Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
OpenGL examples
#31
Due to the huge interest in this thread (according to the number of downloads in the previous post) -  ZERO - I am highly motivated and so I come with another post:

OpenGL Particles

Here is an example of the ability to work with particles in OpenGL. Control with arrows and *, /, -, + and space keys. Something resembling a comet's tail can be simulated.

Texture is need.


Code: (Select All)
'castice - L19
' comment "-//-" = the same as previous comment


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

_Title "OpenGL Particles (very fast remake) in QB64PE"

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, preINIT As _Byte
Dim Shared ExitSignal As _Byte, Blend As _Byte
'---------------------------------------------------

Dim Shared first, xspeed, yspeed, zoom, slowdown, drawloop, angle
Dim Shared Texture As Long
slowdown = 2.0F
zoom = -40.0F

Type struct
    active As _Byte '   is this partice active?
    life As Single '  particle life
    fade As Single '  speed for particles age  starnuti

    r As Single '  colors: red
    g As Single '          green
    b As Single '          blue

    x As Single ' position on X
    y As Single ' position on Y
    z As Single ' position on Z

    xi As Single ' direction and speed in X
    yi As Single ' direction and speed in Y
    zi As Single ' direction and speed in Z

    xg As Single 'gravity in X axis
    yg As Single 'gravity in Y axis
    zg As Single 'gravity in Z axis
End Type

Const MAX_PARTICLES = 2000
Dim Shared Particle(MAX_PARTICLES) As struct

Type Colors
    r As Single
    g As Single
    b As Single
End Type
Dim Shared Colors(12) As Colors

For LoadColors = 1 To 12
    Read Colors(LoadColors).r, Colors(LoadColors).g, Colors(LoadColors).b
Next LoadColors

Data 1.0,0.5,0.5,1.0,0.75,0.5,1.0,1.0,0.5,0.75,1.0,0.5
Data 0.5,1.0,0.5,0.5,1.0,0.75,0.5,1.0,1.0,0.5,0.75,1.0
Data 0.5,0.5,1.0,0.75,0.5,1.0,1.0,0.5,1.0,1.0,0.5,0.75


a = _Pi(2) / MAX_PARTICLES

drawloop2 = 1
Do Until drawloop2 = MAX_PARTICLES
    Print "jo"
    Randomize Timer
    pp = Rnd * 50
    If pp >= 25 Then P = -1 Else P = 1

    Particle(drawloop2).x = 0.0F ' center to screen
    Particle(drawloop2).y = 0.0F ' center to screen
    Particle(drawloop2).z = 0.0F ' center to screen

    Particle(drawloop2).xi = P * pp * 10.0F ' x axis random speed
    Particle(drawloop2).yi = P * pp * 10.0F ' y axis random speed
    Particle(drawloop2).zi = P * pp * 10.0F ' z axis random speed
    drawloop2 = drawloop2 + 1
Loop
Screen _NewImage(1024, 768, 32)
Do While _KeyHit <> 27
    i$ = InKey$
    Select Case (UCase$(i$))
        Case Chr$(32), "5"


        Case "+"
            If slowdown > 1.0F Then slowdown = slowdown - 0.1 ' particles speed up
        Case "-"
            If slowdown < 4.0F Then slowdown = slowdown + 0.1F ' particles speed down
        Case "*"
            zoom = zoom + 0.8F 'zoom +
        Case "/"
            zoom = zoom - 0.8F 'zoom -
        Case Chr$(13)
            If sp = 0 Then col = col + 1: If col > 12 Then col = 1

        Case Chr$(0) + "H"
            If yspeed < 200 Then yspeed = yspeed + 1.0F ' arrow up

        Case Chr$(0) + "P"
            If yspeed > -200 Then yspeed = yspeed - 1.0F ' arrow down
        Case Chr$(0) + "M"
            If xspeed < 200 Then xspeed = xspeed + 1.0F ' arrow right
        Case Chr$(0) + "K"
            If xspeed > -200 Then xspeed = xspeed - 1.0F ' arrow left
    End Select
    _Limit 120
Loop

Sub _GL
    Static drawloop
    Init2

    _glMatrixMode _GL_PROJECTION '//                                         Set projection matrix
    _gluPerspective 45.0F, _Width / _Height, 0.1F, 100.0F '                  This is GLUT statement, this is directly supported by QB64. Set up perspective projection matrix.  First is angle for perspective, then is aspct, next is Z Near and Z Far
    _glMatrixMode _GL_MODELVIEW '                                            Set Modelview matrix

    '---
    _glTexParameteri _GL_TEXTURE_2D, _GL_TEXTURE_MIN_FILTER, _GL_LINEAR '     Filtering at shrinking
    _glTexParameteri _GL_TEXTURE_2D, _GL_TEXTURE_MAG_FILTER, _GL_LINEAR '     Filtering when zooming

    _glShadeModel _GL_SMOOTH
    _glClearColor 0.0F, 0.0F, 0.0F, 0.0F ' black background
    _glClearDepth 1.0F ' depth buffer setting
    _glDisable _GL_DEPTH_TEST ' disable depth testing
    _glEnable _GL_BLEND ' enable blending
    _glBlendFunc _GL_SRC_ALPHA, _GL_ONE ' blendig type set
    _glHint _GL_PERSPECTIVE_CORRECTION_HINT, _GL_NICEST ' Perspective
    _glHint _GL_POINT_SMOOTH_HINT, _GL_NICEST ' point softness
    _glEnable _GL_TEXTURE_2D ' enable texture mapping

    _glClear _GL_COLOR_BUFFER_BIT
    _glClear _GL_DEPTH_BUFFER_BIT ' clear screen and depth buffer (this and previous line)
    'GLH_Select_Texture texture&



    _glLoadIdentity ' Reset matice
    _glBindTexture _GL_TEXTURE_2D, Texture&

    drawloop = 0

    Do Until drawloop = MAX_PARTICLES
        If Particle(drawloop).active = 1 Then ' if is particle active

            angle = angle + .01: If angle > 72 Then angle = 0
            Particle(drawloop).yg = (Sin(angle) * 10)
            Particle(drawloop).xg = (Cos(angle) * 10)

            x = Particle(drawloop).x ' x position
            y = Particle(drawloop).y ' y position
            z = Particle(drawloop).z + zoom ' z position + zoom
            _glColor4f Particle(drawloop).r, Particle(drawloop).g, Particle(drawloop).b, Particle(drawloop).life 'coloring

            _glBegin _GL_TRIANGLE_STRIP
            _glTexCoord2d 1, 1: _glVertex3f x + 0.5F, y + 0.5F, z ' top right
            _glTexCoord2d 0, 1: _glVertex3f x - 0.5F, y + 0.5F, z ' top left
            _glTexCoord2d 1, 0: _glVertex3f x + 0.5F, y - 0.5F, z ' bottom right
            _glTexCoord2d 0, 0: _glVertex3f x - 0.5F, y - 0.5F, z ' bottom left
            _glEnd 'Ukoncí triangle strip

            Particle(drawloop).x = Particle(drawloop).x + Particle(drawloop).xi / (slowdown * 1000) ' move on axis X
            Particle(drawloop).y = Particle(drawloop).y + Particle(drawloop).yi / (slowdown * 1000) '  - // -      y
            Particle(drawloop).z = Particle(drawloop).z + Particle(drawloop).zi / (slowdown * 1000) ' - // -       z

            Particle(drawloop).xi = Particle(drawloop).xi + Particle(drawloop).xg ' Gravity on axis               x
            Particle(drawloop).yi = Particle(drawloop).yi + Particle(drawloop).yg '      - // -                   y
            Particle(drawloop).zi = Particle(drawloop).zi + Particle(drawloop).zg '      -//-                     z

            Particle(drawloop).life = Particle(drawloop).life - Particle(drawloop).fade 'speed for particle live

            If Particle(drawloop).life < 0.0F Then 'if particle is dead (alpha is full, particle is unseen)
                Particle(drawloop).life = 1.0F 'New life
                Particle(drawloop).fade = Rnd / 1000.0F + 0.003F

                Particle(drawloop).x = 0.0F ' X screen center
                Particle(drawloop).y = 0.0F ' Y -//-
                Particle(drawloop).z = 0.0F ' Z -//-

                pp = Rnd * 10: If pp <= 4 Then P2 = 1 Else P2 = -1

                Particle(drawloop).xi = xspeed + (P2 * Rnd) - 32.0F ' New speed and direction
                Particle(drawloop).yi = yspeed + (-P2 * Rnd) - 30.0F ' -//-
                Particle(drawloop).zi = (P2 * Rnd) - 30.0F ' -//-

                col = Int(Rnd * 7) + 1

                Particle(drawloop).r = Colors(col).r ' color select from palette
                Particle(drawloop).g = Colors(col).g ' -//-
                Particle(drawloop).b = Colors(col).b ' -//-
            End If
        End If
        drawloop = drawloop + 1
    Loop
End Sub


Sub Init2
    If GL_InitInfo = 0 Then
        Texture& = LoadTexture("fireball.jpg", 0)

        first = 1
        For partloop = 1 To MAX_PARTICLES 'inicializing all particles
            Particle(partloop).active = 1
            Particle(partloop).life = 1.0F
            Particle(partloop).fade = Rnd / 1000.0F + 0.003F ' live speed

            Particle(partloop).r = Colors(Int(partloop * (12 / MAX_PARTICLES))).r ' red
            Particle(partloop).g = Colors(Int(partloop * (12 / MAX_PARTICLES))).g ' gren
            Particle(partloop).b = Colors(Int(partloop * (12 / MAX_PARTICLES))).b ' blue

            polarity = Rnd * 10: If polarity <= 5 Then P = -1 Else P = 1 'aternative for C++ rand()%50

            Particle(partloop).xi = P * Rnd - 26.0F * 10.0F ' speed and direction move on axis x
            Particle(partloop).yi = P * Rnd - 25.0F * 10.0F '     -//-                         y
            Particle(partloop).zi = P * Rnd - 25.0F * 10.0F '     -//-                         z

            Particle(partloop).xg = 0.0F ' Gravity on axis x
            Particle(partloop).yg = -0.8F ' Gravity on axis y
            Particle(partloop).zg = 0.0F ' Gravity on axis z
        Next partloop
        GL_InitInfo = 1
        _glEnable _GL_TEXTURE_2D


        Exit Sub
    End If
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)
        _SetAlpha 0, _RGB32(255, 255, 0) To _RGB32(254, 255, 255), tex&
        texinv& = _NewImage(_Width(tex&), _Height(tex&), 32)

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

        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)
        gluBuild2DMipmaps _GL_TEXTURE_2D, 4, _Width(texinv&), _Height(texinv&), _GL_BGRA_EXT, _GL_UNSIGNED_BYTE, _Offset(texinv&)


        Dim m As _MEM
        m = _MemImage(texinv&)

        Select Case Filter
            Case 3
                '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

                _glTexParameteri _GL_TEXTURE_2D, _GL_TEXTURE_MIN_FILTER, _GL_LINEAR_MIPMAP_LINEAR 'for scaling down
                _glTexParameteri _GL_TEXTURE_2D, _GL_TEXTURE_MAG_FILTER, _GL_LINEAR '
                '                                                                                 'for scaling UP

        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

Texture:
   


   


Reply
#32
(03-31-2023, 06:59 PM)Petr Wrote: 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.


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

Hi Petr,
where are the images for texture that you load?

are they these following?
tiger
bird
cat
horse
dog
eagle
Reply
#33
(04-13-2023, 09:11 PM)Petr Wrote: Due to the huge interest in this thread (according to the number of downloads in the previous post) -  ZERO - I am highly motivated and so I come with another post:

Keep in mind this is a very small community, and the word gets out more often through Discord than from here directly, to the rest of the world. We're not reaching young people very well, while they're being told to program "only" in C++, Javascript and Python. So you can't be affected that well by the number of downloads of an attachment on this forum.

If you are really interested in better exposure for source code and whatever, you could join one of the BASIC groups on Reddit, for example. :O

You're sailing through an ocean without hunting whales which is a great undertaking, but it's not interesting to a lot of people who program in BASIC to use it as complex calculator, as expression parser for an obscure interpreted language or something else. Working with OpenGL isn't easy but you're demonstrating perseverance with it. :tu:
Reply
#34
"Due to the huge interest in this thread (according to the number of downloads in the previous post) -  ZERO - I am highly motivated and so I come with another post:"

Thank you for posting OpenGL examples. I am learning so much from your examples.
There are two ways to write error-free programs; only the third one works.
QB64 Tutorial
Reply
#35
Hi Petr
answer to #13


Quote: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 code that I take from post runs ok without anything of these problems about you talk.
I am using the images (one of them) posted by me in #32.

I miss the goal of loading the same image with 3 different Filter value because the image in output appears the same in the 3 filtering methods.
Pressing F in the program let me get the same graphic output.

What do you think about this? The new QB64pe versions have fixed something?
Reply
#36
(04-14-2023, 03:10 AM)TerryRitchie Wrote: "Due to the huge interest in this thread (according to the number of downloads in the previous post) -  ZERO - I am highly motivated and so I come with another post:"

Thank you for posting OpenGL examples. I am learning so much from your examples.

+1    I missed Quadrics, slipped in under my radar Smile looks interesting.
b = b + ...
Reply
#37
Don't be discouraged, I follow your work, I think it's very useful! Difficult curriculum, complicated code, but the result is worth it!
The "fog" effect is very good.

I was thinking about whether it would be possible to somehow integrate the thing into a system for a 3D world.

For example:
(install points)
add_point   p_index,x,y,z (p_index :0,1,2,3,4,5....)

(install textures)
add_texture     t_index, "x.jpg" (t_index : 0,1,2,3,4,5)

(install triangles, with many parametrs)
add_triangle   p_index1, p_index2, p_index3, t_index, transparency, fog....


After the integration/installation of 'points', 'textures', 'triangles', only the camera x,y,z,ang1,ang2 should be changed in the main cycle.
Thus, it could be used universally, as simply as the _MAPTRIANGLE command.
Reply
#38
Thank you very much for your responses. I had no idea how many reactions my comment would generate. I will look at all the questions and answer them one by one. I have come now.


Reply
#39
So...
Right at the beginning - to the questions of @TempodiBasic:

#32 - texturing the cube - so this post was updated and I added a zip file with the source code and the textures I used, the ones you refer to are not mine.

#35 - thanks for the heads up. There were two problems. One is that for MIPMAPPING to work you have to use a texture such that both sides are divisible by two and at the same time such that its longest side is at most 128 pixels long. It is information that I read recently - respectively - one source claims that it is ideal to upload any large texture, that large is better, it only insists on the condition that both sides are divisible by two, but does not indicate for which version of OpenGL they mean it, and another source again states , that textures up to 128x128 pixels should be selected. This will probably be true, because at larger sizes the program will hang (after eliminating the fatal problem number 2)

Fatal problem number 2, now eliminated everywhere. I forgot! in the library declaration, include the BYVAL declaration before the input parameters. That was why it just didn't work. Now it works as it should and I added BYVAL to all the source codes in the entire thread. I'm very sorry for this, I thought it was unnecessary, but recently I was clearly proven wrong.

When you run the program now, I added the wallpaper to the thread, with which I tried it again, so the first texturing - linear will return a very square wallpaper. The next one will be smoother. The two smooth ones look the same, I don't know where the problem is, I thought maybe my graphics card doesn't support it?  Huh


#34: TerryRitchie - my pleasure and sorry for the confusion.
#35: Mnrvovrfc: I agree with what you're saying.
#36: BPlus: You'd miss a lot Smile But I still can't find the satellites I wrote with MapTriangle...

#37: MasterGy: Well, I'll try to do it. I already had the fog locked in the cube so it should work. At the same time, the fog can be any color and also one number indicates its density. Basically.... well, I already thought of it. As one goes into the fog, according to the SIN, its density will rise to its center (ABS(SIN) = 1) and decrease to zero again as it leaves the fog. I also have to try if there will be three quadrics that create a new shape (for example 2 spheres + cylinder = dumbbell) so that instead of three quadrics only one displaylist would be called... I'VE NEVER TRIED THIS. Smile Heck yeah that's a challenge. I'll try it. I'm not saying it will work, but I have to try!


Reply
#40
So let's take it step by step, let's keep it clear, shall we? Therefore, I will add the first change now, when there is another, I will add another, and so on.

So. @MasterGy, I found out that fog in OpenGL can only be turned off or on. I thought about it and realized that this is actually enough for me. But - not quite. First, a 2D program that explains the function of how to determine the intensity of the fog and whether we should actually turn it on or not. Do you know the CIRCLE command? There's a little genius thing in the help that just needed a little tweaking for OpenGL use.


Code: (Select All)
SCREEN _NEWIMAGE(800, 600, 32)
DO
    CLS
    LOCATE 1
    WHILE _MOUSEINPUT: WEND
    X& = _MOUSEX
    Y& = _MOUSEY
    CIRCLE (400, 300), 150
    PRINT IsOnPos(X&, Y&, 400, 300, 150)
    _DISPLAY
    _LIMIT 20
LOOP

FUNCTION IsOnPos (Walker_Xpos, Walker_Zpos, PointX, PointZ, radius)
    xy& = ((Walker_Xpos - PointX) ^ 2) + ((Walker_Zpos - PointZ) ^ 2) 'Pythagorean theorem
    IF radius ^ 2 >= xy& THEN IsOnPos = (radius ^ 2 - xy&) / radius ^ 2 ELSE IsOnPos = 0
END FUNCTION


Run this simple thing. A circle is drawn. Move the mouse to the middle. In the middle, the function returns 1 - this means that you are in the middle of the fog, so the fog will be thickest here. And on the edges you are somewhere around zero values.

How simple! You have a smooth onset of fog! Well, but if it will work in OpenGL?

I had to wrestle with it a bit, but I finally convinced OpenGL. So focus on lines 36 to 38, this is where you can set the color of the fog, then skip the _GL sub because initialization must be done first in the INIT2 sub on lines 242 and 244, notice line 243, it's moved to the main _GL loop just because to allow for a smooth onset and retreat of the fog. Then look in SUB _GL on lines 118 to 128, where the function I showed you a moment ago in 2D works for the 3D world.

And I ask: Who can guess what other clever uses in 3D the IsOnPos function offers us? Hmmmm? Smile

After all, MUSIC. Imagine a radio placed in free space. The closer you are, the louder it will play. Amazing, huh?

Well, let's calm down a bit and imagine that the radio is placed in the room. And we have calculations.... echo according to the room, sound attenuation according to the walls... but it is enough to place it in a free space.

You have to be careful to set GL_FOG_START and GL_FOG_END correctly, or you will come out of the fog and the object in the distance will be seen as if there was no fog at all (the object must be in the range of GL_FOG_START to  GL_FOG_END for this to not happen.


All files in attachment - this time is also world.txt file modified. Zip contains none EXE files, just source code, textures and txt file.

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

'---FOG---
Dim Shared Fog, FogQuality
Dim Shared FogColor(3)
FogColor(0) = 0.5: FogColor(1) = 0.5: FogColor(2) = 0.5: FogColor(3) = 1
'---///---






_DisplayOrder _GLRender , _Software
_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
        _MouseMove _Width / 2, _Height / 2
    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


    '----- fog -----
    '                             X  Z   radius
    TestFog = IsOnPos(Xpos, Zpos, 0, -6, 7)
    If TestFog Then
        _glFogf _GL_FOG_DENSITY, TestFog / 2 '      fog density - Maximal TestFog Value is 1, so maximal FOG level is 1/2 = 50 percent.
        _glHint _GL_FOG_HINT, _GL_NICEST '          fog Quality
        _glFogf _GL_FOG_START, -6.0F '               fog begin in depth - axis z  'both this values are calculated for CAMERA
        _glFogf _GL_FOG_END, 6.0F '                 fog end in depth - axis z
    End If
    '-----------------------


    _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

    '-------------------------------
    Locate 1: Print Xpos, Zpos, TestFog
    '-------------------------------

    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

        '---- fog ----
        _glFogfv _GL_FOG_COLOR, _Offset(FogColor()) 'fog color
        '   _glFogf _GL_FOG_DENSITY, FogLevel 'fog density
        _glHint _GL_FOG_HINT, _GL_DONT_CARE 'middle fog quality
        _glEnable _GL_FOG
        '---- ---- ----
    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

Function IsOnPos (Walker_Xpos, Walker_Zpos, PointX, PointZ, radius)
    xy& = ((Walker_Xpos - PointX) ^ 2) + ((Walker_Zpos - PointZ) ^ 2) 'Pythagorean theorem
    If radius ^ 2 >= xy& Then IsOnPos = (radius ^ 2 - xy&) / radius ^ 2 Else IsOnPos = 0
End Function


Attached Files
.zip   3DWorld_in_Fog.zip (Size: 1.23 MB / Downloads: 33)


Reply




Users browsing this thread: 1 Guest(s)