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 -- Calculate The Aspect Ratio Of The Window height = 1 end glu.Perspective(80, width / height, 1, 5000) 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 gl.LoadIdentity() -- Reset The Current Modelview Matrix gl.Translate(-1.5, 0, -6) -- Move Left 1.5 Units And Into The Screen 6.0 gl.Begin('TRIANGLES') -- Drawing Using Triangles gl.Color ( 1, 0, 0) -- Set The Color To Red gl.Vertex( 0, 1, 0) -- Move Up One Unit From Center (Top Point) gl.Color ( 0, 1, 0) -- Set The Color To Green gl.Vertex(-1,-1, 0) -- Left And Down One Unit (Bottom Left) gl.Color ( 0, 0, 1) -- Set The Color To Blue gl.Vertex( 1,-1, 0) -- Right And Down One Unit (Bottom Right) gl.End() -- Done Drawing A Triangle gl.Translate(3, 0, 0) -- From Right Point Move 3 Units Right gl.Color (0.5, 0.5, 1) -- Set The Color To Blue One Time Only gl.Begin('QUADS') -- Draw A Quad gl.Vertex(-1, 1, 0) -- Top Left gl.Vertex( 1, 1, 0) -- Top Right gl.Vertex( 1,-1, 0) -- Bottom Right gl.Vertex(-1,-1, 0) -- Bottom Left gl.End() 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 03"} dlg:show() cnv.rastersize = nil -- reset minimum limitation if (not iup.MainLoopLevel or iup.MainLoopLevel()==0) then iup.MainLoop() end