ruby-opengl 0.60.0-i386-mswin32
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- data/MIT-LICENSE +18 -0
- data/README.txt +47 -0
- data/doc/build_install.txt +122 -0
- data/doc/history.txt +66 -0
- data/doc/requirements_and_design.txt +117 -0
- data/doc/roadmap.txt +28 -0
- data/doc/scientific_use.txt +35 -0
- data/doc/thanks.txt +29 -0
- data/doc/tutorial.txt +469 -0
- data/examples/NeHe/nehe_lesson02.rb +117 -0
- data/examples/NeHe/nehe_lesson03.rb +122 -0
- data/examples/NeHe/nehe_lesson04.rb +133 -0
- data/examples/NeHe/nehe_lesson05.rb +186 -0
- data/examples/NeHe/nehe_lesson36.rb +303 -0
- data/examples/OrangeBook/3Dlabs-License.txt +33 -0
- data/examples/OrangeBook/brick.frag +36 -0
- data/examples/OrangeBook/brick.rb +376 -0
- data/examples/OrangeBook/brick.vert +41 -0
- data/examples/OrangeBook/particle.frag +17 -0
- data/examples/OrangeBook/particle.rb +406 -0
- data/examples/OrangeBook/particle.vert +38 -0
- data/examples/README +16 -0
- data/examples/RedBook/aapoly.rb +142 -0
- data/examples/RedBook/aargb.rb +119 -0
- data/examples/RedBook/accanti.rb +162 -0
- data/examples/RedBook/accpersp.rb +215 -0
- data/examples/RedBook/alpha.rb +123 -0
- data/examples/RedBook/alpha3D.rb +158 -0
- data/examples/RedBook/bezcurve.rb +105 -0
- data/examples/RedBook/bezmesh.rb +137 -0
- data/examples/RedBook/checker.rb +124 -0
- data/examples/RedBook/clip.rb +95 -0
- data/examples/RedBook/colormat.rb +135 -0
- data/examples/RedBook/cube.rb +69 -0
- data/examples/RedBook/depthcue.rb +99 -0
- data/examples/RedBook/dof.rb +205 -0
- data/examples/RedBook/double.rb +105 -0
- data/examples/RedBook/drawf.rb +91 -0
- data/examples/RedBook/feedback.rb +145 -0
- data/examples/RedBook/fog.rb +167 -0
- data/examples/RedBook/font.rb +151 -0
- data/examples/RedBook/hello.rb +79 -0
- data/examples/RedBook/image.rb +137 -0
- data/examples/RedBook/jitter.rb +207 -0
- data/examples/RedBook/lines.rb +128 -0
- data/examples/RedBook/list.rb +111 -0
- data/examples/RedBook/material.rb +275 -0
- data/examples/RedBook/mipmap.rb +156 -0
- data/examples/RedBook/model.rb +113 -0
- data/examples/RedBook/movelight.rb +132 -0
- data/examples/RedBook/pickdepth.rb +179 -0
- data/examples/RedBook/planet.rb +108 -0
- data/examples/RedBook/quadric.rb +158 -0
- data/examples/RedBook/robot.rb +115 -0
- data/examples/RedBook/select.rb +196 -0
- data/examples/RedBook/smooth.rb +95 -0
- data/examples/RedBook/stencil.rb +163 -0
- data/examples/RedBook/stroke.rb +167 -0
- data/examples/RedBook/surface.rb +166 -0
- data/examples/RedBook/teaambient.rb +132 -0
- data/examples/RedBook/teapots.rb +182 -0
- data/examples/RedBook/tess.rb +183 -0
- data/examples/RedBook/texbind.rb +147 -0
- data/examples/RedBook/texgen.rb +169 -0
- data/examples/RedBook/texturesurf.rb +128 -0
- data/examples/RedBook/varray.rb +159 -0
- data/examples/RedBook/wrap.rb +148 -0
- data/examples/misc/OGLBench.rb +337 -0
- data/examples/misc/anisotropic.rb +194 -0
- data/examples/misc/fbo_test.rb +356 -0
- data/examples/misc/font-glut.rb +46 -0
- data/examples/misc/glfwtest.rb +30 -0
- data/examples/misc/plane.rb +161 -0
- data/examples/misc/readpixel.rb +65 -0
- data/examples/misc/sdltest.rb +34 -0
- data/examples/misc/trislam.rb +828 -0
- data/lib/gl.so +0 -0
- data/lib/glu.so +0 -0
- data/lib/glut.so +0 -0
- data/lib/opengl.rb +84 -0
- metadata +132 -0
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//
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// Vertex shader for procedural bricks
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//
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// Authors: Dave Baldwin, Steve Koren, Randi Rost
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// based on a shader by Darwyn Peachey
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//
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// Copyright (c) 2002-2004 3Dlabs Inc. Ltd.
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//
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// See 3Dlabs-License.txt for license information
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//
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uniform vec3 LightPosition;
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const float SpecularContribution = 0.3;
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const float DiffuseContribution = 1.0 - SpecularContribution;
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varying float LightIntensity;
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varying vec2 MCposition;
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void main(void)
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{
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vec3 ecPosition = vec3 (gl_ModelViewMatrix * gl_Vertex);
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vec3 tnorm = normalize(gl_NormalMatrix * gl_Normal);
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vec3 lightVec = normalize(LightPosition - ecPosition);
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vec3 reflectVec = reflect(-lightVec, tnorm);
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vec3 viewVec = normalize(-ecPosition);
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float diffuse = max(dot(lightVec, tnorm), 0.0);
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float spec = 0.0;
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if (diffuse > 0.0)
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{
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spec = max(dot(reflectVec, viewVec), 0.0);
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spec = pow(spec, 16.0);
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}
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LightIntensity = DiffuseContribution * diffuse +
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SpecularContribution * spec;
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MCposition = gl_Vertex.xy;
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gl_Position = ftransform();
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}
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//
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// Fragment shader for rendering a "confetti cannon"
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// via a partcle system
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//
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// Author: Randi Rost
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//
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// Copyright (c) 2003-2004: 3Dlabs, Inc.
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//
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// See 3Dlabs-License.txt for license information
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//
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varying vec4 Color;
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void main (void)
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{
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gl_FragColor = Color;
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}
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#
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# Copyright (C) 2002-2005 3Dlabs Inc. Ltd.
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# All rights reserved.
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#
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# Redistribution and use in source and binary forms, with or without
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# modification, are permitted provided that the following conditions
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# are met:
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#
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# Redistributions of source code must retain the above copyright
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# notice, this list of conditions and the following disclaimer.
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#
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# Redistributions in binary form must reproduce the above
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# copyright notice, this list of conditions and the following
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# disclaimer in the documentation and/or other materials provided
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# with the distribution.
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#
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# Neither the name of 3Dlabs Inc. Ltd. nor the names of its
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# contributors may be used to endorse or promote products derived
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# from this software without specific prior written permission.
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#
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# THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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# "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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# LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
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# FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE
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# COPYRIGHT HOLDERS OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
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# INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
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# BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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# LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
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# CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
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# LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
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# ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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# POSSIBILITY OF SUCH DAMAGE.
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require 'opengl'
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include Gl,Glu,Glut
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$particleTime = 0
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# Movement variables
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$fXDiff = 206
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$fYDiff = 16
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$fZDiff = 10
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$xLastIncr = 0
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$yLastIncr = 0
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$fXInertia = -0.5
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$fYInertia = 0
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$fXInertiaOld
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$fYInertiaOld
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$fScale = 0.25
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$ftime = 0
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$xLast = -1
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$yLast = -1
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$bmModifiers = 0
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$rotate = 1
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$programObject = 0
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$vertexShaderObject = 0
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$fragmentShaderObject = 0
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# Rotation defines
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INERTIA_THRESHOLD = 1.0
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INERTIA_FACTOR = 0.5
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SCALE_FACTOR = 0.01
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SCALE_INCREMENT = 0.5
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TIMER_FREQUENCY_MILLIS = 20
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VELOCITY_ARRAY = 3
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START_TIME_ARRAY = 4
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$clearColor = [[0,0,0,1], [0.2,0.2,0.3,1], [0.7,0.7,0.7,1]]
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$arrayWidth = 0, $arrayHeight = 0
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$verts = []
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$colors = []
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$velocities = []
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$startTimes = []
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def nextClearColor
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glClearColor($clearColor[0][0],
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$clearColor[0][1],
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$clearColor[0][2],
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$clearColor[0][3])
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$clearColor << $clearColor.shift # rotate
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end
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def getUniLoc(program, name)
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loc = glGetUniformLocation(program, name)
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if (loc == -1)
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puts "No such uniform named #{name}"
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end
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return loc
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end
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def updateAnim
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location = getUniLoc($programObject,"Time")
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$particleTime += 0.002
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if $particleTime > 15.0
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$particleTime = 0.0
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end
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glUniform1f(location,$particleTime)
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end
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def drawPoints
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glPointSize(2.0)
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glVertexPointer(3, GL_FLOAT, 0, $verts)
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glColorPointer(3, GL_FLOAT, 0, $colors)
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glVertexAttribPointer(VELOCITY_ARRAY, 3, GL_FLOAT, GL_FALSE, 0, $velocities)
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glVertexAttribPointer(START_TIME_ARRAY, 1, GL_FLOAT, GL_FALSE, 0, $startTimes)
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glEnableClientState(GL_VERTEX_ARRAY)
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glEnableClientState(GL_COLOR_ARRAY)
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glEnableVertexAttribArray(VELOCITY_ARRAY)
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glEnableVertexAttribArray(START_TIME_ARRAY)
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glDrawArrays(GL_POINTS, 0, $arrayWidth * $arrayHeight)
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glDisableClientState(GL_VERTEX_ARRAY)
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glDisableClientState(GL_COLOR_ARRAY)
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glDisableVertexAttribArray(VELOCITY_ARRAY)
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glDisableVertexAttribArray(START_TIME_ARRAY)
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end
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def createPoints(w,h)
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$verts = []
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$colors = []
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$velocities = []
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$startTimes = []
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i = 0.5 / w - 0.5
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while (i<0.5)
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j = 0.5 / h - 0.5
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while (j<0.5)
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$verts << i
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$verts << 0.0
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$verts << j
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$colors << rand() * 0.5 + 0.5
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$colors << rand() * 0.5 + 0.5
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$colors << rand() * 0.5 + 0.5
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$velocities << rand() + 3.0
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$velocities << rand() * 10.0
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$velocities << rand() + 3.0
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$startTimes << rand() * 10.0
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j += 1.0/h
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end
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i += 1.0/w
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end
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# convert from ruby Array to memory representation of float data that
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# will be passed as array pointers to GL
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$verts = $verts.pack("f*")
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$colors = $colors.pack("f*")
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$velocities = $velocities.pack("f*")
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$startTimes = $startTimes.pack("f*")
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$arrayWidth = w
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$arrayHeight = h
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end
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play = lambda do
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thisTime = glutGet(GLUT_ELAPSED_TIME)
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updateAnim()
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glutPostRedisplay()
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end
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display = lambda do
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glLoadIdentity()
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glTranslatef(0.0, 0.0, -5.0)
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glRotatef($fYDiff, 1,0,0)
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glRotatef($fXDiff, 0,1,0)
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glRotatef($fZDiff, 0,0,1)
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glScalef($fScale, $fScale, $fScale)
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
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drawPoints()
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glFlush()
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glutSwapBuffers()
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end
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key = lambda do |key,x,y|
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$particleTime = 0
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case(key)
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when ?b
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nextClearColor()
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when ?q, ?\e # esc
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exit(0)
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when ?\s # space
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$rotate = !$rotate
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if ($rotate==false)
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$fXInertiaOld = $fXInertia
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$fYInertiaOld = $fYInertia
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else
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$fXInertia = $fXInertiaOld
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$fYInertia = $fYInertiaOld
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# To prevent confusion, force some rotation
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if ($fXInertia == 0 && $fYInertia == 0)
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$fXInertia = -0.5
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end
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end
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when ?+
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$fScale += SCALE_INCREMENT
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when ?-
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$fScale -= SCALE_INCREMENT
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else
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puts "Keyboard commands:\n"
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puts "b - Toggle among background clear colors"
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puts "q, <esc> - Quit"
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puts "? - Help"
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puts "<home> - reset zoom and rotation"
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puts "<space> or <click> - stop rotation"
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puts "<+>, <-> or <ctrl + drag> - zoom model"
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puts "<arrow keys> or <drag> - rotate model\n"
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end
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end
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reshape = lambda do |w,h|
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vp = 0.8
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aspect = w/h
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glViewport(0, 0, w, h)
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glMatrixMode(GL_PROJECTION)
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glLoadIdentity()
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glFrustum(-vp, vp, -vp / aspect, vp / aspect, 3, 10.0)
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glMatrixMode(GL_MODELVIEW)
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glLoadIdentity()
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glTranslatef(0.0, 0.0, -5.0)
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end
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motion = lambda do |x,y|
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if ($xLast != -1 || $yLast != -1)
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$xLastIncr = x - $xLast
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$yLastIncr = y - $yLast
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if ($bmModifiers & GLUT_ACTIVE_CTRL != 0)
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if ($xLast != -1)
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$fZDiff += $xLastIncr
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$fScale += $yLastIncr*SCALE_FACTOR
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end
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else
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if ($xLast != -1)
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$fXDiff += $xLastIncr
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$fYDiff += $yLastIncr
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end
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end
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end
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$xLast = x
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$yLast = y
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end
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mouse = lambda do |button,state,x,y|
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$bmModifiers = glutGetModifiers()
|
264
|
+
if (button == GLUT_LEFT_BUTTON)
|
265
|
+
if (state == GLUT_UP)
|
266
|
+
$xLast = -1
|
267
|
+
$yLast = -1
|
268
|
+
if $xLastIncr > INERTIA_THRESHOLD
|
269
|
+
$fXInertia = ($xLastIncr - INERTIA_THRESHOLD)*INERTIA_FACTOR
|
270
|
+
end
|
271
|
+
if -$xLastIncr > INERTIA_THRESHOLD
|
272
|
+
$fXInertia = ($xLastIncr + INERTIA_THRESHOLD)*INERTIA_FACTOR
|
273
|
+
end
|
274
|
+
|
275
|
+
if $yLastIncr > INERTIA_THRESHOLD
|
276
|
+
$fYInertia = ($yLastIncr - INERTIA_THRESHOLD)*INERTIA_FACTOR
|
277
|
+
end
|
278
|
+
if -$yLastIncr > INERTIA_THRESHOLD
|
279
|
+
$fYInertia = ($yLastIncr + INERTIA_THRESHOLD)*INERTIA_FACTOR
|
280
|
+
end
|
281
|
+
else
|
282
|
+
$fXInertia = 0
|
283
|
+
$fYInertia = 0
|
284
|
+
end
|
285
|
+
$xLastIncr = 0
|
286
|
+
$yLastIncr = 0
|
287
|
+
end
|
288
|
+
end
|
289
|
+
|
290
|
+
special = lambda do |key,x,y|
|
291
|
+
case key
|
292
|
+
when GLUT_KEY_HOME:
|
293
|
+
$fXDiff = 206
|
294
|
+
$fYDiff = 16
|
295
|
+
$fZDiff = 10
|
296
|
+
$xLastIncr = 0
|
297
|
+
$yLastIncr = 0
|
298
|
+
$fXInertia = -0.5
|
299
|
+
$fYInertia = 0
|
300
|
+
$fScale = 0.25
|
301
|
+
$particleTime = 0
|
302
|
+
when GLUT_KEY_LEFT:
|
303
|
+
$fXDiff -= 1
|
304
|
+
when GLUT_KEY_RIGHT:
|
305
|
+
$fXDiff += 1
|
306
|
+
when GLUT_KEY_UP:
|
307
|
+
$fYDiff -= 1
|
308
|
+
when GLUT_KEY_DOWN:
|
309
|
+
$fYDiff += 1
|
310
|
+
end
|
311
|
+
end
|
312
|
+
|
313
|
+
timer = lambda do |value|
|
314
|
+
$ftime += 0.01
|
315
|
+
if $rotate
|
316
|
+
$fXDiff += $fXInertia
|
317
|
+
$fYDiff += $fYInertia
|
318
|
+
end
|
319
|
+
glutTimerFunc(TIMER_FREQUENCY_MILLIS , timer, 0)
|
320
|
+
end
|
321
|
+
|
322
|
+
def installParticleShaders(vs_name,fs_name)
|
323
|
+
# Create a vertex shader object and a fragment shader object
|
324
|
+
$vertexShaderObject = glCreateShader(GL_VERTEX_SHADER)
|
325
|
+
$fragmentShaderObject = glCreateShader(GL_FRAGMENT_SHADER)
|
326
|
+
|
327
|
+
# Load source code strings into shaders
|
328
|
+
glShaderSource($vertexShaderObject, File.read(vs_name))
|
329
|
+
glShaderSource($fragmentShaderObject, File.read(fs_name))
|
330
|
+
|
331
|
+
# Compile the particle vertex shader, and print out
|
332
|
+
# the compiler log file.
|
333
|
+
glCompileShader($vertexShaderObject)
|
334
|
+
vertCompiled = glGetShaderiv($vertexShaderObject, GL_COMPILE_STATUS)
|
335
|
+
puts "Shader InfoLog:\n#{glGetShaderInfoLog($vertexShaderObject)}\n"
|
336
|
+
|
337
|
+
# Compile the particle fragment shader, and print out
|
338
|
+
# the compiler log file.
|
339
|
+
glCompileShader($fragmentShaderObject)
|
340
|
+
fragCompiled = glGetShaderiv($fragmentShaderObject, GL_COMPILE_STATUS)
|
341
|
+
puts "Shader InfoLog:\n#{glGetShaderInfoLog($fragmentShaderObject)}\n"
|
342
|
+
|
343
|
+
return false if (vertCompiled == 0 || fragCompiled == 0)
|
344
|
+
|
345
|
+
# Create a program object and attach the two compiled shaders
|
346
|
+
$programObject = glCreateProgram()
|
347
|
+
glAttachShader($programObject, $vertexShaderObject)
|
348
|
+
glAttachShader($programObject, $fragmentShaderObject)
|
349
|
+
|
350
|
+
#Bind generic attribute indices to attribute variable names
|
351
|
+
glBindAttribLocation($programObject, VELOCITY_ARRAY, "Velocity")
|
352
|
+
glBindAttribLocation($programObject, START_TIME_ARRAY, "StartTime");
|
353
|
+
|
354
|
+
# Link the program object and print out the info log
|
355
|
+
glLinkProgram($programObject)
|
356
|
+
linked = glGetProgramiv($programObject, GL_LINK_STATUS)
|
357
|
+
puts "Program InfoLog:\n#{glGetProgramInfoLog($programObject)}\n"
|
358
|
+
|
359
|
+
return false if linked==0
|
360
|
+
|
361
|
+
# Install program object as part of current state
|
362
|
+
glUseProgram($programObject)
|
363
|
+
|
364
|
+
# Set up initial uniform values
|
365
|
+
glUniform4f(getUniLoc($programObject, "Background"), 0.0, 0.0, 0.0, 1.0)
|
366
|
+
glUniform1f(getUniLoc($programObject, "Time"), -5.0)
|
367
|
+
|
368
|
+
return true
|
369
|
+
end
|
370
|
+
|
371
|
+
# Main
|
372
|
+
glutInit()
|
373
|
+
glutInitDisplayMode( GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE)
|
374
|
+
glutInitWindowSize(500, 500)
|
375
|
+
glutInitWindowPosition(100,100)
|
376
|
+
window = glutCreateWindow("3Dlabs OpenGL Shading Language Particle System Demo")
|
377
|
+
|
378
|
+
glutIdleFunc(play)
|
379
|
+
glutDisplayFunc(display)
|
380
|
+
glutKeyboardFunc(key)
|
381
|
+
glutReshapeFunc(reshape)
|
382
|
+
glutMotionFunc(motion)
|
383
|
+
glutMouseFunc(mouse)
|
384
|
+
glutSpecialFunc(special)
|
385
|
+
glutTimerFunc(TIMER_FREQUENCY_MILLIS , timer, 0)
|
386
|
+
|
387
|
+
# Make sure that OpenGL 2.0 is supported by the driver
|
388
|
+
if Gl.is_available?(2.0)==false
|
389
|
+
major,minor,*rest = glGetString(GL_VERSION).split(/\.| /)
|
390
|
+
puts "GL_VERSION major=#{major} minor=#{minor}"
|
391
|
+
puts "Support for OpenGL 2.0 is required for this demo...exiting"
|
392
|
+
exit(1)
|
393
|
+
end
|
394
|
+
|
395
|
+
createPoints(100, 100)
|
396
|
+
|
397
|
+
glDepthFunc(GL_LESS)
|
398
|
+
glEnable(GL_DEPTH_TEST)
|
399
|
+
nextClearColor()
|
400
|
+
|
401
|
+
key.call('?', 0, 0)
|
402
|
+
|
403
|
+
success = installParticleShaders("particle.vert", "particle.frag")
|
404
|
+
if (success)
|
405
|
+
glutMainLoop()
|
406
|
+
end
|