require("iuplua") require("iupluagl") require("luagl") require("luaglu") iup.key_open() cnv = iup.glcanvas{buffer="DOUBLE", rastersize = "640x480"} function cnv:resize_cb(width, height) iup.GLMakeCurrent(self) gl.Viewport(0, 0, width, height) gl.MatrixMode('PROJECTION') -- Select The Projection Matrix gl.LoadIdentity() -- Reset The Projection Matrix if height == 0 then height = 1 end -- Avoid division by zero glu.Perspective(80, width / height, 1, 5000) -- Calculate The Aspect Ratio And Set The Clipping Volume gl.MatrixMode('MODELVIEW') -- Select The Model View Matrix gl.LoadIdentity() -- Reset The Model View Matrix end function cnv:action(x, y) iup.GLMakeCurrent(self) gl.Clear('COLOR_BUFFER_BIT,DEPTH_BUFFER_BIT') -- Clear Screen And Depth Buffer iup.GLSwapBuffers(self) end function cnv:k_any(c) if c == iup.K_q or c == iup.K_ESC then return iup.CLOSE elseif c == iup.K_F1 then if fullscreen then fullscreen = false dlg.fullscreen = "No" else fullscreen = true dlg.fullscreen = "Yes" end iup.SetFocus(cnv) end end function cnv:map_cb() iup.GLMakeCurrent(self) gl.ShadeModel('SMOOTH') -- Enable Smooth Shading gl.ClearColor(0, 0, 0, 0.5) -- Black Background gl.ClearDepth(1.0) -- Depth Buffer Setup gl.Enable('DEPTH_TEST') -- Enables Depth Testing gl.DepthFunc('LEQUAL') -- The Type Of Depth Testing To Do gl.Enable('COLOR_MATERIAL') gl.Hint('PERSPECTIVE_CORRECTION_HINT','NICEST') end dlg = iup.dialog{cnv; title="LuaGL Test Application 01"} dlg:show() cnv.rastersize = nil -- reset minimum limitation if (not iup.MainLoopLevel or iup.MainLoopLevel()==0) then iup.MainLoop() end