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OpenGL examples
#1
I'll say straight away that I literally only passed very light OpenGL. Still, I have a few absolutely basic things to post here.

The first program is completely primitive. Draws a triangle and a square in 2D, without texture.

Code: (Select All)
$Resize:On
Screen _NewImage(800, 600, 32)
Do While InKey$ <> Chr$(27)
    _Limit 20
Loop

Sub _GL
    _glViewport 0, 0, 800, 600
    _glMatrixMode _GL_PROJECTION '//                        set projection matrix
    _glLoadIdentity '             //                        Reset matrix
    _gluPerspective 45.0F, 800 / 600, 0.1F, 100.0F '        claculate perspective
    _glMatrixMode _GL_MODELVIEW '                           set matrix _GL_MODELVIEW
    _glLoadIdentity
    _glShadeModel _GL_SMOOTH '                              allow smooth shading
    _glClearColor 0.0F, 0.0F, 0.0F, 0.5F
    _glClearDepth 1.0F '                                    set depth buffer
    _glEnable _GL_DEPTH_TEST '                              allow depth testing
    _glDepthFunc _GL_LEQUAL '                               depth testing type
    _glHint _GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST '    set the best projection correction
    _glClear _GL_COLOR_BUFFER_BIT: _glClear _GL_DEPTH_BUFFER_BIT 'clear screen and depth buffer
    _glLoadIdentity '                                            matrix reset
    ' Sem kresli primitivy
    _glTranslatef -1.5F, 0.0F, -6.0F 'Shift to the left and to the depth - be careful, every other shift on the screen moves from the place where we moved before!
    _glBegin _GL_TRIANGLES '          Begin draw triangle
    _glVertex3f 0.0F, 1.0F, 0.0F '    upper point
    _glVertex3f -1.0F, -1.0F, 0.0F '  left bottom point
    _glVertex3f 1.0F, -1.0F, 0.0F '   right bottom point
    _glEnd '                          End draw triangle
    _glTranslatef 3.0F, 0.0F, 0.0F '  we will move in the x-axis by 1.5 to the center and 1.5 to the right, where we will paint a square
    _glBegin _GL_QUADS '              Square draw begin
    _glVertex3f -1.0F, 1.0F, 0.0F '   left upper point
    _glVertex3f 1.0F, 1.0F, 0.0F '    right upper point
    _glVertex3f 1.0F, -1.0F, 0.0F '   right bottom point
    _glVertex3f -1.0F, -1.0F, 0.0F '  left bottom point
    _glEnd '                          end draw square
End Sub


[Image: OGL1.png]


[size=1]182 / 5 000

[/size]



This source code shows how to draw a pyramid in color with blending colors on the walls, as well as how to draw a cube with walls of one color and how to rotate these objects.


Code: (Select All)
$Resize:On
Screen _NewImage(800, 600, 32) '
Dim Shared rquad As _Float: rquad = 7
Dim Shared rtri As _Float: rtri = 7

Do While InKey$ <> Chr$(27)
    _Limit 20
Loop

Sub _GL
    _glViewport 0, 0, _Width, _Height
    _glMatrixMode _GL_PROJECTION '                          Set projection matrix
    _glLoadIdentity '                                       Matrix reset
    _gluPerspective 45.0F, _Width / _Height, 0.1F, 100.0F ' Perspective calculation
    _glMatrixMode _GL_MODELVIEW '                           set modelview matrix
    _glLoadIdentity
    _glShadeModel _GL_SMOOTH '                              allow smooth shading
    _glClearColor 0.0F, 0.0F, 0.0F, 0.5F
    _glClearDepth 1.0F '                                    set depth buffer
    _glEnable _GL_DEPTH_TEST '                              allow depth testing
    _glDepthFunc _GL_LEQUAL '                               set depth testing method
    _glHint _GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST '    set nicest projection matrix
    _glClear _GL_COLOR_BUFFER_BIT: _glClear _GL_DEPTH_BUFFER_BIT 'clear screen and depth buffer
    _glLoadIdentity '                                             matrix reset
    ' draw primitives here

    _glTranslatef -1.5F, 0.0F, -6.0F '       Shift to the left and to the depth - be careful, every other shift on the screen moves from the place where we moved before!


    _glRotatef rtri, 0.0F, 1.0F, 0.0F ' Rotate the triangle around the y-axis

    _glBegin _GL_TRIANGLES '            The beginning of drawing the PYRAMID

    _glColor3f 1.0F, 0.0F, 0.0F '       Red color (it is as _glColor3f Red, Green, Blue and values can be calculated as 1 / 255)
    _glVertex3f 0.0F, 1.0F, 0.0F '      Upper point
    _glColor3f 0.0F, 1.0F, 0.0F '       Green color
    _glVertex3f -1.0F, -1.0F, 1.0F '    left bottom point
    _glColor3f 0.0F, 0.0F, 1.0F '       blue color
    _glVertex3f 1.0F, -1.0F, 1.0F '     right bottom point

    _glColor3f 1.0F, 0.0F, 0.0F '  red color
    _glVertex3f 0.0F, 1.0F, 0.0F ' upper point (right wall)
    _glColor3f 0.0F, 0.0F, 1.0F '  blue color
    _glVertex3f 1.0F, -1.0F, 1.0F 'left point (right wall)
    _glColor3f 0.0F, 1.0F, 0.0F '  green
    _glVertex3f 1.0F, -1.0F, -1.0F ' right point (right wall)                 '

    _glColor3f 1.0F, 0.0F, 0.0F '    red
    _glVertex3f 0.0F, 1.0F, 0.0F '   upper point (rear wall)
    _glColor3f 0.0F, 1.0F, 0.0F '    green
    _glVertex3f 1.0F, -1.0F, -1.0F ' left point (rear wall)
    _glColor3f 0.0F, 0.0F, 1.0F '    blue
    _glVertex3f -1.0F, -1.0F, -1.0F 'right point (rear wall)

    _glColor3f 1.0F, 0.0F, 0.0F '    red
    _glVertex3f 0.0F, 1.0F, 0.0F '   upper point (back wall)
    _glColor3f 0.0F, 0.0F, 1.0F '    blue
    _glVertex3f -1.0F, -1.0F, -1.0F 'left point (left wall)
    _glColor3f 0.0F, 1.0F, 0.0F '    green
    _glVertex3f -1.0F, -1.0F, 1.0F ' right point (left wall)

    _glEnd 'triangle draw end

    _glTranslatef 3.0F, 0.0F, 0.0F 'we will move in the x-axis by 1.5 to the center and 1.5 to the right, where we will paint a quad
    'FOR THE ENTIRE OBJECT IN ONE COLOR:

    _glLoadIdentity '                  we call it to align the X Y Z axes to the original direction, without it it would default to the previous rotated state
    _glTranslatef 1.5F, 0.0F, -7.0F '  The displacement of the origin is higher than in a quad

    _glRotatef rquad, 1.0F, 1.0F, 1.0F 'Rotate the quad around the x-axis

    _glBegin _GL_QUADS '               begin draw quad
    _glColor3f 0.0F, 1.0F, 0.0F '      green color
    _glVertex3f 1.0F, 1.0F, -1.0F '    left upper point
    _glVertex3f -1.0F, 1.0F, -1.0F '   right upper point
    _glVertex3f -1.0F, 1.0F, 1.0F '    right bottom point
    _glVertex3f 1.0F, 1.0F, 1.0F '     left bottom point

    _glColor3f 1.0F, 0.5F, 0.0F '      orange color
    _glVertex3f 1.0F, -1.0F, 1.0F '    right upper point (bottom wall)
    _glVertex3f -1.0F, -1.0F, 1.0F '   left upper point  (bottom wall)
    _glVertex3f -1.0F, -1.0F, -1.0F '  left bottom point (bottom wall)
    _glVertex3f 1.0F, -1.0F, -1.0F '   right bottm point (bottom wall)

    _glColor3f 1.0F, 0.0F, 0.0F '       red
    _glVertex3f 1.0F, 1.0F, 1.0F '     right upper point (front wall)
    _glVertex3f -1.0F, 1.0F, 1.0F '    Left upper point (front wall)
    _glVertex3f -1.0F, -1.0F, 1.0F '   left bottom point (front wall)
    _glVertex3f 1.0F, -1.0F, 1.0F '    right bottom point (front wall)

    _glColor3f 1.0F, 1.0F, 0.0F '       yellow
    _glVertex3f 1.0F, -1.0F, -1.0F '   right upper point (rear wall)
    _glVertex3f -1.0F, -1.0F, -1.0F '  left upper point (rear wall)
    _glVertex3f -1.0F, 1.0F, -1.0F '   left bottom point (rear wall)
    _glVertex3f 1.0F, 1.0F, -1.0F '    right bottom point (rear wall)

    _glColor3f 0.0F, 0.0F, 1.0F '      blue
    _glVertex3f -1.0F, 1.0F, 1.0F '   right upper point (left wall)
    _glVertex3f -1.0F, 1.0F, -1.0F '  left upper point (left wall)
    _glVertex3f -1.0F, -1.0F, -1.0F ' left bottom point (left wall)
    _glVertex3f -1.0F, -1.0F, 1.0F '  right bottom point (left wall)


    _glColor3f 1.0F, 0.0F, 1.0F ' purple
    _glVertex3f 1.0F, 1.0F, -1.0F ' right upper point (right wall)
    _glVertex3f 1.0F, 1.0F, 1.0F ' left upper point (right wall)
    _glVertex3f 1.0F, -1.0F, 1.0F 'Left bottom point (right wall)
    _glVertex3f 1.0F, -1.0F, -1.0F 'Right bottom point (right wall)

    _glEnd 'quad draw end
    rtri = rtri + 0.52F 'Incrementing the angle of rotation of the triangle
    rquad = rquad - 0.515F 'Incrementing the angle of rotation of the quad

    'it is important to RESET THE AXES so that they are rotated to the basic setting (otherwise the X axis can move to the Y axis) using _glLoadIdentity,
    'and it is EXTREMELY IMPORTANT to always move in the scene to the beginning of the scene using _glTranslateF
    'moving the object in openGL is not done by recalculating _glVertex, but by moving the start of rendering using _glTranslatef
End Sub

[Image: OGL2.png]


More examples will follow.


Reply
#2
loved it! Smile
Reply
#3
Welcome to the forums.
Reply
#4
Hi, @AshishKingdom, nice to see you here!  Big Grin


Reply
#5
Alphabet in OpenGL example.

This program create and display standard US characters using Open GL:

Code: (Select All)
' ESC for end

Restore bfont

Block = 96 * 16 '16 records x 95 lines in DATA block, font size is as in Bios 8 x 16 pixels
Dim Shared fontbios(Block) As _Unsigned _Byte
For loadarray = 0 To Block - 1
    Read bios$
    b$ = "&H" + Right$(bios$, 2)
    fontbios(loadarray) = Val(b$)
Next
r = Timer + 10 'time delay to start effect
bfont:
Data 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00: 'DATA (points) in HEX for character CHR$(32) (" ")
Data 0x00,0x00,0x00,0x00,0x18,0x18,0x00,0x18,0x18,0x18,0x3c,0x3c,0x3c,0x18,0x00,0x00: '                     for character CHR$(33) ("!")
Data 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x24,0x66,0x66,0x66,0x00
Data 0x00,0x00,0x00,0x00,0x6c,0x6c,0xfe,0x6c,0x6c,0x6c,0xfe,0x6c,0x6c,0x00,0x00,0x00
Data 0x00,0x00,0x18,0x18,0x7c,0xc6,0x86,0x06,0x06,0x7c,0xc0,0xc2,0xc6,0x7c,0x18,0x18: 'by owerwriting this block you can create your own national
Data 0x00,0x00,0x00,0x00,0x86,0xc6,0x60,0x30,0x18,0x0c,0xc6,0xc2,0x00,0x00,0x00,0x00: 'character in OpenGL graphic. Its unlimited,it can be Japanese,
Data 0x00,0x00,0x00,0x00,0x76,0xcc,0xcc,0xcc,0xdc,0x76,0x38,0x6c,0x6c,0x38,0x00,0x00: 'or Chinese or Russian... How to create it demonstrate this
Data 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x60,0x30,0x30,0x30,0x00: 'demo: http://www.glprogramming.com/red/chapter08.html
Data 0x00,0x00,0x00,0x00,0x0c,0x18,0x30,0x30,0x30,0x30,0x30,0x30,0x18,0x0c,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x30,0x18,0x0c,0x0c,0x0c,0x0c,0x0c,0x0c,0x18,0x30,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x00,0x00,0x66,0x3c,0xff,0x3c,0x66,0x00,0x00,0x00,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x00,0x00,0x18,0x18,0x7e,0x18,0x18,0x00,0x00,0x00,0x00,0x00
Data 0x00,0x00,0x00,0x30,0x18,0x18,0x18,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0xfe,0x00,0x00,0x00,0x00,0x00,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x18,0x18,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x80,0xc0,0x60,0x30,0x18,0x0c,0x06,0x02,0x00,0x00,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x38,0x6c,0xc6,0xc6,0xd6,0xd6,0xc6,0xc6,0x6c,0x38,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x7e,0x18,0x18,0x18,0x18,0x18,0x18,0x78,0x38,0x18,0x00,0x00
Data 0x00,0x00,0x00,0x00,0xfe,0xc6,0xc0,0x60,0x30,0x18,0x0c,0x06,0xc6,0x7c,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x7c,0xc6,0x06,0x06,0x06,0x3c,0x06,0x06,0xc6,0x7c,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x1e,0x0c,0x0c,0x0c,0xfe,0xcc,0x6c,0x3c,0x1c,0x0c,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x7c,0xc6,0x06,0x06,0x06,0xfc,0xc0,0xc0,0xc0,0xfe,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x7c,0xc6,0xc6,0xc6,0xc6,0xfc,0xc0,0xc0,0x60,0x38,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x30,0x30,0x30,0x30,0x18,0x0c,0x06,0x06,0xc6,0xfe,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x7c,0xc6,0xc6,0xc6,0xc6,0x7c,0xc6,0xc6,0xc6,0x7c,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x78,0x0c,0x06,0x06,0x06,0x7e,0xc6,0xc6,0xc6,0x7c,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x00,0x18,0x18,0x00,0x00,0x00,0x18,0x18,0x00,0x00,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x30,0x18,0x18,0x00,0x00,0x00,0x18,0x18,0x00,0x00,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x06,0x0c,0x18,0x30,0x60,0x30,0x18,0x0c,0x06,0x00,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x7e,0x00,0x00,0x7e,0x00,0x00,0x00,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x60,0x30,0x18,0x0c,0x06,0x0c,0x18,0x30,0x60,0x00,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x18,0x18,0x00,0x18,0x18,0x18,0x0c,0xc6,0xc6,0x7c,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x7c,0xc0,0xdc,0xde,0xde,0xde,0xc6,0xc6,0x7c,0x00,0x00,0x00
Data 0x00,0x00,0x00,0x00,0xc6,0xc6,0xc6,0xc6,0xfe,0xc6,0xc6,0x6c,0x38,0x10,0x00,0x00
Data 0x00,0x00,0x00,0x00,0xfc,0x66,0x66,0x66,0x66,0x7c,0x66,0x66,0x66,0xfc,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x3c,0x66,0xc2,0xc0,0xc0,0xc0,0xc0,0xc2,0x66,0x3c,0x00,0x00
Data 0x00,0x00,0x00,0x00,0xf8,0x6c,0x66,0x66,0x66,0x66,0x66,0x66,0x6c,0xf8,0x00,0x00
Data 0x00,0x00,0x00,0x00,0xfe,0x66,0x62,0x60,0x68,0x78,0x68,0x62,0x66,0xfe,0x00,0x00
Data 0x00,0x00,0x00,0x00,0xf0,0x60,0x60,0x60,0x68,0x78,0x68,0x62,0x66,0xfe,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x3a,0x66,0xc6,0xc6,0xde,0xc0,0xc0,0xc2,0x66,0x3c,0x00,0x00
Data 0x00,0x00,0x00,0x00,0xc6,0xc6,0xc6,0xc6,0xc6,0xfe,0xc6,0xc6,0xc6,0xc6,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x3c,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x3c,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x78,0xcc,0xcc,0xcc,0x0c,0x0c,0x0c,0x0c,0x0c,0x1e,0x00,0x00
Data 0x00,0x00,0x00,0x00,0xe6,0x66,0x66,0x6c,0x78,0x78,0x6c,0x66,0x66,0xe6,0x00,0x00
Data 0x00,0x00,0x00,0x00,0xfe,0x66,0x62,0x60,0x60,0x60,0x60,0x60,0x60,0xf0,0x00,0x00
Data 0x00,0x00,0x00,0x00,0xc6,0xc6,0xc6,0xc6,0xc6,0xd6,0xfe,0xfe,0xee,0xc6,0x00,0x00
Data 0x00,0x00,0x00,0x00,0xc6,0xc6,0xc6,0xc6,0xce,0xde,0xfe,0xf6,0xe6,0xc6,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x7c,0xc6,0xc6,0xc6,0xc6,0xc6,0xc6,0xc6,0xc6,0x7c,0x00,0x00
Data 0x00,0x00,0x00,0x00,0xf0,0x60,0x60,0x60,0x60,0x7c,0x66,0x66,0x66,0xfc,0x00,0x00
Data 0x00,0x00,0x0e,0x0c,0x7c,0xde,0xd6,0xc6,0xc6,0xc6,0xc6,0xc6,0xc6,0x7c,0x00,0x00
Data 0x00,0x00,0x00,0x00,0xe6,0x66,0x66,0x66,0x6c,0x7c,0x66,0x66,0x66,0xfc,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x7c,0xc6,0xc6,0x06,0x0c,0x38,0x60,0xc6,0xc6,0x7c,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x3c,0x18,0x18,0x18,0x18,0x18,0x18,0x5a,0x7e,0x7e,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x7c,0xc6,0xc6,0xc6,0xc6,0xc6,0xc6,0xc6,0xc6,0xc6,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x10,0x38,0x6c,0xc6,0xc6,0xc6,0xc6,0xc6,0xc6,0xc6,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x6c,0xee,0xfe,0xd6,0xd6,0xd6,0xc6,0xc6,0xc6,0xc6,0x00,0x00
Data 0x00,0x00,0x00,0x00,0xc6,0xc6,0x6c,0x7c,0x38,0x38,0x7c,0x6c,0xc6,0xc6,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x3c,0x18,0x18,0x18,0x18,0x3c,0x66,0x66,0x66,0x66,0x00,0x00
Data 0x00,0x00,0x00,0x00,0xfe,0xc6,0xc2,0x60,0x30,0x18,0x0c,0x86,0xc6,0xfe,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x3c,0x30,0x30,0x30,0x30,0x30,0x30,0x30,0x30,0x3c,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x02,0x06,0x0e,0x1c,0x38,0x70,0xe0,0xc0,0x80,0x00,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x3c,0x0c,0x0c,0x0c,0x0c,0x0c,0x0c,0x0c,0x0c,0x3c,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0xc6,0x6c,0x38,0x10
Data 0x00,0x00,0xff,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x18,0x30,0x30
Data 0x00,0x00,0x00,0x00,0x76,0xcc,0xcc,0xcc,0x7c,0x0c,0x78,0x00,0x00,0x00,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x7c,0x66,0x66,0x66,0x66,0x6c,0x78,0x60,0x60,0xe0,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x7c,0xc6,0xc0,0xc0,0xc0,0xc6,0x7c,0x00,0x00,0x00,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x76,0xcc,0xcc,0xcc,0xcc,0x6c,0x3c,0x0c,0x0c,0x1c,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x7c,0xc6,0xc0,0xc0,0xfe,0xc6,0x7c,0x00,0x00,0x00,0x00,0x00
Data 0x00,0x00,0x00,0x00,0xf0,0x60,0x60,0x60,0x60,0xf0,0x60,0x64,0x6c,0x38,0x00,0x00
Data 0x00,0x78,0xcc,0x0c,0x7c,0xcc,0xcc,0xcc,0xcc,0xcc,0x76,0x00,0x00,0x00,0x00,0x00
Data 0x00,0x00,0x00,0x00,0xe6,0x66,0x66,0x66,0x66,0x76,0x6c,0x60,0x60,0xe0,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x3c,0x18,0x18,0x18,0x18,0x18,0x38,0x00,0x18,0x18,0x00,0x00
Data 0x00,0x3c,0x66,0x66,0x06,0x06,0x06,0x06,0x06,0x06,0x0e,0x00,0x06,0x06,0x00,0x00
Data 0x00,0x00,0x00,0x00,0xe6,0x66,0x6c,0x78,0x78,0x6c,0x66,0x60,0x60,0xe0,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x3c,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x38,0x00,0x00
Data 0x00,0x00,0x00,0x00,0xc6,0xd6,0xd6,0xd6,0xd6,0xfe,0xec,0x00,0x00,0x00,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x66,0x66,0x66,0x66,0x66,0x66,0xdc,0x00,0x00,0x00,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x7c,0xc6,0xc6,0xc6,0xc6,0xc6,0x7c,0x00,0x00,0x00,0x00,0x00
Data 0x00,0xf0,0x60,0x60,0x7c,0x66,0x66,0x66,0x66,0x66,0xdc,0x00,0x00,0x00,0x00,0x00
Data 0x00,0x1e,0x0c,0x0c,0x7c,0xcc,0xcc,0xcc,0xcc,0xcc,0x76,0x00,0x00,0x00,0x00,0x00
Data 0x00,0x00,0x00,0x00,0xf0,0x60,0x60,0x60,0x66,0x76,0xdc,0x00,0x00,0x00,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x7c,0xc6,0x0c,0x38,0x60,0xc6,0x7c,0x00,0x00,0x00,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x1c,0x36,0x30,0x30,0x30,0x30,0xfc,0x30,0x30,0x10,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x76,0xcc,0xcc,0xcc,0xcc,0xcc,0xcc,0x00,0x00,0x00,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x18,0x3c,0x66,0x66,0x66,0x66,0x66,0x00,0x00,0x00,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x6c,0xfe,0xd6,0xd6,0xd6,0xc6,0xc6,0x00,0x00,0x00,0x00,0x00
Data 0x00,0x00,0x00,0x00,0xc6,0x6c,0x38,0x38,0x38,0x6c,0xc6,0x00,0x00,0x00,0x00,0x00
Data 0x00,0xf8,0x0c,0x06,0x7e,0xc6,0xc6,0xc6,0xc6,0xc6,0xc6,0x00,0x00,0x00,0x00,0x00
Data 0x00,0x00,0x00,0x00,0xfe,0xc6,0x60,0x30,0x18,0xcc,0xfe,0x00,0x00,0x00,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x0e,0x18,0x18,0x18,0x18,0x70,0x18,0x18,0x18,0x0e,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x18,0x18,0x18,0x18,0x18,0x00,0x18,0x18,0x18,0x18,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x70,0x18,0x18,0x18,0x18,0x0e,0x18,0x18,0x18,0x70,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0xdc,0x76,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x00,0xfe,0xc6,0xc6,0xc6,0x6c,0x38,0x10,0x00,0x00,0x00,0x00
_FullScreen
Do While InKey$ <> Chr$(27)
    _Limit 25
Loop

Sub _GL Static
    Shared r, rr
    _glClearColor 0.0F, 0.0F, 0.0F, 0.0F 'backround color
    _glPixelStorei _GL_UNPACK_ALIGNMENT, 1




    _glViewport 0, 0, _DesktopWidth, _DesktopHeight
    _glMatrixMode _GL_PROJECTION
    _glLoadIdentity
    _glOrtho 0, _DesktopWidth, 0, _DesktopHeight, -1, 1 'coordinates maping (translate from -1....1  to  0....._DESKTOP....)

    onDisplay
    If Timer > r Then rr = rr + .1
End Sub



Sub drawString (red As _Float, green As _Float, blue As _Float, x As Integer, y As Integer, char As String)
    Shared rr
    _glColor3f red, green, blue '                                   set color for string.
    _glRasterPos2i x, y '                                           set coordinates position for first character in string
    For v = 1 To Len(char$) '                                       I read every character from string as one character and searching record with number as is ASC this character
        cha$ = Left$(Mid$(char$, v), 1)
        If Asc(cha$) >= 32 And Asc(cha$) <= 128 Then '                                   if ASC this character > 32 (DATA contains US characters ASC from 32 to 128)
            For search = LBound(fontbios) To UBound(fontbios) Step 16 '                  Every record contains info about 16 points for character, start for it is every 16 step
                If Asc(cha$) - 32 = search / 16 Then '                                   in array is 16 record for every character. Its record for every point.
                    _glBitmap 8, 16, rr + 0.0F, 0.0 - rr, 9.0 - rr, rr + 0.0F, _Offset(fontbios(search)) 'erase rr or comment line 128 to delete effect in the end.

                End If
            Next search
        End If
    Next v
End Sub


Sub onDisplay
    _glClear _GL_COLOR_BUFFER_BIT '
    drawString 1.0F, 0.0F, 0.1F, 10, 10, "abcdefghijklmnopqrstuvwxyz"
    drawString 0.7F, 0.0F, 0.4F, 10, 26, "ABCDEFGHIJKLMNOPQRSTUVWXYZ"
    drawString 0.4F, 0.0F, 0.7F, 10, 42, "0123456789-=`~_+,./?;':|\\"
    drawString 0.1F, 0.0F, 1.0F, 10, 58, "!@#$%^&*()[]{}<>"
    drawString 1.0F, 1.0F, 1.0F, 100, 100, "hello world"
    drawString 1.0F, 0.3F, .34F, _DesktopWidth / 2 - (11 * 8), _DesktopHeight / 2 - 4, "For Q64 community Petr"
    _glFlush

End Sub


Next program (is not OpenGL program, but it is QB64 program) explains how the characters that were displayed in the previous case are stored using binary notation in the DATA block in the previous program (understanding will help to be able to change the characters as you need)

Code: (Select All)
'about gluBITMAP without openGL (how it works)
ReDim x, y, cx, cy




array = 96 * 16 '                bytes in DATA, total DATA size
arraysize = array / 2 '     is readed by two bytes, we needed only half lopp and because in OpneGl is begin in left downer corner, is next FOR NEXT loop writed as you see

Type GLB
    od As String * 8
    do As String * 8
End Type

Dim Shared GLB(arraysize) As GLB
Screen _NewImage(1024, 768, 256)

For pole = 0 To arraysize - 1
    Read hodnotaOD$, hodnotaDO$
    valueOD = Val("&H" + Right$(hodnotaOD$, 2))
    valueDO = Val("&H" + Right$(hodnotaDO$, 2))
    GLB(pole).od = DECtoBIN$(valueOD): GLB(pole).do = DECtoBIN$(valueDO) 'this convert values from DATA block to QB64 usable form - from 0x00 to 00 - then DecToBin convert byte 0 to bites
Next pole '                                                               GLB(pole).od contains odd rows, GLB(pole).do contains even rows, both saved as string
_FullScreen


Print "Text output: (it show you, how are chacters created in binary form. Press any key)" '
Sleep
For pole = arraysize To 0 Step -1 '

    A$ = GLB(pole).do: B$ = GLB(pole).od '
    For poda = 1 To 8 '

        At$ = Left$(Mid$(A$, poda), 1)
        Bt$ = Left$(Mid$(B$, poda), 1) '

        '                                                                             Two block FOR: First create upper image for character (1x8 pixels) [odd row]
        If At$ = "1" Then Color 5: Print At$; Else Color 7: Print At$; '              Second crete downer image for character (1x8 pixels)               [even row]
        Color 9 '                                                                     characters image format in DATA is font width = 8 pixels, font height = 16 pixels.
    Next poda
    Print

    For pod = 1 To 8
        Bt$ = Left$(Mid$(B$, pod), 1)
        If Bt$ = "1" Then Color 5: Print Bt$; Else Color 7: Print Bt$;
        Color 9
    Next pod
    _Delay .05
    Print

    If pole Mod 8 = 0 Then
    Print "--------": Locate , 1
    Print "Press key...": Sleep
    Print
    End If

Next pole

Print
Print "Press key..."
Sleep
t:
Cls
Color 7
Print "Graphic output:"
y = 50
x = 50

For pole = arraysize To 0 Step -1

    For pod = 1 To 8
        A$ = Left$(Mid$(GLB(pole).do, pod), 1)
        x = x + 1
        If A$ = "1" Then PSet (x + cx, y + cy)
        'x = x + 1
    Next pod
    y = y + 1
    x = 0
    For pod = 1 To 8
        A$ = Left$(Mid$(GLB(pole).od, pod), 1)
        x = x + 1
        If A$ = "1" Then PSet (x + cx, y + cy)
        'x = x + 1
    Next pod

    x = 0
    y = y + 1
    If pole Mod 8 = 0 Then cx = cx + 12: cy = cy - 16
    If cx > _Width - 20 Then cx = 0: cy = cy + 16

Next pole



Data 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00: 'DATA (points) in HEX for character CHR$(32) (" ")
Data 0x00,0x00,0x00,0x00,0x18,0x18,0x00,0x18,0x18,0x18,0x3c,0x3c,0x3c,0x18,0x00,0x00: '                     for character CHR$(33) ("!")
Data 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x24,0x66,0x66,0x66,0x00
Data 0x00,0x00,0x00,0x00,0x6c,0x6c,0xfe,0x6c,0x6c,0x6c,0xfe,0x6c,0x6c,0x00,0x00,0x00
Data 0x00,0x00,0x18,0x18,0x7c,0xc6,0x86,0x06,0x06,0x7c,0xc0,0xc2,0xc6,0x7c,0x18,0x18: 'by owerwriting this block you can create your own national
Data 0x00,0x00,0x00,0x00,0x86,0xc6,0x60,0x30,0x18,0x0c,0xc6,0xc2,0x00,0x00,0x00,0x00: 'character in OpenGL graphic. Its unlimited,it can be Japanese,
Data 0x00,0x00,0x00,0x00,0x76,0xcc,0xcc,0xcc,0xdc,0x76,0x38,0x6c,0x6c,0x38,0x00,0x00: 'or Chinese or Russian... How to create it demonstrate this
Data 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x60,0x30,0x30,0x30,0x00: 'demo: http://www.glprogramming.com/red/chapter08.html
Data 0x00,0x00,0x00,0x00,0x0c,0x18,0x30,0x30,0x30,0x30,0x30,0x30,0x18,0x0c,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x30,0x18,0x0c,0x0c,0x0c,0x0c,0x0c,0x0c,0x18,0x30,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x00,0x00,0x66,0x3c,0xff,0x3c,0x66,0x00,0x00,0x00,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x00,0x00,0x18,0x18,0x7e,0x18,0x18,0x00,0x00,0x00,0x00,0x00
Data 0x00,0x00,0x00,0x30,0x18,0x18,0x18,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0xfe,0x00,0x00,0x00,0x00,0x00,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x18,0x18,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x80,0xc0,0x60,0x30,0x18,0x0c,0x06,0x02,0x00,0x00,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x38,0x6c,0xc6,0xc6,0xd6,0xd6,0xc6,0xc6,0x6c,0x38,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x7e,0x18,0x18,0x18,0x18,0x18,0x18,0x78,0x38,0x18,0x00,0x00
Data 0x00,0x00,0x00,0x00,0xfe,0xc6,0xc0,0x60,0x30,0x18,0x0c,0x06,0xc6,0x7c,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x7c,0xc6,0x06,0x06,0x06,0x3c,0x06,0x06,0xc6,0x7c,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x1e,0x0c,0x0c,0x0c,0xfe,0xcc,0x6c,0x3c,0x1c,0x0c,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x7c,0xc6,0x06,0x06,0x06,0xfc,0xc0,0xc0,0xc0,0xfe,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x7c,0xc6,0xc6,0xc6,0xc6,0xfc,0xc0,0xc0,0x60,0x38,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x30,0x30,0x30,0x30,0x18,0x0c,0x06,0x06,0xc6,0xfe,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x7c,0xc6,0xc6,0xc6,0xc6,0x7c,0xc6,0xc6,0xc6,0x7c,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x78,0x0c,0x06,0x06,0x06,0x7e,0xc6,0xc6,0xc6,0x7c,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x00,0x18,0x18,0x00,0x00,0x00,0x18,0x18,0x00,0x00,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x30,0x18,0x18,0x00,0x00,0x00,0x18,0x18,0x00,0x00,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x06,0x0c,0x18,0x30,0x60,0x30,0x18,0x0c,0x06,0x00,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x7e,0x00,0x00,0x7e,0x00,0x00,0x00,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x60,0x30,0x18,0x0c,0x06,0x0c,0x18,0x30,0x60,0x00,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x18,0x18,0x00,0x18,0x18,0x18,0x0c,0xc6,0xc6,0x7c,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x7c,0xc0,0xdc,0xde,0xde,0xde,0xc6,0xc6,0x7c,0x00,0x00,0x00
Data 0x00,0x00,0x00,0x00,0xc6,0xc6,0xc6,0xc6,0xfe,0xc6,0xc6,0x6c,0x38,0x10,0x00,0x00
Data 0x00,0x00,0x00,0x00,0xfc,0x66,0x66,0x66,0x66,0x7c,0x66,0x66,0x66,0xfc,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x3c,0x66,0xc2,0xc0,0xc0,0xc0,0xc0,0xc2,0x66,0x3c,0x00,0x00
Data 0x00,0x00,0x00,0x00,0xf8,0x6c,0x66,0x66,0x66,0x66,0x66,0x66,0x6c,0xf8,0x00,0x00
Data 0x00,0x00,0x00,0x00,0xfe,0x66,0x62,0x60,0x68,0x78,0x68,0x62,0x66,0xfe,0x00,0x00
Data 0x00,0x00,0x00,0x00,0xf0,0x60,0x60,0x60,0x68,0x78,0x68,0x62,0x66,0xfe,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x3a,0x66,0xc6,0xc6,0xde,0xc0,0xc0,0xc2,0x66,0x3c,0x00,0x00
Data 0x00,0x00,0x00,0x00,0xc6,0xc6,0xc6,0xc6,0xc6,0xfe,0xc6,0xc6,0xc6,0xc6,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x3c,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x3c,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x78,0xcc,0xcc,0xcc,0x0c,0x0c,0x0c,0x0c,0x0c,0x1e,0x00,0x00
Data 0x00,0x00,0x00,0x00,0xe6,0x66,0x66,0x6c,0x78,0x78,0x6c,0x66,0x66,0xe6,0x00,0x00
Data 0x00,0x00,0x00,0x00,0xfe,0x66,0x62,0x60,0x60,0x60,0x60,0x60,0x60,0xf0,0x00,0x00
Data 0x00,0x00,0x00,0x00,0xc6,0xc6,0xc6,0xc6,0xc6,0xd6,0xfe,0xfe,0xee,0xc6,0x00,0x00
Data 0x00,0x00,0x00,0x00,0xc6,0xc6,0xc6,0xc6,0xce,0xde,0xfe,0xf6,0xe6,0xc6,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x7c,0xc6,0xc6,0xc6,0xc6,0xc6,0xc6,0xc6,0xc6,0x7c,0x00,0x00
Data 0x00,0x00,0x00,0x00,0xf0,0x60,0x60,0x60,0x60,0x7c,0x66,0x66,0x66,0xfc,0x00,0x00
Data 0x00,0x00,0x0e,0x0c,0x7c,0xde,0xd6,0xc6,0xc6,0xc6,0xc6,0xc6,0xc6,0x7c,0x00,0x00
Data 0x00,0x00,0x00,0x00,0xe6,0x66,0x66,0x66,0x6c,0x7c,0x66,0x66,0x66,0xfc,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x7c,0xc6,0xc6,0x06,0x0c,0x38,0x60,0xc6,0xc6,0x7c,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x3c,0x18,0x18,0x18,0x18,0x18,0x18,0x5a,0x7e,0x7e,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x7c,0xc6,0xc6,0xc6,0xc6,0xc6,0xc6,0xc6,0xc6,0xc6,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x10,0x38,0x6c,0xc6,0xc6,0xc6,0xc6,0xc6,0xc6,0xc6,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x6c,0xee,0xfe,0xd6,0xd6,0xd6,0xc6,0xc6,0xc6,0xc6,0x00,0x00
Data 0x00,0x00,0x00,0x00,0xc6,0xc6,0x6c,0x7c,0x38,0x38,0x7c,0x6c,0xc6,0xc6,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x3c,0x18,0x18,0x18,0x18,0x3c,0x66,0x66,0x66,0x66,0x00,0x00
Data 0x00,0x00,0x00,0x00,0xfe,0xc6,0xc2,0x60,0x30,0x18,0x0c,0x86,0xc6,0xfe,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x3c,0x30,0x30,0x30,0x30,0x30,0x30,0x30,0x30,0x3c,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x02,0x06,0x0e,0x1c,0x38,0x70,0xe0,0xc0,0x80,0x00,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x3c,0x0c,0x0c,0x0c,0x0c,0x0c,0x0c,0x0c,0x0c,0x3c,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0xc6,0x6c,0x38,0x10
Data 0x00,0x00,0xff,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x18,0x30,0x30
Data 0x00,0x00,0x00,0x00,0x76,0xcc,0xcc,0xcc,0x7c,0x0c,0x78,0x00,0x00,0x00,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x7c,0x66,0x66,0x66,0x66,0x6c,0x78,0x60,0x60,0xe0,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x7c,0xc6,0xc0,0xc0,0xc0,0xc6,0x7c,0x00,0x00,0x00,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x76,0xcc,0xcc,0xcc,0xcc,0x6c,0x3c,0x0c,0x0c,0x1c,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x7c,0xc6,0xc0,0xc0,0xfe,0xc6,0x7c,0x00,0x00,0x00,0x00,0x00
Data 0x00,0x00,0x00,0x00,0xf0,0x60,0x60,0x60,0x60,0xf0,0x60,0x64,0x6c,0x38,0x00,0x00
Data 0x00,0x78,0xcc,0x0c,0x7c,0xcc,0xcc,0xcc,0xcc,0xcc,0x76,0x00,0x00,0x00,0x00,0x00
Data 0x00,0x00,0x00,0x00,0xe6,0x66,0x66,0x66,0x66,0x76,0x6c,0x60,0x60,0xe0,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x3c,0x18,0x18,0x18,0x18,0x18,0x38,0x00,0x18,0x18,0x00,0x00
Data 0x00,0x3c,0x66,0x66,0x06,0x06,0x06,0x06,0x06,0x06,0x0e,0x00,0x06,0x06,0x00,0x00
Data 0x00,0x00,0x00,0x00,0xe6,0x66,0x6c,0x78,0x78,0x6c,0x66,0x60,0x60,0xe0,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x3c,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x38,0x00,0x00
Data 0x00,0x00,0x00,0x00,0xc6,0xd6,0xd6,0xd6,0xd6,0xfe,0xec,0x00,0x00,0x00,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x66,0x66,0x66,0x66,0x66,0x66,0xdc,0x00,0x00,0x00,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x7c,0xc6,0xc6,0xc6,0xc6,0xc6,0x7c,0x00,0x00,0x00,0x00,0x00
Data 0x00,0xf0,0x60,0x60,0x7c,0x66,0x66,0x66,0x66,0x66,0xdc,0x00,0x00,0x00,0x00,0x00
Data 0x00,0x1e,0x0c,0x0c,0x7c,0xcc,0xcc,0xcc,0xcc,0xcc,0x76,0x00,0x00,0x00,0x00,0x00
Data 0x00,0x00,0x00,0x00,0xf0,0x60,0x60,0x60,0x66,0x76,0xdc,0x00,0x00,0x00,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x7c,0xc6,0x0c,0x38,0x60,0xc6,0x7c,0x00,0x00,0x00,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x1c,0x36,0x30,0x30,0x30,0x30,0xfc,0x30,0x30,0x10,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x76,0xcc,0xcc,0xcc,0xcc,0xcc,0xcc,0x00,0x00,0x00,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x18,0x3c,0x66,0x66,0x66,0x66,0x66,0x00,0x00,0x00,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x6c,0xfe,0xd6,0xd6,0xd6,0xc6,0xc6,0x00,0x00,0x00,0x00,0x00
Data 0x00,0x00,0x00,0x00,0xc6,0x6c,0x38,0x38,0x38,0x6c,0xc6,0x00,0x00,0x00,0x00,0x00
Data 0x00,0xf8,0x0c,0x06,0x7e,0xc6,0xc6,0xc6,0xc6,0xc6,0xc6,0x00,0x00,0x00,0x00,0x00
Data 0x00,0x00,0x00,0x00,0xfe,0xc6,0x60,0x30,0x18,0xcc,0xfe,0x00,0x00,0x00,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x0e,0x18,0x18,0x18,0x18,0x70,0x18,0x18,0x18,0x0e,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x18,0x18,0x18,0x18,0x18,0x00,0x18,0x18,0x18,0x18,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x70,0x18,0x18,0x18,0x18,0x0e,0x18,0x18,0x18,0x70,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0xdc,0x76,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x00,0xfe,0xc6,0xc6,0xc6,0x6c,0x38,0x10,0x00,0x00,0x00,0x00






Function DECtoBIN$ (vstup) 'DEC to BIN ok vystup je string, vstup je integer          decimal to binary number convertor   -   FROM QB64WIKI
    Shared BINARY$
    '   BINARY$ = ""
    For rj = 7 To 0 Step -1
        If vstup And 2 ^ rj Then BINtoDE$ = BINtoDE$ + "1" Else BINtoDE$ = BINtoDE$ + "0"
    Next rj
    DECtoBIN$ = BINtoDE$
End Function

If you rush into editing records in the DATA block, notice the way the bit position in the byte is written, what is shown on the left on the monitor is the first bit, i.e. the eighth from the left after the byte is broken down into bite and if we count from one. Also note that since the DATA block is for open GL, the line positions are read from end to begin, i.e. bottom to top. Ascii table with binary decomposition will come in handy for modification - next program.

Code: (Select All)
Screen _NewImage(1980, 1050, 32)
X = 1
Y = 1
_ControlChr Off
For A = 0 To 255

    Locate Y + 0, X: Print "----------------"
    Locate Y + 1, X: Print "ASC:"; Str$(A); " CHR$:"; Chr$(A)
    Locate Y + 2, X: Print "HEX$:"; Hex$(A); " OCT$:"; Oct$(A)
    Locate Y + 3, X: Print "Binary: "; DECtoBIN$(A)
    Locate Y + 4, X: Print "----------------"
    Y = Y + 5
    If Y = 61 Then
        Y = 1
        X = X + 18
    End If
    If A = 155 Then
        Print "Press key..."
        Sleep
        Cls
        X = 1
    End If
Next


Function DECtoBIN$ (vstup) 'DEC to BIN ok vystup je string, vstup je integer          decimal to binary number convertor   -   FROM QB64WIKI
    Shared BINARY$
    '   BINARY$ = ""
    For rj = 7 To 0 Step -1
        If vstup And 2 ^ rj Then BINtoDE$ = BINtoDE$ + "1" Else BINtoDE$ = BINtoDE$ + "0"
    Next rj
    DECtoBIN$ = BINtoDE$
End Function

This program will print out the hexadecimal and binary form of the values in an ascii table, so that a completely new character can be created by suitable composition.

For example - let's say I want to use a symbol that doesn't appear in the ascii table - I just want to draw a rectangle in the entire cell - that means set all the pixels on the edges to 1. The first one will be written 0xff - that's CHR 255, which is 11111111 in binary - so the entire bottom of the cell will be colored. Now I want to lighten the borders in the cell up to the penultimate row, so I'll choose 0x81, that's CHR 129, which is 10000001 in binary, so the left and right borders will be lit. I put that in there 14 times because the characters are 16 pixels tall. And in the last place, I insert the top line, again 0xff, to light up the entire row:

Code: (Select All)
'about gluBITMAP without openGL (how it works)
ReDim x, y, cx, cy




array = 96 * 16 '                bytes in DATA, total DATA size
arraysize = array / 2 '     is readed by two bytes, we needed only half lopp and because in OpneGl is begin in left downer corner, is next FOR NEXT loop writed as you see

Type GLB
    od As String * 8
    do As String * 8
End Type

Dim Shared GLB(arraysize) As GLB
Screen _NewImage(1024, 768, 256)

For pole = 0 To arraysize - 1
    Read hodnotaOD$, hodnotaDO$
    valueOD = Val("&H" + Right$(hodnotaOD$, 2))
    valueDO = Val("&H" + Right$(hodnotaDO$, 2))
    GLB(pole).od = DECtoBIN$(valueOD): GLB(pole).do = DECtoBIN$(valueDO) 'this convert values from DATA block to QB64 usable form - from 0x00 to 00 - then DecToBin convert byte 0 to bites
Next pole '                                                               GLB(pole).od contains odd rows, GLB(pole).do contains even rows, both saved as string
_FullScreen


Print "Text output: (it show you, how are chacters created in binary form. Press any key)" '
Sleep
For pole = arraysize To 0 Step -1 '

    A$ = GLB(pole).do: B$ = GLB(pole).od '
    For poda = 1 To 8 '

        At$ = Left$(Mid$(A$, poda), 1)
        Bt$ = Left$(Mid$(B$, poda), 1) '

        '                                                                             Two block FOR: First create upper image for character (1x8 pixels) [odd row]
        If At$ = "1" Then Color 5: Print At$; Else Color 7: Print At$; '              Second crete downer image for character (1x8 pixels)               [even row]
        Color 9 '                                                                     characters image format in DATA is font width = 8 pixels, font height = 16 pixels.
    Next poda
    Print

    For pod = 1 To 8
        Bt$ = Left$(Mid$(B$, pod), 1)
        If Bt$ = "1" Then Color 5: Print Bt$; Else Color 7: Print Bt$;
        Color 9
    Next pod
    _Delay .05
    Print
    If pole Mod 8 = 0 Then
        Print "--------"
        Print "Press key...": Sleep
        Print
    End If
Next pole

Print
Print "Press key..."
Sleep
t:
Cls
Color 7
Print "Graphic output:"
y = 50
x = 50

For pole = arraysize To 0 Step -1

    For pod = 1 To 8
        A$ = Left$(Mid$(GLB(pole).do, pod), 1)
        x = x + 1
        If A$ = "1" Then PSet (x + cx, y + cy)
        'x = x + 1
    Next pod
    y = y + 1
    x = 0
    For pod = 1 To 8
        A$ = Left$(Mid$(GLB(pole).od, pod), 1)
        x = x + 1
        If A$ = "1" Then PSet (x + cx, y + cy)
        'x = x + 1
    Next pod

    x = 0
    y = y + 1
    If pole Mod 8 = 0 Then cx = cx + 12: cy = cy - 16
    If cx > _Width - 20 Then cx = 0: cy = cy + 16

Next pole



Data 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00: 'DATA (points) in HEX for character CHR$(32) (" ")
Data 0x00,0x00,0x00,0x00,0x18,0x18,0x00,0x18,0x18,0x18,0x3c,0x3c,0x3c,0x18,0x00,0x00: '                     for character CHR$(33) ("!")
Data 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x24,0x66,0x66,0x66,0x00
Data 0x00,0x00,0x00,0x00,0x6c,0x6c,0xfe,0x6c,0x6c,0x6c,0xfe,0x6c,0x6c,0x00,0x00,0x00
Data 0x00,0x00,0x18,0x18,0x7c,0xc6,0x86,0x06,0x06,0x7c,0xc0,0xc2,0xc6,0x7c,0x18,0x18: 'by owerwriting this block you can create your own national
Data 0x00,0x00,0x00,0x00,0x86,0xc6,0x60,0x30,0x18,0x0c,0xc6,0xc2,0x00,0x00,0x00,0x00: 'character in OpenGL graphic. Its unlimited,it can be Japanese,
Data 0x00,0x00,0x00,0x00,0x76,0xcc,0xcc,0xcc,0xdc,0x76,0x38,0x6c,0x6c,0x38,0x00,0x00: 'or Chinese or Russian... How to create it demonstrate this
Data 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x60,0x30,0x30,0x30,0x00: 'demo: http://www.glprogramming.com/red/chapter08.html
Data 0x00,0x00,0x00,0x00,0x0c,0x18,0x30,0x30,0x30,0x30,0x30,0x30,0x18,0x0c,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x30,0x18,0x0c,0x0c,0x0c,0x0c,0x0c,0x0c,0x18,0x30,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x00,0x00,0x66,0x3c,0xff,0x3c,0x66,0x00,0x00,0x00,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x00,0x00,0x18,0x18,0x7e,0x18,0x18,0x00,0x00,0x00,0x00,0x00
Data 0x00,0x00,0x00,0x30,0x18,0x18,0x18,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0xfe,0x00,0x00,0x00,0x00,0x00,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x18,0x18,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x80,0xc0,0x60,0x30,0x18,0x0c,0x06,0x02,0x00,0x00,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x38,0x6c,0xc6,0xc6,0xd6,0xd6,0xc6,0xc6,0x6c,0x38,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x7e,0x18,0x18,0x18,0x18,0x18,0x18,0x78,0x38,0x18,0x00,0x00
Data 0x00,0x00,0x00,0x00,0xfe,0xc6,0xc0,0x60,0x30,0x18,0x0c,0x06,0xc6,0x7c,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x7c,0xc6,0x06,0x06,0x06,0x3c,0x06,0x06,0xc6,0x7c,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x1e,0x0c,0x0c,0x0c,0xfe,0xcc,0x6c,0x3c,0x1c,0x0c,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x7c,0xc6,0x06,0x06,0x06,0xfc,0xc0,0xc0,0xc0,0xfe,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x7c,0xc6,0xc6,0xc6,0xc6,0xfc,0xc0,0xc0,0x60,0x38,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x30,0x30,0x30,0x30,0x18,0x0c,0x06,0x06,0xc6,0xfe,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x7c,0xc6,0xc6,0xc6,0xc6,0x7c,0xc6,0xc6,0xc6,0x7c,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x78,0x0c,0x06,0x06,0x06,0x7e,0xc6,0xc6,0xc6,0x7c,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x00,0x18,0x18,0x00,0x00,0x00,0x18,0x18,0x00,0x00,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x30,0x18,0x18,0x00,0x00,0x00,0x18,0x18,0x00,0x00,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x06,0x0c,0x18,0x30,0x60,0x30,0x18,0x0c,0x06,0x00,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x7e,0x00,0x00,0x7e,0x00,0x00,0x00,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x60,0x30,0x18,0x0c,0x06,0x0c,0x18,0x30,0x60,0x00,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x18,0x18,0x00,0x18,0x18,0x18,0x0c,0xc6,0xc6,0x7c,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x7c,0xc0,0xdc,0xde,0xde,0xde,0xc6,0xc6,0x7c,0x00,0x00,0x00
Data 0x00,0x00,0x00,0x00,0xc6,0xc6,0xc6,0xc6,0xfe,0xc6,0xc6,0x6c,0x38,0x10,0x00,0x00
Data 0x00,0x00,0x00,0x00,0xfc,0x66,0x66,0x66,0x66,0x7c,0x66,0x66,0x66,0xfc,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x3c,0x66,0xc2,0xc0,0xc0,0xc0,0xc0,0xc2,0x66,0x3c,0x00,0x00
Data 0x00,0x00,0x00,0x00,0xf8,0x6c,0x66,0x66,0x66,0x66,0x66,0x66,0x6c,0xf8,0x00,0x00
Data 0x00,0x00,0x00,0x00,0xfe,0x66,0x62,0x60,0x68,0x78,0x68,0x62,0x66,0xfe,0x00,0x00
Data 0x00,0x00,0x00,0x00,0xf0,0x60,0x60,0x60,0x68,0x78,0x68,0x62,0x66,0xfe,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x3a,0x66,0xc6,0xc6,0xde,0xc0,0xc0,0xc2,0x66,0x3c,0x00,0x00
Data 0x00,0x00,0x00,0x00,0xc6,0xc6,0xc6,0xc6,0xc6,0xfe,0xc6,0xc6,0xc6,0xc6,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x3c,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x3c,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x78,0xcc,0xcc,0xcc,0x0c,0x0c,0x0c,0x0c,0x0c,0x1e,0x00,0x00
Data 0x00,0x00,0x00,0x00,0xe6,0x66,0x66,0x6c,0x78,0x78,0x6c,0x66,0x66,0xe6,0x00,0x00
Data 0x00,0x00,0x00,0x00,0xfe,0x66,0x62,0x60,0x60,0x60,0x60,0x60,0x60,0xf0,0x00,0x00
Data 0x00,0x00,0x00,0x00,0xc6,0xc6,0xc6,0xc6,0xc6,0xd6,0xfe,0xfe,0xee,0xc6,0x00,0x00
Data 0x00,0x00,0x00,0x00,0xc6,0xc6,0xc6,0xc6,0xce,0xde,0xfe,0xf6,0xe6,0xc6,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x7c,0xc6,0xc6,0xc6,0xc6,0xc6,0xc6,0xc6,0xc6,0x7c,0x00,0x00
Data 0x00,0x00,0x00,0x00,0xf0,0x60,0x60,0x60,0x60,0x7c,0x66,0x66,0x66,0xfc,0x00,0x00
Data 0x00,0x00,0x0e,0x0c,0x7c,0xde,0xd6,0xc6,0xc6,0xc6,0xc6,0xc6,0xc6,0x7c,0x00,0x00
Data 0x00,0x00,0x00,0x00,0xe6,0x66,0x66,0x66,0x6c,0x7c,0x66,0x66,0x66,0xfc,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x7c,0xc6,0xc6,0x06,0x0c,0x38,0x60,0xc6,0xc6,0x7c,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x3c,0x18,0x18,0x18,0x18,0x18,0x18,0x5a,0x7e,0x7e,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x7c,0xc6,0xc6,0xc6,0xc6,0xc6,0xc6,0xc6,0xc6,0xc6,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x10,0x38,0x6c,0xc6,0xc6,0xc6,0xc6,0xc6,0xc6,0xc6,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x6c,0xee,0xfe,0xd6,0xd6,0xd6,0xc6,0xc6,0xc6,0xc6,0x00,0x00
Data 0x00,0x00,0x00,0x00,0xc6,0xc6,0x6c,0x7c,0x38,0x38,0x7c,0x6c,0xc6,0xc6,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x3c,0x18,0x18,0x18,0x18,0x3c,0x66,0x66,0x66,0x66,0x00,0x00
Data 0x00,0x00,0x00,0x00,0xfe,0xc6,0xc2,0x60,0x30,0x18,0x0c,0x86,0xc6,0xfe,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x3c,0x30,0x30,0x30,0x30,0x30,0x30,0x30,0x30,0x3c,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x02,0x06,0x0e,0x1c,0x38,0x70,0xe0,0xc0,0x80,0x00,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x3c,0x0c,0x0c,0x0c,0x0c,0x0c,0x0c,0x0c,0x0c,0x3c,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0xc6,0x6c,0x38,0x10
Data 0x00,0x00,0xff,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x18,0x30,0x30
Data 0x00,0x00,0x00,0x00,0x76,0xcc,0xcc,0xcc,0x7c,0x0c,0x78,0x00,0x00,0x00,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x7c,0x66,0x66,0x66,0x66,0x6c,0x78,0x60,0x60,0xe0,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x7c,0xc6,0xc0,0xc0,0xc0,0xc6,0x7c,0x00,0x00,0x00,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x76,0xcc,0xcc,0xcc,0xcc,0x6c,0x3c,0x0c,0x0c,0x1c,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x7c,0xc6,0xc0,0xc0,0xfe,0xc6,0x7c,0x00,0x00,0x00,0x00,0x00
Data 0x00,0x00,0x00,0x00,0xf0,0x60,0x60,0x60,0x60,0xf0,0x60,0x64,0x6c,0x38,0x00,0x00
Data 0x00,0x78,0xcc,0x0c,0x7c,0xcc,0xcc,0xcc,0xcc,0xcc,0x76,0x00,0x00,0x00,0x00,0x00
Data 0x00,0x00,0x00,0x00,0xe6,0x66,0x66,0x66,0x66,0x76,0x6c,0x60,0x60,0xe0,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x3c,0x18,0x18,0x18,0x18,0x18,0x38,0x00,0x18,0x18,0x00,0x00
Data 0x00,0x3c,0x66,0x66,0x06,0x06,0x06,0x06,0x06,0x06,0x0e,0x00,0x06,0x06,0x00,0x00
Data 0x00,0x00,0x00,0x00,0xe6,0x66,0x6c,0x78,0x78,0x6c,0x66,0x60,0x60,0xe0,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x3c,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x38,0x00,0x00
Data 0x00,0x00,0x00,0x00,0xc6,0xd6,0xd6,0xd6,0xd6,0xfe,0xec,0x00,0x00,0x00,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x66,0x66,0x66,0x66,0x66,0x66,0xdc,0x00,0x00,0x00,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x7c,0xc6,0xc6,0xc6,0xc6,0xc6,0x7c,0x00,0x00,0x00,0x00,0x00
Data 0x00,0xf0,0x60,0x60,0x7c,0x66,0x66,0x66,0x66,0x66,0xdc,0x00,0x00,0x00,0x00,0x00
Data 0x00,0x1e,0x0c,0x0c,0x7c,0xcc,0xcc,0xcc,0xcc,0xcc,0x76,0x00,0x00,0x00,0x00,0x00
Data 0x00,0x00,0x00,0x00,0xf0,0x60,0x60,0x60,0x66,0x76,0xdc,0x00,0x00,0x00,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x7c,0xc6,0x0c,0x38,0x60,0xc6,0x7c,0x00,0x00,0x00,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x1c,0x36,0x30,0x30,0x30,0x30,0xfc,0x30,0x30,0x10,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x76,0xcc,0xcc,0xcc,0xcc,0xcc,0xcc,0x00,0x00,0x00,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x18,0x3c,0x66,0x66,0x66,0x66,0x66,0x00,0x00,0x00,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x6c,0xfe,0xd6,0xd6,0xd6,0xc6,0xc6,0x00,0x00,0x00,0x00,0x00
Data 0x00,0x00,0x00,0x00,0xc6,0x6c,0x38,0x38,0x38,0x6c,0xc6,0x00,0x00,0x00,0x00,0x00
Data 0x00,0xf8,0x0c,0x06,0x7e,0xc6,0xc6,0xc6,0xc6,0xc6,0xc6,0x00,0x00,0x00,0x00,0x00
Data 0x00,0x00,0x00,0x00,0xfe,0xc6,0x60,0x30,0x18,0xcc,0xfe,0x00,0x00,0x00,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x0e,0x18,0x18,0x18,0x18,0x70,0x18,0x18,0x18,0x0e,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x18,0x18,0x18,0x18,0x18,0x00,0x18,0x18,0x18,0x18,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x70,0x18,0x18,0x18,0x18,0x0e,0x18,0x18,0x18,0x70,0x00,0x00
Data 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0xdc,0x76,0x00,0x00
'Data 0x00,0x00,0x00,0x00,0x00,0xfe,0xc6,0xc6,0xc6,0x6c,0x38,0x10,0x00,0x00,0x00,0x00
Data 0xff,0x81,0x81,0x81,0x81,0x81,0x81,0x81,0x81,0x81,0x81,0x81,0x81,0x81,0x81,0xff





Function DECtoBIN$ (vstup) 'DEC to BIN ok vystup je string, vstup je integer          decimal to binary number convertor   -   FROM QB64WIKI
    Shared BINARY$
    '   BINARY$ = ""
    For rj = 7 To 0 Step -1
        If vstup And 2 ^ rj Then BINtoDE$ = BINtoDE$ + "1" Else BINtoDE$ = BINtoDE$ + "0"
    Next rj
    DECtoBIN$ = BINtoDE$
End Function

Do not forget that we read the data from the end, therefore only the last line in the DATA block was modified, therefore the rectangle appears immediately as the first character.


Reply
#6
DON'T STOP!  Keep it up! 

Ashish ( https://ashishkingdom.github.io/OpenGL-Tutorials/intro/ ) had great stuff but didn't keep going.
I'll be looking forward to your posts.  Didactic!  Thanks!
___________________________________________________________________________________
I am mostly grateful for the people who came before me.  Will the people after me be grateful for me?
Reply
#7
(03-29-2023, 03:35 PM)dcromley Wrote: DON'T STOP!  Keep it up! 

Ashish ( https://ashishkingdom.github.io/OpenGL-Tutorials/intro/ ) had great stuff but didn't keep going.
I'll be looking forward to your posts.  Didactic!  Thanks!

That tutorial is off to a GREAT start! I would love to see it finished so I can point my tutorial users to it.
New to QB64pe? Visit the QB64 tutorial to get started.
QB64 Tutorial
Reply
#8
I will try to start working on OpenGL Tutorials again this summer..!
Reply
#9
I'm glad to hear that, your tutorial is worked out nicely and clearly, and a lot of details always come in handy. If you keep the format you started, it will be great.

Here is a sample - the first texture. I wrote a function for maximum simplification and I immediately solved the freeing of memory when the program was terminated, and I added an example with DisplayOrder to make it clear how the layers of the image are rendered one after the other.

Please use correct file name on row 34.

Code: (Select All)
Type GL_Loader
    PointerGL As Long
End Type
ReDim Shared GLL(0) As GL_Loader
Dim Shared GL_InitInfo As _Byte


_Title "Use texture!"
Screen _NewImage(600, 600, 32)

Dim Shared t 'bad solution, it is just for this use

_DisplayOrder _GLRender , _Software 'in background run OpenGL screen, in foreground run Software (QB64 standard) screen
Do

    Locate 1
    Print Time$
    _Limit 40
    If _Exit Then
        'if program end, this is step 2. Step 1 is in _GL Sub, in this place program just end.
        System
    End If
Loop








Sub _GL ()

   if t = 0 then t = LoadTexture("dum03.jpg") 'function load texture from valid file and return OpenGL Handle for this texture


    _glEnable _GL_TEXTURE_2D 'enable texture mapping

    _glClearColor 0, 0, 0, 1 'set color to solid black    - here it is in range 0 to 1 - in QB64 it is in range 0 to 255, so 0.5 here is the same as 127 in QB64
    _glClear _GL_COLOR_BUFFER_BIT

    _glBindTexture _GL_TEXTURE_2D, t '<--------------- this handle is used here
    _glBegin _GL_QUADS 'simply draw a quad

    _glTexCoord2f 0, 1
    _glVertex2f -0.5, 0.5 'top-left
    _glTexCoord2f 1, 1
    _glVertex2f 0.5, 0.5 'top-right
    _glTexCoord2f 1, 0
    _glVertex2f 0.5, -0.5 'bottom right
    _glTexCoord2f 0, 0
    _glVertex2f -0.5, -0.5 'bottom left

    _glEnd
    _glFlush

    If _Exit Then
        DeleteTexture t 'if program end, first free texture from memory, then exit from GL and return to main loop
        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 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

        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

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

        _MemFree m

        _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_NICEST 'for scaling up
        _glTexParameteri _GL_TEXTURE_2D, _GL_TEXTURE_MIN_FILTER, _GL_NEAREST 'for scaling down

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


Reply
#10
Another sample with texture - this time in combination with the colors from the previous examples. Texture and color gradient can be combined. I made an adjustment in the LoadTexture sub, because writing IF t = 0 Then... seems silly to me. So for now, I solved the memory leak protection so that if the program tries to load the same texture again (that is, a file with the same name) that already has a texture assigned, then the LoadTexture function returns the original handle to the already created texture, without recreated this texture as new in memory. I am aware that this solution will be a significant drag in complex programs, so I will think about an improvement. 

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(600, 600, 32)

_DisplayOrder _GLRender , _Software 'in background run OpenGL screen, in foreground run Software (QB64 standard) screen


Do
    Locate 1
    Print Time$

    If ExitSignal Then System

    _Limit 40
Loop

Sub _GL ()

    t = LoadTexture("dum03.jpg") 'function load texture from valid file and return OpenGL Handle for this texture,
    '                             if handle exists, return it and do not next.



    _glEnable _GL_TEXTURE_2D 'enable texture mapping

    _glClearColor 0, 0, 0, 1 'set color to solid black    - here it is in range 0 to 1 - in QB64 it is in range 0 to 255, so 0.5 here is the same as 127 in QB64
    _glClear _GL_COLOR_BUFFER_BIT

    _glBindTexture _GL_TEXTURE_2D, t '<--------------- this handle is used here
    _glBegin _GL_QUADS 'simply draw a quad

    _glTexCoord2f 0, 1
    _glColor3f 1.0F, 0.0F, 0.0F
    _glVertex2f -0.5, 0.5 'top-left
    _glTexCoord2f 1, 1
    _glColor3f 0.0F, 0.5F, 0.0F
    _glVertex2f 0.5, 0.5 'top-right
    _glTexCoord2f 1, 0
    _glColor3f 1.0F, 1.0F, 0.0F
    _glVertex2f 0.5, -0.5 'bottom right
    _glTexCoord2f 0, 0
    _glColor3f 0.3F, 0.0F, 0.5F
    _glVertex2f -0.5, -0.5 'bottom left

    _glEnd
    _glFlush

    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 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

        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_NICEST 'for scaling up
        _glTexParameteri _GL_TEXTURE_2D, _GL_TEXTURE_MIN_FILTER, _GL_NEAREST 'for scaling down

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

   


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