require("iuplua") require("iupluagl") require("luagl") require("luaglu") require("LoadTGA") iup.key_open() light = false -- Lighting ON / OFF lp = false -- L Pressed? fp = false -- F Pressed? xrot = 0 -- X Rotation yrot = 0 -- Y Rotation xspeed = 0 -- X Rotation Speed yspeed = 0 -- Y Rotation Speed z = -5 -- Depth Into The Screen LightAmbient = {0.5, 0.5, 0.5, 1} -- Ambient Light Values ( NEW ) LightDiffuse = {1, 1, 1, 1} -- Diffuse Light Values ( NEW ) LightPosition = {0, 0, 2, 1} -- Light Position ( NEW ) filter = 1 -- Which Filter To Use texture = 0 -- Storage for the textures cnv = iup.glcanvas{buffer="DOUBLE", rastersize = "640x480"} timer = iup.timer{time=10} function timer:action_cb() xrot = xrot + xspeed yrot = yrot + yspeed iup.Update(cnv) end 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(0,0,z) -- Translate Into/Out Of The Screen By z gl.Rotate(xrot,1,0,0) gl.Rotate(yrot,0,1,0) gl.BindTexture('TEXTURE_2D', texture[filter]) gl.Begin('QUADS') -- Front Face gl.Normal( 0, 0, 1) -- Normal Pointing Towards Viewer gl.TexCoord(0, 0) gl.Vertex(-1, -1, 1) -- Point 1 (Front) gl.TexCoord(1, 0) gl.Vertex( 1, -1, 1) -- Point 2 (Front) gl.TexCoord(1, 1) gl.Vertex( 1, 1, 1) -- Point 3 (Front) gl.TexCoord(0, 1) gl.Vertex(-1, 1, 1) -- Point 4 (Front) -- Back Face gl.Normal( 0, 0,-1) -- Normal Pointing Away From Viewer gl.TexCoord(1, 0) gl.Vertex(-1, -1, -1) -- Point 1 (Back) gl.TexCoord(1, 1) gl.Vertex(-1, 1, -1) -- Point 2 (Back) gl.TexCoord(0, 1) gl.Vertex( 1, 1, -1) -- Point 3 (Back) gl.TexCoord(0, 0) gl.Vertex( 1, -1, -1) -- Point 4 (Back) -- Top Face gl.Normal( 0, 1, 0) -- Normal Pointing Up gl.TexCoord(0, 1) gl.Vertex(-1, 1, -1) -- Point 1 (Top) gl.TexCoord(0, 0) gl.Vertex(-1, 1, 1) -- Point 2 (Top) gl.TexCoord(1, 0) gl.Vertex( 1, 1, 1) -- Point 3 (Top) gl.TexCoord(1, 1) gl.Vertex( 1, 1, -1) -- Point 4 (Top) -- Bottom Face gl.Normal( 0,-1, 0) -- Normal Pointing Down gl.TexCoord(1, 1) gl.Vertex(-1, -1, -1) -- Point 1 (Bottom) gl.TexCoord(0, 1) gl.Vertex( 1, -1, -1) -- Point 2 (Bottom) gl.TexCoord(0, 0) gl.Vertex( 1, -1, 1) -- Point 3 (Bottom) gl.TexCoord(1, 0) gl.Vertex(-1, -1, 1) -- Point 4 (Bottom) -- Right face gl.Normal( 1, 0, 0) -- Normal Pointing Right gl.TexCoord(1, 0) gl.Vertex( 1, -1, -1) -- Point 1 (Right) gl.TexCoord(1, 1) gl.Vertex( 1, 1, -1) -- Point 2 (Right) gl.TexCoord(0, 1) gl.Vertex( 1, 1, 1) -- Point 3 (Right) gl.TexCoord(0, 0) gl.Vertex( 1, -1, 1) -- Point 4 (Right) -- Left Face gl.Normal(-1, 0, 0) -- Normal Pointing Left gl.TexCoord(0, 0) gl.Vertex(-1, -1, -1) -- Point 1 (Left) gl.TexCoord(1, 0) gl.Vertex(-1, -1, 1) -- Point 2 (Left) gl.TexCoord(1, 1) gl.Vertex(-1, 1, 1) -- Point 3 (Left) gl.TexCoord(0, 1) gl.Vertex(-1, 1, -1) -- Point 4 (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 end if c == iup.K_F1 then if fullscreen then fullscreen = false dlg.fullscreen = "No" else fullscreen = true dlg.fullscreen = "Yes" end iup.SetFocus(cnv) end if c == iup.K_l then -- 'L' Key Being Pressed ? if (light) then gl.Disable('LIGHTING') light = false else gl.Enable('LIGHTING') light = true end end if c == iup.K_f then -- 'F' Key Being Pressed ? filter = filter + 1 if filter > 3 then filter = 1 end end if c == iup.K_PGUP then z = z - 2 end -- Is Page Up Being Pressed? If So, Move Into The Screen. if c == iup.K_PGDN then z = z + 2 end -- Is Page Down Being Pressed? If So, Move Towards The Viewer. if c == iup.K_UP then xspeed = xspeed - 0.01 end -- Is Up Arrow Being Pressed? If So, Decrease xspeed. if c == iup.K_DOWN then xspeed = xspeed + 0.01 end -- Is Down Arrow Being Pressed? If So, Increase xspeed. if c == iup.K_LEFT then yspeed = yspeed - 0.01 end -- Is Left Arrow Being Pressed? If So, Decrease yspeed. if c == iup.K_RIGHT then yspeed = yspeed + 0.01 end -- Is Right Arrow Being Pressed? If So, Increase yspeed. end function LoadGLTextures() texture = gl.GenTextures(3) -- Create The Textures -- Create Nearest Filtered Texture gl.BindTexture('TEXTURE_2D', texture[1]) gl.TexParameter('TEXTURE_2D','TEXTURE_MIN_FILTER','NEAREST') gl.TexParameter('TEXTURE_2D','TEXTURE_MAG_FILTER','NEAREST') crate = LoadTGA('crate.tga') --gl.TexImage(0, crate) gl.TexImage(0, crate.components, crate.format, crate) -- Create Linear Filtered Texture gl.BindTexture('TEXTURE_2D', texture[2]) gl.TexParameter('TEXTURE_2D','TEXTURE_MIN_FILTER','LINEAR') gl.TexParameter('TEXTURE_2D','TEXTURE_MAG_FILTER','LINEAR') gl.TexImage(0, crate) -- Create MipMapped Texture gl.BindTexture('TEXTURE_2D', texture[3]) gl.TexParameter('TEXTURE_2D','TEXTURE_MIN_FILTER','LINEAR_MIPMAP_NEAREST') gl.TexParameter('TEXTURE_2D','TEXTURE_MAG_FILTER','LINEAR') glu.Build2DMipmaps(crate) end function cnv:map_cb() iup.GLMakeCurrent(self) gl.Enable('TEXTURE_2D') -- Enable Texture Mapping ( NEW ) LoadGLTextures() 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.Hint('PERSPECTIVE_CORRECTION_HINT','NICEST') gl.Light('LIGHT1', 'AMBIENT', LightAmbient) -- Setup The Ambient Light gl.Light('LIGHT1', 'DIFFUSE', LightDiffuse) -- Setup The Diffuse Light gl.Light('LIGHT1', 'POSITION', LightPosition) -- Position The Light gl.Enable('LIGHT1') end dlg = iup.dialog{cnv; title="LuaGL Test Application 07"} dlg:show() cnv.rastersize = nil -- reset minimum limitation timer.run = "YES" if (not iup.MainLoopLevel or iup.MainLoopLevel()==0) then iup.MainLoop() end