Ring Documentation, Release 1.10
62.5 Drawing using RingOpenGL
Example:
load "freeglut.ring"
load "opengl21lib.ring"
func main
glutInit()
glutInitDisplayMode(GLUT_SINGLE)
glutInitWindowSize(800, 600)
glutInitWindowPosition(100, 10)
glutCreateWindow("RingFreeGLUT - Test 2")
glutDisplayFunc(:displayCode)
glutMainLoop()
func displaycode
glClear(GL_COLOR_BUFFER_BIT)
glColor3f(0,255,0)
glBegin(GL_POLYGON)
glVertex3f(0.0, 0.0, 0.0)
62.5. Drawing using RingOpenGL 608
Ring Documentation, Release 1.10
glVertex3f(0.5, 0.0, 0.0)
glVertex3f(0.5, 0.5, 0.0)
glVertex3f(0.0, 0.5, 0.0)
glEnd()
glColor3f(255,0,0)
glBegin(GL_POLYGON)
glVertex3f(0.0, 0.0, 0.0)
glVertex3f(0.5, 0.0, 0.0)
glVertex3f(-0.5,- 1, 0.0)
glVertex3f(0.0, -1, 0.0)
glEnd()
glColor3f(0,0,255)
glBegin(GL_POLYGON)
glVertex3f(0.0, 0.0, 0.0)
glVertex3f(-0.5, 0.0, 0.0)
glVertex3f(-0.5,- 0.5, 0.0)
glVertex3f(0.0, -0.5, 0.0)
glEnd()
glFlush()
Screen Shot
62.5. Drawing using RingOpenGL 609
Ring Documentation, Release 1.10
62.6 The First Triangle
Example:
load "freeglut.ring"
load "opengl21lib.ring"
func main
glutInit()
glutInitDisplayMode(GLUT_DEPTH | GLUT_DOUBLE | GLUT_RGBA)
glutInitWindowSize(320,320)
glutInitWindowPosition(100, 10)
glutCreateWindow("RingFreeGLUT - Test 3")
glutDisplayFunc(:renderScene)
glutMainLoop()
func renderScene
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
glBegin(GL_TRIANGLES)
glVertex3f(-0.5,-0.5,0.0)
glVertex3f(0.5,0.0,0.0)
glVertex3f(0.0,0.5,0.0)
glEnd()
glutSwapBuffers()
Screen Shot
62.6. The First Triangle 610
Ring Documentation, Release 1.10
62.7 Window Resize Event
Example:
load "freeglut.ring"
load "opengl21lib.ring"
func main
// init GLUT and create window
glutInit()
glutInitDisplayMode(GLUT_DEPTH | GLUT_DOUBLE | GLUT_RGBA)
glutInitWindowPosition(100,100)
glutInitWindowSize(320,320)
glutCreateWindow("RingFreeGLUT - Test 4")
glutDisplayFunc(:renderScene)
glutReshapeFunc(:changeSize)
glutMainLoop()
func renderScene
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
glBegin(GL_TRIANGLES)
glVertex3f(-2,-2,-5.0)
glVertex3f(2,0.0,-5.0)
glVertex3f(0.0,2,-5.0)
glEnd()
glutSwapBuffers()
func changesize
h = glutEventHeight()
w = glutEventWidth()
// Prevent a divide by zero, when window is too short
// (you cant make a window of zero width).
if (h = 0)
h = 1
ok
ratio = w * 1.0 / h
// Use the Projection Matrix
glMatrixMode(GL_PROJECTION)
// Reset Matrix
glLoadIdentity()
// Set the viewport to be the entire window
glViewport(0, 0, w, h)
// Set the correct perspective.
gluPerspective(45,ratio,1,100)
62.7. Window Resize Event 611
Ring Documentation, Release 1.10
// Get Back to the Modelview
glMatrixMode(GL_MODELVIEW)
62.8 Triangle Rotation
Example:
load "freeglut.ring"
load "opengl21lib.ring"
angle = 0
func main
// init GLUT and create window
glutInit()
glutInitDisplayMode(GLUT_DEPTH | GLUT_DOUBLE | GLUT_RGBA)
glutInitWindowPosition(100,100)
glutInitWindowSize(320,320)
glutCreateWindow("RingFreeGLUT - Test 5")
glutDisplayFunc(:renderScene)
glutReshapeFunc(:changeSize)
glutIdleFunc(:renderScene)
glutMainLoop()
func renderScene
// Clear Color and Depth Buffers
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
// Reset transformations
glLoadIdentity()
// Set the camera
gluLookAt( 0.0, 0.0, 10.0,
0.0, 0.0, 0.0,
0.0, 1.0, 0.0)
glRotatef(angle, 0.0, 1.0, 0.0)
glBegin(GL_TRIANGLES)
glVertex3f(-2.0,-2.0, 0.0)
glVertex3f( 2.0, 0.0, 0.0)
glVertex3f( 0.0, 2.0, 0.0)
glEnd()
angle+=0.1
glutSwapBuffers();
func changesize
h = glutEventHeight()
w = glutEventWidth()
62.8. Triangle Rotation 612
Ring Documentation, Release 1.10
// Prevent a divide by zero, when window is too short
// (you cant make a window of zero width).
if (h = 0)
h = 1
ok
ratio = w * 1.0 / h
// Use the Projection Matrix
glMatrixMode(GL_PROJECTION)
// Reset Matrix
glLoadIdentity()
// Set the viewport to be the entire window
glViewport(0, 0, w, h)
// Set the correct perspective.
gluPerspective(45,ratio,1,100)
// Get Back to the Modelview
glMatrixMode(GL_MODELVIEW)
Screen Shot
62.9 Keyboard Events and Colors
Example:
load "freeglut.ring"
load "opengl21lib.ring"
62.9. Keyboard Events and Colors 613
Ring Documentation, Release 1.10
angle = 0
red=1.0
blue=1.0
green=1.0
func main
// init GLUT and create window
glutInit()
glutInitDisplayMode(GLUT_DEPTH | GLUT_DOUBLE | GLUT_RGBA)
glutInitWindowPosition(100,100)
glutInitWindowSize(320,320)
glutCreateWindow("RingFreeGLUT - Test 6")
glutDisplayFunc(:renderScene)
glutReshapeFunc(:changeSize)
glutIdleFunc(:renderScene)
// here are the new entries
glutKeyboardFunc(:processNormalKeys)
glutSpecialFunc(:processSpecialKeys)
glutMainLoop()
func renderScene
// Clear Color and Depth Buffers
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
// Reset transformations
glLoadIdentity()
// Set the camera
gluLookAt( 0.0, 0.0, 10.0,
0.0, 0.0, 0.0,
0.0, 1.0, 0.0)
glRotatef(angle, 0.0, 1.0, 0.0)
glColor3f(red,green,blue);
glBegin(GL_TRIANGLES)
glVertex3f(-2.0,-2.0, 0.0)
glVertex3f( 2.0, 0.0, 0.0)
glVertex3f( 0.0, 2.0, 0.0)
glEnd()
angle+=0.1
glutSwapBuffers();
func changesize
h = glutEventHeight()
w = glutEventWidth()
// Prevent a divide by zero, when window is too short
62.9. Keyboard Events and Colors 614
Ring Documentation, Release 1.10
// (you cant make a window of zero width).
if (h = 0)
h = 1
ok
ratio = w * 1.0 / h
// Use the Projection Matrix
glMatrixMode(GL_PROJECTION)
// Reset Matrix
glLoadIdentity()
// Set the viewport to be the entire window
glViewport(0, 0, w, h)
// Set the correct perspective.
gluPerspective(45,ratio,1,100)
// Get Back to the Modelview
glMatrixMode(GL_MODELVIEW)
func processNormalKeys
key = GLUTEventKey()
if key = 27
shutdown()
ok
func processSpecialKeys
key = GLUTEventKey()
switch key
on GLUT_KEY_F1
red = 1.0
green = 0.0
blue = 0.0
on GLUT_KEY_F2
red = 0.0
green = 1.0
blue = 0.0
on GLUT_KEY_F3
red = 0.0
green = 0.0
blue = 1.0
off
Screen Shot
62.9. Keyboard Events and Colors 615
Ring Documentation, Release 1.10
62.10 The Camera
Example:
load "freeglut.ring"
load "opengl21lib.ring"
// angle of rotation for the camera direction
angle=0.0
// actual vector representing the camera's direction
lx=0.0
lz=-1.0
// XZ position of the camera
x=0.0
z=5.0
func drawSnowMan
glColor3f(1.0, 1.0, 1.0)
// Draw Body
glTranslatef(0.0 ,0.75, 0.0)
glutSolidSphere(0.75,20,20)
// Draw Head
glTranslatef(0.0, 1.0, 0.0)
glutSolidSphere(0.25,20,20)
// Draw Eyes
glPushMatrix()
glColor3f(0.0,0.0,0.0)
glTranslatef(0.05, 0.10, 0.18)
62.10. The Camera 616
Ring Documentation, Release 1.10
glutSolidSphere(0.05,10,10)
glTranslatef(-0.1, 0.0, 0.0)
glutSolidSphere(0.05,10,10)
glPopMatrix()
// Draw Nose
glColor3f(1.0, 0.5 , 0.5)
glutSolidCone(0.08,0.5,10,2)
func changeSize
w = glutEventWidth()
h = glutEventHeight()
// Prevent a divide by zero, when window is too short
// (you cant make a window of zero width).
if h = 0
h = 1
ok
ratio = w * 1.0 / h
// Use the Projection Matrix
glMatrixMode(GL_PROJECTION)
// Reset Matrix
glLoadIdentity()
// Set the viewport to be the entire window
glViewport(0, 0, w, h)
// Set the correct perspective.
gluPerspective(45.0, ratio, 0.1, 100.0);
// Get Back to the Modelview
glMatrixMode(GL_MODELVIEW)
func processNormalKeys
key = glutEventKey()
if key = 27
shutdown()
ok
func renderScene
// Clear Color and Depth Buffers
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
// Reset transformations
glLoadIdentity()
// Set the camera
62.10. The Camera 617

The Ring programming language version 1.10 book - Part 65 of 212

  • 1.
    Ring Documentation, Release1.10 62.5 Drawing using RingOpenGL Example: load "freeglut.ring" load "opengl21lib.ring" func main glutInit() glutInitDisplayMode(GLUT_SINGLE) glutInitWindowSize(800, 600) glutInitWindowPosition(100, 10) glutCreateWindow("RingFreeGLUT - Test 2") glutDisplayFunc(:displayCode) glutMainLoop() func displaycode glClear(GL_COLOR_BUFFER_BIT) glColor3f(0,255,0) glBegin(GL_POLYGON) glVertex3f(0.0, 0.0, 0.0) 62.5. Drawing using RingOpenGL 608
  • 2.
    Ring Documentation, Release1.10 glVertex3f(0.5, 0.0, 0.0) glVertex3f(0.5, 0.5, 0.0) glVertex3f(0.0, 0.5, 0.0) glEnd() glColor3f(255,0,0) glBegin(GL_POLYGON) glVertex3f(0.0, 0.0, 0.0) glVertex3f(0.5, 0.0, 0.0) glVertex3f(-0.5,- 1, 0.0) glVertex3f(0.0, -1, 0.0) glEnd() glColor3f(0,0,255) glBegin(GL_POLYGON) glVertex3f(0.0, 0.0, 0.0) glVertex3f(-0.5, 0.0, 0.0) glVertex3f(-0.5,- 0.5, 0.0) glVertex3f(0.0, -0.5, 0.0) glEnd() glFlush() Screen Shot 62.5. Drawing using RingOpenGL 609
  • 3.
    Ring Documentation, Release1.10 62.6 The First Triangle Example: load "freeglut.ring" load "opengl21lib.ring" func main glutInit() glutInitDisplayMode(GLUT_DEPTH | GLUT_DOUBLE | GLUT_RGBA) glutInitWindowSize(320,320) glutInitWindowPosition(100, 10) glutCreateWindow("RingFreeGLUT - Test 3") glutDisplayFunc(:renderScene) glutMainLoop() func renderScene glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) glBegin(GL_TRIANGLES) glVertex3f(-0.5,-0.5,0.0) glVertex3f(0.5,0.0,0.0) glVertex3f(0.0,0.5,0.0) glEnd() glutSwapBuffers() Screen Shot 62.6. The First Triangle 610
  • 4.
    Ring Documentation, Release1.10 62.7 Window Resize Event Example: load "freeglut.ring" load "opengl21lib.ring" func main // init GLUT and create window glutInit() glutInitDisplayMode(GLUT_DEPTH | GLUT_DOUBLE | GLUT_RGBA) glutInitWindowPosition(100,100) glutInitWindowSize(320,320) glutCreateWindow("RingFreeGLUT - Test 4") glutDisplayFunc(:renderScene) glutReshapeFunc(:changeSize) glutMainLoop() func renderScene glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) glBegin(GL_TRIANGLES) glVertex3f(-2,-2,-5.0) glVertex3f(2,0.0,-5.0) glVertex3f(0.0,2,-5.0) glEnd() glutSwapBuffers() func changesize h = glutEventHeight() w = glutEventWidth() // Prevent a divide by zero, when window is too short // (you cant make a window of zero width). if (h = 0) h = 1 ok ratio = w * 1.0 / h // Use the Projection Matrix glMatrixMode(GL_PROJECTION) // Reset Matrix glLoadIdentity() // Set the viewport to be the entire window glViewport(0, 0, w, h) // Set the correct perspective. gluPerspective(45,ratio,1,100) 62.7. Window Resize Event 611
  • 5.
    Ring Documentation, Release1.10 // Get Back to the Modelview glMatrixMode(GL_MODELVIEW) 62.8 Triangle Rotation Example: load "freeglut.ring" load "opengl21lib.ring" angle = 0 func main // init GLUT and create window glutInit() glutInitDisplayMode(GLUT_DEPTH | GLUT_DOUBLE | GLUT_RGBA) glutInitWindowPosition(100,100) glutInitWindowSize(320,320) glutCreateWindow("RingFreeGLUT - Test 5") glutDisplayFunc(:renderScene) glutReshapeFunc(:changeSize) glutIdleFunc(:renderScene) glutMainLoop() func renderScene // Clear Color and Depth Buffers glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) // Reset transformations glLoadIdentity() // Set the camera gluLookAt( 0.0, 0.0, 10.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0) glRotatef(angle, 0.0, 1.0, 0.0) glBegin(GL_TRIANGLES) glVertex3f(-2.0,-2.0, 0.0) glVertex3f( 2.0, 0.0, 0.0) glVertex3f( 0.0, 2.0, 0.0) glEnd() angle+=0.1 glutSwapBuffers(); func changesize h = glutEventHeight() w = glutEventWidth() 62.8. Triangle Rotation 612
  • 6.
    Ring Documentation, Release1.10 // Prevent a divide by zero, when window is too short // (you cant make a window of zero width). if (h = 0) h = 1 ok ratio = w * 1.0 / h // Use the Projection Matrix glMatrixMode(GL_PROJECTION) // Reset Matrix glLoadIdentity() // Set the viewport to be the entire window glViewport(0, 0, w, h) // Set the correct perspective. gluPerspective(45,ratio,1,100) // Get Back to the Modelview glMatrixMode(GL_MODELVIEW) Screen Shot 62.9 Keyboard Events and Colors Example: load "freeglut.ring" load "opengl21lib.ring" 62.9. Keyboard Events and Colors 613
  • 7.
    Ring Documentation, Release1.10 angle = 0 red=1.0 blue=1.0 green=1.0 func main // init GLUT and create window glutInit() glutInitDisplayMode(GLUT_DEPTH | GLUT_DOUBLE | GLUT_RGBA) glutInitWindowPosition(100,100) glutInitWindowSize(320,320) glutCreateWindow("RingFreeGLUT - Test 6") glutDisplayFunc(:renderScene) glutReshapeFunc(:changeSize) glutIdleFunc(:renderScene) // here are the new entries glutKeyboardFunc(:processNormalKeys) glutSpecialFunc(:processSpecialKeys) glutMainLoop() func renderScene // Clear Color and Depth Buffers glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) // Reset transformations glLoadIdentity() // Set the camera gluLookAt( 0.0, 0.0, 10.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0) glRotatef(angle, 0.0, 1.0, 0.0) glColor3f(red,green,blue); glBegin(GL_TRIANGLES) glVertex3f(-2.0,-2.0, 0.0) glVertex3f( 2.0, 0.0, 0.0) glVertex3f( 0.0, 2.0, 0.0) glEnd() angle+=0.1 glutSwapBuffers(); func changesize h = glutEventHeight() w = glutEventWidth() // Prevent a divide by zero, when window is too short 62.9. Keyboard Events and Colors 614
  • 8.
    Ring Documentation, Release1.10 // (you cant make a window of zero width). if (h = 0) h = 1 ok ratio = w * 1.0 / h // Use the Projection Matrix glMatrixMode(GL_PROJECTION) // Reset Matrix glLoadIdentity() // Set the viewport to be the entire window glViewport(0, 0, w, h) // Set the correct perspective. gluPerspective(45,ratio,1,100) // Get Back to the Modelview glMatrixMode(GL_MODELVIEW) func processNormalKeys key = GLUTEventKey() if key = 27 shutdown() ok func processSpecialKeys key = GLUTEventKey() switch key on GLUT_KEY_F1 red = 1.0 green = 0.0 blue = 0.0 on GLUT_KEY_F2 red = 0.0 green = 1.0 blue = 0.0 on GLUT_KEY_F3 red = 0.0 green = 0.0 blue = 1.0 off Screen Shot 62.9. Keyboard Events and Colors 615
  • 9.
    Ring Documentation, Release1.10 62.10 The Camera Example: load "freeglut.ring" load "opengl21lib.ring" // angle of rotation for the camera direction angle=0.0 // actual vector representing the camera's direction lx=0.0 lz=-1.0 // XZ position of the camera x=0.0 z=5.0 func drawSnowMan glColor3f(1.0, 1.0, 1.0) // Draw Body glTranslatef(0.0 ,0.75, 0.0) glutSolidSphere(0.75,20,20) // Draw Head glTranslatef(0.0, 1.0, 0.0) glutSolidSphere(0.25,20,20) // Draw Eyes glPushMatrix() glColor3f(0.0,0.0,0.0) glTranslatef(0.05, 0.10, 0.18) 62.10. The Camera 616
  • 10.
    Ring Documentation, Release1.10 glutSolidSphere(0.05,10,10) glTranslatef(-0.1, 0.0, 0.0) glutSolidSphere(0.05,10,10) glPopMatrix() // Draw Nose glColor3f(1.0, 0.5 , 0.5) glutSolidCone(0.08,0.5,10,2) func changeSize w = glutEventWidth() h = glutEventHeight() // Prevent a divide by zero, when window is too short // (you cant make a window of zero width). if h = 0 h = 1 ok ratio = w * 1.0 / h // Use the Projection Matrix glMatrixMode(GL_PROJECTION) // Reset Matrix glLoadIdentity() // Set the viewport to be the entire window glViewport(0, 0, w, h) // Set the correct perspective. gluPerspective(45.0, ratio, 0.1, 100.0); // Get Back to the Modelview glMatrixMode(GL_MODELVIEW) func processNormalKeys key = glutEventKey() if key = 27 shutdown() ok func renderScene // Clear Color and Depth Buffers glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) // Reset transformations glLoadIdentity() // Set the camera 62.10. The Camera 617