#/* # * Copyright (c) 1993-1997, Silicon Graphics, Inc. # * ALL RIGHTS RESERVED # * Permission to use, copy, modify, and distribute this software for # * any purpose and without fee is hereby granted, provided that the above # * copyright notice appear in all copies and that both the copyright notice # * and this permission notice appear in supporting documentation, and that # * the name of Silicon Graphics, Inc. not be used in advertising # * or publicity pertaining to distribution of the software without specific, # * written prior permission. # * # * THE MATERIAL EMBODIED ON THIS SOFTWARE IS PROVIDED TO YOU "AS-IS" # * AND WITHOUT WARRANTY OF ANY KIND, EXPRESS, IMPLIED OR OTHERWISE, # * INCLUDING WITHOUT LIMITATION, ANY WARRANTY OF MERCHANTABILITY OR # * FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL SILICON # * GRAPHICS, INC. BE LIABLE TO YOU OR ANYONE ELSE FOR ANY DIRECT, # * SPECIAL, INCIDENTAL, INDIRECT OR CONSEQUENTIAL DAMAGES OF ANY # * KIND, OR ANY DAMAGES WHATSOEVER, INCLUDING WITHOUT LIMITATION, # * LOSS OF PROFIT, LOSS OF USE, SAVINGS OR REVENUE, OR THE CLAIMS OF # * THIRD PARTIES, WHETHER OR NOT SILICON GRAPHICS, INC. HAS BEEN # * ADVISED OF THE POSSIBILITY OF SUCH LOSS, HOWEVER CAUSED AND ON # * ANY THEORY OF LIABILITY, ARISING OUT OF OR IN CONNECTION WITH THE # * POSSESSION, USE OR PERFORMANCE OF THIS SOFTWARE. # * # * US Government Users Restricted Rights # * Use, duplication, or disclosure by the Government is subject to # * restrictions set forth in FAR 52.227.19(c)(2) or subparagraph # * (c)(1)(ii) of the Rights in Technical Data and Computer Software # * clause at DFARS 252.227-7013 and/or in similar or successor # * clauses in the FAR or the DOD or NASA FAR Supplement. # * Unpublished-- rights reserved under the copyright laws of the # * United States. Contractor/manufacturer is Silicon Graphics, # * Inc., 2011 N. Shoreline Blvd., Mountain View, CA 94039-7311. # * # * OpenGL(R) is a registered trademark of Silicon Graphics, Inc. # */ # #/* # * quadric.c # * This program demonstrates the use of some of the gluQuadric* # * routines. Quadric objects are created with some quadric # * properties and the callback routine to handle errors. # * Note that the cylinder has no top or bottom and the circle # * has a hole in it. # */ require "opengl" require "glut" require "mathn" $startList = nil; #void CALLBACK errorCallback(GLenum errorCode) #{ # const GLubyte *estring; # # estring = gluErrorString(errorCode); # fprintf(stderr, "Quadric Error: %s\n", estring); # exit(0); #} def init mat_ambient = [ 0.5, 0.5, 0.5, 1.0 ]; mat_specular = [ 1.0, 1.0, 1.0, 1.0 ]; mat_shininess = [ 50.0 ]; light_position = [ 1.0, 1.0, 1.0, 0.0 ]; model_ambient = [ 0.5, 0.5, 0.5, 1.0 ]; GL.ClearColor(0.0, 0.0, 0.0, 0.0); GL.Material(GL::FRONT, GL::AMBIENT, mat_ambient); GL.Material(GL::FRONT, GL::SPECULAR, mat_specular); GL.Material(GL::FRONT, GL::SHININESS, mat_shininess); GL.Light(GL::LIGHT0, GL::POSITION, light_position); GL.LightModel(GL::LIGHT_MODEL_AMBIENT, model_ambient); GL.Enable(GL::LIGHTING); GL.Enable(GL::LIGHT0); GL.Enable(GL::DEPTH_TEST); #/* Create 4 display lists, each with a different quadric object. # * Different drawing styles and surface normal specifications # * are demonstrated. # */ $startList = GL.GenLists(4); qobj = GLU.NewQuadric(); # gluQuadricCallback(qobj, GLU_ERROR, # (GLvoid (CALLBACK*) ()) errorCallback); GLU.QuadricDrawStyle(qobj, GLU::FILL); #/* smooth shaded */ GLU.QuadricNormals(qobj, GLU::SMOOTH); GL.NewList($startList, GL::COMPILE); GLU.Sphere(qobj, 0.75, 15, 10); GL.EndList(); GLU.QuadricDrawStyle(qobj, GLU::FILL); #/* flat shaded */ GLU.QuadricNormals(qobj, GLU::FLAT); GL.NewList($startList+1, GL::COMPILE); GLU.Cylinder(qobj, 0.5, 0.3, 1.0, 15, 5); GL.EndList(); GLU.QuadricDrawStyle(qobj, GLU::LINE); #/* all polygons wireframe */ GLU.QuadricNormals(qobj, GLU::NONE); GL.NewList($startList+2, GL::COMPILE); GLU.Disk(qobj, 0.25, 1.0, 20, 4); GL.EndList(); GLU.QuadricDrawStyle(qobj, GLU::SILHOUETTE); #/* boundary only */ GLU.QuadricNormals(qobj, GLU::NONE); GL.NewList($startList+3, GL::COMPILE); GLU.PartialDisk(qobj, 0.0, 1.0, 20, 4, 0.0, 225.0); GL.EndList(); end display = Proc.new { GL.Clear(GL::COLOR_BUFFER_BIT | GL::DEPTH_BUFFER_BIT); GL.PushMatrix(); GL.Enable(GL::LIGHTING); GL.ShadeModel(GL::SMOOTH); GL.Translate(-1.0, -1.0, 0.0); GL.CallList($startList); GL.ShadeModel(GL::FLAT); GL.Translate(0.0, 2.0, 0.0); GL.PushMatrix(); GL.Rotate(300.0, 1.0, 0.0, 0.0); GL.CallList($startList+1); GL.PopMatrix(); GL.Disable(GL::LIGHTING); GL.Color(0.0, 1.0, 1.0); GL.Translate(2.0, -2.0, 0.0); GL.CallList($startList+2); GL.Color(1.0, 1.0, 0.0); GL.Translate(0.0, 2.0, 0.0); GL.CallList($startList+3); GL.PopMatrix(); GL.Flush(); } reshape = Proc.new {|w, h| GL.Viewport(0, 0, w, h); GL.MatrixMode(GL::PROJECTION); GL.LoadIdentity(); if (w <= h) GL.Ortho(-2.5, 2.5, -2.5*h/w, 2.5*h/w, -10.0, 10.0); else GL.Ortho(-2.5*w/h, 2.5*w/h, -2.5, 2.5, -10.0, 10.0); end GL.MatrixMode(GL::MODELVIEW); GL.LoadIdentity(); } #/* ARGSUSED1 */ keyboard = Proc.new {|key, x, y| case (key) when 27 exit(0); end } #int main(int argc, char** argv) #{ GLUT.Init GLUT.InitDisplayMode(GLUT::SINGLE | GLUT::RGB | GLUT::DEPTH); GLUT.InitWindowSize(500, 500); GLUT.InitWindowPosition(100, 100); GLUT.CreateWindow($0); init(); GLUT.DisplayFunc(display); GLUT.ReshapeFunc(reshape); GLUT.KeyboardFunc(keyboard); GLUT.MainLoop(); # return 0; #}