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/* * This code was created by Jeff Molofee '99 * (ported to Linux/GLX by Mihael Vrbanec '00) * * If you've found this code useful, please let me know. * * Visit Jeff at http://nehe.gamedev.net/ * * or for port-specific comments, questions, bugreports etc. * email to [email protected] */ } # NeHe opengl tutorial number 9. # Translated to Tcl Copyright August 2005 Philip Quaife. # This file is placed in the public domain. # # This demo needs the Togl and tclogl extensions from # http://www.posoft.de/ # # Load a texture from and image (stored in this file for this demo) proc LoadTexture {file } { upvar #0 $file data catch {package require Img} set img [image create photo -data $data] set size [image width $img] set sizeh [image height $img] set sqr [expr {int(pow(2,int((log($size) / log(2)))))}] if {$sqr != $size || $sqr != $sizeh} { set tmp [image create photo -width $sqr -height $sqr] $tmp copy $img -to 0 0 $sqr $sqr set ::Img($file) $tmp image delete $img set img $tmp } set ::Tex($file,Size) $sqr set chan [PhotoChans $img] set vector [Vector GLubyte [expr {$size * $size * $chan}]] set ::Tex($file,Vector) $vector Photo2Vector $img $vector set texName [Vector GLuint 1] glGenTextures 1 $texName set ::Tex($file,TexID) [$texName get 0] glBindTexture GL_TEXTURE_2D $::Tex($file,TexID) glPixelStorei GL_UNPACK_ALIGNMENT 1 if {$chan == 3 } { glTexImage2D GL_TEXTURE_2D 0 $::GL_RGB $sqr $sqr 0 \ GL_RGB GL_UNSIGNED_BYTE $vector } else { glTexImage2D GL_TEXTURE_2D 0 4 $sqr $sqr 0 \ GL_RGBA GL_UNSIGNED_BYTE $vector } $vector delete glTexParameteri GL_TEXTURE_2D GL_TEXTURE_MAG_FILTER $::GL_LINEAR glTexParameteri GL_TEXTURE_2D GL_TEXTURE_MIN_FILTER $::GL_LINEAR return $::Tex($file,TexID) } # This function is called then widget is configured. proc tclReshapeFunc { toglwin width height } { glViewport 0 0 $width $height glMatrixMode GL_PROJECTION glLoadIdentity gluPerspective 45.0 [expr double($width) / $height] 0.1 150.0 glMatrixMode GL_MODELVIEW return if { $width > $height } { set w [expr double ($width) / double ($height)] glFrustum [expr -1.0*$w] $w -1.0 1.0 5.0 60.0 } else { set h [expr double ($height) / double ($width)] glFrustum -1.0 1.0 [expr -1.0*$h] $h 5.0 60.0 } glMatrixMode GL_MODELVIEW glLoadIdentity glTranslatef 0.0 0.0 -40.0 glClear [expr $::GL_COLOR_BUFFER_BIT | $::GL_DEPTH_BUFFER_BIT] } # We do the creation here once the gl context has been established. proc tclCreateFunc { toglwin } { set red { 0.8 0.1 0.0 1.0 } set green { 0.0 0.8 0.2 1.0 } set blue { 0.2 0.2 1.0 1.0 } set pos { 5.0 5.0 10.0 0.0 } glEnable GL_TEXTURE_2D glHint GL_PERSPECTIVE_CORRECTION_HINT GL_NICEST glBlendFunc GL_SRC_ALPHA GL_ONE glEnable GL_BLEND glClearDepth 1 # Place star in a display list for speed. set ::starList [glGenLists 1] glNewList $::starList GL_COMPILE glBegin GL_QUADS glTexCoord2f 0.0 0.0 glVertex3f -1.0 -1.0 0.0 glTexCoord2f 1.0 0.0 glVertex3f 1.0 -1.0 0.0 glTexCoord2f 1.0 1.0 glVertex3f 1.0 1.0 0.0 glTexCoord2f 0.0 1.0 glVertex3f -1.0 1.0 0.0 glEnd glEndList LoadTexture Star.xpm } # Initialise star data. proc InitStars {} { for {set loop 0} {$loop < $::STAR_NUM} {incr loop} { InitStar $loop set ::star($loop.angle) 0 ;# /* start all the stars at angle zero */ set ::star($loop.angle) 0.0 ;# /* start all the stars at angle zero */ set ::star($loop.dist) [expr double($loop) / $::STAR_NUM * $::DIST] } } proc InitStar {loop} { set ::star($loop.dist) $::DIST set ::star($loop.r) [rand 256] ;# /* get random red value */ set ::star($loop.g) [rand 256] ;# /* get random green value */ set ::star($loop.b) [rand 256] ;# /* get random blue value */ } # Shim for redraw. If there is an error in the display routine cancel # the animation loop else we get a perpetual error trace. # mainly useful for debugging. proc tclDisplayFunc { toglwin } { if {[catch {tclDisplayFuncX $toglwin}] } { set ::animate 0 } } # The real redraw function. # proc tclDisplayFuncX { toglwin } { glClear [expr $::GL_COLOR_BUFFER_BIT | $::GL_DEPTH_BUFFER_BIT] global star for {set loop 0} {$loop < $::STAR_NUM} {incr loop} { glLoadIdentity glTranslatef 0.0 0.0 $::zoom glRotatef $::tilt 1.0 0.0 0.0 glRotatef $star($loop.angle) 0.0 1.0 0.0 glTranslatef $star($loop.dist) 0.0 0.0 glRotatef [expr {-$star($loop.angle)}] 0.0 1.0 0.0 glRotatef [expr {-$::tilt}] 1.0 0.0 0.0 #/* if twinkling is enabled draw a second star */ if {$::twinkle} { #/* calculate the number of a star to mix with */ set starNum [expr {$::STAR_NUM - $loop - 1}] glColor4ub $star($starNum.r) $star($starNum.g) $star($starNum.b) 255 # We can test out here how much improvement the display list makes. if {1} { glCallList $::starList } else { glBegin GL_QUADS glTexCoord2f 0.0 0.0 glVertex3f -1.0 -1.0 0.0 glTexCoord2f 1.0 0.0 glVertex3f 1.0 -1.0 0.0 glTexCoord2f 1.0 1.0 glVertex3f 1.0 1.0 0.0 glTexCoord2f 0.0 1.0 glVertex3f -1.0 1.0 0.0 glEnd } } #/* draw the main star */ glRotatef $::spin 0.0 0.0 1.0 glColor4ub $star($loop.r) $star($loop.g) $star($loop.b) 255 if {1} { glCallList $::starList } else { glBegin GL_QUADS glTexCoord2f 0.0 0.0 glVertex3f -1.0 -1.0 0.0 glTexCoord2f 1.0 0.0 glVertex3f 1.0 -1.0 0.0 glTexCoord2f 1.0 1.0 glVertex3f 1.0 1.0 0.0 glTexCoord2f 0.0 1.0 glVertex3f -1.0 1.0 0.0 glEnd } set ::spin [expr {$::spin + 0.01}] set star($loop.angle) [expr { $star($loop.angle) + double($loop) / $::STAR_NUM }] ;# /* change the angle of the star */ set star($loop.dist) [expr {$star($loop.dist) - 0.01}] ;# /* change the distance of the star */ #/* if the star reaches the center, give it a new color and move it # * to the edge again # */ if {$star($loop.dist) < 0.0} { InitStar $loop } } $toglwin swapbuffers } # init the togl widget and defin UI. proc setup {win} { eval destroy [winfo children .] togl $win -width 512 -height 512 -rgba true -double true \ -depth true -privatecmap false \ -createproc tclCreateFunc \ -displayproc tclDisplayFunc \ -reshapeproc tclReshapeFunc pack $win -fill both -expand 1 pack [label .help -text "B1-Motion to zoom/rotate, t - twinkle, +/- num stars"] -anc s bind $win <Button-1> { set startx %x set starty %y focus %W } bind $win <B1-Motion> { if {abs(%y-$starty) > 50} { set zoom [expr {$zoom + ((%y > $starty) ? 0.5 : -0.5)}] } if {abs(%x-$startx) > 50} { set tilt [expr {$tilt + ((%x > $startx)? 5 : -5)}] } } bind $win <Key-t> { set twinkle [expr {1 - $twinkle}] } bind $win <Key-T> { set twinkle [expr {1 - $twinkle}] } bind $win <Key-plus> { incr STAR_NUM 5 InitStars } bind $win <Key-minus> { incr STAR_NUM -5 InitStars } focus $win } # generate a randome number for colour of quad. proc rand {n} { expr { int(rand() * $n )} } package require Togl package require tclogl bind . <Key-Escape> {destroy .} # Update screen to animate display. proc animate {} { if {$::animate && [winfo ismapped .gl]} { .gl postredisplay after $::animate animate } else { after 500 animate } list } # # Star.bmp inlined here. 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#9d9d9d", "2. c #0c0c0c", "3. c #676767", "4. c #c2c2c2", "5. c #313131", "6. c #8c8c8c", "7. c #e7e7e7", "8. c #b1b1b1", "9. c #565656", ".# c #202020", "## c #d6d6d6", "a# c #7b7b7b", "b# c #454545", "c# c #fbfbfb", "d# c #a0a0a0", "e# c #0f0f0f", "f# c #6a6a6a", "g# c #c5c5c5", "h# c #343434", "i# c #8f8f8f", "j# c #eaeaea", "k# c #595959", "l# c #b4b4b4", "m# c #232323", "n# c #d9d9d9", "o# c #7e7e7e", "p# c #484848", "q# c #fefefe", "r# c #a3a3a3", "s# c #121212", "t# c #6d6d6d", "u# c #c8c8c8", "v# c #929292", "w# c #373737", "x# c #ededed", "y# c #010101", "z# c #5c5c5c", "A# c #b7b7b7", "B# c #dcdcdc", "C# c #262626", "D# c #818181", "E# c #4b4b4b", "F# c #a6a6a6", "G# c #151515", "H# c #707070", "I# c #cbcbcb", "J# c #3a3a3a", "K# c #f0f0f0", "L# c #959595", "M# c #040404", "N# c #5f5f5f", "O# c #bababa", "P# c #292929", "Q# c #848484", "R# c #dfdfdf", "S# c #4e4e4e", "T# c #a9a9a9", "U# c #181818", "V# c #cecece", "W# c #737373", "X# c #3d3d3d", "Y# c #f3f3f3", "Z# c 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