ruby-opengl 0.33.0 → 0.40.0
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- data/Rakefile +42 -15
- data/doc/build_install.txt +70 -25
- data/doc/history.txt +4 -0
- data/doc/requirements_and_design.txt +2 -3
- data/doc/roadmap.txt +15 -2
- data/doc/screenshots.txt +23 -0
- data/doc/supplies/page_template.html +2 -1
- data/doc/thanks.txt +3 -0
- data/doc/tutorial.txt +5 -3
- data/examples/README +57 -7
- data/examples/legacy/COPYRIGHT +8 -0
- data/examples/{aaindex.rb → legacy/aaindex.rb} +6 -5
- data/examples/legacy/aapoly.rb +153 -0
- data/examples/legacy/aargb.rb +139 -0
- data/examples/legacy/accanti.rb +159 -0
- data/examples/legacy/accpersp.rb +216 -0
- data/examples/legacy/alpha.rb +133 -0
- data/examples/legacy/alpha3D.rb +165 -0
- data/examples/legacy/bezcurve.rb +107 -0
- data/examples/legacy/bezmesh.rb +131 -0
- data/examples/legacy/checker.rb +121 -0
- data/examples/legacy/clip.rb +104 -0
- data/examples/legacy/colormat.rb +145 -0
- data/examples/legacy/cube.rb +73 -0
- data/examples/legacy/depthcue.rb +101 -0
- data/examples/legacy/dof.rb +212 -0
- data/examples/legacy/double.rb +104 -0
- data/examples/legacy/drawf.rb +98 -0
- data/examples/legacy/feedback.rb +152 -0
- data/examples/legacy/fog.rb +172 -0
- data/examples/legacy/font-glut.rb +41 -0
- data/examples/legacy/font.rb +158 -0
- data/examples/legacy/hello.rb +75 -0
- data/examples/legacy/image.rb +145 -0
- data/examples/legacy/jitter.rb +209 -0
- data/examples/legacy/lines.rb +135 -0
- data/examples/legacy/list.rb +120 -0
- data/examples/legacy/material.rb +290 -0
- data/examples/legacy/mipmap.rb +159 -0
- data/examples/legacy/model.rb +119 -0
- data/examples/legacy/movelight.rb +140 -0
- data/examples/legacy/pickdepth.rb +180 -0
- data/examples/legacy/planet.rb +112 -0
- data/examples/legacy/quadric.rb +180 -0
- data/examples/legacy/readpixel.rb +59 -0
- data/examples/legacy/robot.rb +120 -0
- data/examples/legacy/select.rb +207 -0
- data/examples/{smooth_prev.rb → legacy/smooth.rb} +3 -2
- data/examples/legacy/stencil.rb +154 -0
- data/examples/legacy/stroke.rb +170 -0
- data/examples/legacy/surface.rb +170 -0
- data/examples/legacy/teaambient.rb +132 -0
- data/examples/legacy/teapots.rb +188 -0
- data/examples/legacy/tess.rb +222 -0
- data/examples/legacy/texbind.rb +157 -0
- data/examples/legacy/texgen.rb +171 -0
- data/examples/legacy/texturesurf.rb +128 -0
- data/examples/legacy/varray.rb +167 -0
- data/examples/legacy/wrap.rb +158 -0
- data/examples/nehe_lesson02.rb +117 -0
- data/examples/nehe_lesson03.rb +122 -0
- data/examples/nehe_lesson04.rb +133 -0
- data/examples/nehe_lesson05.rb +186 -0
- data/examples/plane.rb +1 -1
- data/examples/smooth.rb +4 -2
- data/examples/test.rb +3 -2
- data/ext/common/{rbogl.c → common.h} +99 -32
- data/ext/common/gl-enums.h +39 -1
- data/ext/gl/gl-1.0-1.1.c +350 -305
- data/ext/gl/gl-1.2.c +933 -38
- data/ext/gl/gl-1.3.c +725 -0
- data/ext/gl/gl-1.4.c +647 -0
- data/ext/gl/gl-1.5.c +362 -0
- data/ext/gl/gl-2.0.c +1632 -0
- data/ext/gl/gl-2.1.c +154 -0
- data/ext/gl/gl-enums.c +1 -2
- data/ext/gl/gl.c +58 -2
- data/ext/gl/mkrf_conf.rb +4 -1
- data/ext/glu/glu.c +5 -4
- data/ext/glu/mkrf_conf.rb +4 -1
- data/ext/glut/glut.c +7 -1
- data/ext/glut/mkrf_conf.rb +5 -0
- data/lib/gl_prev.rb +4 -3
- data/lib/glu_prev.rb +4 -3
- data/lib/glut_prev.rb +3 -3
- data/{examples/all_tests.rb → lib/opengl.rb} +9 -12
- data/test/README +5 -18
- data/test/tc_common.rb +79 -0
- data/test/tc_func_10_11.rb +1255 -0
- data/test/tc_func_12.rb +186 -0
- data/test/tc_func_13.rb +203 -0
- data/test/tc_func_14.rb +197 -0
- data/test/tc_func_15.rb +82 -0
- data/test/tc_func_20.rb +320 -0
- data/test/tc_func_21.rb +67 -0
- data/test/tc_include_gl.rb +1 -1
- data/test/{tc_opengl_namespace.rb → tc_misc.rb} +20 -20
- data/test/tc_require_gl.rb +1 -1
- metadata +99 -27
- data/ext/common/Rakefile +0 -39
- data/ext/common/rbogl.h +0 -52
- data/test/runtests.sh +0 -7
- data/test/tc_gl_vertex.rb +0 -180
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#/*
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# * Copyright (c) 1993-1997, Silicon Graphics, Inc.
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# * ALL RIGHTS RESERVED
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# * Permission to use, copy, modify, and distribute this software for
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# * any purpose and without fee is hereby granted, provided that the above
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# * copyright notice appear in all copies and that both the copyright notice
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# * and this permission notice appear in supporting documentation, and that
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# * the name of Silicon Graphics, Inc. not be used in advertising
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# * or publicity pertaining to distribution of the software without specific,
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# * written prior permission.
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# *
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# * THE MATERIAL EMBODIED ON THIS SOFTWARE IS PROVIDED TO YOU "AS-IS"
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# * AND WITHOUT WARRANTY OF ANY KIND, EXPRESS, IMPLIED OR OTHERWISE,
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# * INCLUDING WITHOUT LIMITATION, ANY WARRANTY OF MERCHANTABILITY OR
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# * FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL SILICON
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# * GRAPHICS, INC. BE LIABLE TO YOU OR ANYONE ELSE FOR ANY DIRECT,
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# * SPECIAL, INCIDENTAL, INDIRECT OR CONSEQUENTIAL DAMAGES OF ANY
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# * KIND, OR ANY DAMAGES WHATSOEVER, INCLUDING WITHOUT LIMITATION,
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# * LOSS OF PROFIT, LOSS OF USE, SAVINGS OR REVENUE, OR THE CLAIMS OF
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# * THIRD PARTIES, WHETHER OR NOT SILICON GRAPHICS, INC. HAS BEEN
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# * ADVISED OF THE POSSIBILITY OF SUCH LOSS, HOWEVER CAUSED AND ON
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# * ANY THEORY OF LIABILITY, ARISING OUT OF OR IN CONNECTION WITH THE
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# * POSSESSION, USE OR PERFORMANCE OF THIS SOFTWARE.
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# *
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# * US Government Users Restricted Rights
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# * Use, duplication, or disclosure by the Government is subject to
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# * restrictions set forth in FAR 52.227.19(c)(2) or subparagraph
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# * (c)(1)(ii) of the Rights in Technical Data and Computer Software
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# * clause at DFARS 252.227-7013 and/or in similar or successor
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# * clauses in the FAR or the DOD or NASA FAR Supplement.
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# * Unpublished-- rights reserved under the copyright laws of the
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# * United States. Contractor/manufacturer is Silicon Graphics,
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# * Inc., 2011 N. Shoreline Blvd., Mountain View, CA 94039-7311.
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# *
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# * OpenGL(R) is a registered trademark of Silicon Graphics, Inc.
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# */
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#
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#/*
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# * colormat.c
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# * After initialization, the program will be in
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# * ColorMaterial mode. Interaction: pressing the
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# * mouse buttons will change the diffuse reflection values.
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# */
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require "gl_prev"
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require "glu_prev"
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require "glut_prev"
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require "mathn"
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$diffuseMaterial = [0.5,0.5,0.5,1.0];
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#/* Initialize material property, light source, lighting model,
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# * and depth buffer.
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# */
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def init
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mat_specular = [ 1.0, 1.0, 1.0, 1.0 ];
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light_position = [ 1.0, 1.0, 1.0, 0.0 ];
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GL.ClearColor(0.0, 0.0, 0.0, 0.0);
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GL.ShadeModel(GL::SMOOTH);
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GL.Enable(GL::DEPTH_TEST);
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GL.Material(GL::FRONT, GL::DIFFUSE, $diffuseMaterial);
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GL.Material(GL::FRONT, GL::SPECULAR, mat_specular);
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GL.Material(GL::FRONT, GL::SHININESS, 25.0);
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GL.Light(GL::LIGHT0, GL::POSITION, light_position);
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GL.Enable(GL::LIGHTING);
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GL.Enable(GL::LIGHT0);
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GL.ColorMaterial(GL::FRONT, GL::DIFFUSE);
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GL.Enable(GL::COLOR_MATERIAL);
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end
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display = Proc.new {
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GL.Clear(GL::COLOR_BUFFER_BIT | GL::DEPTH_BUFFER_BIT);
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GLUT.SolidSphere(1.0, 20, 16);
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GL.Flush();
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}
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reshape = Proc.new {|w, h|
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GL.Viewport(0, 0, w, h);
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GL.MatrixMode (GL::PROJECTION);
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GL.LoadIdentity();
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if (w <= h)
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GL.Ortho(-1.5, 1.5, -1.5*h/w, 1.5*h/w, -10.0, 10.0);
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else
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GL.Ortho(-1.5*w/h, 1.5*w/h, -1.5, 1.5, -10.0, 10.0);
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end
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GL.MatrixMode(GL::MODELVIEW);
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GL.LoadIdentity();
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}
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# /* ARGSUSED2 */
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mouse = Proc.new {|button, state, x, y|
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case (button)
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when GLUT::LEFT_BUTTON
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if (state == GLUT::DOWN)
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$diffuseMaterial[0] = $diffuseMaterial[0] + 0.1;
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if ($diffuseMaterial[0] > 1.0)
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$diffuseMaterial[0] = 0.0;
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end
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GL.Color($diffuseMaterial);
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GLUT.PostRedisplay();
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end
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when GLUT::MIDDLE_BUTTON
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if (state == GLUT::DOWN)
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$diffuseMaterial[1] = $diffuseMaterial[1] + 0.1;
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if ($diffuseMaterial[1] > 1.0)
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$diffuseMaterial[1] = 0.0;
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end
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GL.Color($diffuseMaterial);
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GLUT.PostRedisplay();
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end
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when GLUT::RIGHT_BUTTON
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if (state == GLUT::DOWN)
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$diffuseMaterial[2] = $diffuseMaterial[2] + 0.1;
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if ($diffuseMaterial[2] > 1.0)
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$diffuseMaterial[2] = 0.0;
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end
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GL.Color($diffuseMaterial);
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GLUT.PostRedisplay();
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end
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end
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}
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# /* ARGSUSED1 */
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keyboard = Proc.new {|key, x, y|
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case (key)
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when 27
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exit(0);
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end
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}
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#int main(int argc, char** argv)
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#{
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GLUT.Init
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GLUT.InitDisplayMode(GLUT::SINGLE | GLUT::RGB | GLUT::DEPTH);
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GLUT.InitWindowSize(500, 500);
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GLUT.InitWindowPosition(100, 100);
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GLUT.CreateWindow($0);
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init();
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GLUT.DisplayFunc(display);
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GLUT.ReshapeFunc(reshape);
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GLUT.MouseFunc(mouse);
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GLUT.KeyboardFunc(keyboard);
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GLUT.MainLoop();
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#!/usr/bin/env ruby -rubygems
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require "gl_prev"
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require "glu_prev"
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require "glut_prev"
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$light_diffuse = [1.0, 0.0, 0.0, 1.0]
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$light_position = [1.0, 1.0, 1.0, 0.0]
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$n = [
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[-1.0, 0.0, 0.0], [0.0, 1.0, 0.0], [1.0, 0.0, 0.0],
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[0.0, -1.0, 0.0], [0.0, 0.0, 1.0], [0.0, 0.0, -1.0] ]
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$faces = [
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[0, 1, 2, 3], [3, 2, 6, 7], [7, 6, 5, 4],
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[4, 5, 1, 0], [5, 6, 2, 1], [7, 4, 0, 3] ]
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$v = 0
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def drawBox
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for i in (0..5)
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GL.Begin(GL::QUADS);
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GL.Normal(*($n[i]));
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# tmp = $v.to_array
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# GL.Vertex3f(*$v[$faces[i][0]]);
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# GL.Vertex3f(*$v[$faces[i][1]]);
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# GL.Vertex3f(*$v[$faces[i][2]]);
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# GL.Vertex3f(*$v[$faces[i][3]]);
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GL.Vertex($v[$faces[i][0]]);
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GL.Vertex($v[$faces[i][1]]);
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GL.Vertex($v[$faces[i][2]]);
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GL.Vertex($v[$faces[i][3]]);
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GL.End()
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end
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end
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display = Proc.new {
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GL.Clear(GL::COLOR_BUFFER_BIT | GL::DEPTH_BUFFER_BIT);
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drawBox
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GLUT.SwapBuffers
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}
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def myinit
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# $v[0,0] = $v[1,0] = $v[2,0] = $v[3,0] = -1;
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# $v[4,0] = $v[5,0] = $v[6,0] = $v[7,0] = 1;
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# $v[0,1] = $v[1,1] = $v[4,1] = $v[5,1] = -1;
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# $v[2,1] = $v[3,1] = $v[6,1] = $v[7,1] = 1;
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# $v[0,2] = $v[3,2] = $v[4,2] = $v[7,2] = 1;
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# $v[1,2] = $v[2,2] = $v[5,2] = $v[6,2] = -1;
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$v = [[-1, -1,1],[-1, -1,-1], [-1,1,-1], [-1,1,1], [1, -1,1],
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[1, -1,-1], [1, 1,-1], [1,1,1]]
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GL.Light(GL::LIGHT0, GL::DIFFUSE, $light_diffuse);
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GL.Light(GL::LIGHT0, GL::POSITION, $light_position);
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GL.Enable(GL::LIGHT0);
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GL.Enable(GL::LIGHTING);
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GL.Enable(GL::DEPTH_TEST);
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GL.MatrixMode(GL::PROJECTION);
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GLU.Perspective(40.0, 1.0, 1.0, 10.0);
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GL.MatrixMode(GL::MODELVIEW);
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GLU.LookAt(0.0, 0.0, 5.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0)
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GL.Translate(0.0, 0.0, -1.0);
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GL.Rotate(60, 1.0, 0.0, 0.0);
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GL.Rotate(-20, 0.0, 0.0, 1.0);
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end
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GLUT.Init
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GLUT.InitDisplayMode(GLUT::DOUBLE | GLUT::RGB | GLUT::DEPTH);
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GLUT.CreateWindow("red 3D lighted cube");
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GLUT.DisplayFunc(display);
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myinit
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GLUT.MainLoop();
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#
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#/* Copyright (c) Mark J. Kilgard, 1994. */
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#
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#/*
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# * (c) Copyright 1993, Silicon Graphics, Inc.
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# * ALL RIGHTS RESERVED
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# * Permission to use, copy, modify, and distribute this software for
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# * any purpose and without fee is hereby granted, provided that the above
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# * copyright notice appear in all copies and that both the copyright notice
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# * and this permission notice appear in supporting documentation, and that
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# * the name of Silicon Graphics, Inc. not be used in advertising
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# * or publicity pertaining to distribution of the software without specific,
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# * written prior permission.
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# *
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# * THE MATERIAL EMBODIED ON THIS SOFTWARE IS PROVIDED TO YOU "AS-IS"
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# * AND WITHOUT WARRANTY OF ANY KIND, EXPRESS, IMPLIED OR OTHERWISE,
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# * INCLUDING WITHOUT LIMITATION, ANY WARRANTY OF MERCHANTABILITY OR
|
18
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# * FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL SILICON
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# * GRAPHICS, INC. BE LIABLE TO YOU OR ANYONE ELSE FOR ANY DIRECT,
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20
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# * SPECIAL, INCIDENTAL, INDIRECT OR CONSEQUENTIAL DAMAGES OF ANY
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# * KIND, OR ANY DAMAGES WHATSOEVER, INCLUDING WITHOUT LIMITATION,
|
22
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+
# * LOSS OF PROFIT, LOSS OF USE, SAVINGS OR REVENUE, OR THE CLAIMS OF
|
23
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# * THIRD PARTIES, WHETHER OR NOT SILICON GRAPHICS, INC. HAS BEEN
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# * ADVISED OF THE POSSIBILITY OF SUCH LOSS, HOWEVER CAUSED AND ON
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# * ANY THEORY OF LIABILITY, ARISING OUT OF OR IN CONNECTION WITH THE
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# * POSSESSION, USE OR PERFORMANCE OF THIS SOFTWARE.
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# *
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# * US Government Users Restricted Rights
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# * Use, duplication, or disclosure by the Government is subject to
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# * restrictions set forth in FAR 52.227.19(c)(2) or subparagraph
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+
# * (c)(1)(ii) of the Rights in Technical Data and Computer Software
|
32
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+
# * clause at DFARS 252.227-7013 and/or in similar or successor
|
33
|
+
# * clauses in the FAR or the DOD or NASA FAR Supplement.
|
34
|
+
# * Unpublished-- rights reserved under the copyright laws of the
|
35
|
+
# * United States. Contractor/manufacturer is Silicon Graphics,
|
36
|
+
# * Inc., 2011 N. Shoreline Blvd., Mountain View, CA 94039-7311.
|
37
|
+
# *
|
38
|
+
# * OpenGL(TM) is a trademark of Silicon Graphics, Inc.
|
39
|
+
# */
|
40
|
+
#/*
|
41
|
+
# * depthcue.c
|
42
|
+
# * This program draws a wireframe model, which uses
|
43
|
+
# * intensity (brightness) to give clues to distance.
|
44
|
+
# * Fog is used to achieve this effect.
|
45
|
+
# */
|
46
|
+
require "gl_prev"
|
47
|
+
require "glu_prev"
|
48
|
+
require "glut_prev"
|
49
|
+
require "mathn"
|
50
|
+
|
51
|
+
#/* Initialize linear fog for depth cueing.
|
52
|
+
# */
|
53
|
+
def myinit
|
54
|
+
fogColor = [0.0, 0.0, 0.0, 1.0];
|
55
|
+
|
56
|
+
GL.Enable(GL::FOG);
|
57
|
+
GL.Fog(GL::FOG_MODE, GL::LINEAR);
|
58
|
+
GL.Hint(GL::FOG_HINT, GL::NICEST); #/* per pixel */
|
59
|
+
GL.Fog(GL::FOG_START, 3.0);
|
60
|
+
GL.Fog(GL::FOG_END, 5.0);
|
61
|
+
GL.Fog(GL::FOG_COLOR, fogColor);
|
62
|
+
GL.ClearColor(0.0, 0.0, 0.0, 1.0);
|
63
|
+
|
64
|
+
GL.DepthFunc(GL::LESS);
|
65
|
+
GL.Enable(GL::DEPTH_TEST);
|
66
|
+
GL.ShadeModel(GL::FLAT);
|
67
|
+
end
|
68
|
+
|
69
|
+
#/* display() draws an icosahedron.
|
70
|
+
# */
|
71
|
+
display = Proc.new {
|
72
|
+
GL.Clear(GL::COLOR_BUFFER_BIT | GL::DEPTH_BUFFER_BIT);
|
73
|
+
GL.Color(1.0, 1.0, 1.0);
|
74
|
+
GLUT.WireIcosahedron();
|
75
|
+
GL.Flush();
|
76
|
+
}
|
77
|
+
|
78
|
+
myReshape = Proc.new {|w, h|
|
79
|
+
GL.Viewport(0, 0, w, h);
|
80
|
+
GL.MatrixMode(GL::PROJECTION);
|
81
|
+
GL.LoadIdentity();
|
82
|
+
GLU.Perspective(45.0, w/h, 3.0, 5.0);
|
83
|
+
GL.MatrixMode(GL::MODELVIEW);
|
84
|
+
GL.LoadIdentity();
|
85
|
+
GL.Translate(0.0, 0.0, -4.0); #/* move object into view */
|
86
|
+
}
|
87
|
+
|
88
|
+
#/* Main Loop
|
89
|
+
# */
|
90
|
+
#int main(int argc, char** argv)
|
91
|
+
#{
|
92
|
+
GLUT.Init
|
93
|
+
GLUT.InitDisplayMode(GLUT::SINGLE | GLUT::RGB | GLUT::DEPTH);
|
94
|
+
GLUT.CreateWindow($0);
|
95
|
+
myinit();
|
96
|
+
GLUT.ReshapeFunc(myReshape);
|
97
|
+
GLUT.DisplayFunc(display);
|
98
|
+
GLUT.MainLoop();
|
99
|
+
# return 0; /* ANSI C requires main to return int. */
|
100
|
+
#}
|
101
|
+
|
@@ -0,0 +1,212 @@
|
|
1
|
+
#
|
2
|
+
#/* Copyright (c) Mark J. Kilgard, 1994. */
|
3
|
+
#
|
4
|
+
#/*
|
5
|
+
# * (c) Copyright 1993, Silicon Graphics, Inc.
|
6
|
+
# * ALL RIGHTS RESERVED
|
7
|
+
# * Permission to use, copy, modify, and distribute this software for
|
8
|
+
# * any purpose and without fee is hereby granted, provided that the above
|
9
|
+
# * copyright notice appear in all copies and that both the copyright notice
|
10
|
+
# * and this permission notice appear in supporting documentation, and that
|
11
|
+
# * the name of Silicon Graphics, Inc. not be used in advertising
|
12
|
+
# * or publicity pertaining to distribution of the software without specific,
|
13
|
+
# * written prior permission.
|
14
|
+
# *
|
15
|
+
# * THE MATERIAL EMBODIED ON THIS SOFTWARE IS PROVIDED TO YOU "AS-IS"
|
16
|
+
# * AND WITHOUT WARRANTY OF ANY KIND, EXPRESS, IMPLIED OR OTHERWISE,
|
17
|
+
# * INCLUDING WITHOUT LIMITATION, ANY WARRANTY OF MERCHANTABILITY OR
|
18
|
+
# * FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL SILICON
|
19
|
+
# * GRAPHICS, INC. BE LIABLE TO YOU OR ANYONE ELSE FOR ANY DIRECT,
|
20
|
+
# * SPECIAL, INCIDENTAL, INDIRECT OR CONSEQUENTIAL DAMAGES OF ANY
|
21
|
+
# * KIND, OR ANY DAMAGES WHATSOEVER, INCLUDING WITHOUT LIMITATION,
|
22
|
+
# * LOSS OF PROFIT, LOSS OF USE, SAVINGS OR REVENUE, OR THE CLAIMS OF
|
23
|
+
# * THIRD PARTIES, WHETHER OR NOT SILICON GRAPHICS, INC. HAS BEEN
|
24
|
+
# * ADVISED OF THE POSSIBILITY OF SUCH LOSS, HOWEVER CAUSED AND ON
|
25
|
+
# * ANY THEORY OF LIABILITY, ARISING OUT OF OR IN CONNECTION WITH THE
|
26
|
+
# * POSSESSION, USE OR PERFORMANCE OF THIS SOFTWARE.
|
27
|
+
# *
|
28
|
+
# * US Government Users Restricted Rights
|
29
|
+
# * Use, duplication, or disclosure by the Government is subject to
|
30
|
+
# * restrictions set forth in FAR 52.227.19(c)(2) or subparagraph
|
31
|
+
# * (c)(1)(ii) of the Rights in Technical Data and Computer Software
|
32
|
+
# * clause at DFARS 252.227-7013 and/or in similar or successor
|
33
|
+
# * clauses in the FAR or the DOD or NASA FAR Supplement.
|
34
|
+
# * Unpublished-- rights reserved under the copyright laws of the
|
35
|
+
# * United States. Contractor/manufacturer is Silicon Graphics,
|
36
|
+
# * Inc., 2011 N. Shoreline Blvd., Mountain View, CA 94039-7311.
|
37
|
+
# *
|
38
|
+
# * OpenGL(TM) is a trademark of Silicon Graphics, Inc.
|
39
|
+
# */
|
40
|
+
#/*
|
41
|
+
# * dof.c
|
42
|
+
# * This program demonstrates use of the accumulation buffer to
|
43
|
+
# * create an out-of-focus depth-of-field effect. The teapots
|
44
|
+
# * are drawn several times into the accumulation buffer. The
|
45
|
+
# * viewing volume is jittered, except at the focal point, where
|
46
|
+
# * the viewing volume is at the same position, each time. In
|
47
|
+
# * this case, the gold teapot remains in focus.
|
48
|
+
# */
|
49
|
+
require "gl_prev"
|
50
|
+
require "glu_prev"
|
51
|
+
require "glut_prev"
|
52
|
+
require "jitter"
|
53
|
+
|
54
|
+
PI_=3.14159265358979323846
|
55
|
+
|
56
|
+
#/* accFrustum()
|
57
|
+
# * The first 6 arguments are identical to the glFrustum() call.
|
58
|
+
# *
|
59
|
+
# * pixdx and pixdy are anti-alias jitter in pixels.
|
60
|
+
# * Set both equal to 0.0 for no anti-alias jitter.
|
61
|
+
# * eyedx and eyedy are depth-of field jitter in pixels.
|
62
|
+
# * Set both equal to 0.0 for no depth of field effects.
|
63
|
+
# *
|
64
|
+
# * focus is distance from eye to plane in focus.
|
65
|
+
# * focus must be greater than, but not equal to 0.0.
|
66
|
+
# *
|
67
|
+
# * Note that accFrustum() calls glTranslatef(). You will
|
68
|
+
# * probably want to insure that your ModelView matrix has been
|
69
|
+
# * initialized to identity before calling accFrustum().
|
70
|
+
# */
|
71
|
+
def accFrustum(left, right, bottom, top, nnear, ffar, pixdx, pixdy, eyedx, eyedy, focus)
|
72
|
+
|
73
|
+
viewport = GL::GetDoublev(GL::VIEWPORT);
|
74
|
+
|
75
|
+
xwsize = right - left;
|
76
|
+
ywsize = top - bottom;
|
77
|
+
|
78
|
+
dx = -(pixdx*xwsize/viewport[2] + eyedx*nnear/focus);
|
79
|
+
dy = -(pixdy*ywsize/viewport[3] + eyedy*nnear/focus);
|
80
|
+
|
81
|
+
GL::MatrixMode(GL::PROJECTION);
|
82
|
+
GL::LoadIdentity();
|
83
|
+
GL::Frustum(left + dx, right + dx, bottom + dy, top + dy, nnear, ffar);
|
84
|
+
GL::MatrixMode(GL::MODELVIEW);
|
85
|
+
GL::LoadIdentity();
|
86
|
+
GL::Translate(-eyedx, -eyedy, 0.0);
|
87
|
+
end
|
88
|
+
|
89
|
+
#/* accPerspective()
|
90
|
+
# *
|
91
|
+
# * The first 4 arguments are identical to the gluPerspective() call.
|
92
|
+
# * pixdx and pixdy are anti-alias jitter in pixels.
|
93
|
+
# * Set both equal to 0.0 for no anti-alias jitter.
|
94
|
+
# * eyedx and eyedy are depth-of field jitter in pixels.
|
95
|
+
# * Set both equal to 0.0 for no depth of field effects.
|
96
|
+
# *
|
97
|
+
# * focus is distance from eye to plane in focus.
|
98
|
+
# * focus must be greater than, but not equal to 0.0.
|
99
|
+
# *
|
100
|
+
# * Note that accPerspective() calls accFrustum().
|
101
|
+
# */
|
102
|
+
def accPerspective(fovy, aspect, nnear, ffar, pixdx, pixdy, eyedx, eyedy, focus)
|
103
|
+
fov2 = ((fovy*PI_) / 180.0) / 2.0;
|
104
|
+
|
105
|
+
top = nnear / (Math::cos(fov2) / Math::sin(fov2));
|
106
|
+
bottom = -top;
|
107
|
+
|
108
|
+
right = top * aspect;
|
109
|
+
left = -right;
|
110
|
+
|
111
|
+
accFrustum(left, right, bottom, top, nnear, ffar,
|
112
|
+
pixdx, pixdy, eyedx, eyedy, focus);
|
113
|
+
end
|
114
|
+
|
115
|
+
|
116
|
+
def myinit
|
117
|
+
ambient = [ 0.0, 0.0, 0.0, 1.0 ];
|
118
|
+
diffuse = [ 1.0, 1.0, 1.0, 1.0 ];
|
119
|
+
position = [ 0.0, 3.0, 3.0, 0.0 ];
|
120
|
+
|
121
|
+
lmodel_ambient = [ 0.2, 0.2, 0.2, 1.0 ];
|
122
|
+
local_view = [ 0.0 ];
|
123
|
+
|
124
|
+
GL::Enable(GL::DEPTH_TEST);
|
125
|
+
GL::DepthFunc(GL::LESS);
|
126
|
+
|
127
|
+
GL::Light(GL::LIGHT0, GL::AMBIENT, ambient);
|
128
|
+
GL::Light(GL::LIGHT0, GL::DIFFUSE, diffuse);
|
129
|
+
GL::Light(GL::LIGHT0, GL::POSITION, position);
|
130
|
+
|
131
|
+
GL::LightModel(GL::LIGHT_MODEL_AMBIENT, lmodel_ambient);
|
132
|
+
GL::LightModel(GL::LIGHT_MODEL_LOCAL_VIEWER, local_view);
|
133
|
+
|
134
|
+
GL::FrontFace(GL::CW);
|
135
|
+
GL::Enable(GL::LIGHTING);
|
136
|
+
GL::Enable(GL::LIGHT0);
|
137
|
+
GL::Enable(GL::AUTO_NORMAL);
|
138
|
+
GL::Enable(GL::NORMALIZE);
|
139
|
+
|
140
|
+
GL::MatrixMode(GL::MODELVIEW);
|
141
|
+
GL::LoadIdentity();
|
142
|
+
|
143
|
+
GL::ClearColor(0.0, 0.0, 0.0, 0.0);
|
144
|
+
GL::ClearAccum(0.0, 0.0, 0.0, 0.0);
|
145
|
+
end
|
146
|
+
|
147
|
+
def renderTeapot (x, y, z, ambr, ambg, ambb, difr, difg, difb, specr, specg, specb, shine)
|
148
|
+
GL::PushMatrix();
|
149
|
+
GL::Translate(x, y, z);
|
150
|
+
mat = []
|
151
|
+
mat[0] = ambr; mat[1] = ambg; mat[2] = ambb; mat[3] = 1.0;
|
152
|
+
GL::Material(GL::FRONT, GL::AMBIENT, mat);
|
153
|
+
mat[0] = difr; mat[1] = difg; mat[2] = difb;
|
154
|
+
GL::Material(GL::FRONT, GL::DIFFUSE, mat);
|
155
|
+
mat[0] = specr; mat[1] = specg; mat[2] = specb;
|
156
|
+
GL::Material(GL::FRONT, GL::SPECULAR, mat);
|
157
|
+
GL::Material(GL::FRONT, GL::SHININESS, shine*128.0);
|
158
|
+
GLUT::SolidTeapot(0.5);
|
159
|
+
GL::PopMatrix();
|
160
|
+
end
|
161
|
+
|
162
|
+
#/* display() draws 5 teapots into the accumulation buffer
|
163
|
+
# * several times; each time with a jittered perspective.
|
164
|
+
# * The focal point is at z = 5.0, so the gold teapot will
|
165
|
+
# * stay in focus. The amount of jitter is adjusted by the
|
166
|
+
# * magnitude of the accPerspective() jitter; in this example, 0.33.
|
167
|
+
# * In this example, the teapots are drawn 8 times. See jitter.h
|
168
|
+
# */
|
169
|
+
display = proc {
|
170
|
+
viewport = GL::GetDoublev(GL::VIEWPORT);
|
171
|
+
GL::Clear(GL::ACCUM_BUFFER_BIT);
|
172
|
+
|
173
|
+
for jitter in 0...8
|
174
|
+
GL::Clear(GL::COLOR_BUFFER_BIT | GL::DEPTH_BUFFER_BIT);
|
175
|
+
accPerspective(45.0,
|
176
|
+
viewport[2]/ viewport[3],
|
177
|
+
1.0, 15.0, 0.0, 0.0,
|
178
|
+
0.33*$j8[jitter][0], 0.33*$j8[jitter][1], 5.0);
|
179
|
+
#/* ruby, gold, silver, emerald, and cyan teapots */
|
180
|
+
renderTeapot(-1.1, -0.5, -4.5, 0.1745, 0.01175, 0.01175,
|
181
|
+
0.61424, 0.04136, 0.04136, 0.727811, 0.626959, 0.626959, 0.6);
|
182
|
+
renderTeapot(-0.5, -0.5, -5.0, 0.24725, 0.1995, 0.0745,
|
183
|
+
0.75164, 0.60648, 0.22648, 0.628281, 0.555802, 0.366065, 0.4);
|
184
|
+
renderTeapot(0.2, -0.5, -5.5, 0.19225, 0.19225, 0.19225,
|
185
|
+
0.50754, 0.50754, 0.50754, 0.508273, 0.508273, 0.508273, 0.4);
|
186
|
+
renderTeapot(1.0, -0.5, -6.0, 0.0215, 0.1745, 0.0215,
|
187
|
+
0.07568, 0.61424, 0.07568, 0.633, 0.727811, 0.633, 0.6);
|
188
|
+
renderTeapot(1.8, -0.5, -6.5, 0.0, 0.1, 0.06, 0.0, 0.50980392,
|
189
|
+
0.50980392, 0.50196078, 0.50196078, 0.50196078, 0.25);
|
190
|
+
GL::Accum(GL::ACCUM, 0.125);
|
191
|
+
end
|
192
|
+
|
193
|
+
GL::Accum(GL::RETURN, 1.0);
|
194
|
+
GL::Flush();
|
195
|
+
}
|
196
|
+
|
197
|
+
myReshape = proc {|w, h|
|
198
|
+
GL::Viewport(0, 0, w, h);
|
199
|
+
}
|
200
|
+
|
201
|
+
#/* Main Loop
|
202
|
+
# * Open window with initial window size, title bar,
|
203
|
+
# * RGBA display mode, depth buffer, and handle input events.
|
204
|
+
# */
|
205
|
+
GLUT::Init();
|
206
|
+
GLUT::InitDisplayMode(GLUT::SINGLE | GLUT::RGB | GLUT::ACCUM | GLUT::DEPTH);
|
207
|
+
GLUT::CreateWindow()
|
208
|
+
myinit();
|
209
|
+
GLUT::ReshapeFunc(myReshape);
|
210
|
+
GLUT::DisplayFunc(display);
|
211
|
+
GLUT::MainLoop();
|
212
|
+
|