# Nehe Lesson 36 Code # modified from immediate mode to use vertex arrays for helix drawing require 'opengl' include Gl,Glu,Glut include Math def emptyTexture # Create Storage Space For Texture Data (128x128x4) data = ([0]*4*128*128).pack("f*") txtnumber = glGenTextures(1) # Create 1 Texture glBindTexture(GL_TEXTURE_2D, txtnumber[0]) # Bind The Texture glTexImage2D(GL_TEXTURE_2D, 0, 4, 128, 128, 0, GL_RGBA, GL_FLOAT, data) # Build Texture Using Information In data glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR) glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR) return txtnumber[0] # Return The Texture ID end def init global_ambient = [0.2, 0.2, 0.2, 1.0] # Set Ambient Lighting To Fairly Dark Light (No Color) light0pos = [0.0, 5.0, 10.0, 1.0] # Set The Light Position light0ambient = [0.2, 0.2, 0.2, 1.0] # More Ambient Light light0diffuse = [0.3, 0.3, 0.3, 1.0] # Set The Diffuse Light A Bit Brighter light0specular = [0.8, 0.8, 0.8, 1.0] # Fairly Bright Specular Lighting lmodel_ambient = [0.2,0.2,0.2,1.0] # And More Ambient Light $angle = 0.0 # Set Starting Angle To Zero $lasttime = 0 $blurTexture = emptyTexture() # Create Our Empty Texture $helix_v,$helix_n = createHelix() glVertexPointer(3,GL_FLOAT,0,$helix_v.flatten.pack("f*")) glNormalPointer(GL_FLOAT,0,$helix_n.flatten.pack("f*")) glLoadIdentity() # Reset The Modelview Matrix glEnable(GL_DEPTH_TEST) # Enable Depth Testing glLightModelfv(GL_LIGHT_MODEL_AMBIENT,lmodel_ambient) # Set The Ambient Light Model glLightModelfv(GL_LIGHT_MODEL_AMBIENT,global_ambient) # Set The Global Ambient Light Model glLightfv(GL_LIGHT0, GL_POSITION, light0pos) # Set The Lights Position glLightfv(GL_LIGHT0, GL_AMBIENT, light0ambient) # Set The Ambient Light glLightfv(GL_LIGHT0, GL_DIFFUSE, light0diffuse) # Set The Diffuse Light glLightfv(GL_LIGHT0, GL_SPECULAR, light0specular) # Set Up Specular Lighting glEnable(GL_LIGHTING) # Enable Lighting glEnable(GL_LIGHT0) # Enable Light0 glShadeModel(GL_SMOOTH) # Select Smooth Shading glMateriali(GL_FRONT, GL_SHININESS, 128) glClearColor(0.0, 0.0, 0.0, 0.5) # Set The Clear Color To Black end # Keyboard handler to exit when ESC is typed keyboard = lambda do |key, x, y| case(key) when ?\e exit(0) end glutPostRedisplay end reshape = lambda do |w,h| glMatrixMode(GL_PROJECTION) glViewport(0,0,w,h) glLoadIdentity() width = 0.5 height = 0.5 * h/w; glFrustum(-width,width,-height,height,1.0,2000.0) glMatrixMode(GL_MODELVIEW) glViewport(0,0,w,h) end def viewOrtho glMatrixMode(GL_PROJECTION) # Select Projection glPushMatrix() # Push The Matrix glLoadIdentity() # Reset The Matrix width = glutGet(GLUT_WINDOW_WIDTH) height = glutGet(GLUT_WINDOW_HEIGHT) glOrtho( 0, width , height , 0, -1, 1 ) # Select Ortho Mode (widthxheight) glMatrixMode(GL_MODELVIEW) # Select Modelview Matrix glPushMatrix() # Push The Matrix glLoadIdentity() # Reset The Matrix end def viewPerspective # Set Up A Perspective View glMatrixMode( GL_PROJECTION ) # Select Projection glPopMatrix() # Pop The Matrix glMatrixMode( GL_MODELVIEW ) # Select Modelview glPopMatrix() # Pop The Matrix end def normalize(v) len = sqrt( v[0]*v[0] + v[1]*v[1] + v[2]*v[2]) return v if len==0 [ v[0] / len, v[1] / len, v[2] / len ] end def calcNormal(v) # Calculates Normal For A Quad Using 3 Points # Finds The Vector Between 2 Points By Subtracting # The x,y,z Coordinates From One Point To Another. # Calculate The Vector From Point 1 To Point 0 v1, v2, out = [], [], [] x,y,z = 0,1,2 v1[x] = v[0][x] - v[1][x] # Vector 1.x=Vertex[0].x-Vertex[1].x v1[y] = v[0][y] - v[1][y] # Vector 1.y=Vertex[0].y-Vertex[1].y v1[z] = v[0][z] - v[1][z] # Vector 1.z=Vertex[0].y-Vertex[1].z # Calculate The Vector From Point 2 To Point 1 v2[x] = v[1][x] - v[2][x] # Vector 2.x=Vertex[0].x-Vertex[1].x v2[y] = v[1][y] - v[2][y] # Vector 2.y=Vertex[0].y-Vertex[1].y v2[z] = v[1][z] - v[2][z] # Vector 2.z=Vertex[0].z-Vertex[1].z # Compute The Cross Product To Give Us A Surface Normal out[x] = v1[y]*v2[z] - v1[z]*v2[y] # Cross Product For Y - Z out[y] = v1[z]*v2[x] - v1[x]*v2[z] # Cross Product For X - Z out[z] = v1[x]*v2[y] - v1[y]*v2[x] # Cross Product For X - Y normalize(out) end def createHelix() # creates helix VA twists = 5 r = 1.5 helix_v = [] helix_n = [] 0.step(360,20) do |phi| # 360 Degrees In Steps Of 20 0.step(360*twists,20) do |theta| # 360 Degrees * Number Of Twists In Steps Of 20 v= phi/180.0*PI # Calculate Angle Of First Point ( 0 ) u= theta/180.0*PI # Calculate Angle Of First Point ( 0 ) x= cos(u)*(2.0+cos(v))*r # Calculate x Position (1st Point) y= sin(u)*(2.0+cos(v))*r # Calculate y Position (1st Point) z=((u-(2.0*PI)) + sin(v))*r # Calculate z Position (1st Point) v0 = [x,y,z] v= phi/180.0*PI # Calculate Angle Of Second Point ( 0 ) u= (theta+20)/180.0*PI # Calculate Angle Of Second Point ( 20 ) x= cos(u)*(2.0+cos(v))*r # Calculate x Position (2nd Point) y= sin(u)*(2.0+cos(v))*r # Calculate y Position (2nd Point) z= ((u-(2.0*PI)) + sin(v))*r # Calculate z Position (2nd Point) v1 = [x,y,z] v= (phi+20)/180.0*PI # Calculate Angle Of Third Point ( 20 ) u= (theta+20)/180.0*PI # Calculate Angle Of Third Point ( 20 ) x= cos(u)*(2.0+cos(v))*r # Calculate x Position (3rd Point) y= sin(u)*(2.0+cos(v))*r # Calculate y Position (3rd Point) z= ((u-(2.0*PI)) + sin(v))*r # Calculate z Position (3rd Point) v2 = [x,y,z] v= (phi+20)/180.0*PI # Calculate Angle Of Fourth Point ( 20 ) u= (theta)/180.0*PI # Calculate Angle Of Fourth Point ( 0 ) x= cos(u)*(2.0+cos(v))*r # Calculate x Position (4th Point) y= sin(u)*(2.0+cos(v))*r # Calculate y Position (4th Point) z= ((u-(2.0*PI)) + sin(v))*r # Calculate z Position (4th Point) v3 = [x,y,z] normal = calcNormal([v0,v1,v2,v3]) # Calculate The Quad Normal helix_v << v0 << v1 << v2 << v3 helix_n << normal << normal << normal << normal end end [helix_v,helix_n] end def processHelix() # Draws A Helix glfMaterialColor = [0.4,0.2,0.8,1.0] # Set The Material Color specular = [1.0,1.0,1.0,1.0] # Sets Up Specular Lighting glLoadIdentity() # Reset The Modelview Matrix gluLookAt(0, 5, 50, 0, 0, 0, 0, 1, 0) # Eye Position (0,5,50) Center Of Scene (0,0,0), Up On Y Axis glPushMatrix() # Push The Modelview Matrix glTranslatef(0,0,-50) # Translate 50 Units Into The Screen glRotatef($angle/2.0,1,0,0) # Rotate By angle/2 On The X-Axis glRotatef($angle/3.0,0,1,0) # Rotate By angle/3 On The Y-Axis glMaterialfv(GL_FRONT_AND_BACK,GL_AMBIENT_AND_DIFFUSE,glfMaterialColor) glMaterialfv(GL_FRONT_AND_BACK,GL_SPECULAR,specular) glEnableClientState(GL_VERTEX_ARRAY) glEnableClientState(GL_NORMAL_ARRAY) glDrawArrays(GL_QUADS,0,$helix_v.size) glDisableClientState(GL_VERTEX_ARRAY) glDisableClientState(GL_NORMAL_ARRAY) glPopMatrix() # Pop The Matrix end def drawBlur(times,inc) spost = 0.0 # Starting Texture Coordinate Offset alphainc = 0.9 / times # Fade Speed For Alpha Blending alpha = 0.2 # Starting Alpha Value width = glutGet(GLUT_WINDOW_WIDTH) height = glutGet(GLUT_WINDOW_HEIGHT) # Disable AutoTexture Coordinates glDisable(GL_TEXTURE_GEN_S) glDisable(GL_TEXTURE_GEN_T) glEnable(GL_TEXTURE_2D) # Enable 2D Texture Mapping glDisable(GL_DEPTH_TEST) # Disable Depth Testing glBlendFunc(GL_SRC_ALPHA,GL_ONE) # Set Blending Mode glEnable(GL_BLEND) # Enable Blending glBindTexture(GL_TEXTURE_2D,$blurTexture) # Bind To The Blur Texture viewOrtho() # Switch To An Ortho View alphainc = alpha / times # alphainc=0.2 / Times To Render Blur glBegin(GL_QUADS) # Begin Drawing Quads 0.upto(times-1) do |num| # Number Of Times To Render Blur glColor4f(1.0, 1.0, 1.0, alpha) # Set The Alpha Value (Starts At 0.2) glTexCoord2f(0+spost,1-spost) # Texture Coordinate ( 0, 1 ) glVertex2f(0,0) # First Vertex ( 0, 0 ) glTexCoord2f(0+spost,0+spost) # Texture Coordinate ( 0, 0 ) glVertex2f(0,height) # Second Vertex ( 0, height ) glTexCoord2f(1-spost,0+spost) # Texture Coordinate ( 1, 0 ) glVertex2f(width,height) # Third Vertex ( width, height ) glTexCoord2f(1-spost,1-spost) # Texture Coordinate ( 1, 1 ) glVertex2f(width,0) # Fourth Vertex ( width, 0 ) spost += inc # Gradually Increase spost (Zooming Closer To Texture Center) alpha = alpha - alphainc # Gradually Decrease alpha (Gradually Fading Image Out) end glEnd() # Done Drawing Quads viewPerspective() # Switch To A Perspective View glEnable(GL_DEPTH_TEST) # Enable Depth Testing glDisable(GL_TEXTURE_2D) # Disable 2D Texture Mapping glDisable(GL_BLEND) # Disable Blending glBindTexture(GL_TEXTURE_2D,0) # Unbind The Blur Texture end def renderToTexture glViewport(0,0,128,128); # Set Our Viewport (Match Texture Size) processHelix() # Render The Helix glBindTexture(GL_TEXTURE_2D,$blurTexture) # Bind To The Blur Texture # Copy Our ViewPort To The Blur Texture (From 0,0 To 128,128... No Border) glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, 0, 0, 128, 128, 0) glClearColor(0.0, 0.0, 0.5, 0.5) # Set The Clear Color To Medium Blue glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) # Clear The Screen And Depth Buffer width = glutGet(GLUT_WINDOW_WIDTH) height = glutGet(GLUT_WINDOW_HEIGHT) glViewport(0 , 0,width,height) # Set Viewport (0,0 to widthxheight) end drawGLScene = lambda do # Draw The Scene glClearColor(0.0, 0.0, 0.0, 0.5) # Set The Clear Color To Black glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) # Clear Screen And Depth Buffer glLoadIdentity() # Reset The View renderToTexture() # Render To A Texture processHelix() # Draw Our Helix drawBlur(25,0.02) # Draw The Blur Effect glFlush() # Flush The GL Rendering Pipeline glutSwapBuffers() sleep(0.001) # don't hog all cpu time end idle = lambda do now = glutGet(GLUT_ELAPSED_TIME) elapsed = now - $lasttime $angle += (elapsed * 0.03) # Update angle Based On The Clock $lasttime = now glutPostRedisplay() end # Main glutInit() glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_ALPHA | GLUT_DEPTH) glutInitWindowPosition(100,100) glutInitWindowSize(640,480) glutCreateWindow("NeHe's Lesson 36") glutDisplayFunc(drawGLScene) glutIdleFunc(idle) glutReshapeFunc(reshape) glutKeyboardFunc(keyboard) init() glutMainLoop()