1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168
|
# a sample with ruby-opengl and Ruby/SDL
require 'sdl'
require 'gl'
include Gl
# initialize SDL and opengl
SDL.init SDL::INIT_VIDEO
SDL::GL.set_attr SDL::GL_RED_SIZE,5
SDL::GL.set_attr SDL::GL_GREEN_SIZE,5
SDL::GL.set_attr SDL::GL_BLUE_SIZE,5
SDL::GL.set_attr SDL::GL_DEPTH_SIZE,16
SDL::GL.set_attr SDL::GL_DOUBLEBUFFER,1
SDL::Screen.open 640,400,16,SDL::OPENGL
glViewport( 0, 0, 640, 400 );
glMatrixMode( GL_PROJECTION );
glLoadIdentity( );
glMatrixMode( GL_MODELVIEW );
glLoadIdentity( );
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
glShadeModel(GL_SMOOTH);
shadedCube=true
color =
[[ 1.0, 1.0, 0.0],
[ 1.0, 0.0, 0.0],
[ 0.0, 0.0, 0.0],
[ 0.0, 1.0, 0.0],
[ 0.0, 1.0, 1.0],
[ 1.0, 1.0, 1.0],
[ 1.0, 0.0, 1.0],
[ 0.0, 0.0, 1.0]]
cube =
[[ 0.5, 0.5, -0.5],
[ 0.5, -0.5, -0.5],
[-0.5, -0.5, -0.5],
[-0.5, 0.5, -0.5],
[-0.5, 0.5, 0.5],
[ 0.5, 0.5, 0.5],
[ 0.5, -0.5, 0.5],
[-0.5, -0.5, 0.5]]
loop do
while event = SDL::Event2.poll
case event
when SDL::Event2::Quit, SDL::Event2::KeyDown
exit
end
end
glClearColor(0.0, 0.0, 0.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glBegin(GL_QUADS)
if shadedCube then
glColor(color[0]);
glVertex(cube[0]);
glColor(color[1]);
glVertex(cube[1]);
glColor(color[2]);
glVertex(cube[2]);
glColor(color[3]);
glVertex(cube[3]);
glColor(color[3]);
glVertex(cube[3]);
glColor(color[4]);
glVertex(cube[4]);
glColor(color[7]);
glVertex(cube[7]);
glColor(color[2]);
glVertex(cube[2]);
glColor(color[0]);
glVertex(cube[0]);
glColor(color[5]);
glVertex(cube[5]);
glColor(color[6]);
glVertex(cube[6]);
glColor(color[1]);
glVertex(cube[1]);
glColor(color[5]);
glVertex(cube[5]);
glColor(color[4]);
glVertex(cube[4]);
glColor(color[7]);
glVertex(cube[7]);
glColor(color[6]);
glVertex(cube[6]);
glColor(color[5]);
glVertex(cube[5]);
glColor(color[0]);
glVertex(cube[0]);
glColor(color[3]);
glVertex(cube[3]);
glColor(color[4]);
glVertex(cube[4]);
glColor(color[6]);
glVertex(cube[6]);
glColor(color[1]);
glVertex(cube[1]);
glColor(color[2]);
glVertex(cube[2]);
glColor(color[7]);
glVertex(cube[7]);
else
glColor(1.0, 0.0, 0.0);
glVertex(cube[0]);
glVertex(cube[1]);
glVertex(cube[2]);
glVertex(cube[3]);
glColor(0.0, 1.0, 0.0);
glVertex(cube[3]);
glVertex(cube[4]);
glVertex(cube[7]);
glVertex(cube[2]);
glColor(0.0, 0.0, 1.0);
glVertex(cube[0]);
glVertex(cube[5]);
glVertex(cube[6]);
glVertex(cube[1]);
glColor(0.0, 1.0, 1.0);
glVertex(cube[5]);
glVertex(cube[4]);
glVertex(cube[7]);
glVertex(cube[6]);
glColor(1.0, 1.0, 0.0);
glVertex(cube[5]);
glVertex(cube[0]);
glVertex(cube[3]);
glVertex(cube[4]);
glColor(1.0, 0.0, 1.0);
glVertex(cube[6]);
glVertex(cube[1]);
glVertex(cube[2]);
glVertex(cube[7]);
end
glEnd()
glMatrixMode(GL_MODELVIEW);
glRotate(5.0, 1.0, 1.0, 1.0);
SDL::GL.swap_buffers
end
|