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ocaml-glmlite-devel-0.03.51-17.2.mga6.x86_64.rpm

(*
 This code was created by Jeff Molofee '99
 If you've found this code useful, please let me know.

 The full tutorial associated with this file is available here:
 http://nehe.gamedev.net/data/lessons/lesson.asp?lesson=04

 (OCaml version by Florent Monnier)
*)
open GL       (* Module For The OpenGL Library *)
open Glu      (* Module For The GLu Library *)
open Glut     (* Module For The GLUT Library *)

(* rotation angle for the triangle. *)
let rtri = ref 0.0

(* rotation angle for the quadrilateral. *)
let rquad = ref 0.0

(* A general OpenGL initialization function.  Sets all of the initial parameters. *)
let initGL ~width ~height =                (* We call this right after our OpenGL window is created. *)
  glClearColor 0.0 0.0 0.0 0.0;            (* This Will Clear The Background Color To Black *)
  glClearDepth 1.0;                        (* Enables Clearing Of The Depth Buffer *)
  glDepthFunc GL_LESS;                     (* The Type Of Depth Test To Do *)
  glEnable GL_DEPTH_TEST;                  (* Enables Depth Testing *)
  glShadeModel GL_SMOOTH;                  (* Enables Smooth Color Shading *)

  glMatrixMode GL_PROJECTION;
  glLoadIdentity();                        (* Reset The Projection Matrix *)

  gluPerspective 45.0 ((float width)/.(float height)) 0.1 100.0;  (* Calculate The Aspect Ratio Of The Window *)

  glMatrixMode GL_MODELVIEW;
;;


(* The function called when our window is resized (which shouldn't happen, because we're fullscreen) *)
let reshape ~width ~height =
  let height =
    if height = 0                          (* Prevent A Divide By Zero If The Window Is Too Small *)
    then 1
    else height
  in

  glViewport 0 0 width height;             (* Reset The Current Viewport And Perspective Transformation *)

  glMatrixMode GL_PROJECTION;
  glLoadIdentity();

  gluPerspective 45.0 ((float width)/.(float height)) 0.1 100.0;
  glMatrixMode GL_MODELVIEW;
;;

(* The main drawing function. *)
let display() =

  glClear [GL_COLOR_BUFFER_BIT; GL_DEPTH_BUFFER_BIT];     (* Clear The Screen And The Depth Buffer *)
  glLoadIdentity();                        (* Reset The View *)

  glTranslate (-1.5) (0.0) (-6.0);         (* Move Left 1.5 Units And Into The Screen 6.0 *)

  glRotate !rtri 0.0 1.0 0.0;              (* Rotate The Triangle On The Y axis *)
  (* draw a triangle (in smooth coloring mode) *)
  glBegin GL_POLYGON;                      (* start drawing a polygon *)
  glColor3 (1.0) (0.0) (0.0);              (* Set The Color To Red *)
  glVertex3 (0.0) (1.0) (0.0);             (* Top *)
  glColor3 (0.0) (1.0) (0.0);              (* Set The Color To Green *)
  glVertex3 (1.0) (-1.0) (0.0);            (* Bottom Right *)
  glColor3 (0.0) (0.0) (1.0);              (* Set The Color To Blue *)
  glVertex3 (-1.0) (-1.0) (0.0);           (* Bottom Left *)
  glEnd();                                 (* we're done with the polygon (smooth color interpolation) *)

  glLoadIdentity();                        (* make sure we're no longer rotated. *)
  glTranslate (1.5) (0.0) (-6.0);          (* Move Right 3 Units, and back into the screen 6.0 *)

  glRotate !rquad 1.0 0.0 0.0;             (* Rotate The Quad On The X axis *)
  (* draw a square (quadrilateral) *)
  glColor3 0.5 0.5 1.0;                    (* set color to a blue shade. *)
  glBegin GL_QUADS;                        (* start drawing a polygon (4 sided) *)
  glVertex3 (-1.0) ( 1.0) (0.0);           (* Top Left *)
  glVertex3 ( 1.0) ( 1.0) (0.0);           (* Top Right *)
  glVertex3 ( 1.0) (-1.0) (0.0);           (* Bottom Right *)
  glVertex3 (-1.0) (-1.0) (0.0);           (* Bottom Left *)
  glEnd();                                 (* done with the polygon *)

  rtri := !rtri +. 15.0;                   (* Increase The Rotation Variable For The Triangle *)
  rquad := !rquad -. 15.0;                 (* Decrease The Rotation Variable For The Quad *)

  (* swap the buffers to display, since double buffering is used. *)
  glutSwapBuffers();
;;

(* The function called whenever a key is pressed. *)
let keyPressed ~window ~key ~x ~y =
  (* If escape is pressed, kill everything. *)
  match key with
  | '\027' ->
      (* shut down our window *)
      glutDestroyWindow window;

      (* exit the program...normal termination. *)
      exit(0);

  | _ -> ()
;;

(* Main *)
let () =
  (* Initialize GLUT state - glut will take any command line arguments that
     pertain to it or X Windows - look at its documentation at:
     http://www.opengl.org/resources/libraries/glut/spec3/node10.html *)
  ignore(glutInit Sys.argv);

  (* Select type of Display mode:
     Double buffer 
     RGBA color
     Alpha components supported 
     Depth buffer *)  
  glutInitDisplayMode [GLUT_RGBA; GLUT_DOUBLE; GLUT_ALPHA; GLUT_DEPTH];

  (* get a 640 x 480 window *)
  glutInitWindowSize 640 480;

  (* the window starts at the upper left corner of the screen *)
  glutInitWindowPosition 0 0;

  (* Open a window *)  
  let window = glutCreateWindow "Jeff Molofee's GL Code Tutorial ... NeHe '99" in

  (* Register the function to do all our OpenGL drawing. *)
  glutDisplayFunc ~display;  

  (* Go fullscreen.  This is as soon as possible. *)
  glutFullScreen();

  (* Even if there are no events, redraw our gl scene. *)
  glutIdleFunc ~idle:display;

  (* Register the function called when our window is resized. *)
  glutReshapeFunc ~reshape;

  (* Register the function called when the keyboard is pressed. *)
  glutKeyboardFunc (keyPressed ~window);

  (* Initialize our window. *)
  initGL 640 480;
  
  (* Start Event Processing Engine *)
  glutMainLoop();
;;