptr|
|
133
|
-
modelview = @view * @world
|
134
|
-
ptr.write_array_of_GLfloat(modelview.to_a.flatten)
|
135
|
-
glUniformMatrix4fv(loc, 1, GL_TRUE, ptr)
|
136
|
-
end
|
137
|
-
end
|
138
|
-
|
139
|
-
glBindVertexArray(@cube)
|
140
|
-
glEnable(GL_PRIMITIVE_RESTART)
|
141
|
-
glPrimitiveRestartIndex(0xffff)
|
142
|
-
glDrawElements(GL_TRIANGLE_STRIP, 20, GL_UNSIGNED_SHORT, nil)
|
143
|
-
|
144
|
-
glutSwapBuffers()
|
145
|
-
end
|
146
|
-
|
147
|
-
def resize(width, height)
|
148
|
-
glViewport(0, 0, width, height)
|
149
|
-
|
150
|
-
fovy = 45.0 / 180.0 * Math::PI
|
151
|
-
aspect = Float(width) / Float(height)
|
152
|
-
z_near, z_far = 1.0, 100.0
|
153
|
-
@projection = Matrix.perspective(fovy, aspect, z_near, z_far)
|
154
|
-
end
|
155
|
-
|
156
|
-
def mouse_press(button, button_state, x, y)
|
157
|
-
if button == :LEFT
|
158
|
-
case button_state
|
159
|
-
when :DOWN
|
160
|
-
@mouse_tracking_pos = [x, y]
|
161
|
-
when :UP
|
162
|
-
remove_instance_variable(:@mouse_tracking_pos)
|
163
|
-
end
|
164
|
-
end
|
165
|
-
end
|
166
|
-
|
167
|
-
def mouse_track(x, y)
|
168
|
-
if defined? @mouse_tracking_pos
|
169
|
-
delta_x = (x - @mouse_tracking_pos[0]) * 0.01
|
170
|
-
delta_y = (y - @mouse_tracking_pos[1]) * 0.01
|
171
|
-
|
172
|
-
@world = Matrix.rotate_x(delta_y) * Matrix.rotate_y(delta_x) * @world
|
173
|
-
|
174
|
-
@mouse_tracking_pos = [x, y]
|
175
|
-
glutPostRedisplay()
|
176
|
-
end
|
177
|
-
end
|
178
|
-
|
179
|
-
VS_CODE =<<-GLSL
|
180
|
-
#version 150 core
|
181
|
-
uniform mat4 u_Projection;
|
182
|
-
uniform mat4 u_ModelView;
|
183
|
-
in vec4 in_Position;
|
184
|
-
out vec3 vs_Vertex;
|
185
|
-
void main()
|
186
|
-
{
|
187
|
-
gl_Position = u_Projection * u_ModelView * in_Position;
|
188
|
-
vs_Vertex = in_Position.xyz;
|
189
|
-
}
|
190
|
-
GLSL
|
191
|
-
|
192
|
-
FS_CODE =<<-GLSL
|
193
|
-
#version 150 core
|
194
|
-
in vec3 vs_Vertex;
|
195
|
-
out vec4 fs_FragColor;
|
196
|
-
void main()
|
197
|
-
{
|
198
|
-
fs_FragColor = vec4(vs_Vertex * 0.5 + 0.5, 1.0);
|
199
|
-
}
|
200
|
-
GLSL
|
201
|
-
|
202
|
-
end
|
203
|
-
|
204
|
-
TestApp.new.start
|