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OpenGL examples
#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:
   


   


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Messages In This Thread
OpenGL examples - by Petr - 03-25-2023, 04:01 PM
RE: OpenGL examples - by AshishKingdom - 03-25-2023, 09:46 PM
RE: OpenGL examples - by mnrvovrfc - 03-25-2023, 10:15 PM
RE: OpenGL examples - by Petr - 03-26-2023, 12:26 PM
RE: OpenGL examples - by Petr - 03-29-2023, 01:58 PM
RE: OpenGL examples - by dcromley - 03-29-2023, 03:35 PM
RE: OpenGL examples - by TerryRitchie - 03-29-2023, 04:19 PM
RE: OpenGL examples - by AshishKingdom - 03-31-2023, 11:25 AM
RE: OpenGL examples - by Petr - 03-31-2023, 02:31 PM
RE: OpenGL examples - by Petr - 03-31-2023, 03:12 PM
RE: OpenGL examples - by Petr - 03-31-2023, 06:24 PM
RE: OpenGL examples - by Petr - 03-31-2023, 06:59 PM
RE: OpenGL examples - by TempodiBasic - 04-13-2023, 10:53 PM
RE: OpenGL examples - by Petr - 04-01-2023, 12:56 PM
RE: OpenGL examples - by Petr - 04-01-2023, 01:19 PM
RE: OpenGL examples - by MasterGy - 04-01-2023, 05:20 PM
RE: OpenGL examples - by Petr - 04-01-2023, 06:56 PM
RE: OpenGL examples - by Petr - 04-01-2023, 07:25 PM
RE: OpenGL examples - by Petr - 04-02-2023, 06:36 PM
RE: OpenGL examples - by mnrvovrfc - 04-02-2023, 09:48 PM
RE: OpenGL examples - by Petr - 04-02-2023, 09:03 PM
RE: OpenGL examples - by MasterGy - 04-03-2023, 12:21 PM
RE: OpenGL examples - by Petr - 04-03-2023, 02:12 PM
RE: OpenGL examples - by mnrvovrfc - 04-03-2023, 03:59 PM
RE: OpenGL examples - by Petr - 04-03-2023, 02:23 PM
RE: OpenGL examples - by Petr - 04-03-2023, 07:44 PM
RE: OpenGL examples - by Petr - 04-03-2023, 09:02 PM
RE: OpenGL examples - by Petr - 04-08-2023, 08:40 PM
RE: OpenGL examples - by Petr - 04-09-2023, 07:12 PM
RE: OpenGL examples - by mnrvovrfc - 04-10-2023, 12:42 PM
RE: OpenGL examples - by Petr - 04-12-2023, 08:05 PM
RE: OpenGL examples - by Petr - 04-13-2023, 09:11 PM
RE: OpenGL examples - by mnrvovrfc - 04-14-2023, 01:46 AM
RE: OpenGL examples - by TerryRitchie - 04-14-2023, 03:10 AM
RE: OpenGL examples - by TempodiBasic - 04-14-2023, 08:52 AM
RE: OpenGL examples - by bplus - 04-14-2023, 09:17 AM
RE: OpenGL examples - by MasterGy - 04-14-2023, 10:19 AM
RE: OpenGL examples - by Petr - 04-14-2023, 02:00 PM
RE: OpenGL examples - by Petr - 04-14-2023, 04:23 PM
RE: OpenGL examples - by Petr - 04-14-2023, 08:04 PM
RE: OpenGL examples - by Petr - 04-14-2023, 09:22 PM
RE: OpenGL examples - by Petr - 04-15-2023, 03:08 PM
RE: OpenGL examples - by bplus - 04-15-2023, 05:09 PM
RE: OpenGL examples - by Petr - 04-15-2023, 09:05 PM
RE: OpenGL examples - by Petr - 04-15-2023, 09:27 PM
RE: OpenGL examples - by bplus - 04-15-2023, 10:01 PM
RE: OpenGL examples - by Petr - 04-16-2023, 05:40 AM
RE: OpenGL examples - by bplus - 04-16-2023, 02:22 PM
RE: OpenGL examples - by Petr - 04-17-2023, 06:46 PM
RE: OpenGL examples - by MasterGy - 04-19-2023, 02:43 PM
RE: OpenGL examples - by Petr - 04-19-2023, 02:49 PM
RE: OpenGL examples - by MasterGy - 04-26-2023, 10:12 AM
RE: OpenGL examples - by Petr - 04-26-2023, 02:11 PM



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