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OpenGL examples
#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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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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