146 lines
3.8 KiB
Lua
Executable File
146 lines
3.8 KiB
Lua
Executable File
require("iuplua")
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require("iupluagl")
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require("luagl")
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require("luaglu")
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require("LoadTGA")
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iup.key_open()
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xrot = 0
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yrot = 0
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zrot = 0
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texture = 0
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cnv = iup.glcanvas{buffer="DOUBLE", rastersize = "640x480"}
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timer = iup.timer{time=100}
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function timer:action_cb()
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xrot = xrot + 0.3
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yrot = yrot + 0.2
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zrot = zrot + 0.4
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iup.Update(cnv)
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end
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function cnv:resize_cb(width, height)
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iup.GLMakeCurrent(self)
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gl.Viewport(0, 0, width, height)
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gl.MatrixMode('PROJECTION') -- Select The Projection Matrix
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gl.LoadIdentity() -- Reset The Projection Matrix
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if height == 0 then -- Calculate The Aspect Ratio Of The Window
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height = 1
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end
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glu.Perspective(80, width / height, 1, 5000)
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gl.MatrixMode('MODELVIEW') -- Select The Model View Matrix
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gl.LoadIdentity() -- Reset The Model View Matrix
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end
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function cnv:action(x, y)
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iup.GLMakeCurrent(self)
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gl.Clear('COLOR_BUFFER_BIT,DEPTH_BUFFER_BIT') -- Clear Screen And Depth Buffer
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gl.LoadIdentity() -- Reset The Current Modelview Matrix
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gl.Translate(0,0,-5)
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gl.Rotate(xrot,1,0,0)
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gl.Rotate(yrot,0,1,0)
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gl.Rotate(zrot,0,0,1)
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gl.BindTexture('TEXTURE_2D', texture[1])
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gl.Begin('QUADS')
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-- Front Face
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gl.TexCoord(0, 0) gl.Vertex(-1, -1, 1)
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gl.TexCoord(1, 0) gl.Vertex( 1, -1, 1)
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gl.TexCoord(1, 1) gl.Vertex( 1, 1, 1)
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gl.TexCoord(0, 1) gl.Vertex(-1, 1, 1)
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-- Back Face
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gl.TexCoord(1, 0) gl.Vertex(-1, -1, -1)
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gl.TexCoord(1, 1) gl.Vertex(-1, 1, -1)
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gl.TexCoord(0, 1) gl.Vertex( 1, 1, -1)
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gl.TexCoord(0, 0) gl.Vertex( 1, -1, -1)
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-- Top Face
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gl.TexCoord(0, 1) gl.Vertex(-1, 1, -1)
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gl.TexCoord(0, 0) gl.Vertex(-1, 1, 1)
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gl.TexCoord(1, 0) gl.Vertex( 1, 1, 1)
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gl.TexCoord(1, 1) gl.Vertex( 1, 1, -1)
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-- Bottom Face
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gl.TexCoord(1, 1) gl.Vertex(-1, -1, -1)
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gl.TexCoord(0, 1) gl.Vertex( 1, -1, -1)
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gl.TexCoord(0, 0) gl.Vertex( 1, -1, 1)
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gl.TexCoord(1, 0) gl.Vertex(-1, -1, 1)
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-- Right face
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gl.TexCoord(1, 0) gl.Vertex( 1, -1, -1)
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gl.TexCoord(1, 1) gl.Vertex( 1, 1, -1)
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gl.TexCoord(0, 1) gl.Vertex( 1, 1, 1)
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gl.TexCoord(0, 0) gl.Vertex( 1, -1, 1)
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-- Left Face
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gl.TexCoord(0, 0) gl.Vertex(-1, -1, -1)
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gl.TexCoord(1, 0) gl.Vertex(-1, -1, 1)
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gl.TexCoord(1, 1) gl.Vertex(-1, 1, 1)
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gl.TexCoord(0, 1) gl.Vertex(-1, 1, -1)
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gl.End()
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iup.GLSwapBuffers(self)
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end
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function cnv:k_any(c)
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if c == iup.K_q or c == iup.K_ESC then
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return iup.CLOSE
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elseif c == iup.K_F1 then
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if fullscreen then
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fullscreen = false
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dlg.fullscreen = "No"
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else
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fullscreen = true
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dlg.fullscreen = "Yes"
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end
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end
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end
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function LoadGLTextures()
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texture = gl.GenTextures(1) -- Create The Texture
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-- Typical Texture Generation Using Data From The Bitmap
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gl.BindTexture('TEXTURE_2D', texture[1])
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gl.TexParameter('TEXTURE_2D','TEXTURE_MIN_FILTER','LINEAR')
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gl.TexParameter('TEXTURE_2D','TEXTURE_MAG_FILTER','LINEAR')
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img = LoadTGA('nehe.tga')
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gl.TexImage(0, img)
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end
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function cnv:map_cb()
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iup.GLMakeCurrent(self)
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gl.Enable('TEXTURE_2D') -- Enable Texture Mapping ( NEW )
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if LoadGLTextures() == false then -- Jump To Texture Loading Routine ( NEW )
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return false
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end
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gl.ShadeModel('SMOOTH') -- Enable Smooth Shading
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gl.ClearColor(0, 0, 0, 0.5) -- Black Background
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gl.ClearDepth(1.0) -- Depth Buffer Setup
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gl.Enable('DEPTH_TEST') -- Enables Depth Testing
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gl.DepthFunc('LEQUAL') -- The Type Of Depth Testing To Do
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gl.Enable('COLOR_MATERIAL')
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gl.Hint('PERSPECTIVE_CORRECTION_HINT','NICEST')
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end
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dlg = iup.dialog{cnv; title="LuaGL Test Application 06"}
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dlg:show()
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cnv.rastersize = nil -- reset minimum limitation
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timer.run = "YES"
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if (not iup.MainLoopLevel or iup.MainLoopLevel()==0) then
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iup.MainLoop()
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end
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