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OpenGL examples
#11
So let's throw it into space, what do you say? So here we have a 3D cube in 3D space, textured with the logo of our beloved programming language. Try commenting out some parts and then running it to see the impact to program.

Code: (Select All)
Type GL_Loader
    PointerGL As Long
    TextureName As String
End Type
ReDim Shared GLL(0) As GL_Loader, t As Long
Dim Shared GL_InitInfo As _Byte
Dim Shared ExitSignal As _Byte

_Title "Use texture!"
Screen _NewImage(1024, 768, 32)




Do
    If ExitSignal Then System
    _Limit 40
Loop

Sub _GL ()
    Static Xrot, Yrot, Zrot, t


    If t = 0 Then t = LoadTexture("Phoenix.png") 'function load texture from valid file and return OpenGL Handle for this texture,
    '                             if handle exists, return it and do not next.
    Init2


    _glClear _GL_COLOR_BUFFER_BIT And _GL_DEPTH_BUFFER_BIT 'Clear screen and depth buffer


    _glMatrixMode _GL_PROJECTION '                          Set projection matrix  - TRY comment this five rows and then run it. Black screen occur. For view just something then must be depth set to -1 (Z parameter in _glTranslateF)
    _glLoadIdentity '();// Reset matice
    _gluPerspective 90.0F, _Width / _Height, 0.1F, 100.0F ' Perspective calculation
    _glMatrixMode _GL_MODELVIEW '                           set modelview matrix
    _glLoadIdentity

    _glTranslatef 0.0F, 0.0F, -5F 'Shift to depth - without projection matrix settings if Z is -5 just black screen occur!

    _glRotatef Xrot, 1.0F, 0.0F, 0.0F 'rotation in axis X

    _glRotatef Yrot, 0.0F, 1.0F, 0.0F '                 Y

    _glRotatef Zrot, 0.0F, 0.0F, 1.0F '                 Z


    _glBindTexture _GL_TEXTURE_2D, t 'set texture - in this case 1 texture for whole cube

    _glBegin _GL_QUADS

    'Front Wall

    _glTexCoord2f 0.0F, 0.0F: _glVertex3f -1.0F, -1.0F, 1.0F

    _glTexCoord2f 1.0F, 0.0F: _glVertex3f 1.0F, -1.0F, 1.0F

    _glTexCoord2f 1.0F, 1.0F: _glVertex3f 1.0F, 1.0F, 1.0F

    _glTexCoord2f 0.0F, 1.0F: _glVertex3f -1.0F, 1.0F, 1.0F

    ' Rear Wall

    _glTexCoord2f 1.0F, 0.0F: _glVertex3f -1.0F, -1.0F, -1.0F

    _glTexCoord2f 1.0F, 1.0F: _glVertex3f -1.0F, 1.0F, -1.0F

    _glTexCoord2f 0.0F, 1.0F: _glVertex3f 1.0F, 1.0F, -1.0F

    _glTexCoord2f 0.0F, 0.0F: _glVertex3f 1.0F, -1.0F, -1.0F

    ' Upper Wall

    _glTexCoord2f 0.0F, 1.0F: _glVertex3f -1.0F, 1.0F, -1.0F

    _glTexCoord2f 0.0F, 0.0F: _glVertex3f -1.0F, 1.0F, 1.0F

    _glTexCoord2f 1.0F, 0.0F: _glVertex3f 1.0F, 1.0F, 1.0F

    _glTexCoord2f 1.0F, 1.0F: _glVertex3f 1.0F, 1.0F, -1.0

    ' Bottom Wall

    _glTexCoord2f 1.0F, 1.0F: _glVertex3f -1.0F, -1.0F, -1.0F

    _glTexCoord2f 0.0F, 1.0F: _glVertex3f 1.0F, -1.0F, -1.0F

    _glTexCoord2f 0.0F, 0.0F: _glVertex3f 1.0F, -1.0F, 1.0F

    _glTexCoord2f 1.0F, 0.0F: _glVertex3f -1.0F, -1.0F, 1.0F

    ' Right Wall

    _glTexCoord2f 1.0F, 0.0F: _glVertex3f 1.0F, -1.0F, -1.0F

    _glTexCoord2f 1.0F, 1.0F: _glVertex3f 1.0F, 1.0F, -1.0F

    _glTexCoord2f 0.0F, 1.0F: _glVertex3f 1.0F, 1.0F, 1.0F

    _glTexCoord2f 0.0F, 0.0F: _glVertex3f 1.0F, -1.0F, 1.0F

    ' Left Wall

    _glTexCoord2f 0.0F, 0.0F: _glVertex3f -1.0F, -1.0F, -1.0F

    _glTexCoord2f 1.0F, 0.0F: _glVertex3f -1.0F, -1.0F, 1.0F

    _glTexCoord2f 1.0F, 1.0F: _glVertex3f -1.0F, 1.0F, 1.0F

    _glTexCoord2f 0.0F, 1.0F: _glVertex3f -1.0F, 1.0F, -1.0F

    _glEnd



    Xrot = Xrot + 0.3F

    Yrot = Yrot + 0.2F

    Zrot = Zrot + 0.4F





    If _Exit Then
        DeleteTexture t 'if program end, first free texture from memory, then exit from GL and return to main loop
        _glClear _GL_COLOR_BUFFER_BIT
        ExitSignal = Not 0
        Exit Sub
    End If

End Sub

Sub GL_Init
    If GL_InitInfo = 0 Then
        '   _glViewport 0, 0, _Width, _Height
        GL_InitInfo = 1
    End If
End Sub

Sub Init2
    _glEnable _GL_TEXTURE_2D 'allow texture maping

    _glShadeModel _GL_SMOOTH ' smooth

    _glClearColor 0.1F, 0.1F, 0.1F, 0.5F 'Black background

    _glClearDepth 1.0F '       depth buffer settings

    _glEnable _GL_DEPTH_TEST ' Allow depth testing - try comment it and the run program. Object is then very deformed.

    _glDepthFunc _GL_LEQUAL '  Depth testing type

    _glHint _GL_PERSPECTIVE_CORRECTION_HINT, _GL_NICEST ' best perspective projection
End Sub

Sub DeleteTexture (nr As Long)
    For P = LBound(GLL) To UBound(GLL)
        If GLL(P).PointerGL = nr Then
            Dim DEL As Long
            DEL = GLL(P).PointerGL
            _glDeleteTextures 1, _Offset(DEL)
            Exit Sub
        End If
    Next
End Sub


Function LoadTexture (image As String)
    If GL_InitInfo = 0 Then GL_Init
    If _FileExists(image) Then
        TT = 0
        Do Until TT = UBound(GLL)
            If GLL(TT).TextureName = image$ Then
                LoadTexture = GLL(TT).PointerGL 'prevent memory leak loading next and next texture again and angain...
                Exit Function
            End If
            TT = TT + 1
        Loop




        tex& = _LoadImage(image$, 32)
        texinv& = _NewImage(_Width(tex&), _Height(tex&), 32)

        _PutImage (0, _Height(tex&) - 1)-(_Width(tex&) - 1, 0), tex&, texinv&
        _FreeImage tex&
        Dim Texture As Long
        _glGenTextures 1, _Offset(Texture) 'generate our texture handle    (reserve place in memory for new texture)
        _glBindTexture _GL_TEXTURE_2D, Texture 'select our texture handle  (set this texture for use)
        Dim m As _MEM
        m = _MemImage(texinv&)
        _glTexImage2D _GL_TEXTURE_2D, 0, _GL_RGB, _Width(texinv&), _Height(texinv&), 0, _GL_BGRA_EXT, _GL_UNSIGNED_BYTE, m.OFFSET


        'glTexImage2D(GL_TEXTURE_2D, 0, 3, TextureImage[0]->sizeX, TextureImage[0]->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data);

        U = UBound(GLL)
        GLL(U).PointerGL = Texture
        GLL(U).TextureName = image
        ReDim _Preserve GLL(U + 1) As GL_Loader

        _MemFree m

        'set our texture wrapping
        _glTexParameteri _GL_TEXTURE_2D, _GL_TEXTURE_WRAP_S, _GL_REPEAT
        _glTexParameteri _GL_TEXTURE_2D, _GL_TEXTURE_WRAP_T, _GL_REPEAT

        'set out texture filtering
        _glTexParameteri _GL_TEXTURE_2D, _GL_TEXTURE_MAG_FILTER, _GL_LINEAR 'for scaling up
        _glTexParameteri _GL_TEXTURE_2D, _GL_TEXTURE_MIN_FILTER, _GL_LINEAR 'for scaling down


    Else
        Print "LoadTexture Error: "; image$; " - file not found."
    End If
    LoadTexture = Texture
End Function


   


Reply
#12
The following is a demonstration of how to texture a cube with different textures from different sides. Notice the ever-repeating _glTexCoord2f, followed by _glVertex3f... over and over again. That's literally says - use  field! This way it's better for understanding, but in practice I would rather create a data file with the coordinates and then compile the whole thing in a loop using only these two commands.

Try applying a texture with transparency to one position, it's quite interesting. Don't forget that even in this case you can mix color as in the previous example.

Sorry, my fail, this source use none blending, therefore texture with transparency is displayed as texture without transparency. Added zip file, contains textures and source code.


Do not forgot to change texture file names!

Code: (Select All)
Type GL_Loader
    PointerGL As Long
    TextureName As String
End Type
ReDim Shared GLL(0) As GL_Loader, t As Long
Dim Shared GL_InitInfo As _Byte
Dim Shared ExitSignal As _Byte

_Title "Use texture!"
Screen _NewImage(1024, 768, 32)




Do
    If ExitSignal Then System
    _Limit 40
Loop

Sub _GL ()
    Static Xrot, Yrot, Zrot, t


    t1 = LoadTexture("Phoenix.png") 'function load texture from valid file and return OpenGL Handle for this texture,
    t2 = LoadTexture("X.png")
    t3 = LoadTexture("cat.gif")
    t4 = LoadTexture("banan.gif")
    t5 = LoadTexture("dum03.jpg")
    t6 = LoadTexture("new sob.gif")



    '                             if handle exists, return it and do not next.
    Init2


    _glClear _GL_COLOR_BUFFER_BIT And _GL_DEPTH_BUFFER_BIT 'Clear screen and depth buffer


    _glMatrixMode _GL_PROJECTION '                          Set projection matrix  - TRY comment this five rows and then run it. Black screen occur. For view just something then must be depth set to -1 (Z parameter in _glTranslateF)
    _glLoadIdentity '();// Reset matice
    _gluPerspective 90.0F, _Width / _Height, 0.1F, 100.0F ' Perspective calculation
    _glMatrixMode _GL_MODELVIEW '                           set modelview matrix
    _glLoadIdentity

    _glTranslatef 0.0F, 0.0F, -5F 'Shift to depth - without projection matrix settings if Z is -5 just black screen occur!

    _glRotatef Xrot, 1.0F, 0.0F, 0.0F 'rotation in axis X

    _glRotatef Yrot, 0.0F, 1.0F, 0.0F '                 Y

    _glRotatef Zrot, 0.0F, 0.0F, 1.0F '                 Z


    _glBindTexture _GL_TEXTURE_2D, t1 'set texture - in this case phoenix logo to this wall

    _glBegin _GL_QUADS

    'Front Wall

    _glTexCoord2f 0.0F, 0.0F: _glVertex3f -1.0F, -1.0F, 1.0F

    _glTexCoord2f 1.0F, 0.0F: _glVertex3f 1.0F, -1.0F, 1.0F

    _glTexCoord2f 1.0F, 1.0F: _glVertex3f 1.0F, 1.0F, 1.0F

    _glTexCoord2f 0.0F, 1.0F: _glVertex3f -1.0F, 1.0F, 1.0F

    _glEnd '<---------------- for more texture FIRST MUST BE _glEnd used and then



    _glBindTexture _GL_TEXTURE_2D, t2 'set character "X" as texture to this wall

    _glBegin _GL_QUADS '<-----------  after new texture settings, continue

    ' Rear Wall

    _glTexCoord2f 1.0F, 0.0F: _glVertex3f -1.0F, -1.0F, -1.0F

    _glTexCoord2f 1.0F, 1.0F: _glVertex3f -1.0F, 1.0F, -1.0F

    _glTexCoord2f 0.0F, 1.0F: _glVertex3f 1.0F, 1.0F, -1.0F

    _glTexCoord2f 0.0F, 0.0F: _glVertex3f 1.0F, -1.0F, -1.0F

    _glEnd



    _glBindTexture _GL_TEXTURE_2D, t3 'set cat image as texture to this wall

    _glBegin _GL_QUADS '<-----------  after new texture settings, continue

    ' Upper Wall

    _glTexCoord2f 0.0F, 1.0F: _glVertex3f -1.0F, 1.0F, -1.0F

    _glTexCoord2f 0.0F, 0.0F: _glVertex3f -1.0F, 1.0F, 1.0F

    _glTexCoord2f 1.0F, 0.0F: _glVertex3f 1.0F, 1.0F, 1.0F

    _glTexCoord2f 1.0F, 1.0F: _glVertex3f 1.0F, 1.0F, -1.0

    _glEnd


    _glBindTexture _GL_TEXTURE_2D, t4 'set banana image as texture to this wall

    _glBegin _GL_QUADS '<-----------  after new texture settings, continue

    ' Bottom Wall

    _glTexCoord2f 1.0F, 1.0F: _glVertex3f -1.0F, -1.0F, -1.0F

    _glTexCoord2f 0.0F, 1.0F: _glVertex3f 1.0F, -1.0F, -1.0F

    _glTexCoord2f 0.0F, 0.0F: _glVertex3f 1.0F, -1.0F, 1.0F

    _glTexCoord2f 1.0F, 0.0F: _glVertex3f -1.0F, -1.0F, 1.0F

    _glEnd


    _glBindTexture _GL_TEXTURE_2D, t5 'set house image as texture to this wall

    _glBegin _GL_QUADS '<-----------  after new texture settings, continue

    ' Right Wall

    _glTexCoord2f 1.0F, 0.0F: _glVertex3f 1.0F, -1.0F, -1.0F

    _glTexCoord2f 1.0F, 1.0F: _glVertex3f 1.0F, 1.0F, -1.0F

    _glTexCoord2f 0.0F, 1.0F: _glVertex3f 1.0F, 1.0F, 1.0F

    _glTexCoord2f 0.0F, 0.0F: _glVertex3f 1.0F, -1.0F, 1.0F

    _glEnd


    _glBindTexture _GL_TEXTURE_2D, t6 'set reindeer as texture to this wall

    _glBegin _GL_QUADS '<-----------  after new texture settings, continue

    ' Left Wall

    _glTexCoord2f 0.0F, 0.0F: _glVertex3f -1.0F, -1.0F, -1.0F

    _glTexCoord2f 1.0F, 0.0F: _glVertex3f -1.0F, -1.0F, 1.0F

    _glTexCoord2f 1.0F, 1.0F: _glVertex3f -1.0F, 1.0F, 1.0F

    _glTexCoord2f 0.0F, 1.0F: _glVertex3f -1.0F, 1.0F, -1.0F

    _glEnd



    Xrot = Xrot + 0.3F

    Yrot = Yrot + 0.2F

    Zrot = Zrot + 0.4F





    If _Exit Then
        DeleteTexture t 'if program end, first free texture from memory, then exit from GL and return to main loop
        _glClear _GL_COLOR_BUFFER_BIT
        ExitSignal = Not 0
        Exit Sub
    End If

End Sub

Sub GL_Init
    If GL_InitInfo = 0 Then
        '   _glViewport 0, 0, _Width, _Height
        GL_InitInfo = 1
    End If
End Sub

Sub Init2
    _glEnable _GL_TEXTURE_2D 'allow texture maping

    _glShadeModel _GL_SMOOTH ' smooth

    _glClearColor 0.1F, 0.1F, 0.1F, 0.5F 'Black background

    _glClearDepth 1.0F '       depth buffer settings

    _glEnable _GL_DEPTH_TEST ' Allow depth testing - try comment it and the run program. Object is then very deformed.

    _glDepthFunc _GL_LEQUAL '  Depth testing type

    _glHint _GL_PERSPECTIVE_CORRECTION_HINT, _GL_NICEST ' best perspective projection
End Sub

Sub DeleteTexture (nr As Long)
    For P = LBound(GLL) To UBound(GLL)
        If GLL(P).PointerGL = nr Then
            Dim DEL As Long
            DEL = GLL(P).PointerGL
            _glDeleteTextures 1, _Offset(DEL)
            Exit Sub
        End If
    Next
End Sub


Function LoadTexture (image As String)
    If GL_InitInfo = 0 Then GL_Init
    If _FileExists(image) Then
        TT = 0
        Do Until TT = UBound(GLL)
            If GLL(TT).TextureName = image$ Then
                LoadTexture = GLL(TT).PointerGL 'prevent memory leak loading next and next texture again and angain...
                Exit Function
            End If
            TT = TT + 1
        Loop


        t = t + 1


        tex& = _LoadImage(image$, 32)
        texinv& = _NewImage(_Width(tex&), _Height(tex&), 32)

        _PutImage (0, _Height(tex&) - 1)-(_Width(tex&) - 1, 0), tex&, texinv&
        _FreeImage tex&
        Dim Texture As Long
        _glGenTextures 1, _Offset(Texture) 'generate our texture handle    (reserve place in memory for new texture)
        _glBindTexture _GL_TEXTURE_2D, Texture 'select our texture handle  (set this texture for use)
        Dim m As _MEM
        m = _MemImage(texinv&)
        _glTexImage2D _GL_TEXTURE_2D, 0, _GL_RGB, _Width(texinv&), _Height(texinv&), 0, _GL_BGRA_EXT, _GL_UNSIGNED_BYTE, m.OFFSET


        'glTexImage2D(GL_TEXTURE_2D, 0, 3, TextureImage[0]->sizeX, TextureImage[0]->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data);

        U = UBound(GLL)
        GLL(U).PointerGL = Texture
        GLL(U).TextureName = image$
        ReDim _Preserve GLL(U + 1) As GL_Loader

        _MemFree m

        'set our texture wrapping
        _glTexParameteri _GL_TEXTURE_2D, _GL_TEXTURE_WRAP_S, _GL_REPEAT
        _glTexParameteri _GL_TEXTURE_2D, _GL_TEXTURE_WRAP_T, _GL_REPEAT

        'set out texture filtering
        _glTexParameteri _GL_TEXTURE_2D, _GL_TEXTURE_MAG_FILTER, _GL_LINEAR 'for scaling up
        _glTexParameteri _GL_TEXTURE_2D, _GL_TEXTURE_MIN_FILTER, _GL_LINEAR 'for scaling down


    Else
        Print "LoadTexture Error: "; image$; " - file not found."
    End If
    LoadTexture = Texture
End Function


   


Attached Files
.zip   Source Code and Textures.zip (Size: 410.29 KB / Downloads: 34)


Reply
#13
So I'm getting into the dark areas of OpenGL. The reason is - strange behavior.

Check out this program. This is lighting. The problem here is with gluBuild2DMipmaps. This is a type of texture filtering, when using with _GL_TEXTURE_MIN_FILTER in the _glTexParameteri command, the program either dies in a white screen, or the texture is not created and the object is then all white. There will be more and more such problems. I tried everything possible just to SOMEHOW get it running. Therefore, do not take this program as an example.

The library definition should be correct, but - it is possible that it is not.

Change the texture name on lines 82 to 84, I also changed the texture loader so that it is possible to load multiple textures with the same name, but in a way that takes into account the type of filter used, so a texture of the same name using the same filter is not loaded more than once.

Any insights, modifications, corrections, your modifications, everything is very welcome. Try making adjustments to the LightAmbient, LightDifuse and LightPosition fields, all your adjustments should affect the way the rotating cube is lit.



Perhaps one of you will find an effective way to solve the problem described above better.



Code: (Select All)
Declare CustomType Library
    Sub gluBuild2DMipmaps (BYVAL Target As _Unsigned Long, BYVAL iFormat As Long, BYVAL Wdth As Long, BYVAL Hght As Long, BYVAL format As _Unsigned Long, BYVAL typ As _Unsigned Long, BYVAL dat As _Offset)
End Declare


Type GL_Loader
    PointerGL As Long
    TextureName As String
    Filtering As _Unsigned _Byte
End Type
ReDim Shared GLL(0) As GL_Loader, t As Long
Dim Shared GL_InitInfo As _Byte
Dim Shared ExitSignal As _Byte

Dim Shared LightAmbient(3) As Single
LightAmbient(0) = 0.5
LightAmbient(1) = 0.5
LightAmbient(2) = 0.5
LightAmbient(3) = .1


Dim Shared LightDifuse(3) As Single
LightDifuse(0) = 1
LightDifuse(1) = 1
LightDifuse(2) = 1
LightDifuse(3) = 1

Dim Shared LightPosition(3) As Single
LightPosition(0) = 0
LightPosition(1) = 0
LightPosition(2) = 2
LightPosition(3) = 1

Dim Shared Textures(2) As Long, SetTexture, Light, Xrot, Yrot, Zdepth

_Title "Use Light!"
Screen _NewImage(1024, 768, 32)

SetTexture = 0
Light = -1
Xrot = .2
Yrot = .3
Zdepth = -5
Do
    i$ = InKey$
    Select Case UCase$(i$)
        Case "L"
            If LightTimer < Timer Then
                Light = Light * -1
                LightTimer = Timer + 1
            End If
        Case "F"
            SetTexture = SetTexture + 1
            If SetTexture > 2 Then SetTexture = 0
        Case "S" 'rotation in X axis
            Xrot = Xrot + .3
        Case "X"
            Xrot = Xrot - .3
        Case "C"
            Yrot = Yrot - .3
        Case "D"
            Yrot = Yrot + .3
        Case "G"
            Zdepth = Zdepth + .1
        Case "B"
            Zdepth = Zdepth - .1

    End Select

    If ExitSignal Then System
    _Limit 40
Loop

Sub _GL ()
    Static xr, yr, zrot
    Locate 2
    Print "Try keys L: Light on/off"
    Print "Set texture filtering: F"
    Print "Rotation speed in X axis: S, X"
    Print "Rotation speed in Y axis: C, D"
    Print "Set Depth: G, B"
    Textures(0) = LoadTexture("5b.jpg", 2) 'function load texture from valid file and return OpenGL Handle for this texture,
    Textures(1) = LoadTexture("5b.jpg", 1)
    Textures(2) = LoadTexture("5b.jpg", 0)


    Init2

    _glClear _GL_COLOR_BUFFER_BIT And _GL_DEPTH_BUFFER_BIT 'Clear screen and depth buffer


    _glMatrixMode _GL_PROJECTION '                          Set projection matrix  - TRY comment this five rows and then run it. Black screen occur. For view just something then must be depth set to -1 (Z parameter in _glTranslateF)
    _glLoadIdentity '();// Reset matice
    _gluPerspective 90.0F, _Width / _Height, 0.1F, 100.0F ' Perspective calculation
    _glMatrixMode _GL_MODELVIEW '                           set modelview matrix
    _glLoadIdentity

    _glTranslatef 0.0F, 0.0F, Zdepth 'Shift to depth - without projection matrix settings if Z is -5 just black screen occur!

    _glRotatef xr, 1.0F, 0.0F, 0.0F 'rotation in axis X

    _glRotatef yr, 0.0F, 1.0F, 0.0F '                Y

    _glRotatef zrot, 0.0F, 0.0F, 1.0F '              Z

    _glBindTexture _GL_TEXTURE_2D, Textures(SetTexture) 'set texture - in this case 1 texture for whole cube, 1 texture with 3 types of filtering

    _glBegin _GL_QUADS

    'Front Wall
    _glNormal3f 0.0F, 0.0F, 1.0F

    _glTexCoord2f 0.0F, 0.0F: _glVertex3f -1.0F, -1.0F, 1.0F

    _glTexCoord2f 1.0F, 0.0F: _glVertex3f 1.0F, -1.0F, 1.0F

    _glTexCoord2f 1.0F, 1.0F: _glVertex3f 1.0F, 1.0F, 1.0F

    _glTexCoord2f 0.0F, 1.0F: _glVertex3f -1.0F, 1.0F, 1.0F

    ' Rear Wall
    _glNormal3f 0.0F, 0.0F, -1.0F

    _glTexCoord2f 1.0F, 0.0F: _glVertex3f -1.0F, -1.0F, -1.0F

    _glTexCoord2f 1.0F, 1.0F: _glVertex3f -1.0F, 1.0F, -1.0F

    _glTexCoord2f 0.0F, 1.0F: _glVertex3f 1.0F, 1.0F, -1.0F

    _glTexCoord2f 0.0F, 0.0F: _glVertex3f 1.0F, -1.0F, -1.0F

    ' Upper Wall
    _glNormal3f 0.0F, 1.0F, 0.0F

    _glTexCoord2f 0.0F, 1.0F: _glVertex3f -1.0F, 1.0F, -1.0F

    _glTexCoord2f 0.0F, 0.0F: _glVertex3f -1.0F, 1.0F, 1.0F

    _glTexCoord2f 1.0F, 0.0F: _glVertex3f 1.0F, 1.0F, 1.0F

    _glTexCoord2f 1.0F, 1.0F: _glVertex3f 1.0F, 1.0F, -1.0

    ' Bottom Wall

    _glNormal3f 0.0F, -1.0F, 0.0F

    _glTexCoord2f 1.0F, 1.0F: _glVertex3f -1.0F, -1.0F, -1.0F

    _glTexCoord2f 0.0F, 1.0F: _glVertex3f 1.0F, -1.0F, -1.0F

    _glTexCoord2f 0.0F, 0.0F: _glVertex3f 1.0F, -1.0F, 1.0F

    _glTexCoord2f 1.0F, 0.0F: _glVertex3f -1.0F, -1.0F, 1.0F

    ' Right Wall

    _glNormal3f 1.0F, 0.0F, 0.0F

    _glTexCoord2f 1.0F, 0.0F: _glVertex3f 1.0F, -1.0F, -1.0F

    _glTexCoord2f 1.0F, 1.0F: _glVertex3f 1.0F, 1.0F, -1.0F

    _glTexCoord2f 0.0F, 1.0F: _glVertex3f 1.0F, 1.0F, 1.0F

    _glTexCoord2f 0.0F, 0.0F: _glVertex3f 1.0F, -1.0F, 1.0F

    ' Left Wall

    _glNormal3f -1.0F, 0.0F, 0.0F

    _glTexCoord2f 0.0F, 0.0F: _glVertex3f -1.0F, -1.0F, -1.0F

    _glTexCoord2f 1.0F, 0.0F: _glVertex3f -1.0F, -1.0F, 1.0F

    _glTexCoord2f 1.0F, 1.0F: _glVertex3f -1.0F, 1.0F, 1.0F

    _glTexCoord2f 0.0F, 1.0F: _glVertex3f -1.0F, 1.0F, -1.0F

    _glEnd



    zrot = zrot + 0.4F
    xr = xr + Xrot
    yr = yr + Yrot




    If _Exit Then
        DeleteTexture t 'if program end, first free texture from memory, then exit from GL and return to main loop
        _glClear _GL_COLOR_BUFFER_BIT
        ExitSignal = Not 0
        Exit Sub
    End If

End Sub

Sub GL_Init
    If GL_InitInfo = 0 Then
        _glViewport 0, 0, _Width, _Height
        GL_InitInfo = 1
    End If
End Sub

Sub Init2
    _glEnable _GL_TEXTURE_2D 'allow texture maping

    _glShadeModel _GL_SMOOTH ' smooth

    _glClearDepth 1.0F '       depth buffer settings

    _glEnable _GL_DEPTH_TEST ' Allow depth testing - try comment it and the run program. Object is then very deformed.

    _glDepthFunc _GL_LEQUAL '  Depth testing type

    _glHint _GL_PERSPECTIVE_CORRECTION_HINT, _GL_NICEST ' best perspective projection

    'dodatek pro lighting

    _glLightfv _GL_LIGHT1, _GL_AMBIENT, _Offset(LightAmbient!()) 'ambient light
    _glLightfv _GL_LIGHT1, _GL_DIFFUSE, _Offset(LightDiffuse!()) 'diffuse light
    _glLightfv _GL_LIGHT1, _GL_POSITION, _Offset(LightPosition!()) 'light position settings
    _glEnable _GL_LIGHT1 '       enable light

    If Light = -1 Then
        _glDisable _GL_LIGHTING 'disable light
    Else
        _glEnable _GL_LIGHTING
    End If

End Sub

Sub DeleteTexture (nr As Long)
    For P = LBound(GLL) To UBound(GLL)
        If GLL(P).PointerGL = nr Then
            Dim DEL As Long
            DEL = GLL(P).PointerGL
            _glDeleteTextures 1, _Offset(DEL)
            Exit Sub
        End If
    Next
End Sub


Function LoadTexture (image As String, Filter As _Unsigned _Byte)
    If GL_InitInfo = 0 Then GL_Init
    If _FileExists(image) Then
        TT = 0
        Do Until TT = UBound(GLL)
            If GLL(TT).TextureName = image$ And GLL(TT).Filtering = Filter Then
                LoadTexture = GLL(TT).PointerGL 'prevent memory leak loading next and next texture again and angain...
                Exit Function
            End If
            TT = TT + 1
        Loop

        tex& = _LoadImage(image$, 32)
        texinv& = _NewImage(_Width(tex&), _Height(tex&), 32)

        _PutImage (0, _Height(tex&))-(_Width(tex&), 0), tex&, texinv&

        ni& = _CopyImage(texinv&, 32)

        Dim Texture As _Unsigned Long
        _glGenTextures 1, _Offset(Texture) 'generate our texture handle    (reserve place in memory for new texture)
        _glBindTexture _GL_TEXTURE_2D, Texture 'select our texture handle  (set this texture for use)

        Dim m As _MEM
        m = _MemImage(texinv&)

        Dim n As _MEM
        n = _MemImage(ni&)

        Select Case Filter
            Case -1
                'set our texture wrapping
                _glTexParameteri _GL_TEXTURE_2D, _GL_TEXTURE_WRAP_S, _GL_REPEAT
                _glTexParameteri _GL_TEXTURE_2D, _GL_TEXTURE_WRAP_T, _GL_REPEAT
            Case 0
                'set out texture filtering
                _glTexParameteri _GL_TEXTURE_2D, _GL_TEXTURE_MAG_FILTER, _GL_NEAREST 'for scaling up
                _glTexParameteri _GL_TEXTURE_2D, _GL_TEXTURE_MIN_FILTER, _GL_NEAREST 'for scaling down
            Case 1
                _glTexParameteri _GL_TEXTURE_2D, _GL_TEXTURE_MAG_FILTER, _GL_LINEAR 'for scaling up
                _glTexParameteri _GL_TEXTURE_2D, _GL_TEXTURE_MIN_FILTER, _GL_LINEAR 'for scaling down
            Case 2 'works....not sure, if this output is correct

                'gluBuild2DMipmaps(GL_TEXTURE_2D, pic->bpp/8, pic->width, pic->height, textureType, GL_UNSIGNED_BYTE, pic->data);


                gluBuild2DMipmaps _GL_TEXTURE_2D, 4, _Width(ni&), _Height(ni&), _GL_RGB, _GL_UNSIGNED_BYTE, _Offset(Texture) 'need own memory block (n - MEM) in combination with m - MEM program crash... why?   ? ? ? ? ?
                _glTexParameteri _GL_TEXTURE_2D, _GL_TEXTURE_MAG_FILTER, _GL_LINEAR_MIPMAP_NEAREST 'for scaling up
                _glTexParameteri _GL_TEXTURE_2D, _GL_TEXTURE_MIN_FILTER, _GL_LINEAR '  IF IS USED _GL_LINEAR_MIMAP_NEAREST here, texture is white. Is it correct?    -?-     just God know...
                '


                _glTexImage2D _GL_TEXTURE_2D, 0, _GL_RGB, _Width(ni&), _Height(ni&), 0, _GL_BGRA_EXT, _GL_UNSIGNED_BYTE, n.OFFSET

                _FreeImage tex&
                _MemFree n
                _FreeImage ni&
                GoTo saveit

                'gluBuild2DMipmaps(GL_TEXTURE_2D, 3, TextureImage[0]->sizeX, TextureImage[0]->sizeY, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data);

        End Select

        _FreeImage tex&
        _glTexImage2D _GL_TEXTURE_2D, 0, _GL_RGB, _Width(texinv&), _Height(texinv&), 0, _GL_BGRA_EXT, _GL_UNSIGNED_BYTE, m.OFFSET

        saveit:
        U = UBound(GLL)
        GLL(U).PointerGL = Texture
        GLL(U).TextureName = image
        GLL(U).Filtering = Filter
        ReDim _Preserve GLL(U + 1) As GL_Loader

        _MemFree m

    Else
        Print "LoadTexture Error: "; image$; " - file not found."
    End If
    LoadTexture = Texture
End Function



   


Reply
#14
Just a little modification in the INIT2 sub and we have a sample of transparency: (blending)

Code: (Select All)
Declare CustomType Library
    Sub gluBuild2DMipmaps (BYVAL Target As _Unsigned Long, BYVAL iFormat As Long, BYVAL Wdth As Long, BYVAL Hght As Long, BYVAL format As _Unsigned Long, BYVAL typ As _Unsigned Long, BYVAL dat As _Offset)
End Declare


Type GL_Loader
    PointerGL As Long
    TextureName As String
    Filtering As _Unsigned _Byte
End Type
ReDim Shared GLL(0) As GL_Loader, t As Long
Dim Shared GL_InitInfo As _Byte
Dim Shared ExitSignal As _Byte, Blend As _Byte

Dim Shared LightAmbient(3) As Single
LightAmbient(0) = 0.5
LightAmbient(1) = 0.5
LightAmbient(2) = 0.5
LightAmbient(3) = .1


Dim Shared LightDifuse(3) As Single
LightDifuse(0) = 1
LightDifuse(1) = 1
LightDifuse(2) = 1
LightDifuse(3) = 1

Dim Shared LightPosition(3) As Single
LightPosition(0) = 0
LightPosition(1) = 0
LightPosition(2) = 2
LightPosition(3) = 1

Dim Shared Textures(2) As Long, SetTexture, Light, Xrot, Yrot, Zdepth

_Title "Use Light!"
Screen _NewImage(1024, 768, 32)

SetTexture = 0
Light = -1
Xrot = .2
Yrot = .3
Zdepth = -5
Do
    i$ = InKey$
    Select Case UCase$(i$)
        Case "L"
            If LightTimer < Timer Then
                Light = Light * -1
                LightTimer = Timer + 1
            End If
        Case "F"
            SetTexture = SetTexture + 1
            If SetTexture > 2 Then SetTexture = 0
        Case "S" 'rotation in X axis
            Xrot = Xrot + .3
        Case "X"
            Xrot = Xrot - .3
        Case "C"
            Yrot = Yrot - .3
        Case "D"
            Yrot = Yrot + .3
        Case "G"
            Zdepth = Zdepth + .1
        Case "B"
            Zdepth = Zdepth - .1
        Case "K"
            Blend = -1
        Case "M"
            Blend = 1
    End Select

    If ExitSignal Then System
    _Limit 40
Loop

Sub _GL ()
    Static xr, yr, zrot
    Locate 2
    Print "K enable blending, M disable blending"
    Print "Try keys L: Light on/off"
    Print "Set texture filtering: F"
    Print "Rotation speed in X axis: S, X"
    Print "Rotation speed in Y axis: C, D"
    Print "Set Depth: G, B"
    Textures(0) = LoadTexture("img.jpg", 2) 'function load texture from valid file and return OpenGL Handle for this texture,
    Textures(1) = LoadTexture("img.jpg", 1)
    Textures(2) = LoadTexture("img.jpg", 0)


    Init2

    _glClear _GL_COLOR_BUFFER_BIT And _GL_DEPTH_BUFFER_BIT 'Clear screen and depth buffer


    _glMatrixMode _GL_PROJECTION '                          Set projection matrix  - TRY comment this five rows and then run it. Black screen occur. For view just something then must be depth set to -1 (Z parameter in _glTranslateF)
    _glLoadIdentity '();// Reset matice
    _gluPerspective 90.0F, _Width / _Height, 0.1F, 100.0F ' Perspective calculation
    _glMatrixMode _GL_MODELVIEW '                           set modelview matrix
    _glLoadIdentity

    _glTranslatef 0.0F, 0.0F, Zdepth 'Shift to depth - without projection matrix settings if Z is -5 just black screen occur!

    _glRotatef xr, 1.0F, 0.0F, 0.0F 'rotation in axis X

    _glRotatef yr, 0.0F, 1.0F, 0.0F '                Y

    _glRotatef zrot, 0.0F, 0.0F, 1.0F '              Z

    _glBindTexture _GL_TEXTURE_2D, Textures(SetTexture) 'set texture - in this case 1 texture for whole cube, 1 texture with 3 types of filtering

    _glBegin _GL_QUADS

    'Front Wall
    _glNormal3f 0.0F, 0.0F, 1.0F

    _glTexCoord2f 0.0F, 0.0F: _glVertex3f -1.0F, -1.0F, 1.0F

    _glTexCoord2f 1.0F, 0.0F: _glVertex3f 1.0F, -1.0F, 1.0F

    _glTexCoord2f 1.0F, 1.0F: _glVertex3f 1.0F, 1.0F, 1.0F

    _glTexCoord2f 0.0F, 1.0F: _glVertex3f -1.0F, 1.0F, 1.0F

    ' Rear Wall
    _glNormal3f 0.0F, 0.0F, -1.0F

    _glTexCoord2f 1.0F, 0.0F: _glVertex3f -1.0F, -1.0F, -1.0F

    _glTexCoord2f 1.0F, 1.0F: _glVertex3f -1.0F, 1.0F, -1.0F

    _glTexCoord2f 0.0F, 1.0F: _glVertex3f 1.0F, 1.0F, -1.0F

    _glTexCoord2f 0.0F, 0.0F: _glVertex3f 1.0F, -1.0F, -1.0F

    ' Upper Wall
    _glNormal3f 0.0F, 1.0F, 0.0F

    _glTexCoord2f 0.0F, 1.0F: _glVertex3f -1.0F, 1.0F, -1.0F

    _glTexCoord2f 0.0F, 0.0F: _glVertex3f -1.0F, 1.0F, 1.0F

    _glTexCoord2f 1.0F, 0.0F: _glVertex3f 1.0F, 1.0F, 1.0F

    _glTexCoord2f 1.0F, 1.0F: _glVertex3f 1.0F, 1.0F, -1.0

    ' Bottom Wall

    _glNormal3f 0.0F, -1.0F, 0.0F

    _glTexCoord2f 1.0F, 1.0F: _glVertex3f -1.0F, -1.0F, -1.0F

    _glTexCoord2f 0.0F, 1.0F: _glVertex3f 1.0F, -1.0F, -1.0F

    _glTexCoord2f 0.0F, 0.0F: _glVertex3f 1.0F, -1.0F, 1.0F

    _glTexCoord2f 1.0F, 0.0F: _glVertex3f -1.0F, -1.0F, 1.0F

    ' Right Wall

    _glNormal3f 1.0F, 0.0F, 0.0F

    _glTexCoord2f 1.0F, 0.0F: _glVertex3f 1.0F, -1.0F, -1.0F

    _glTexCoord2f 1.0F, 1.0F: _glVertex3f 1.0F, 1.0F, -1.0F

    _glTexCoord2f 0.0F, 1.0F: _glVertex3f 1.0F, 1.0F, 1.0F

    _glTexCoord2f 0.0F, 0.0F: _glVertex3f 1.0F, -1.0F, 1.0F

    ' Left Wall

    _glNormal3f -1.0F, 0.0F, 0.0F

    _glTexCoord2f 0.0F, 0.0F: _glVertex3f -1.0F, -1.0F, -1.0F

    _glTexCoord2f 1.0F, 0.0F: _glVertex3f -1.0F, -1.0F, 1.0F

    _glTexCoord2f 1.0F, 1.0F: _glVertex3f -1.0F, 1.0F, 1.0F

    _glTexCoord2f 0.0F, 1.0F: _glVertex3f -1.0F, 1.0F, -1.0F

    _glEnd



    zrot = zrot + 0.4F
    xr = xr + Xrot
    yr = yr + Yrot




    If _Exit Then
        DeleteTexture t 'if program end, first free texture from memory, then exit from GL and return to main loop
        _glClear _GL_COLOR_BUFFER_BIT
        ExitSignal = Not 0
        Exit Sub
    End If

End Sub

Sub GL_Init
    If GL_InitInfo = 0 Then
        _glViewport 0, 0, _Width, _Height
        GL_InitInfo = 1
    End If
End Sub

Sub Init2
    _glEnable _GL_TEXTURE_2D 'allow texture maping

    _glShadeModel _GL_SMOOTH ' smooth

    _glClearDepth 1.0F '       depth buffer settings

    _glEnable _GL_DEPTH_TEST ' Allow depth testing - try comment it and the run program. Object is then very deformed.

    _glDepthFunc _GL_LEQUAL '  Depth testing type

    _glHint _GL_PERSPECTIVE_CORRECTION_HINT, _GL_NICEST ' best perspective projection

    'dodatek pro lighting

    _glLightfv _GL_LIGHT1, _GL_AMBIENT, _Offset(LightAmbient!()) 'ambient light
    _glLightfv _GL_LIGHT1, _GL_DIFFUSE, _Offset(LightDiffuse!()) 'diffuse light
    _glLightfv _GL_LIGHT1, _GL_POSITION, _Offset(LightPosition!()) 'light position settings
    _glEnable _GL_LIGHT1 '       enable light

    If Light = -1 Then
        _glDisable _GL_LIGHTING 'disable light
    Else
        _glEnable _GL_LIGHTING
    End If

    'dodatek pro Blending
    _glColor4f 1.0F, 1.0F, 1.0F, 0.5F ';// Plný jas, 50% alfa
    _glBlendFunc _GL_SRC_ALPHA, _GL_ONE ');// Funkce blendingu pro průsvitnost založená na hodnotě alfa

    If Blend = -1 Then
        _glEnable _GL_BLEND ');// Zapne blending
        _glDisable _GL_DEPTH_TEST ');// Vypne hloubkové testování

    Else

        _glDisable _GL_BLEND ');// Vypne blending
        _glEnable _GL_DEPTH_TEST ');// Zapne hloubkové testování
    End If


End Sub

Sub DeleteTexture (nr As Long)
    For P = LBound(GLL) To UBound(GLL)
        If GLL(P).PointerGL = nr Then
            Dim DEL As Long
            DEL = GLL(P).PointerGL
            _glDeleteTextures 1, _Offset(DEL)
            Exit Sub
        End If
    Next
End Sub


Function LoadTexture (image As String, Filter As _Unsigned _Byte)
    If GL_InitInfo = 0 Then GL_Init
    If _FileExists(image) Then
        TT = 0
        Do Until TT = UBound(GLL)
            If GLL(TT).TextureName = image$ And GLL(TT).Filtering = Filter Then
                LoadTexture = GLL(TT).PointerGL 'prevent memory leak loading next and next texture again and angain...
                Exit Function
            End If
            TT = TT + 1
        Loop

        tex& = _LoadImage(image$, 32)
        texinv& = _NewImage(_Width(tex&), _Height(tex&), 32)

        _PutImage (0, _Height(tex&))-(_Width(tex&), 0), tex&, texinv&

        ni& = _CopyImage(texinv&, 32)

        Dim Texture As _Unsigned Long
        _glGenTextures 1, _Offset(Texture) 'generate our texture handle    (reserve place in memory for new texture)
        _glBindTexture _GL_TEXTURE_2D, Texture 'select our texture handle  (set this texture for use)

        Dim m As _MEM
        m = _MemImage(texinv&)

        Dim n As _MEM
        n = _MemImage(ni&)

        Select Case Filter
            Case -1
                'set our texture wrapping
                _glTexParameteri _GL_TEXTURE_2D, _GL_TEXTURE_WRAP_S, _GL_REPEAT
                _glTexParameteri _GL_TEXTURE_2D, _GL_TEXTURE_WRAP_T, _GL_REPEAT
            Case 0
                'set out texture filtering
                _glTexParameteri _GL_TEXTURE_2D, _GL_TEXTURE_MAG_FILTER, _GL_NEAREST 'for scaling up
                _glTexParameteri _GL_TEXTURE_2D, _GL_TEXTURE_MIN_FILTER, _GL_NEAREST 'for scaling down
            Case 1
                _glTexParameteri _GL_TEXTURE_2D, _GL_TEXTURE_MAG_FILTER, _GL_LINEAR 'for scaling up
                _glTexParameteri _GL_TEXTURE_2D, _GL_TEXTURE_MIN_FILTER, _GL_LINEAR 'for scaling down
            Case 2 'works....not sure, if this output is correct

                'gluBuild2DMipmaps(GL_TEXTURE_2D, pic->bpp/8, pic->width, pic->height, textureType, GL_UNSIGNED_BYTE, pic->data);


                gluBuild2DMipmaps _GL_TEXTURE_2D, 4, _Width(ni&), _Height(ni&), _GL_RGB, _GL_UNSIGNED_BYTE, _Offset(Texture) 'need own memory block (n - MEM) in combination with m - MEM program crash... why?   ? ? ? ? ?
                _glTexParameteri _GL_TEXTURE_2D, _GL_TEXTURE_MAG_FILTER, _GL_LINEAR_MIPMAP_NEAREST 'for scaling up
                _glTexParameteri _GL_TEXTURE_2D, _GL_TEXTURE_MIN_FILTER, _GL_LINEAR '  IF IS USED _GL_LINEAR_MIMAP_NEAREST here, texture is white. Is it correct?    -?-     just God know...
                '


                _glTexImage2D _GL_TEXTURE_2D, 0, _GL_RGB, _Width(ni&), _Height(ni&), 0, _GL_BGRA_EXT, _GL_UNSIGNED_BYTE, n.OFFSET

                _FreeImage tex&
                _MemFree n
                _FreeImage ni&
                GoTo saveit

                'gluBuild2DMipmaps(GL_TEXTURE_2D, 3, TextureImage[0]->sizeX, TextureImage[0]->sizeY, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data);

        End Select

        _FreeImage tex&
        _glTexImage2D _GL_TEXTURE_2D, 0, _GL_RGB, _Width(texinv&), _Height(texinv&), 0, _GL_BGRA_EXT, _GL_UNSIGNED_BYTE, m.OFFSET

        saveit:
        U = UBound(GLL)
        GLL(U).PointerGL = Texture
        GLL(U).TextureName = image
        GLL(U).Filtering = Filter
        ReDim _Preserve GLL(U + 1) As GL_Loader

        _MemFree m

    Else
        Print "LoadTexture Error: "; image$; " - file not found."
    End If
    LoadTexture = Texture
End Function


For using texturing MIPMAP (parameter 2 for LOADTEXTURE function) use texture, which has both sides dividible by 2 and maximal side lenght is 128 pixels. Or my texture here:
   


   


Reply
#15
congratulations! this is a very good demo for how OPEN_GL works! I like how it works. Translucency also works very well. For this, as far as I can see, you don't need to put the pictures in the drawing order. When using _MAPTRIANGLE, if a transparent texture is used, the furthest ones must always be drawn first. I see opengl does this automatically. It looks complicated and there's a lot of code, but I think it's worth dealing with. Could you possibly write comparisons? You know opengl very well. _MAPTRIANGLE / OPEN_GL, advantages and disadvantages? Further success !
Reply
#16
Tired of the dice? Do you feel like you're in the construction industry yet in this thread? Always cube in this thread? With the dice forever and never otherwise? Smile

So here is something nice and actually also useful. The stars rotate around the center and fall in the middle of the screen (first program). What is useful about it? Rotate a 2D texture so that the user cannot see its side. If it wasn't, to use the W and S keys to tilt the scene, you'd see the stars as a single pixel object. However, thanks to the tilting, they always remain tilted towards the viewer.
Use the A and D keys to zoom in and out, and use the T key to turn the twinkle effect on and off.

The second program follows. It is a modification of the previous program, it creates a different, also nice effect, and I will not put it here on the photo, so you can try it too.

Both this source code need attached JPG file as texture (other images returns not so nice effects) it is free downloaded image.


Source Code A:

Code: (Select All)
Declare CustomType Library
    Sub gluBuild2DMipmaps ( BYVAL Target As _Unsigned Long, BYVAL iFormat As Long, BYVAL Wdth As Long, BYVAL Hght As Long, BYVAL format As _Unsigned Long, BYVAL typ As _Unsigned Long, BYVAL dat As _Offset)
End Declare


Type GL_Loader
    PointerGL As Long
    TextureName As String
    Filtering As _Unsigned _Byte
End Type
ReDim Shared GLL(0) As GL_Loader, t As Long
Dim Shared GL_InitInfo As _Byte
Dim Shared ExitSignal As _Byte


_Title "Stars in space"
Screen _NewImage(1024, 768, 32)

Const num = 50
Type Stars
    As _Unsigned _Byte R, G, B
    As Double Dist
    As Single Angle
End Type
Dim Shared Star(num) As Stars
Dim Shared Zoom, Tilt, Twinkle
Zoom = -15
Tilt = 90F
Twinkle = 0


Do
    i$ = InKey$
    Select Case UCase$(i$)
        Case "T"
            If TwinkleTimer < Timer Then
                Twinkle = Not Twinkle
                LightTimer = Timer + .5
            End If
        Case "W"
            Tilt = Tilt - 0.5

        Case "S"
            Tilt = Tilt + 0.5
        Case "A"
            Zoom = Zoom - .2
        Case "D"
            Zoom = Zoom + .2
    End Select

    If ExitSignal Then System
    _Limit 50
Loop



Sub _GL ()
    Static L
    Texture = LoadTexture("Star.jpg", 0)
    _PrintString (20, 20), "Use: A/D for zoom, W/S for shift, T for Twinkle effect."
    Init2
    GL_Init

    _glClear _GL_COLOR_BUFFER_BIT And _GL_DEPTH_BUFFER_BIT 'Clear screen and depth buffer


    _glMatrixMode _GL_PROJECTION '                          Set projection matrix  - TRY comment this five rows and then run it. Black screen occur. For view just something then must be depth set to -1 (Z parameter in _glTranslateF)
    _glLoadIdentity '();// Reset matice
    _gluPerspective 45.0F, _Width / _Height, 0.1F, 100.0F ' Perspective calculation
    _glMatrixMode _GL_MODELVIEW '                           set modelview matrix

    _glBindTexture _GL_TEXTURE_2D, Texture
    For L = 1 To num
        _glLoadIdentity
        _glTranslatef 0.0, 0.0, Zoom 'shift to srreen by zoom
        _glRotatef Tilt, 1.0F, 0.0F, 0.0F 'tilted view
        'ted pohneme hvezdou
        _glRotatef Star(L).Angle, 0.0F, 1.0F, 0.0F 'rotation by angle this star
        _glTranslatef Star(L).Dist, 0.0F, 0.0F 'shift forward in X axis
        'rotate it back for case you see to it from side               (this process can be used in 3D World for roating 2D characters to player - as in first Wolfenstein3D)
        _glRotatef -Star(L).Angle, 0.0F, 1.0F, 0.0F 'rotating back
        _glRotatef -Tilt, 1.0F, 0.0F, 0.0F 'tilt back - first we turn around on each star, perform an action and then turn back, because otherwise it will very easily happen that the X axis will become the Z axis and so on.

        If Twinkle Then 'if is enabled twinkle effect, use also color previous star
            _glColor4ub Star(L - 1).R, Star(L - 1).G, Star(L - 1).B, 255 'this color function has value from to 255, it is R,G,B,A
            _glBegin _GL_QUADS
            _glTexCoord2f 0.0F, 0.0F: _glVertex3f -1.0F, -1.0F, 0.0F
            _glTexCoord2f 1.0F, 0.0F: _glVertex3f 1.0F, -1.0F, 0.0F
            _glTexCoord2f 1.0F, 1.0F: _glVertex3f 1.0F, 1.0F, 0.0F
            _glTexCoord2f 0.0F, 1.0F: _glVertex3f -1.0F, 1.0F, 0.0F

            _glEnd
        End If

        'Now we will draw the main star. The only difference from the previous code is that this star is rotated around the z-axis and has a different color (see indexes)

        _glRotatef spin, 0.0F, 0.0F, 1.0F
        _glColor4ub Star(L).R, Star(L).G, Star(L).B, 255
        _glBegin _GL_QUADS

        _glTexCoord2f 0.0F, 0.0F: _glVertex3f -1.0F, -1.0F, 0.0F
        _glTexCoord2f 1.0F, 0.0F: _glVertex3f 1.0F, -1.0F, 0.0F
        _glTexCoord2f 1.0F, 1.0F: _glVertex3f 1.0F, 1.0F, 0.0F
        _glTexCoord2f 0.0F, 1.0F: _glVertex3f -1.0F, 1.0F, 0.0F
        _glEnd

        'We rotate the star by increasing the value of the spin variable. Then we change the angle of each star by loop/num. This means that more distant stars rotate faster.
        'Finally, we reduce the distance of the star from the center, so it looks like they are being sucked into the center.

        spin = spin + 0.01F 'rotation of the stars
        Star(L).Angle = Star(L).Angle + (L / num) 'Star angle increase
        Star(L).Dist = Star(L).Dist - 0.01F 'Change the distance of the star from the center

        'We check if the star has reached the center. If it does, it gets a new color and is moved 5 units from the center, so it can start its journey again as a new star.

        If Star(L).Dist < 0.0F Then 'star is in middle
            Star(L).Dist = Star(L).Dist + 5.0F 'new position
            Star(L).R = Rnd * 255 'new color
            Star(L).G = Rnd * 255 'new color
            Star(L).B = Rnd * 255 'new color
        End If
    Next


    If _Exit Then
        DeleteTexture t 'if program end, first free texture from memory, then exit from GL and return to main loop
        _glClear _GL_COLOR_BUFFER_BIT
        ExitSignal = Not 0
        Exit Sub
    End If

End Sub

Sub GL_Init
    If GL_InitInfo = 0 Then
        _glViewport 0, 0, _Width, _Height
        GL_InitInfo = 1
    End If
End Sub

Sub Init2
    _glEnable _GL_TEXTURE_2D 'allow texture maping
    _glClearColor 0.0, 0.0, 0.0, 0.5 'Black background
    _glClearDepth 1.0F '       depth buffer settings
    _glHint _GL_PERSPECTIVE_CORRECTION_HINT, _GL_NICEST ' best perspective projection
    _glBlendFunc _GL_SRC_ALPHA, _GL_ONE 'blending type for transparency
    _glEnable _GL_BLEND 'enable blending


    If GL_InitInfo = 0 Then
        For L = 1 To num
            Star(L).Angle = 360 / num * L
            Star(L).Dist = (L / num) * 5
            Star(L).R = 1 + Rnd * 255
            Star(L).G = 1 + Rnd * 255
            Star(L).B = 1 + Rnd * 255
        Next L
    End If
End Sub

Sub DeleteTexture (nr As Long)
    For P = LBound(GLL) To UBound(GLL)
        If GLL(P).PointerGL = nr Then
            Dim DEL As Long
            DEL = GLL(P).PointerGL
            _glDeleteTextures 1, _Offset(DEL)
            Exit Sub
        End If
    Next
End Sub


Function LoadTexture (image As String, Filter As _Unsigned _Byte)
    If GL_InitInfo = 0 Then GL_Init
    If _FileExists(image) Then
        TT = 0
        Do Until TT = UBound(GLL)
            If GLL(TT).TextureName = image$ And GLL(TT).Filtering = Filter Then
                LoadTexture = GLL(TT).PointerGL 'prevent memory leak loading next and next texture again and angain...
                Exit Function
            End If
            TT = TT + 1
        Loop

        tex& = _LoadImage(image$, 32)
        _ClearColor _RGB32(255, 255, 0), tex&
        texinv& = _NewImage(_Width(tex&), _Height(tex&), 32)

        _PutImage (0, _Height(tex&))-(_Width(tex&), 0), tex&, texinv&

        ni& = _CopyImage(texinv&, 32)

        Dim Texture As _Unsigned Long
        _glGenTextures 1, _Offset(Texture) 'generate our texture handle    (reserve place in memory for new texture)
        _glBindTexture _GL_TEXTURE_2D, Texture 'select our texture handle  (set this texture for use)

        Dim m As _MEM
        m = _MemImage(texinv&)

        Dim n As _MEM
        n = _MemImage(ni&)

        Select Case Filter
            Case -1
                'set our texture wrapping
                _glTexParameteri _GL_TEXTURE_2D, _GL_TEXTURE_WRAP_S, _GL_REPEAT
                _glTexParameteri _GL_TEXTURE_2D, _GL_TEXTURE_WRAP_T, _GL_REPEAT
            Case 0
                'set out texture filtering
                _glTexParameteri _GL_TEXTURE_2D, _GL_TEXTURE_MAG_FILTER, _GL_NEAREST 'for scaling up
                _glTexParameteri _GL_TEXTURE_2D, _GL_TEXTURE_MIN_FILTER, _GL_NEAREST 'for scaling down
            Case 1
                _glTexParameteri _GL_TEXTURE_2D, _GL_TEXTURE_MAG_FILTER, _GL_LINEAR 'for scaling up
                _glTexParameteri _GL_TEXTURE_2D, _GL_TEXTURE_MIN_FILTER, _GL_LINEAR 'for scaling down
            Case 2 'works....not sure, if this output is correct

                'gluBuild2DMipmaps(GL_TEXTURE_2D, pic->bpp/8, pic->width, pic->height, textureType, GL_UNSIGNED_BYTE, pic->data);


                gluBuild2DMipmaps _GL_TEXTURE_2D, 4, _Width(ni&), _Height(ni&), _GL_RGB, _GL_UNSIGNED_BYTE, _Offset(Texture)
                _glTexParameteri _GL_TEXTURE_2D, _GL_TEXTURE_MAG_FILTER, _GL_LINEAR_MIPMAP_NEAREST 'for scaling up
                _glTexParameteri _GL_TEXTURE_2D, _GL_TEXTURE_MIN_FILTER, _GL_LINEAR '  IF IS USED _GL_LINEAR_MIMAP_NEAREST here, program crash. Is it correct?    -?-
                '


                _glTexImage2D _GL_TEXTURE_2D, 0, _GL_RGB, _Width(ni&), _Height(ni&), 0, _GL_BGRA_EXT, _GL_UNSIGNED_BYTE, n.OFFSET

                _FreeImage tex&
                _MemFree n
                '_FreeImage ni&
                GoTo saveit

                'gluBuild2DMipmaps(GL_TEXTURE_2D, 3, TextureImage[0]->sizeX, TextureImage[0]->sizeY, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data);

        End Select

        _FreeImage tex&
        _glTexImage2D _GL_TEXTURE_2D, 0, _GL_RGB, _Width(texinv&), _Height(texinv&), 0, _GL_BGRA_EXT, _GL_UNSIGNED_BYTE, m.OFFSET

        saveit:
        U = UBound(GLL)
        GLL(U).PointerGL = Texture
        GLL(U).TextureName = image
        GLL(U).Filtering = Filter
        ReDim _Preserve GLL(U + 1) As GL_Loader

        _MemFree m

    Else
        Print "LoadTexture Error: "; image$; " - file not found."
    End If
    LoadTexture = Texture
End Function


Source code B: (better effects Smile )

Code: (Select All)
Declare CustomType Library
    Sub gluBuild2DMipmaps (BYVAL Target As _Unsigned Long, BYVAL iFormat As Long, BYVAL Wdth As Long, BYVAL Hght As Long, BYVAL format As _Unsigned Long, BYVAL typ As _Unsigned Long, BYVAL dat As _Offset)
End Declare


Type GL_Loader
    PointerGL As Long
    TextureName As String
    Filtering As _Unsigned _Byte
End Type
ReDim Shared GLL(0) As GL_Loader, t As Long
Dim Shared GL_InitInfo As _Byte
Dim Shared ExitSignal As _Byte


_Title "Stars in space"
Screen _NewImage(1024, 768, 32)

Const num = 50
Type Stars
    As _Unsigned _Byte R, G, B
    As Double Dist
    As Single Angle
End Type
Dim Shared Star(num) As Stars
Dim Shared Zoom, Tilt, Twinkle
Zoom = -15
Tilt = 90F
Twinkle = 0




'pod timto je puvodni--
Do
    i$ = InKey$
    Select Case UCase$(i$)
        Case "T"
            If TwinkleTimer < Timer Then
                Twinkle = Not Twinkle
                LightTimer = Timer + .5
            End If
        Case "W"
            Tilt = Tilt - 0.5

        Case "S"
            Tilt = Tilt + 0.5
        Case "A"
            Zoom = Zoom - .2
        Case "D"
            Zoom = Zoom + .2
    End Select

    If ExitSignal Then System
    _Limit 50
Loop



Sub _GL ()
    Static L
    Texture = LoadTexture("Star.jpg", 0)
    _PrintString (20, 20), "Use: A/D for zoom, W/S for shift, T for Twinkle effect."
    Init2
    GL_Init

    _glClear _GL_COLOR_BUFFER_BIT And _GL_DEPTH_BUFFER_BIT 'Clear screen and depth buffer


    _glMatrixMode _GL_PROJECTION '                          Set projection matrix  - TRY comment this five rows and then run it. Black screen occur. For view just something then must be depth set to -1 (Z parameter in _glTranslateF)
    _glLoadIdentity '();// Reset matice
    _gluPerspective 45.0F, _Width / _Height, 0.1F, 100.0F ' Perspective calculation
    _glMatrixMode _GL_MODELVIEW '                           set modelview matrix

    _glBindTexture _GL_TEXTURE_2D, Texture
    For L = 1 To num
        _glLoadIdentity
        _glTranslatef 0.0, 0.0, Zoom 'shift to srreen by zoom
        _glRotatef Tilt, 1.0F, 0.0F, 0.0F 'tilted view
        'ted pohneme hvezdou
        _glRotatef Star(L).Angle, 0.0F, 1.0F, 0.0F 'rotation by angle this star
        _glTranslatef Star(L).Dist, 0.0F, 0.0F 'shift forward in X axis
        'rotate it back for case you see to it from side               (this process can be used in 3D World for roating 2D characters to player - as in first Wolfenstein3D)
        _glRotatef -Star(L).Angle, 0.0F, 1.0F, 0.0F 'rotating back
        _glRotatef -Tilt, 1.0F, 0.0F, 0.0F 'tilt back - first we turn around on each star, perform an action and then turn back, because otherwise it will very easily happen that the X axis will become the Z axis and so on.

        If Twinkle Then 'if is enabled twinkle effect, use also color previous star
            _glColor4ub Star(L - 1).R, Star(L - 1).G, Star(L - 1).B, 255 'this color function has value from to 255, it is R,G,B,A
            _glBegin _GL_QUADS
            _glTexCoord2f 0.0F, 0.0F: _glVertex3f -1.0F, -1.0F, 0.0F
            _glTexCoord2f 1.0F, 0.0F: _glVertex3f 1.0F, -1.0F, 0.0F
            _glTexCoord2f 1.0F, 1.0F: _glVertex3f 1.0F, 1.0F, 0.0F
            _glTexCoord2f 0.0F, 1.0F: _glVertex3f -1.0F, 1.0F, 0.0F

            _glEnd
        End If

        'Now we will draw the main star. The only difference from the previous code is that this star is rotated around the z-axis and has a different color (see indexes)

        _glRotatef spin, 0.0F, 0.0F, 1.0F
        _glColor4ub Star(L).R, Star(L).G, Star(L).B, 255
        _glBegin _GL_QUADS

        _glTexCoord2f 0.0F, 0.0F: _glVertex3f -1.0F, -1.0F, 0.0F
        _glTexCoord2f 1.0F, 0.0F: _glVertex3f 1.0F, -1.0F, 0.0F
        _glTexCoord2f 1.0F, 1.0F: _glVertex3f 1.0F, 1.0F, 0.0F
        _glTexCoord2f 0.0F, 1.0F: _glVertex3f -1.0F, 1.0F, 0.0F
        _glEnd

        'We rotate the star by increasing the value of the spin variable. Then we change the angle of each star by loop/num. This means that more distant stars rotate faster.
        'Finally, we reduce the distance of the star from the center, so it looks like they are being sucked into the center.

        spin = spin + 0.001F 'rotation of the stars
        Star(L).Angle = Star(L).Angle + (L / num) 'Star angle increase
        Star(L).Dist = Star(L).Dist - spin '0.01F 'Change the distance of the star from the center

        'We check if the star has reached the center. If it does, it gets a new color and is moved 5 units from the center, so it can start its journey again as a new star.

        If Star(L).Dist < 0.0F Then 'star is in middle
            Star(L).Dist = Star(L).Dist + 5.0F 'new position
            Star(L).R = Rnd * 255 'new color
            Star(L).G = Rnd * 255 'new color
            Star(L).B = Rnd * 255 'new color
        End If
    Next


    If _Exit Then
        DeleteTexture t 'if program end, first free texture from memory, then exit from GL and return to main loop
        _glClear _GL_COLOR_BUFFER_BIT
        ExitSignal = Not 0
        Exit Sub
    End If

End Sub

Sub GL_Init
    If GL_InitInfo = 0 Then
        _glViewport 0, 0, _Width, _Height
        GL_InitInfo = 1
    End If
End Sub

Sub Init2
    _glEnable _GL_TEXTURE_2D 'allow texture maping
    _glClearColor 0.0, 0.0, 0.0, 0.5 'Black background
    _glClearDepth 1.0F '       depth buffer settings
    _glHint _GL_PERSPECTIVE_CORRECTION_HINT, _GL_NICEST ' best perspective projection
    _glBlendFunc _GL_SRC_ALPHA, _GL_ONE ');// Typ blendingu pro průhlednost
    _glEnable _GL_BLEND ');// Zapne blending


    If GL_InitInfo = 0 Then
        For L = 1 To num
            Star(L).Angle = 360 / num * L
            Star(L).Dist = (L / num) * 5
            Star(L).R = 1 + Rnd * 255
            Star(L).G = 1 + Rnd * 255
            Star(L).B = 1 + Rnd * 255
        Next L
    End If
End Sub

Sub DeleteTexture (nr As Long)
    For P = LBound(GLL) To UBound(GLL)
        If GLL(P).PointerGL = nr Then
            Dim DEL As Long
            DEL = GLL(P).PointerGL
            _glDeleteTextures 1, _Offset(DEL)
            Exit Sub
        End If
    Next
End Sub


Function LoadTexture (image As String, Filter As _Unsigned _Byte)
    If GL_InitInfo = 0 Then GL_Init
    If _FileExists(image) Then
        TT = 0
        Do Until TT = UBound(GLL)
            If GLL(TT).TextureName = image$ And GLL(TT).Filtering = Filter Then
                LoadTexture = GLL(TT).PointerGL 'prevent memory leak loading next and next texture again and angain...
                Exit Function
            End If
            TT = TT + 1
        Loop

        tex& = _LoadImage(image$, 32)
        _ClearColor _RGB32(255, 255, 0), tex&
        texinv& = _NewImage(_Width(tex&), _Height(tex&), 32)

        _PutImage (0, _Height(tex&))-(_Width(tex&), 0), tex&, texinv&

        ni& = _CopyImage(texinv&, 32) '_NewImage(32, 32, 32)

        Dim Texture As _Unsigned Long
        _glGenTextures 1, _Offset(Texture) 'generate our texture handle    (reserve place in memory for new texture)
        _glBindTexture _GL_TEXTURE_2D, Texture 'select our texture handle  (set this texture for use)

        Dim m As _MEM
        m = _MemImage(texinv&)

        Dim n As _MEM
        n = _MemImage(ni&)

        Select Case Filter
            Case -1
                'set our texture wrapping
                _glTexParameteri _GL_TEXTURE_2D, _GL_TEXTURE_WRAP_S, _GL_REPEAT
                _glTexParameteri _GL_TEXTURE_2D, _GL_TEXTURE_WRAP_T, _GL_REPEAT
            Case 0
                'set out texture filtering
                _glTexParameteri _GL_TEXTURE_2D, _GL_TEXTURE_MAG_FILTER, _GL_NEAREST 'for scaling up
                _glTexParameteri _GL_TEXTURE_2D, _GL_TEXTURE_MIN_FILTER, _GL_NEAREST 'for scaling down
            Case 1
                _glTexParameteri _GL_TEXTURE_2D, _GL_TEXTURE_MAG_FILTER, _GL_LINEAR 'for scaling up
                _glTexParameteri _GL_TEXTURE_2D, _GL_TEXTURE_MIN_FILTER, _GL_LINEAR 'for scaling down
            Case 2 'works....not sure, if this output is correct

                'gluBuild2DMipmaps(GL_TEXTURE_2D, pic->bpp/8, pic->width, pic->height, textureType, GL_UNSIGNED_BYTE, pic->data);


                gluBuild2DMipmaps _GL_TEXTURE_2D, 4, _Width(ni&), _Height(ni&), _GL_RGB, _GL_UNSIGNED_BYTE, _Offset(Texture)
                _glTexParameteri _GL_TEXTURE_2D, _GL_TEXTURE_MAG_FILTER, _GL_LINEAR_MIPMAP_NEAREST 'for scaling up
                _glTexParameteri _GL_TEXTURE_2D, _GL_TEXTURE_MIN_FILTER, _GL_LINEAR '  IF IS USED _GL_LINEAR_MIMAP_NEAREST here, program crash. Is it correct?    -?-
                '


                _glTexImage2D _GL_TEXTURE_2D, 0, _GL_RGB, _Width(ni&), _Height(ni&), 0, _GL_BGRA_EXT, _GL_UNSIGNED_BYTE, n.OFFSET

                _FreeImage tex&
                _MemFree n
                '_FreeImage ni&
                GoTo saveit

                'gluBuild2DMipmaps(GL_TEXTURE_2D, 3, TextureImage[0]->sizeX, TextureImage[0]->sizeY, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data);

        End Select

        _FreeImage tex&
        _glTexImage2D _GL_TEXTURE_2D, 0, _GL_RGB, _Width(texinv&), _Height(texinv&), 0, _GL_BGRA_EXT, _GL_UNSIGNED_BYTE, m.OFFSET

        saveit:
        U = UBound(GLL)
        GLL(U).PointerGL = Texture
        GLL(U).TextureName = image
        GLL(U).Filtering = Filter
        ReDim _Preserve GLL(U + 1) As GL_Loader

        _MemFree m

    Else
        Print "LoadTexture Error: "; image$; " - file not found."
    End If
    LoadTexture = Texture
End Function

Both need file Star.jpg (it is used as texture)

[Image: star.jpg]

First program output:

[Image: OGL8.png]

Second - try yourself.... Smile


Reply
#17
Hi @MasterGy. Thank you for the kind words, it's always a pleasure. I've worked with OpenGL a bit in the past, but at the time it wasn't that well tuned in QB64 - and I was inexperienced, so the program often crashed with a white screen. Then I left it for a while, I started working on with Maptriangle3D. It is necessary to admit that Ashish (AshishKingdom) helped me a lot when I was working with OpenGL, he is much further in this area than I am. In some cases, it is necessary to add a helper library in C language to OpenGL, for example for quadrics. I don't know if this is still necessary today, but in QB64 1.3 in 2017 it was necessary. Damn, time flies, it's scary.
I basically gave openGL another chance now, at the time when I started, I bypassed the MEM commands with respect from a long distance, today we are already talking. Sometimes.

To the point. Take a look at the previous program for yourself. How would you like to do this with _MapTriangle? Like this. with _MapTriangle you make transparency, you make sphere, cube, 2D shapes, cone with it... yeah, you do. It is very similar to OpenGL, mainly the coordinate system. Because I know you're very capable, I think it would catapult you into the elite. I would sometimes wave at you from below.
But when working with OpenGL, it is really necessary to be very careful about setting the matrices, it is easy to forget ONE command - the rest is fine - and there is nothing on the monitor. Also note that some QB64PE commands such as SLEEP will cause the program to die immediately. This is because OpenGL simply does not allow for the data stream to suddenly be interrupted in the middle of its work. Next, when working with OpenGL, it is possible to queue parts of the program that are not part of OpenGL into the main loop. For example - look at the complexity of initializing OpenGL. You have to check if what was supposed to happen only the first time, another pass has already taken place to prevent it. If you look at the source codes, there is always something like If INIT then EXIT SUB or something like that. These are the QB64 specs. A huge benefit in QB64PE is the help table that describes which data type in OpenGL corresponds to which data type in C and in QB64. This is a nice help when writing helper dynamic libraries that need to be defined for some Glut functions.


Reply
#18
So here we have something interesting.

3D world using OpenGL. Since QB64PE already has _MouseMovement features fixed, it was really easy to add mouse movement.

The program requires files in the attachment in ZIP format. Freely available images are stored in it, which are used here as textures and, above all, the world.txt file. I have slightly modified it, so when you open it in the editor you will see the inscription NUMPOLLIES in it, it is important, followed by the number 36. This number indicates the number of triangles in the file, if you are going to make a modification, add three lines of numbers each time and increase the number 36 by 1!

Each line contains:

Vertex X, Vertex Y, Vertex Z for a 3D triangle, then X and Y for a 2D texture. My modification is that for every sixth line you can put the name of the image file in quotes after those numbers and it will then be used on the following triangle as wallpaper. That's why I write that you should put it on every sixth row, so that the texture is not different in each half of the square Smile

The program has no collision detection, so you can walk through walls. I would probably solve the collision detection with an additional field where, when loading the triangle vertices in 2D, I would write down where the wall leads to, so that it really works, it is then necessary to shoot this 2D map in the same way as the image is shot during movement.

It can also be controlled from the keyboard with arrows and the Q and A buttons, or arrows + mouse, with the B button you can turn transparency on or off


[Image: OGL9.png]

Code: (Select All)
Declare CustomType Library
    Sub gluBuild2DMipmaps (BYVAL Target As _Unsigned Long, BYVAL iFormat As Long, BYVAL Wdth As Long, BYVAL Hght As Long, BYVAL format As _Unsigned Long, BYVAL typ As _Unsigned Long, BYVAL dat As _Offset)
End Declare


Type GL_Loader '                  array for loading textures
    PointerGL As Long
    TextureName As String
    Filtering As _Unsigned _Byte
End Type
ReDim Shared GLL(0) As GL_Loader, t As Long
Dim Shared GL_InitInfo As _Byte '  is need for OpenGL init
Dim Shared ExitSignal As _Byte '   is need for correct OpenGL exit when program end

'World3D coordinates array
Type Triangle
    TextureX As Single
    TextureY As Single
    VertexX As Single
    VertexY As Single
    VertexZ As Single
End Type

'World3D texture array
Type Texture_T
    FileName As String '                 texture file name
    Filter As _Byte '                    used texture filtering
    GL_Pointer As _Unsigned Long '       GL pointer (handle) for texture
End Type

ReDim Shared Triangles(0) As Triangle
ReDim Shared TriTextures(0) As Texture_T
Dim Shared Xpos, Zpos, Yrot, LookUpDown, WalkBias, Blend

_Title "World 3D"
LoadWorld "world.txt", Triangles(), TriTextures() 'just read TXT file and save coordinates to array Triangles and texture file names to  array TriTextures for us
'next step then is in _GL SUB - it call Init2 and there are all textures loaded to RAM

Const piover180 = 0.0174532925F 'the same function as _D2R  or  3.14/180
Screen _NewImage(1024, 768, 32)
Print "Welcome back in 2D world :)  Press Alt + F4 to end!"

_MouseHide
Do
    i& = _KeyHit
    While _MouseInput
        LookUpDown = LookUpDown + _MouseMovementY / 5 'Look up/down with mouse, angle is not locked!
        Heading = Heading - _MouseMovementX / 5: Yrot = Heading 'rotation left/right using mouse
$if win then 
      _MouseMove _Width / 2, _Height / 2 'lock mouse on the middle on the screen - causes problems in Linux
$end if
    Wend

    Select Case i&
        Case 20480 'arrow up
            Xpos = Xpos + Sin(Heading * piover180) * 0.05F
            Zpos = Zpos + Cos(Heading * piover180) * 0.05F
            If WalkBiasAngle >= 359.0F Then
                WalkBiasAngle = 0.0F
            Else
                WalkBiasAngle = WalkBiasAngle + 10
            End If
            WalkBias = Sin(WalkBiasAngle * piover180) / 20.0F



        Case 18432 'arrow down
            Xpos = Xpos - Sin(Heading * piover180) * 0.05F
            Zpos = Zpos - Cos(Heading * piover180) * 0.05F
            If WalkBiasAngle <= 1.0F Then
                WalkBiasAngle = 359.0F
            Else
                WalkBiasAngle = WalkBiasAngle - 10
            End If
            WalkBias = Sin(WalkBiasAngle * piover180) / 20.0F



        Case 19200 'arrow left
            Heading = Heading + 1
            Yrot = Heading
        Case 19712 'arrow right
            Heading = Heading - 1
            Yrot = Heading
        Case 81, 113 'Q - look up
            LookUpDown = LookUpDown - 1
        Case 65, 97 'A - look down
            LookUpDown = LookUpDown + 1
        Case 66, 98 'B
            Blend = Not Blend
    End Select '

    If ExitSignal Then System
    _Limit 50
Loop



Sub _GL ()

    Init2
    GL_Init

    _glClear _GL_COLOR_BUFFER_BIT And _GL_DEPTH_BUFFER_BIT 'Clear screen and depth buffer


    _glMatrixMode _GL_PROJECTION '                          Set projection matrix  - TRY comment this five rows and then run it. Black screen occur. For view just something then must be depth set to -1 (Z parameter in _glTranslateF)
    _glLoadIdentity ' Reset matrix
    _gluPerspective 45.0F, _Width / _Height, 0.1F, 100.0F ' Perspective calculation
    _glMatrixMode _GL_MODELVIEW '                           set modelview matrix

    texture = TriTextures(0).GL_Pointer


    Xtrans = -Xpos 'for walking in X axis
    Ztrans = -Zpos 'for walking in Z axis
    Ytrans = -WalkBias - 0.25F 'simulation steps
    SceneRotY = 360.0F - Yrot 'angle direction of view

    _glRotatef LookUpDown, 1.0F, 0.0F, 0.0F 'rotation i X axis - view up and down
    _glRotatef SceneRotY, 0.0F, 1.0F, 0.0F 'rotation in Y axis - rotation to left / right
    _glTranslatef Xtrans, Ytrans, Ztrans ' move to position (shift) in scene

    Triangles = UBound(Triangles) - 3 'total triangles used in txt file
    TriTextures_i = -1

    For L = 0 To Triangles Step 3 'step 3 - because triangle = 3 vertexes

        If L Mod 6 = 0 Then ' 6 is 6 vertexes for 2 triangle (1 quad)
            If TriTextures_i + 1 < UBound(TriTextures) Then 'if in texture array index is not UBOUND
                If TriTextures(TriTextures_i + 1).GL_Pointer > 0 Then 'if tritexture array  contains next valid texture
                    TriTextures_i = TriTextures_i + 1 '                increase index
                    texture = TriTextures(TriTextures_i).GL_Pointer ' insert next texture
                End If
            End If
        End If

        _glBindTexture _GL_TEXTURE_2D, texture 'tohle bude ve smycce vzdy po sesti bodech (6 bodu = 2 trojuhelniky)
        _glBegin _GL_TRIANGLES
        _glNormal3f 0.0F, 0.0F, 1.0F 'for light

        X_m = Triangles(L).VertexX
        Y_m = Triangles(L).VertexY
        Z_m = Triangles(L).VertexZ
        U_m = Triangles(L).TextureX
        V_m = Triangles(L).TextureY
        _glTexCoord2f U_m, V_m '     place texture first vertex
        _glVertex3f X_m, Y_m, Z_m '  place triangle first vertex

        X_m = Triangles(L + 1).VertexX
        Y_m = Triangles(L + 1).VertexY
        Z_m = Triangles(L + 1).VertexZ
        U_m = Triangles(L + 1).TextureX
        V_m = Triangles(L + 1).TextureY
        _glTexCoord2f U_m, V_m '     place texture second vertex
        _glVertex3f X_m, Y_m, Z_m '  place triangle second vertex

        X_m = Triangles(L + 2).VertexX
        Y_m = Triangles(L + 2).VertexY
        Z_m = Triangles(L + 2).VertexZ
        U_m = Triangles(L + 2).TextureX
        V_m = Triangles(L + 2).TextureY
        _glTexCoord2f U_m, V_m '     place texture third vertex
        _glVertex3f X_m, Y_m, Z_m '  place triangle third vertex
        _glEnd
    Next


    If _Exit Then
        '  DeleteTexture t 'if program end, first free texture from memory, then exit from GL and return to main loop
        KillAllTextures
        _glClear _GL_COLOR_BUFFER_BIT
        ExitSignal = Not 0
        Exit Sub
    End If

End Sub

Sub GL_Init
    If GL_InitInfo = 0 Then
        _glViewport 0, 0, _Width, _Height
        GL_InitInfo = 1
    End If
End Sub

Sub Init2
    _glEnable _GL_TEXTURE_2D 'allow texture maping
    _glBlendFunc _GL_SRC_ALPHA, _GL_ONE 'blending type for transparency
    _glClearColor 0.0, 0.0, 0.0, 0.5 'Black background
    _glClearDepth 1.0F '       depth buffer settings
    _glDepthFunc _GL_LESS '    depth testing type
    _glEnable _GL_DEPTH_TEST ' enable depth testing
    _glShadeModel _GL_SMOOTH 'allow smooth shading
    _glHint _GL_PERSPECTIVE_CORRECTION_HINT, _GL_NICEST ' best perspective projection

    If Blend Then
        _glEnable _GL_BLEND
    Else
        _glDisable _GL_BLEND
    End If


    If GL_InitInfo = 0 Then
        For L = 0 To UBound(TriTextures)
            If Len(TriTextures(L).FileName) Then t = LoadTexture(TriTextures(L).FileName, 1)
            TriTextures(L).GL_Pointer = t
            TriTextures(L).Filter = 1
        Next L
    End If
End Sub

Sub DeleteTexture (nr As Long)
    For P = LBound(GLL) To UBound(GLL)
        If GLL(P).PointerGL = nr Then
            Dim DEL As Long
            DEL = GLL(P).PointerGL
            _glDeleteTextures 1, _Offset(DEL)
            Exit Sub
        End If
    Next
End Sub

Sub KillAllTextures
    For P = LBound(GLL) To UBound(GLL)
        If GLL(P).PointerGL > 0 Then
            DeleteTexture P
            GLL(P).PointerGL = 0
        End If
    Next P
End Sub

Function LoadTexture (image As String, Filter As _Unsigned _Byte)
    If GL_InitInfo = 0 Then GL_Init
    If _FileExists(image) Then
        TT = 0
        Do Until TT = UBound(GLL)
            If GLL(TT).TextureName = image$ And GLL(TT).Filtering = Filter Then
                LoadTexture = GLL(TT).PointerGL 'prevent memory leak loading next and next texture again and angain...
                Exit Function
            End If
            TT = TT + 1
        Loop

        tex& = _LoadImage(image$, 32)
        _ClearColor _RGB32(255, 255, 0), tex&
        texinv& = _NewImage(_Width(tex&), _Height(tex&), 32)

        _PutImage (0, _Height(tex&))-(_Width(tex&), 0), tex&, texinv&

        ni& = _CopyImage(texinv&, 32) '_NewImage(32, 32, 32)

        Dim Texture As _Unsigned Long
        _glGenTextures 1, _Offset(Texture) 'generate our texture handle    (reserve place in memory for new texture)
        _glBindTexture _GL_TEXTURE_2D, Texture 'select our texture handle  (set this texture for use)

        Dim m As _MEM
        m = _MemImage(texinv&)

        Dim n As _MEM
        n = _MemImage(ni&)

        Select Case Filter
            Case -1
                'set our texture wrapping
                _glTexParameteri _GL_TEXTURE_2D, _GL_TEXTURE_WRAP_S, _GL_REPEAT
                _glTexParameteri _GL_TEXTURE_2D, _GL_TEXTURE_WRAP_T, _GL_REPEAT
            Case 0
                'set out texture filtering
                _glTexParameteri _GL_TEXTURE_2D, _GL_TEXTURE_MAG_FILTER, _GL_NEAREST 'for scaling up
                _glTexParameteri _GL_TEXTURE_2D, _GL_TEXTURE_MIN_FILTER, _GL_NEAREST 'for scaling down
            Case 1
                _glTexParameteri _GL_TEXTURE_2D, _GL_TEXTURE_MAG_FILTER, _GL_LINEAR 'for scaling up
                _glTexParameteri _GL_TEXTURE_2D, _GL_TEXTURE_MIN_FILTER, _GL_LINEAR 'for scaling down
            Case 2 'works....not sure, if this output is correct

                'gluBuild2DMipmaps(GL_TEXTURE_2D, pic->bpp/8, pic->width, pic->height, textureType, GL_UNSIGNED_BYTE, pic->data);


                gluBuild2DMipmaps _GL_TEXTURE_2D, 4, _Width(ni&), _Height(ni&), _GL_RGB, _GL_UNSIGNED_BYTE, _Offset(Texture)
                _glTexParameteri _GL_TEXTURE_2D, _GL_TEXTURE_MAG_FILTER, _GL_LINEAR_MIPMAP_NEAREST 'for scaling up
                _glTexParameteri _GL_TEXTURE_2D, _GL_TEXTURE_MIN_FILTER, _GL_LINEAR '  IF IS USED _GL_LINEAR_MIMAP_NEAREST here, program crash. Is it correct?    -?-
                '


                _glTexImage2D _GL_TEXTURE_2D, 0, _GL_RGB, _Width(ni&), _Height(ni&), 0, _GL_BGRA_EXT, _GL_UNSIGNED_BYTE, n.OFFSET

                _FreeImage tex&
                _MemFree n
                '_FreeImage ni&
                GoTo saveit

                'gluBuild2DMipmaps(GL_TEXTURE_2D, 3, TextureImage[0]->sizeX, TextureImage[0]->sizeY, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data);

        End Select

        _FreeImage tex&
        _glTexImage2D _GL_TEXTURE_2D, 0, _GL_RGB, _Width(texinv&), _Height(texinv&), 0, _GL_BGRA_EXT, _GL_UNSIGNED_BYTE, m.OFFSET

        saveit:
        U = UBound(GLL)
        GLL(U).PointerGL = Texture
        GLL(U).TextureName = image
        GLL(U).Filtering = Filter
        ReDim _Preserve GLL(U + 1) As GL_Loader

        _MemFree m

    Else
        Print "LoadTexture Error: "; image$; " - file not found."
    End If
    LoadTexture = Texture
End Function

Sub LoadWorld (txtFile As String, Triangles() As Triangle, TriTextures() As Texture_T)
    file$ = "world.txt"
    If _FileExists(file$) Then
        ReDim Num(4) As Single
        ff = FreeFile
        Open file$ For Input As ff
        While Not EOF(ff)
            radek = radek + 1
            Line Input #ff, t$
            t$ = t$ + " " '      add space to end line for right detection all numbers in the row
            i = InStr(1, t$, "NUMPOLLIES")
            If i Then
                Print "id: NUMPOLLIES  found"
                separator = InStr(i + 1, t$, " ")
                NumOfTriangles = Val(Mid$(t$, separator, Len(t$) - separator))
                Print "Triangles:"; NumOfTriangles
                ReDim Triangles(NumOfTriangles * 3) As Triangle
                ReDim TriTextures(NumOfTriangles) As Texture_T

                i = 0
                GoTo NextRow
            End If
            If InStr(1, t$, "/") = 0 Then 'row contains none C comment
                If Len(_Trim$(t$)) Then '  row is not empty
                    n$ = ""
                    For r = 1 To Len(t$)
                        ch = Asc(t$, r) '34 jsou uvozovky
                        Select Case ch
                            Case 48 To 57, 45, 46 '0 to 9 . -
                                num$ = num$ + Chr$(ch)
                            Case 32
                                If Len(num$) Then 'kdyz num$ obsahuje ciselnou hodnotu a dalsi znak je mezera
                                    '  Print num$
                                    ' Sleep
                                    Num(num_i) = Val(num$)
                                    num$ = ""
                                    If num_i = 4 Then
                                        num_i = 0 '0 to 4 for 5 number on 1 row
                                    Else
                                        num_i = num_i + 1
                                    End If
                                End If

                            Case 34 'narazil na uvozovky
                                next34 = InStr(r + 1, t$, Chr$(34))
                                ' Print r, next34
                                TextureName$ = Mid$(t$, r + 1, next34 - r - 1) 'vraci jmeno textury bez uvozovek
                                Exit For
                        End Select
                    Next r 'loop for 1 row

                    Triangles(Tri_i).TextureX = Num(3) 'records in text file:  Xvertex, Yvertex, Zvertex, TextureX, TextureY, "texturefilename" (if is changed)
                    Triangles(Tri_i).TextureY = Num(4)
                    Triangles(Tri_i).VertexX = Num(0)
                    Triangles(Tri_i).VertexY = Num(1)
                    Triangles(Tri_i).VertexZ = Num(2)
                    Tri_i = Tri_i + 1
                    'Print radek, Tri_i
                    'Sleep
                    If Len(TextureName$) Then
                        ' Print TextureName$
                        TriTextures(TriTex_i).FileName = TextureName$
                        TriTex_i = TriTex_i + 1
                        TextureName$ = ""
                    End If
                    ReDim Num(4) As Single 'clear array for read next values
                Else
                    GoTo NextRow 'if row is empty, read next row from file
                End If
            Else
                GoTo NextRow ' if row contains C comment separated with // (or just /), read next row from file
            End If
            NextRow:
        Wend
    Else
        Print "File world.txt not found.": End
    End If
    Close ff
End Sub


Attached Files
.zip   3DWorld.zip (Size: 760.19 KB / Downloads: 41)


Reply
#19
I know there are already a few similar things out there, with commands other than OpenGL, but here's the OpenGL version. Waving flag.

Change the texture file name on row 153.


Code: (Select All)
_Title "3D Flag in OpenGL"
Declare CustomType Library
    Sub gluBuild2DMipmaps (BYVAL Target As _Unsigned Long, BYVAL iFormat As Long, BYVAL Wdth As Long, BYVAL Hght As Long, BYVAL format As _Unsigned Long, BYVAL typ As _Unsigned Long, BYVAL dat As _Offset)
End Declare

'look to init2 sub - changes in _gl_polygon_mode

Type GL_Loader '                  array for loading textures
    PointerGL As Long
    TextureName As String
    Filtering As _Unsigned _Byte
End Type
ReDim Shared GLL(0) As GL_Loader
Dim Shared GL_InitInfo As _Byte '  is need for OpenGL init
Dim Shared ExitSignal As _Byte '   is need for correct OpenGL exit when program end

'----------------------------------------------------------------------------------
Dim Shared Points(45, 45, 3), Texture~&
Dim Shared As Single Xrot, Yrot, Zrot, Wiggle_count, Hold


' The next two cycles initialize our grid. In order to get the correct index, we have to divide the control
' transformation of the loop by five (ie 45/9=5). I subtract 4.4 from each coordinate to center the wave at the
' origin of the coordinates. The same effect can be achieved with the help of displacement, but I prefer this method.
' The points (x, y, 2) value is made up of the sine value. The sin() function needs radians, so we take the
' value in degrees, which is our x/5 multiplied by forty, and recalculate it using the formula (radians=2*PI*degrees/360). - or we can using _D2R
x = 0
Do Until x > 44
    Do Until y > 44
        Points(x, y, 0) = ((x / 5.0F) - 4.5F)
        Points(x, y, 1) = ((y / 5.0F) - 4.5F)
        Points(x, y, 2) = (Sin((((x / 5.0F) * 40.0F) / 360.0F) * _Pi * 2.0F))
        y = y + 1
    Loop
    x = x + 1
    y = 0
Loop

Screen _NewImage(1024, 768, 32)

Do
    If ExitSignal Then System
    _Limit 50
Loop

Sub _GL ()
    Static X, Y, float_x, float_y, float_xb, float_yb, wiggle_count
    Init2
    GL_Init

    _glClear _GL_COLOR_BUFFER_BIT And _GL_DEPTH_BUFFER_BIT 'Clear screen and depth buffer
    _glLoadIdentity '();// Reset matice
    _glTranslatef 0.0F, 0.0F, -12.0F ' shift to depth to screen
    _glRotatef Xrot, 1.0F, 0.0F, 0.0F 'rotation on X axis
    _glRotatef Yrot, 0.0F, 1.0F, 0.0F 'rotation on Y axis
    _glRotatef Zrot, 0.0F, 0.0F, 1.0F 'rotation on Z axis
    _glBindTexture _GL_TEXTURE_2D, Texture~& ' set texture


    _glMatrixMode _GL_PROJECTION '                          Set projection matrix  - TRY comment this five rows and then run it. Black screen occur. For view just something then must be depth set to -1 (Z parameter in _glTranslateF)
    _gluPerspective 45.0F, _Width / _Height, 0.1F, 100.0F ' Perspective calculation
    '-----------------------------------
    'Note that the squares are drawn clockwise. This means that the front surface you see will be filled and the back will be a wireframe.
    'If we were to draw the squares counterclockwise, the wireframe would be on the front side.
    _glBegin _GL_QUADS
    X = 0
    Y = 0
    Do Until X > 43
        Do Until Y > 43
            float_x = X / 44.0F
            float_y = Y / 44.0F
            float_xb = (X + 1) / 44.0F
            float_yb = (Y + 1) / 44.0F

            'set points

            _glTexCoord2f float_x, float_y
            _glVertex3f Points(X, Y, 0), Points(X, Y, 1), Points(X, Y, 2)
            _glTexCoord2f float_x, float_yb
            _glVertex3f Points(X, Y + 1, 0), Points(X, Y + 1, 1), Points(X, Y + 1, 2)
            _glTexCoord2f float_xb, float_yb
            _glVertex3f Points(X + 1, Y + 1, 0), Points(X + 1, Y + 1, 1), Points(X + 1, Y + 1, 2)
            _glTexCoord2f float_xb, float_y
            _glVertex3f Points(X + 1, Y, 0), Points(X + 1, Y, 1), Points(X + 1, Y, 2)
            Y = Y + 1
        Loop
        X = X + 1
        Y = 0
    Loop
    _glEnd
    X = 0
    Y = 0
    ' With even rendering in order, we move the coordinates in the field to the neighboring coordinates and thus also move the wave a little next to it.
    ' We gradually store the entire first column (outer cycle) in an auxiliary variable. We then move the wave a bit by simply assigning each element
    ' to its neighbor, and finally assign the stored edge value to the opposite end of the image. This creates the impression that when one wave
    ' disappears, a new one immediately begins to appear, but programmatically it is the end of the old one :-) In simple terms, we have only one wave, which
    ' moves to the beginning after leaving the image. Finally, we reset the wiggle_count to zero to keep the animation running.

    If wiggle_count = 2 Then
        Do Until Y > 44
            X = 0
            Hold = Points(0, Y, 2)
            Do Until X > 43
                Points(X, Y, 2) = Points(X + 1, Y, 2)
                X = X + 1
            Loop
            Points(44, Y, 2) = Hold
            Y = Y + 1
        Loop
        wiggle_count = 0
    End If
    wiggle_count = wiggle_count + 1

    Xrot = Xrot + 0.3F
    Yrot = Yrot + 0.2F
    Zrot = Zrot + 0.4F


    If _Exit Then
        DeleteTexture Texture~& 'if program end, first free texture from memory, then exit from GL and return to main loop
        _glClear _GL_COLOR_BUFFER_BIT
        ExitSignal = Not 0
        Exit Sub
    End If

End Sub

Sub GL_Init
    If GL_InitInfo = 0 Then
        _glViewport 0, 0, _Width, _Height
        GL_InitInfo = 1
    End If
End Sub

Sub Init2
    _glEnable _GL_TEXTURE_2D 'allow texture maping
    _glBlendFunc _GL_SRC_ALPHA, _GL_ONE 'blending type for transparency
    _glClearColor 0.0, 0.0, 0.0, 0.5 'Black background
    _glClearDepth 1.0F '       depth buffer settings
    _glDepthFunc _GL_LESS '    depth testing type
    _glEnable _GL_DEPTH_TEST ' enable depth testing
    _glShadeModel _GL_SMOOTH 'allow smooth shading
    _glHint _GL_PERSPECTIVE_CORRECTION_HINT, _GL_NICEST ' best perspective projection

    _glPolygonMode _GL_BACK, _GL_FILL 'Front side filled with polygons
    _glPolygonMode _GL_FRONT, _GL_LINE 'Back side filled with grid

    ' GL_FILL determines the classic drawing of polygons, GL_LINES draws only edge lines, with GL_POINTS only the top points could be seen.
    ' Which side of the polygon is the front and which is the back cannot be clearly determined, just rotate it and it's the other way around.
    ' That is why the convention arose that polygons whose vertices were entered counter-clockwise during rendering are inverted.

    If GL_InitInfo = 0 Then
        Texture~& = LoadTexture("vlajka.png", 1)
    End If
End Sub

Sub DeleteTexture (nr As Long)
    For P = LBound(GLL) To UBound(GLL)
        If GLL(P).PointerGL = nr Then
            Dim DEL As Long
            DEL = GLL(P).PointerGL
            _glDeleteTextures 1, _Offset(DEL)
            Exit Sub
        End If
    Next
End Sub


Function LoadTexture (image As String, Filter As _Unsigned _Byte)
    If GL_InitInfo = 0 Then GL_Init
    If _FileExists(image) Then
        TT = 0
        Do Until TT = UBound(GLL)
            If GLL(TT).TextureName = image$ And GLL(TT).Filtering = Filter Then
                LoadTexture = GLL(TT).PointerGL 'prevent memory leak loading next and next texture again and angain...
                Exit Function
            End If
            TT = TT + 1
        Loop

        tex& = _LoadImage(image$, 32)
        _ClearColor _RGB32(255, 255, 0), tex&
        texinv& = _NewImage(_Width(tex&), _Height(tex&), 32)

        _PutImage (0, _Height(tex&))-(_Width(tex&), 0), tex&, texinv&

        ni& = _CopyImage(texinv&, 32) '_NewImage(32, 32, 32)

        Dim Texture As _Unsigned Long
        _glGenTextures 1, _Offset(Texture) 'generate our texture handle    (reserve place in memory for new texture)
        _glBindTexture _GL_TEXTURE_2D, Texture 'select our texture handle  (set this texture for use)

        Dim m As _MEM
        m = _MemImage(texinv&)

        Dim n As _MEM
        n = _MemImage(ni&)

        Select Case Filter
            Case -1
                'set our texture wrapping
                _glTexParameteri _GL_TEXTURE_2D, _GL_TEXTURE_WRAP_S, _GL_REPEAT
                _glTexParameteri _GL_TEXTURE_2D, _GL_TEXTURE_WRAP_T, _GL_REPEAT
            Case 0
                'set out texture filtering
                _glTexParameteri _GL_TEXTURE_2D, _GL_TEXTURE_MAG_FILTER, _GL_NEAREST 'for scaling up
                _glTexParameteri _GL_TEXTURE_2D, _GL_TEXTURE_MIN_FILTER, _GL_NEAREST 'for scaling down
            Case 1
                _glTexParameteri _GL_TEXTURE_2D, _GL_TEXTURE_MAG_FILTER, _GL_LINEAR 'for scaling up
                _glTexParameteri _GL_TEXTURE_2D, _GL_TEXTURE_MIN_FILTER, _GL_LINEAR 'for scaling down
            Case 2 'works....not sure, if this output is correct

                'gluBuild2DMipmaps(GL_TEXTURE_2D, pic->bpp/8, pic->width, pic->height, textureType, GL_UNSIGNED_BYTE, pic->data);

                gluBuild2DMipmaps _GL_TEXTURE_2D, 4, _Width(ni&), _Height(ni&), _GL_RGB, _GL_UNSIGNED_BYTE, _Offset(Texture)
                _glTexParameteri _GL_TEXTURE_2D, _GL_TEXTURE_MAG_FILTER, _GL_LINEAR_MIPMAP_NEAREST 'for scaling up
                _glTexParameteri _GL_TEXTURE_2D, _GL_TEXTURE_MIN_FILTER, _GL_LINEAR '  IF IS USED _GL_LINEAR_MIMAP_NEAREST here, program crash. Is it correct?    -?-
                _FreeImage tex&
                _MemFree n
                '_FreeImage ni&
                GoTo saveit
        End Select

        _FreeImage tex&
        _glTexImage2D _GL_TEXTURE_2D, 0, _GL_RGB, _Width(texinv&), _Height(texinv&), 0, _GL_BGRA_EXT, _GL_UNSIGNED_BYTE, m.OFFSET

        saveit:
        U = UBound(GLL)
        GLL(U).PointerGL = Texture
        GLL(U).TextureName = image
        GLL(U).Filtering = Filter
        ReDim _Preserve GLL(U + 1) As GL_Loader

        _MemFree m

    Else
        Print "LoadTexture Error: "; image$; " - file not found."
    End If
    LoadTexture = Texture
End Function



[Image: OGL10.png]


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#20
(04-02-2023, 06:36 PM)Petr Wrote: So here we have something interesting.

3D world using OpenGL. Since QB64PE already has _MouseMovement features fixed, it was really easy to add mouse movement.
:
:
The program has no collision detection, so you can walk through walls. I would probably solve the collision detection with an additional field where, when loading the triangle vertices in 2D, I would write down where the wall leads to, so that it really works, it is then necessary to shoot this 2D map in the same way as the image is shot during movement.

It can also be controlled from the keyboard with arrows and the Q and A buttons, or arrows + mouse, with the B button you can turn transparency on or off

Cool program, but there are a couple of things.

It would be nice to save the source code file along with the ZIP. Someone is going to become grated at having to copy source code from this site to paste into the QB64 IDE or a text editor because he/she thinks it should have been packed with the image files. It doesn't bother me, although I found it odd the ZIP contained no source code.

To Linux users: make sure the filenames on disk are in all lowercase letters or none of the wallpapers will load!

Otherwise if you use Linux you will have to edit the "world.txt" to match the letter-case of each filename. So decide what you want to do with that.

When using the mouse (touchpad in my case) for anything the screen warps briefly and then the program crashes into the Linux terminal with an "xcb" error. The keyboard could be used safely to pan around.
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