ruby-opengl2 0.60.2
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- data/Rakefile +80 -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/ext/common/common.h +423 -0
- data/ext/common/conv.h +243 -0
- data/ext/common/funcdef.h +280 -0
- data/ext/common/gl-enums.h +10031 -0
- data/ext/common/gl-error.h +23 -0
- data/ext/common/gl-types.h +63 -0
- data/ext/common/glu-enums.h +463 -0
- data/ext/gl/gl-1.0-1.1.c +2811 -0
- data/ext/gl/gl-1.2.c +814 -0
- data/ext/gl/gl-1.3.c +443 -0
- data/ext/gl/gl-1.4.c +348 -0
- data/ext/gl/gl-1.5.c +225 -0
- data/ext/gl/gl-2.0.c +657 -0
- data/ext/gl/gl-2.1.c +57 -0
- data/ext/gl/gl-enums.c +3354 -0
- data/ext/gl/gl-error.c +104 -0
- data/ext/gl/gl-ext-3dfx.c +27 -0
- data/ext/gl/gl-ext-arb.c +866 -0
- data/ext/gl/gl-ext-ati.c +41 -0
- data/ext/gl/gl-ext-ext.c +889 -0
- data/ext/gl/gl-ext-gremedy.c +41 -0
- data/ext/gl/gl-ext-nv.c +679 -0
- data/ext/gl/gl.c +214 -0
- data/ext/gl/mkrf_conf.rb +37 -0
- data/ext/glu/glu-enums.c +164 -0
- data/ext/glu/glu.c +1530 -0
- data/ext/glu/mkrf_conf.rb +39 -0
- data/ext/glut/glut.c +1627 -0
- data/ext/glut/mkrf_conf.rb +37 -0
- data/lib/opengl.rb +84 -0
- data/test/README +10 -0
- data/test/tc_common.rb +98 -0
- data/test/tc_ext_arb.rb +467 -0
- data/test/tc_ext_ati.rb +33 -0
- data/test/tc_ext_ext.rb +551 -0
- data/test/tc_ext_gremedy.rb +36 -0
- data/test/tc_ext_nv.rb +357 -0
- data/test/tc_func_10_11.rb +1281 -0
- data/test/tc_func_12.rb +186 -0
- data/test/tc_func_13.rb +229 -0
- data/test/tc_func_14.rb +197 -0
- data/test/tc_func_15.rb +270 -0
- data/test/tc_func_20.rb +346 -0
- data/test/tc_func_21.rb +541 -0
- data/test/tc_glu.rb +310 -0
- data/test/tc_include_gl.rb +35 -0
- data/test/tc_misc.rb +54 -0
- data/test/tc_require_gl.rb +34 -0
- metadata +164 -0
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#!/usr/bin/env ruby -rubygems
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# Name: nehe_lesson05.rb
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# Purpose: An implementation of NeHe's OpenGL Lesson #05
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# using ruby-opengl (http://nehe.gamedev.net/)
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#
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require "gl"
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require "glu"
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require "glut"
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require "mathn"
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# Add GL and GLUT namespaces in to make porting easier
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include Gl
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include Glu
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include Glut
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# Placeholder for the window object
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$window = ""
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# Angle for the triangle (Global)
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$pyramid_angle = 0
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# Angle for the quadrilateral (Global)
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$cube_angle = 0
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def init_gl_window(width = 640, height = 480)
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# Background color to black
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glClearColor(0.0, 0.0, 0.0, 0)
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# Enables clearing of depth buffer
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glClearDepth(1.0)
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# Set type of depth test
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glDepthFunc(GL_LEQUAL)
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# Enable depth testing
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glEnable(GL_DEPTH_TEST)
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# Enable smooth color shading
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glShadeModel(GL_SMOOTH)
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glMatrixMode(GL_PROJECTION)
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glLoadIdentity
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# Calculate aspect ratio of the window
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gluPerspective(45.0, width / height, 0.1, 100.0)
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glMatrixMode(GL_MODELVIEW)
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draw_gl_scene
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end
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#reshape = Proc.new do |width, height|
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def reshape(width, height)
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height = 1 if height == 0
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# Reset current viewpoint and perspective transformation
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glViewport(0, 0, width, height)
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glMatrixMode(GL_PROJECTION)
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glLoadIdentity
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gluPerspective(45.0, width / height, 0.1, 100.0)
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end
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#draw_gl_scene = Proc.new do
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def draw_gl_scene
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# Clear the screen and depth buffer
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
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# Reset the view
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glMatrixMode(GL_MODELVIEW)
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glLoadIdentity
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# Move left 1.5 units and into the screen 6.0 units
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glTranslatef(-1.5, 0.0, -6.0)
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# Rotate the pyramid on the Y-axis
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glRotatef($pyramid_angle, 0.0, 1.0, 0.0)
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# Draw a pyramid
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glBegin(GL_POLYGON)
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# Draw front side of pyramid
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glColor3f(1.0, 0.0, 0.0)
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glVertex3f( 0.0, 1.0, 0.0)
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glColor3f(0.0, 1.0, 0.0)
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glVertex3f(-1.0, -1.0, 1.0)
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glColor3f(0.0, 0.0, 1.0)
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glVertex3f(1.0, -1.0, 1.0)
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# Draw right side of pyramid
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glColor3f(1.0, 0.0, 0.0)
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glVertex3f( 0.0, 1.0, 0.0)
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glColor3f(0.0, 0.0, 1.0)
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glVertex3f( 1.0, -1.0, 1.0)
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glColor3f(0.0, 1.0, 0.0)
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glVertex3f(1.0, -1.0, -1.0)
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# Draw back side of pyramid
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glColor3f(1.0, 0.0, 0.0)
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glVertex3f( 0.0, 1.0, 0.0)
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glColor3f(0.0, 0.0, 1.0)
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glVertex3f(1.0, -1.0, -1.0)
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glColor3f(0.0, 1.0, 0.0)
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glVertex3f(-1.0, -1.0, -1.0)
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# Draw left side of pyramid
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glColor3f(1.0, 0.0, 0.0)
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glVertex3f( 0.0, 1.0, 0.0)
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glColor3f(0.0, 0.0, 1.0)
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glVertex3f(-1.0, -1.0, -1.0)
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glColor3f(0.0, 1.0, 0.0)
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glVertex3f(-1.0, -1.0, 1.0)
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glEnd
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glLoadIdentity
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# Move right 3 units
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glTranslatef(1.5, 0.0, -7.0)
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# Draw a cube
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# Rotate the cube on the X, Y and Z axis
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glRotatef($cube_angle, 1.0, 1.0, 1.0)
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# Set it to a blue color one time only
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glBegin(GL_QUADS)
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# Draw the top side in green
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glColor3f(0.0, 1.0, 0.0)
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glVertex3f( 1.0, 1.0, -1.0)
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glVertex3f(-1.0, 1.0, -1.0)
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glVertex3f(-1.0, 1.0, 1.0)
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glVertex3f( 1.0, 1.0, 1.0)
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# Draw the bottom side in orange
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glColor3f(1.0, 0.5, 0.0)
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glVertex3f( 1.0, -1.0, 1.0)
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glVertex3f(-1.0, -1.0, 1.0)
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glVertex3f(-1.0, -1.0, -1.0)
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glVertex3f( 1.0, -1.0, -1.0)
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# Draw the front side in red
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glColor3f(1.0, 0.0, 0.0)
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glVertex3f( 1.0, 1.0, 1.0)
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glVertex3f(-1.0, 1.0, 1.0)
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glVertex3f(-1.0, -1.0, 1.0)
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glVertex3f( 1.0, -1.0, 1.0)
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# Draw the back side in yellow
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glColor3f(1.0, 1.0, 0.0)
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glVertex3f( 1.0, -1.0, -1.0)
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glVertex3f(-1.0, -1.0, -1.0)
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glVertex3f(-1.0, 1.0, -1.0)
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glVertex3f( 1.0, 1.0, -1.0)
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# Draw the left side in blue
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glColor3f(0.0, 0.0, 1.0)
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glVertex3f(-1.0, 1.0, 1.0)
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glVertex3f(-1.0, 1.0, -1.0)
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glVertex3f(-1.0, -1.0, -1.0)
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glVertex3f(-1.0, -1.0, 1.0)
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# Draw the right side in violet
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glColor3f(1.0, 0.0, 1.0)
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glVertex3f( 1.0, 1.0, -1.0)
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glVertex3f( 1.0, 1.0, 1.0)
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glVertex3f( 1.0, -1.0, 1.0)
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glVertex3f( 1.0, -1.0, -1.0)
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glEnd
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$pyramid_angle += 0.2
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$cube_angle -= 0.15
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# Swap buffers for display
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glutSwapBuffers
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end
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# The idle function to handle
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def idle
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glutPostRedisplay
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end
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# Keyboard handler to exit when ESC is typed
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keyboard = lambda do |key, x, y|
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case(key)
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when ?\e
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glutDestroyWindow($window)
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exit(0)
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end
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glutPostRedisplay
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end
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# Initliaze our GLUT code
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glutInit;
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# Setup a double buffer, RGBA color, alpha components and depth buffer
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glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_ALPHA | GLUT_DEPTH);
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glutInitWindowSize(640, 480);
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glutInitWindowPosition(0, 0);
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$window = glutCreateWindow("NeHe Lesson 05 - ruby-opengl version");
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glutDisplayFunc(method(:draw_gl_scene).to_proc);
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glutReshapeFunc(method(:reshape).to_proc);
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glutIdleFunc(method(:idle).to_proc);
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glutKeyboardFunc(keyboard);
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init_gl_window(640, 480)
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glutMainLoop();
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# Nehe Lesson 36 Code
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# modified from immediate mode to use vertex arrays for helix drawing
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require 'opengl'
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include Gl,Glu,Glut
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include Math
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def emptyTexture
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# Create Storage Space For Texture Data (128x128x4)
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data = ([0]*4*128*128).pack("f*")
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txtnumber = glGenTextures(1) # Create 1 Texture
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glBindTexture(GL_TEXTURE_2D, txtnumber[0]) # Bind The Texture
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glTexImage2D(GL_TEXTURE_2D, 0, 4, 128, 128, 0,
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GL_RGBA, GL_FLOAT, data) # Build Texture Using Information In data
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR)
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR)
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return txtnumber[0] # Return The Texture ID
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end
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def init
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global_ambient = [0.2, 0.2, 0.2, 1.0] # Set Ambient Lighting To Fairly Dark Light (No Color)
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light0pos = [0.0, 5.0, 10.0, 1.0] # Set The Light Position
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light0ambient = [0.2, 0.2, 0.2, 1.0] # More Ambient Light
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light0diffuse = [0.3, 0.3, 0.3, 1.0] # Set The Diffuse Light A Bit Brighter
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light0specular = [0.8, 0.8, 0.8, 1.0] # Fairly Bright Specular Lighting
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lmodel_ambient = [0.2,0.2,0.2,1.0] # And More Ambient Light
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$angle = 0.0 # Set Starting Angle To Zero
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$lasttime = 0
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$blurTexture = emptyTexture() # Create Our Empty Texture
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$helix_v,$helix_n = createHelix()
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glVertexPointer(3,GL_FLOAT,0,$helix_v.flatten.pack("f*"))
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glNormalPointer(GL_FLOAT,0,$helix_n.flatten.pack("f*"))
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glLoadIdentity() # Reset The Modelview Matrix
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glEnable(GL_DEPTH_TEST) # Enable Depth Testing
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glLightModelfv(GL_LIGHT_MODEL_AMBIENT,lmodel_ambient) # Set The Ambient Light Model
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glLightModelfv(GL_LIGHT_MODEL_AMBIENT,global_ambient) # Set The Global Ambient Light Model
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glLightfv(GL_LIGHT0, GL_POSITION, light0pos) # Set The Lights Position
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glLightfv(GL_LIGHT0, GL_AMBIENT, light0ambient) # Set The Ambient Light
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glLightfv(GL_LIGHT0, GL_DIFFUSE, light0diffuse) # Set The Diffuse Light
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glLightfv(GL_LIGHT0, GL_SPECULAR, light0specular) # Set Up Specular Lighting
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glEnable(GL_LIGHTING) # Enable Lighting
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glEnable(GL_LIGHT0) # Enable Light0
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glShadeModel(GL_SMOOTH) # Select Smooth Shading
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glMateriali(GL_FRONT, GL_SHININESS, 128)
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glClearColor(0.0, 0.0, 0.0, 0.5) # Set The Clear Color To Black
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end
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58
|
+
# Keyboard handler to exit when ESC is typed
|
59
|
+
keyboard = lambda do |key, x, y|
|
60
|
+
case(key)
|
61
|
+
when ?\e
|
62
|
+
exit(0)
|
63
|
+
end
|
64
|
+
glutPostRedisplay
|
65
|
+
end
|
66
|
+
|
67
|
+
reshape = lambda do |w,h|
|
68
|
+
glMatrixMode(GL_PROJECTION)
|
69
|
+
glViewport(0,0,w,h)
|
70
|
+
glLoadIdentity()
|
71
|
+
width = 0.5
|
72
|
+
height = 0.5 * h/w;
|
73
|
+
glFrustum(-width,width,-height,height,1.0,2000.0)
|
74
|
+
glMatrixMode(GL_MODELVIEW)
|
75
|
+
glViewport(0,0,w,h)
|
76
|
+
end
|
77
|
+
|
78
|
+
def viewOrtho
|
79
|
+
glMatrixMode(GL_PROJECTION) # Select Projection
|
80
|
+
glPushMatrix() # Push The Matrix
|
81
|
+
glLoadIdentity() # Reset The Matrix
|
82
|
+
width = glutGet(GLUT_WINDOW_WIDTH)
|
83
|
+
height = glutGet(GLUT_WINDOW_HEIGHT)
|
84
|
+
glOrtho( 0, width , height , 0, -1, 1 ) # Select Ortho Mode (widthxheight)
|
85
|
+
glMatrixMode(GL_MODELVIEW) # Select Modelview Matrix
|
86
|
+
glPushMatrix() # Push The Matrix
|
87
|
+
glLoadIdentity() # Reset The Matrix
|
88
|
+
end
|
89
|
+
|
90
|
+
def viewPerspective # Set Up A Perspective View
|
91
|
+
glMatrixMode( GL_PROJECTION ) # Select Projection
|
92
|
+
glPopMatrix() # Pop The Matrix
|
93
|
+
glMatrixMode( GL_MODELVIEW ) # Select Modelview
|
94
|
+
glPopMatrix() # Pop The Matrix
|
95
|
+
end
|
96
|
+
|
97
|
+
def normalize(v)
|
98
|
+
len = sqrt( v[0]*v[0] + v[1]*v[1] + v[2]*v[2])
|
99
|
+
return v if len==0
|
100
|
+
[ v[0] / len, v[1] / len, v[2] / len ]
|
101
|
+
end
|
102
|
+
|
103
|
+
def calcNormal(v) # Calculates Normal For A Quad Using 3 Points
|
104
|
+
# Finds The Vector Between 2 Points By Subtracting
|
105
|
+
# The x,y,z Coordinates From One Point To Another.
|
106
|
+
# Calculate The Vector From Point 1 To Point 0
|
107
|
+
v1, v2, out = [], [], []
|
108
|
+
x,y,z = 0,1,2
|
109
|
+
|
110
|
+
v1[x] = v[0][x] - v[1][x] # Vector 1.x=Vertex[0].x-Vertex[1].x
|
111
|
+
v1[y] = v[0][y] - v[1][y] # Vector 1.y=Vertex[0].y-Vertex[1].y
|
112
|
+
v1[z] = v[0][z] - v[1][z] # Vector 1.z=Vertex[0].y-Vertex[1].z
|
113
|
+
# Calculate The Vector From Point 2 To Point 1
|
114
|
+
v2[x] = v[1][x] - v[2][x] # Vector 2.x=Vertex[0].x-Vertex[1].x
|
115
|
+
v2[y] = v[1][y] - v[2][y] # Vector 2.y=Vertex[0].y-Vertex[1].y
|
116
|
+
v2[z] = v[1][z] - v[2][z] # Vector 2.z=Vertex[0].z-Vertex[1].z
|
117
|
+
# Compute The Cross Product To Give Us A Surface Normal
|
118
|
+
out[x] = v1[y]*v2[z] - v1[z]*v2[y] # Cross Product For Y - Z
|
119
|
+
out[y] = v1[z]*v2[x] - v1[x]*v2[z] # Cross Product For X - Z
|
120
|
+
out[z] = v1[x]*v2[y] - v1[y]*v2[x] # Cross Product For X - Y
|
121
|
+
|
122
|
+
normalize(out)
|
123
|
+
end
|
124
|
+
|
125
|
+
def createHelix() # creates helix VA
|
126
|
+
twists = 5
|
127
|
+
r = 1.5
|
128
|
+
|
129
|
+
helix_v = []
|
130
|
+
helix_n = []
|
131
|
+
|
132
|
+
0.step(360,20) do |phi| # 360 Degrees In Steps Of 20
|
133
|
+
0.step(360*twists,20) do |theta| # 360 Degrees * Number Of Twists In Steps Of 20
|
134
|
+
v= phi/180.0*PI # Calculate Angle Of First Point ( 0 )
|
135
|
+
u= theta/180.0*PI # Calculate Angle Of First Point ( 0 )
|
136
|
+
|
137
|
+
x= cos(u)*(2.0+cos(v))*r # Calculate x Position (1st Point)
|
138
|
+
y= sin(u)*(2.0+cos(v))*r # Calculate y Position (1st Point)
|
139
|
+
z=((u-(2.0*PI)) + sin(v))*r # Calculate z Position (1st Point)
|
140
|
+
|
141
|
+
v0 = [x,y,z]
|
142
|
+
|
143
|
+
v= phi/180.0*PI # Calculate Angle Of Second Point ( 0 )
|
144
|
+
u= (theta+20)/180.0*PI # Calculate Angle Of Second Point ( 20 )
|
145
|
+
|
146
|
+
x= cos(u)*(2.0+cos(v))*r # Calculate x Position (2nd Point)
|
147
|
+
y= sin(u)*(2.0+cos(v))*r # Calculate y Position (2nd Point)
|
148
|
+
z= ((u-(2.0*PI)) + sin(v))*r # Calculate z Position (2nd Point)
|
149
|
+
|
150
|
+
v1 = [x,y,z]
|
151
|
+
|
152
|
+
v= (phi+20)/180.0*PI # Calculate Angle Of Third Point ( 20 )
|
153
|
+
u= (theta+20)/180.0*PI # Calculate Angle Of Third Point ( 20 )
|
154
|
+
|
155
|
+
x= cos(u)*(2.0+cos(v))*r # Calculate x Position (3rd Point)
|
156
|
+
y= sin(u)*(2.0+cos(v))*r # Calculate y Position (3rd Point)
|
157
|
+
z= ((u-(2.0*PI)) + sin(v))*r # Calculate z Position (3rd Point)
|
158
|
+
|
159
|
+
v2 = [x,y,z]
|
160
|
+
|
161
|
+
v= (phi+20)/180.0*PI # Calculate Angle Of Fourth Point ( 20 )
|
162
|
+
u= (theta)/180.0*PI # Calculate Angle Of Fourth Point ( 0 )
|
163
|
+
|
164
|
+
x= cos(u)*(2.0+cos(v))*r # Calculate x Position (4th Point)
|
165
|
+
y= sin(u)*(2.0+cos(v))*r # Calculate y Position (4th Point)
|
166
|
+
z= ((u-(2.0*PI)) + sin(v))*r # Calculate z Position (4th Point)
|
167
|
+
|
168
|
+
v3 = [x,y,z]
|
169
|
+
|
170
|
+
normal = calcNormal([v0,v1,v2,v3]) # Calculate The Quad Normal
|
171
|
+
helix_v << v0 << v1 << v2 << v3
|
172
|
+
helix_n << normal << normal << normal << normal
|
173
|
+
end
|
174
|
+
end
|
175
|
+
[helix_v,helix_n]
|
176
|
+
end
|
177
|
+
|
178
|
+
def processHelix() # Draws A Helix
|
179
|
+
glfMaterialColor = [0.4,0.2,0.8,1.0] # Set The Material Color
|
180
|
+
specular = [1.0,1.0,1.0,1.0] # Sets Up Specular Lighting
|
181
|
+
|
182
|
+
glLoadIdentity() # Reset The Modelview Matrix
|
183
|
+
gluLookAt(0, 5, 50, 0, 0, 0, 0, 1, 0) # Eye Position (0,5,50) Center Of Scene (0,0,0), Up On Y Axis
|
184
|
+
|
185
|
+
glPushMatrix() # Push The Modelview Matrix
|
186
|
+
|
187
|
+
glTranslatef(0,0,-50) # Translate 50 Units Into The Screen
|
188
|
+
glRotatef($angle/2.0,1,0,0) # Rotate By angle/2 On The X-Axis
|
189
|
+
glRotatef($angle/3.0,0,1,0) # Rotate By angle/3 On The Y-Axis
|
190
|
+
|
191
|
+
glMaterialfv(GL_FRONT_AND_BACK,GL_AMBIENT_AND_DIFFUSE,glfMaterialColor)
|
192
|
+
glMaterialfv(GL_FRONT_AND_BACK,GL_SPECULAR,specular)
|
193
|
+
|
194
|
+
glEnableClientState(GL_VERTEX_ARRAY)
|
195
|
+
glEnableClientState(GL_NORMAL_ARRAY)
|
196
|
+
glDrawArrays(GL_QUADS,0,$helix_v.size)
|
197
|
+
glDisableClientState(GL_VERTEX_ARRAY)
|
198
|
+
glDisableClientState(GL_NORMAL_ARRAY)
|
199
|
+
|
200
|
+
glPopMatrix() # Pop The Matrix
|
201
|
+
end
|
202
|
+
|
203
|
+
def drawBlur(times,inc)
|
204
|
+
spost = 0.0 # Starting Texture Coordinate Offset
|
205
|
+
alphainc = 0.9 / times # Fade Speed For Alpha Blending
|
206
|
+
alpha = 0.2 # Starting Alpha Value
|
207
|
+
|
208
|
+
width = glutGet(GLUT_WINDOW_WIDTH)
|
209
|
+
height = glutGet(GLUT_WINDOW_HEIGHT)
|
210
|
+
# Disable AutoTexture Coordinates
|
211
|
+
glDisable(GL_TEXTURE_GEN_S)
|
212
|
+
glDisable(GL_TEXTURE_GEN_T)
|
213
|
+
|
214
|
+
glEnable(GL_TEXTURE_2D) # Enable 2D Texture Mapping
|
215
|
+
glDisable(GL_DEPTH_TEST) # Disable Depth Testing
|
216
|
+
glBlendFunc(GL_SRC_ALPHA,GL_ONE) # Set Blending Mode
|
217
|
+
glEnable(GL_BLEND) # Enable Blending
|
218
|
+
glBindTexture(GL_TEXTURE_2D,$blurTexture) # Bind To The Blur Texture
|
219
|
+
viewOrtho() # Switch To An Ortho View
|
220
|
+
|
221
|
+
alphainc = alpha / times # alphainc=0.2 / Times To Render Blur
|
222
|
+
|
223
|
+
glBegin(GL_QUADS) # Begin Drawing Quads
|
224
|
+
0.upto(times-1) do |num| # Number Of Times To Render Blur
|
225
|
+
glColor4f(1.0, 1.0, 1.0, alpha) # Set The Alpha Value (Starts At 0.2)
|
226
|
+
glTexCoord2f(0+spost,1-spost) # Texture Coordinate ( 0, 1 )
|
227
|
+
glVertex2f(0,0) # First Vertex ( 0, 0 )
|
228
|
+
|
229
|
+
glTexCoord2f(0+spost,0+spost) # Texture Coordinate ( 0, 0 )
|
230
|
+
glVertex2f(0,height) # Second Vertex ( 0, height )
|
231
|
+
|
232
|
+
glTexCoord2f(1-spost,0+spost) # Texture Coordinate ( 1, 0 )
|
233
|
+
glVertex2f(width,height) # Third Vertex ( width, height )
|
234
|
+
|
235
|
+
glTexCoord2f(1-spost,1-spost) # Texture Coordinate ( 1, 1 )
|
236
|
+
glVertex2f(width,0) # Fourth Vertex ( width, 0 )
|
237
|
+
|
238
|
+
spost += inc # Gradually Increase spost (Zooming Closer To Texture Center)
|
239
|
+
alpha = alpha - alphainc # Gradually Decrease alpha (Gradually Fading Image Out)
|
240
|
+
end
|
241
|
+
glEnd() # Done Drawing Quads
|
242
|
+
|
243
|
+
viewPerspective() # Switch To A Perspective View
|
244
|
+
|
245
|
+
glEnable(GL_DEPTH_TEST) # Enable Depth Testing
|
246
|
+
glDisable(GL_TEXTURE_2D) # Disable 2D Texture Mapping
|
247
|
+
glDisable(GL_BLEND) # Disable Blending
|
248
|
+
glBindTexture(GL_TEXTURE_2D,0) # Unbind The Blur Texture
|
249
|
+
end
|
250
|
+
|
251
|
+
|
252
|
+
def renderToTexture
|
253
|
+
glViewport(0,0,128,128); # Set Our Viewport (Match Texture Size)
|
254
|
+
|
255
|
+
processHelix() # Render The Helix
|
256
|
+
|
257
|
+
glBindTexture(GL_TEXTURE_2D,$blurTexture) # Bind To The Blur Texture
|
258
|
+
|
259
|
+
# Copy Our ViewPort To The Blur Texture (From 0,0 To 128,128... No Border)
|
260
|
+
glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, 0, 0, 128, 128, 0)
|
261
|
+
|
262
|
+
glClearColor(0.0, 0.0, 0.5, 0.5) # Set The Clear Color To Medium Blue
|
263
|
+
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) # Clear The Screen And Depth Buffer
|
264
|
+
width = glutGet(GLUT_WINDOW_WIDTH)
|
265
|
+
height = glutGet(GLUT_WINDOW_HEIGHT)
|
266
|
+
glViewport(0 , 0,width,height) # Set Viewport (0,0 to widthxheight)
|
267
|
+
end
|
268
|
+
|
269
|
+
drawGLScene = lambda do # Draw The Scene
|
270
|
+
glClearColor(0.0, 0.0, 0.0, 0.5) # Set The Clear Color To Black
|
271
|
+
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) # Clear Screen And Depth Buffer
|
272
|
+
glLoadIdentity() # Reset The View
|
273
|
+
renderToTexture() # Render To A Texture
|
274
|
+
processHelix() # Draw Our Helix
|
275
|
+
drawBlur(25,0.02) # Draw The Blur Effect
|
276
|
+
glFlush() # Flush The GL Rendering Pipeline
|
277
|
+
glutSwapBuffers()
|
278
|
+
sleep(0.001) # don't hog all cpu time
|
279
|
+
end
|
280
|
+
|
281
|
+
idle = lambda do
|
282
|
+
now = glutGet(GLUT_ELAPSED_TIME)
|
283
|
+
elapsed = now - $lasttime
|
284
|
+
$angle += (elapsed * 0.03) # Update angle Based On The Clock
|
285
|
+
$lasttime = now
|
286
|
+
|
287
|
+
glutPostRedisplay()
|
288
|
+
end
|
289
|
+
|
290
|
+
# Main
|
291
|
+
glutInit()
|
292
|
+
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_ALPHA | GLUT_DEPTH)
|
293
|
+
glutInitWindowPosition(100,100)
|
294
|
+
glutInitWindowSize(640,480)
|
295
|
+
glutCreateWindow("NeHe's Lesson 36")
|
296
|
+
glutDisplayFunc(drawGLScene)
|
297
|
+
glutIdleFunc(idle)
|
298
|
+
glutReshapeFunc(reshape)
|
299
|
+
glutKeyboardFunc(keyboard)
|
300
|
+
|
301
|
+
init()
|
302
|
+
|
303
|
+
glutMainLoop()
|