#!/usr/local/bin/ruby #/* # * Copyright (c) 1993-1997, Silicon Graphics, Inc. # * ALL RIGHTS RESERVED # * Permission to use, copy, modify, and distribute this software for # * any purpose and without fee is hereby granted, provided that the above # * copyright notice appear in all copies and that both the copyright notice # * and this permission notice appear in supporting documentation, and that # * the name of Silicon Graphics, Inc. not be used in advertising # * or publicity pertaining to distribution of the software without specific, # * written prior permission. # * # * THE MATERIAL EMBODIED ON THIS SOFTWARE IS PROVIDED TO YOU "AS-IS" # * AND WITHOUT WARRANTY OF ANY KIND, EXPRESS, IMPLIED OR OTHERWISE, # * INCLUDING WITHOUT LIMITATION, ANY WARRANTY OF MERCHANTABILITY OR # * FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL SILICON # * GRAPHICS, INC. BE LIABLE TO YOU OR ANYONE ELSE FOR ANY DIRECT, # * SPECIAL, INCIDENTAL, INDIRECT OR CONSEQUENTIAL DAMAGES OF ANY # * KIND, OR ANY DAMAGES WHATSOEVER, INCLUDING WITHOUT LIMITATION, # * LOSS OF PROFIT, LOSS OF USE, SAVINGS OR REVENUE, OR THE CLAIMS OF # * THIRD PARTIES, WHETHER OR NOT SILICON GRAPHICS, INC. HAS BEEN # * ADVISED OF THE POSSIBILITY OF SUCH LOSS, HOWEVER CAUSED AND ON # * ANY THEORY OF LIABILITY, ARISING OUT OF OR IN CONNECTION WITH THE # * POSSESSION, USE OR PERFORMANCE OF THIS SOFTWARE. # * # * US Government Users Restricted Rights # * Use, duplication, or disclosure by the Government is subject to # * restrictions set forth in FAR 52.227.19(c)(2) or subparagraph # * (c)(1)(ii) of the Rights in Technical Data and Computer Software # * clause at DFARS 252.227-7013 and/or in similar or successor # * clauses in the FAR or the DOD or NASA FAR Supplement. # * Unpublished-- rights reserved under the copyright laws of the # * United States. Contractor/manufacturer is Silicon Graphics, # * Inc., 2011 N. Shoreline Blvd., Mountain View, CA 94039-7311. # * # * OpenGL(R) is a registered trademark of Silicon Graphics, Inc. # */ # #/* # # port of NeHe's OpenGL tutorials to Ruby (http://www.ruby-lang.org) # requires the following Ruby libraries: # # opengl : http://www2.giganet.net/~yoshi/ # RUDL : http://froukepc.dhs.org/rudl/index.html # # lesson02.rbw : # # drawing a triangle and a square to the screen # # */ require 'RUDL' include RUDL require "opengl" require 'glut' require "rational" include Constant $ScreenWidth, $ScreenHeight = 640, 480 STDOUT.sync = TRUE # flush all output to screen immediately $d = DisplaySurface.new([640,480], OPENGL|DOUBLEBUF) #|FULLSCREEN) rot = 0.0 def init(w,h) GL.ClearColor(0.0, 0.0, 0.0, 0.0) GL.ClearDepth(1.0) GL.DepthFunc(GL::LESS) GL.Enable(GL::DEPTH_TEST) GL.ShadeModel(GL::FLAT) GL.MatrixMode(GL::PROJECTION) GL.LoadIdentity() GLU.Perspective(45.0, w.to_f/h.to_f, 0.1, 100.0) GL.MatrixMode(GL::MODELVIEW) GL.LoadIdentity() GLU.LookAt(0.0, 0.0, 5.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0) end display = Proc.new { GL.Clear(GL::COLOR_BUFFER_BIT | GL::DEPTH_BUFFER_BIT) # Clear The Screen And The Depth Buffer GL.Color(1.0, 1.0, 1.0) GL.LoadIdentity() GL.Translate(-1.5, 0.0, -6.0) # Move Left 1.5 Units And Into The Screen 6.0 # draw a triangle GL.Begin(GL::POLYGON) # start drawing a polygon GL.Vertex3f( 0.0, 1.0, 0.0) # Top GL.Vertex3f( 1.0,-1.0, 0.0) # Bottom Right GL.Vertex3f(-1.0,-1.0, 0.0) # Bottom Left GL.End() # we're done with the triangle GL.Translate(3.0,0.0,0.0) # Move Right 3 Units # draw a square (quadrilateral) GL.Begin(GL::QUADS) # start drawing a polygon (4 sided) GL.Vertex3f(-1.0, 1.0, 0.0) # Top Left GL.Vertex3f( 1.0, 1.0, 0.0) # Top Right GL.Vertex3f( 1.0,-1.0, 0.0) # Bottom Right GL.Vertex3f(-1.0,-1.0, 0.0) # Bottom Left GL.End() # done with the quad } reshape = Proc.new { |w, h| GL.Viewport(0, 0, w, h) GL.MatrixMode(GL::PROJECTION) GL.LoadIdentity() GLU.Perspective(60.0, w.to_f/h.to_f, 1.0, 20.0) GL.MatrixMode(GL::MODELVIEW) GL.LoadIdentity() GLU.LookAt(0.0, 0.0, 5.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0) } init($ScreenWidth, $ScreenHeight) Key.set_repeat(1,10) done=false while !done event=EventQueue.poll case event when QuitEvent done=true when KeyDownEvent case event.key when K_ESCAPE done=true end end reshape.call($ScreenWidth, $ScreenHeight) display.call $d.flip end