Tuesday, 4 June 2013

OpenGL and Rebol

Under Windows you can use openGL Graphic, loading the following DLLs:
  • user32.dll
  • gdi32.dll
  • Opengl32.dll
Here is an example video:


Here is the source code:

REBOL [
  Title: "OpenGL Test"
  Author: "Cal Dixon"
  Date: 11-Mar-2003
  File: %opengl.r
  Purpose: "Demonstrate the use of OpenGL in View/Pro on Windows"
  license: 'MIT
  ]
;
; OpenGL.R Test (c) 2003 Cal Dixon.
;

to-cstring: func [str bufsize ] [head change (head insert/dup (make binary! bufsize) #{00} bufsize) to-binary str ]
unsignedint32: func [n ] [
  reduce [
      to-char ((n / 65536) / 256) to-char ((n / 65536) // 256)
      to-char ((n // 65536) / 256) to-char ((n // 65536) // 256)
      ]
  ]
signedint32: func [n ] [
  n: either n < 0 [
      xor~ #{ffffffff} to-binary rejoin unsignedint32 ((n * -1) - 1)
      ][unsignedint32 n ]
  reduce [to-char first n to-char second n to-char third n to-char fourth n ]
  ]
to-binary-int: func [n /unsigned /short /intel ] [
  n: either unsigned [ unsignedint32 n ] [signedint32 n ]
  to-binary rejoin either intel [
      either short [ [fourth n third n] ] [head reverse n ]
      ][
      either short [ [third n fourth n] ] [n ]
      ]
  ]
to-ieee: func [d /local exp fractionbits mantissa m a b c][
  exp: log-2 abs d
  exp: to-integer exp
  fractionbits: max 0 (23 - exp)
  mantissa: (abs d) / (2 ** exp)
  m: to-integer mantissa * (2 ** fractionbits)
  a: join to-binary to-char either negative? d [128][0] #{000000}
  b: to-binary to-char exp + 127 #{000000}
  c: to-binary-int m
  a or b or c
  ]
intel-integer-passthru-ieee: func [d][to-integer to-binary-int/intel to-integer to-ieee d ]
to-bin-array: func [type block /local out value ][
  out: make binary! 4 * length? block
  foreach value block [
      insert tail out third make struct! compose/deep [ a [(type)] ] reduce [value]
      ]
  out
  ]
int-pointer-to-integer: func [data][to-integer head reverse copy/part data 4 ]
PIXELFORMATDESCRIPTOR-def: [
  nSize [short]
  nVersion [short]
  dwFlags [integer!]
  iPixelType [char!]
  cColorBits [char!]
  cRedBits [char!]
  cRedShift [char!]
  cGreenBits [char!]
  cGreenShift [char!]
  cBlueBits [char!]
  cBlueShift [char!]
  cAlphaBits [char!]
  cAlphaShift [char!]
  cAccumBits [char!]
  cAccumRedBits [char!]
  cAccumGreenBits [char!]
  cAccumBlueBits [char!]
  cAccumAlphaBits [char!]
  cDepthBits [char!]
  cStencilBits [char!]
  cAuxBuffers [char!]
  iLayerType [char!]
  bReserved [char!]
  dwLayerMask [integer!]
  dwVisibleMask [integer!]
  dwDamageMask [integer!]
  ]
PIXELFORMATDESCRIPTOR: make struct! PIXELFORMATDESCRIPTOR-def none
PFD_DOUBLEBUFFER: to-integer #{00000001}
PFD_STEREO: to-integer #{00000002}
PFD_DRAW_TO_WINDOW: to-integer #{00000004}
PFD_DRAW_TO_BITMAP: to-integer #{00000008}
PFD_SUPPORT_GDI: to-integer #{00000010}
PFD_SUPPORT_OPENGL: to-integer #{00000020}
PFD_GENERIC_FORMAT: to-integer #{00000040}
PFD_NEED_PALETTE: to-integer #{00000080}
PFD_NEED_SYSTEM_PALETTE: to-integer #{00000100}
PFD_SWAP_EXCHANGE: to-integer #{00000200}
PFD_SWAP_COPY: to-integer #{00000400}
PFD_SWAP_LAYER_BUFFERS: to-integer #{00000800}
PFD_GENERIC_ACCELERATED: to-integer #{00001000}
PFD_SUPPORT_DIRECTDRAW: to-integer #{00002000}
PFD_TYPE_RGBA: to-char 0
PFD_TYPE_COLORINDEX: to-char 1
PFD_MAIN_PLANE: to-char 0
PFD_OVERLAY_PLANE: to-char 1
PFD_UNDERLAY_PLANE: to-char 255
GL_TRIANGLES: 4
GL_CURRENT_BIT: to-integer #{00000001}
GL_POINT_BIT: to-integer #{00000002}
GL_LINE_BIT: to-integer #{00000004}
GL_POLYGON_BIT: to-integer #{00000008}
GL_POLYGON_STIPPLE_BIT: to-integer #{00000010}
GL_PIXEL_MODE_BIT: to-integer #{00000020}
GL_LIGHTING_BIT: to-integer #{00000040}
GL_FOG_BIT: to-integer #{00000080}
GL_DEPTH_BUFFER_BIT: to-integer #{00000100}
GL_ACCUM_BUFFER_BIT: to-integer #{00000200}
GL_STENCIL_BUFFER_BIT: to-integer #{00000400}
GL_VIEWPORT_BIT: to-integer #{00000800}
GL_TRANSFORM_BIT: to-integer #{00001000}
GL_ENABLE_BIT: to-integer #{00002000}
GL_COLOR_BUFFER_BIT: to-integer #{00004000}
GL_HINT_BIT: to-integer #{00008000}
GL_EVAL_BIT: to-integer #{00010000}
GL_LIST_BIT: to-integer #{00020000}
GL_TEXTURE_BIT: to-integer #{00040000}
GL_SCISSOR_BIT: to-integer #{00080000}
GL_ALL_ATTRIB_BITS: to-integer #{000fffff}
GL_COLOR_INDEX: to-integer #{1900}
GL_STENCIL_INDEX: to-integer #{1901}
GL_DEPTH_COMPONENT: to-integer #{1902}
GL_RED: to-integer #{1903}
GL_GREEN: to-integer #{1904}
GL_BLUE: to-integer #{1905}
GL_ALPHA: to-integer #{1906}
GL_RGB: to-integer #{1907}
GL_RGBA: to-integer #{1908}
GL_LUMINANCE: to-integer #{1909}
GL_LUMINANCE_ALPHA: to-integer #{190A}
GL_BGR_EXT: to-integer #{80E0}
GL_BGRA_EXT: to-integer #{80E1}
GL_BYTE: to-integer #{1400}
GL_UNSIGNED_BYTE: to-integer #{1401}
GL_SHORT: to-integer #{1402}
GL_UNSIGNED_SHORT: to-integer #{1403}
GL_INT: to-integer #{1404}
GL_UNSIGNED_INT: to-integer #{1405}
GL_FLOAT: to-integer #{1406}
GL_2_BYTES: to-integer #{1407}
GL_3_BYTES: to-integer #{1408}
GL_4_BYTES: to-integer #{1409}
GL_DOUBLE: to-integer #{140A}
GL_CURRENT_COLOR: to-integer #{0B00}
GL_CURRENT_INDEX: to-integer #{0B01}
GL_CURRENT_NORMAL: to-integer #{0B02}
GL_CURRENT_TEXTURE_COORDS: to-integer #{0B03}
GL_CURRENT_RASTER_COLOR: to-integer #{0B04}
GL_CURRENT_RASTER_INDEX: to-integer #{0B05}
GL_CURRENT_RASTER_TEXTURE_COORDS: to-integer #{0B06}
GL_CURRENT_RASTER_POSITION: to-integer #{0B07}
GL_CURRENT_RASTER_POSITION_VALID: to-integer #{0B08}
GL_CURRENT_RASTER_DISTANCE: to-integer #{0B09}
GL_POINT_SMOOTH: to-integer #{0B10}
GL_POINT_SIZE: to-integer #{0B11}
GL_POINT_SIZE_RANGE: to-integer #{0B12}
GL_POINT_SIZE_GRANULARITY: to-integer #{0B13}
GL_LINE_SMOOTH: to-integer #{0B20}
GL_LINE_WIDTH: to-integer #{0B21}
GL_LINE_WIDTH_RANGE: to-integer #{0B22}
GL_LINE_WIDTH_GRANULARITY: to-integer #{0B23}
GL_LINE_STIPPLE: to-integer #{0B24}
GL_LINE_STIPPLE_PATTERN: to-integer #{0B25}
GL_LINE_STIPPLE_REPEAT: to-integer #{0B26}
GL_LIST_MODE: to-integer #{0B30}
GL_MAX_LIST_NESTING: to-integer #{0B31}
GL_LIST_BASE: to-integer #{0B32}
GL_LIST_INDEX: to-integer #{0B33}
GL_POLYGON_MODE: to-integer #{0B40}
GL_POLYGON_SMOOTH: to-integer #{0B41}
GL_POLYGON_STIPPLE: to-integer #{0B42}
GL_EDGE_FLAG: to-integer #{0B43}
GL_CULL_FACE: to-integer #{0B44}
GL_CULL_FACE_MODE: to-integer #{0B45}
GL_FRONT_FACE: to-integer #{0B46}
GL_LIGHTING: to-integer #{0B50}
GL_LIGHT_MODEL_LOCAL_VIEWER: to-integer #{0B51}
GL_LIGHT_MODEL_TWO_SIDE: to-integer #{0B52}
GL_LIGHT_MODEL_AMBIENT: to-integer #{0B53}
GL_SHADE_MODEL: to-integer #{0B54}
GL_COLOR_MATERIAL_FACE: to-integer #{0B55}
GL_COLOR_MATERIAL_PARAMETER: to-integer #{0B56}
GL_COLOR_MATERIAL: to-integer #{0B57}
GL_FOG: to-integer #{0B60}
GL_FOG_INDEX: to-integer #{0B61}
GL_FOG_DENSITY: to-integer #{0B62}
GL_FOG_START: to-integer #{0B63}
GL_FOG_END: to-integer #{0B64}
GL_FOG_MODE: to-integer #{0B65}
GL_FOG_COLOR: to-integer #{0B66}
GL_DEPTH_RANGE: to-integer #{0B70}
GL_DEPTH_TEST: to-integer #{0B71}
GL_DEPTH_WRITEMASK: to-integer #{0B72}
GL_DEPTH_CLEAR_VALUE: to-integer #{0B73}
GL_DEPTH_FUNC: to-integer #{0B74}
GL_ACCUM_CLEAR_VALUE: to-integer #{0B80}
GL_STENCIL_TEST: to-integer #{0B90}
GL_STENCIL_CLEAR_VALUE: to-integer #{0B91}
GL_STENCIL_FUNC: to-integer #{0B92}
GL_STENCIL_VALUE_MASK: to-integer #{0B93}
GL_STENCIL_FAIL: to-integer #{0B94}
GL_STENCIL_PASS_DEPTH_FAIL: to-integer #{0B95}
GL_STENCIL_PASS_DEPTH_PASS: to-integer #{0B96}
GL_STENCIL_REF: to-integer #{0B97}
GL_STENCIL_WRITEMASK: to-integer #{0B98}
GL_MATRIX_MODE: to-integer #{0BA0}
GL_NORMALIZE: to-integer #{0BA1}
GL_VIEWPORT: to-integer #{0BA2}
GL_MODELVIEW_STACK_DEPTH: to-integer #{0BA3}
GL_PROJECTION_STACK_DEPTH: to-integer #{0BA4}
GL_TEXTURE_STACK_DEPTH: to-integer #{0BA5}
GL_MODELVIEW_MATRIX: to-integer #{0BA6}
GL_PROJECTION_MATRIX: to-integer #{0BA7}
GL_TEXTURE_MATRIX: to-integer #{0BA8}
GL_ATTRIB_STACK_DEPTH: to-integer #{0BB0}
GL_CLIENT_ATTRIB_STACK_DEPTH: to-integer #{0BB1}
GL_ALPHA_TEST: to-integer #{0BC0}
GL_ALPHA_TEST_FUNC: to-integer #{0BC1}
GL_ALPHA_TEST_REF: to-integer #{0BC2}
GL_DITHER: to-integer #{0BD0}
GL_BLEND_DST: to-integer #{0BE0}
GL_BLEND_SRC: to-integer #{0BE1}
GL_BLEND: to-integer #{0BE2}
GL_LOGIC_OP_MODE: to-integer #{0BF0}
GL_INDEX_LOGIC_OP: to-integer #{0BF1}
GL_COLOR_LOGIC_OP: to-integer #{0BF2}
GL_AUX_BUFFERS: to-integer #{0C00}
GL_DRAW_BUFFER: to-integer #{0C01}
GL_READ_BUFFER: to-integer #{0C02}
GL_SCISSOR_BOX: to-integer #{0C10}
GL_SCISSOR_TEST: to-integer #{0C11}
GL_INDEX_CLEAR_VALUE: to-integer #{0C20}
GL_INDEX_WRITEMASK: to-integer #{0C21}
GL_COLOR_CLEAR_VALUE: to-integer #{0C22}
GL_COLOR_WRITEMASK: to-integer #{0C23}
GL_INDEX_MODE: to-integer #{0C30}
GL_RGBA_MODE: to-integer #{0C31}
GL_DOUBLEBUFFER: to-integer #{0C32}
GL_STEREO: to-integer #{0C33}
GL_RENDER_MODE: to-integer #{0C40}
GL_PERSPECTIVE_CORRECTION_HINT: to-integer #{0C50}
GL_POINT_SMOOTH_HINT: to-integer #{0C51}
GL_LINE_SMOOTH_HINT: to-integer #{0C52}
GL_POLYGON_SMOOTH_HINT: to-integer #{0C53}
GL_FOG_HINT: to-integer #{0C54}
GL_TEXTURE_GEN_S: to-integer #{0C60}
GL_TEXTURE_GEN_T: to-integer #{0C61}
GL_TEXTURE_GEN_R: to-integer #{0C62}
GL_TEXTURE_GEN_Q: to-integer #{0C63}
GL_PIXEL_MAP_I_TO_I: to-integer #{0C70}
GL_PIXEL_MAP_S_TO_S: to-integer #{0C71}
GL_PIXEL_MAP_I_TO_R: to-integer #{0C72}
GL_PIXEL_MAP_I_TO_G: to-integer #{0C73}
GL_PIXEL_MAP_I_TO_B: to-integer #{0C74}
GL_PIXEL_MAP_I_TO_A: to-integer #{0C75}
GL_PIXEL_MAP_R_TO_R: to-integer #{0C76}
GL_PIXEL_MAP_G_TO_G: to-integer #{0C77}
GL_PIXEL_MAP_B_TO_B: to-integer #{0C78}
GL_PIXEL_MAP_A_TO_A: to-integer #{0C79}
GL_PIXEL_MAP_I_TO_I_SIZE: to-integer #{0CB0}
GL_PIXEL_MAP_S_TO_S_SIZE: to-integer #{0CB1}
GL_PIXEL_MAP_I_TO_R_SIZE: to-integer #{0CB2}
GL_PIXEL_MAP_I_TO_G_SIZE: to-integer #{0CB3}
GL_PIXEL_MAP_I_TO_B_SIZE: to-integer #{0CB4}
GL_PIXEL_MAP_I_TO_A_SIZE: to-integer #{0CB5}
GL_PIXEL_MAP_R_TO_R_SIZE: to-integer #{0CB6}
GL_PIXEL_MAP_G_TO_G_SIZE: to-integer #{0CB7}
GL_PIXEL_MAP_B_TO_B_SIZE: to-integer #{0CB8}
GL_PIXEL_MAP_A_TO_A_SIZE: to-integer #{0CB9}
GL_UNPACK_SWAP_BYTES: to-integer #{0CF0}
GL_UNPACK_LSB_FIRST: to-integer #{0CF1}
GL_UNPACK_ROW_LENGTH: to-integer #{0CF2}
GL_UNPACK_SKIP_ROWS: to-integer #{0CF3}
GL_UNPACK_SKIP_PIXELS: to-integer #{0CF4}
GL_UNPACK_ALIGNMENT: to-integer #{0CF5}
GL_PACK_SWAP_BYTES: to-integer #{0D00}
GL_PACK_LSB_FIRST: to-integer #{0D01}
GL_PACK_ROW_LENGTH: to-integer #{0D02}
GL_PACK_SKIP_ROWS: to-integer #{0D03}
GL_PACK_SKIP_PIXELS: to-integer #{0D04}
GL_PACK_ALIGNMENT: to-integer #{0D05}
GL_MAP_COLOR: to-integer #{0D10}
GL_MAP_STENCIL: to-integer #{0D11}
GL_INDEX_SHIFT: to-integer #{0D12}
GL_INDEX_OFFSET: to-integer #{0D13}
GL_RED_SCALE: to-integer #{0D14}
GL_RED_BIAS: to-integer #{0D15}
GL_ZOOM_X: to-integer #{0D16}
GL_ZOOM_Y: to-integer #{0D17}
GL_GREEN_SCALE: to-integer #{0D18}
GL_GREEN_BIAS: to-integer #{0D19}
GL_BLUE_SCALE: to-integer #{0D1A}
GL_BLUE_BIAS: to-integer #{0D1B}
GL_ALPHA_SCALE: to-integer #{0D1C}
GL_ALPHA_BIAS: to-integer #{0D1D}
GL_DEPTH_SCALE: to-integer #{0D1E}
GL_DEPTH_BIAS: to-integer #{0D1F}
GL_MAX_EVAL_ORDER: to-integer #{0D30}
GL_MAX_LIGHTS: to-integer #{0D31}
GL_MAX_CLIP_PLANES: to-integer #{0D32}
GL_MAX_TEXTURE_SIZE: to-integer #{0D33}
GL_MAX_PIXEL_MAP_TABLE: to-integer #{0D34}
GL_MAX_ATTRIB_STACK_DEPTH: to-integer #{0D35}
GL_MAX_MODELVIEW_STACK_DEPTH: to-integer #{0D36}
GL_MAX_NAME_STACK_DEPTH: to-integer #{0D37}
GL_MAX_PROJECTION_STACK_DEPTH: to-integer #{0D38}
GL_MAX_TEXTURE_STACK_DEPTH: to-integer #{0D39}
GL_MAX_VIEWPORT_DIMS: to-integer #{0D3A}
GL_MAX_CLIENT_ATTRIB_STACK_DEPTH: to-integer #{0D3B}
GL_SUBPIXEL_BITS: to-integer #{0D50}
GL_INDEX_BITS: to-integer #{0D51}
GL_RED_BITS: to-integer #{0D52}
GL_GREEN_BITS: to-integer #{0D53}
GL_BLUE_BITS: to-integer #{0D54}
GL_ALPHA_BITS: to-integer #{0D55}
GL_DEPTH_BITS: to-integer #{0D56}
GL_STENCIL_BITS: to-integer #{0D57}
GL_ACCUM_RED_BITS: to-integer #{0D58}
GL_ACCUM_GREEN_BITS: to-integer #{0D59}
GL_ACCUM_BLUE_BITS: to-integer #{0D5A}
GL_ACCUM_ALPHA_BITS: to-integer #{0D5B}
GL_NAME_STACK_DEPTH: to-integer #{0D70}
GL_AUTO_NORMAL: to-integer #{0D80}
GL_MAP1_COLOR_4: to-integer #{0D90}
GL_MAP1_INDEX: to-integer #{0D91}
GL_MAP1_NORMAL: to-integer #{0D92}
GL_MAP1_TEXTURE_COORD_1: to-integer #{0D93}
GL_MAP1_TEXTURE_COORD_2: to-integer #{0D94}
GL_MAP1_TEXTURE_COORD_3: to-integer #{0D95}
GL_MAP1_TEXTURE_COORD_4: to-integer #{0D96}
GL_MAP1_VERTEX_3: to-integer #{0D97}
GL_MAP1_VERTEX_4: to-integer #{0D98}
GL_MAP2_COLOR_4: to-integer #{0DB0}
GL_MAP2_INDEX: to-integer #{0DB1}
GL_MAP2_NORMAL: to-integer #{0DB2}
GL_MAP2_TEXTURE_COORD_1: to-integer #{0DB3}
GL_MAP2_TEXTURE_COORD_2: to-integer #{0DB4}
GL_MAP2_TEXTURE_COORD_3: to-integer #{0DB5}
GL_MAP2_TEXTURE_COORD_4: to-integer #{0DB6}
GL_MAP2_VERTEX_3: to-integer #{0DB7}
GL_MAP2_VERTEX_4: to-integer #{0DB8}
GL_MAP1_GRID_DOMAIN: to-integer #{0DD0}
GL_MAP1_GRID_SEGMENTS: to-integer #{0DD1}
GL_MAP2_GRID_DOMAIN: to-integer #{0DD2}
GL_MAP2_GRID_SEGMENTS: to-integer #{0DD3}
GL_TEXTURE_1D: to-integer #{0DE0}
GL_TEXTURE_2D: to-integer #{0DE1}
GL_FEEDBACK_BUFFER_POINTER: to-integer #{0DF0}
GL_FEEDBACK_BUFFER_SIZE: to-integer #{0DF1}
GL_FEEDBACK_BUFFER_TYPE: to-integer #{0DF2}
GL_SELECTION_BUFFER_POINTER: to-integer #{0DF3}
GL_SELECTION_BUFFER_SIZE: to-integer #{0DF4}
GL_S: to-integer #{2000}
GL_T: to-integer #{2001}
GL_R: to-integer #{2002}
GL_Q: to-integer #{2003}
GL_MODULATE: to-integer #{2100}
GL_DECAL: to-integer #{2101}
GL_TEXTURE_ENV_MODE: to-integer #{2200}
GL_TEXTURE_ENV_COLOR: to-integer #{2201}
GL_TEXTURE_ENV: to-integer #{2300}
GL_NEAREST: to-integer #{2600}
GL_LINEAR: to-integer #{2601}
GL_NEAREST_MIPMAP_NEAREST: to-integer #{2700}
GL_LINEAR_MIPMAP_NEAREST: to-integer #{2701}
GL_NEAREST_MIPMAP_LINEAR: to-integer #{2702}
GL_LINEAR_MIPMAP_LINEAR: to-integer #{2703}
GL_TEXTURE_MAG_FILTER: to-integer #{2800}
GL_TEXTURE_MIN_FILTER: to-integer #{2801}
GL_TEXTURE_WRAP_S: to-integer #{2802}
GL_TEXTURE_WRAP_T: to-integer #{2803}
GL_CLAMP: to-integer #{2900}
GL_REPEAT: to-integer #{2901}
user32: load/library %user32.dll
gdi32: load/library %gdi32.dll
opengl: load/library %Opengl32.dll
findwindow: make routine! [class [int] name [string!] return: [int]] user32 "FindWindowA"
GetDC: make routine! [
  hWnd [integer!]
  return: [integer!]
  ] user32 "GetDC"
ReleaseDC: make routine! [
  hWnd [integer!]
  hDC [integer!]
  ] user32 "ReleaseDC"
ValidateRect: make routine! [
  hWnd [integer!]
  rect [integer!] ; really a (RECT *), but can be passed NULL
  return: [integer!] ; really a (BOOL)
  ] user32 "ValidateRect"
ChoosePixelFormat: make routine! compose/deep/only [
  hdc [integer!]
  ppfd [struct! (PIXELFORMATDESCRIPTOR-def)]
  return: [integer!]
  ] gdi32 "ChoosePixelFormat"
SetPixelFormat: make routine! compose/deep/only [
  hdc [integer!]
  iPixelFormat [integer!]
  ppfd [struct! (PIXELFORMATDESCRIPTOR-def)]
  return: [integer!]
  ] gdi32 "SetPixelFormat"
SwapBuffers: make routine! [
  hDC [integer!]
  return: [integer!]
  ] gdi32 "SwapBuffers"
wglCreateContext: make routine! [
  hDC [integer!]
  return: [integer!]
  ] opengl "wglCreateContext"
wglMakeCurrent: make routine! [
  hDC [integer!]
  hRC [integer!]
  ] opengl "wglMakeCurrent"
wglGetCurrentContext: make routine! [
  return: [integer!]
  ] opengl "wglGetCurrentContext"
wglGetCurrentDC: make routine! [
  return: [integer!]
  ] opengl "wglGetCurrentDC"
wglDeleteContext: make routine! [
  hRC [integer!]
  ] opengl "wglDeleteContext"
glPushMatrix: make routine! [] opengl "glPushMatrix"
glPopMatrix: make routine! [] opengl "glPopMatrix"
glClearColor: make routine! [
  red [float]
  green [float]
  blue   [float]
  alpha   [float]
  ] opengl "glClearColor"
glClear: make routine! [
  mask [integer!]
  ] opengl "glClear"
glEnable: make routine! [
  cap [integer!]
  ] opengl "glEnable"
glDisable: make routine! [
  cap [integer!]
  ] opengl "glDisable"
glOrtho: make routine! [
  left [decimal!]
  right [decimal!]
  bottom [decimal!]
  top [decimal!]
  near [decimal!]
  far [decimal!]
  ] opengl "glOrtho"
glFrustum: make routine! [
  left [decimal!]
  right [decimal!]
  bottom [decimal!]
  top [decimal!]
  near [decimal!]
  far [decimal!]
  ] opengl "glFrustum"
glRotate: make routine! [
  angle [decimal!]
  x [decimal!]
  y [decimal!]
  z [decimal!]
  ] opengl "glRotated"
glTranslated: make routine! [
  x [decimal!]
  y [decimal!]
  z [decimal!]
  ] opengl "glTranslated"
glColor3: make routine! [
  red [decimal!]
  green [decimal!]
  blue [decimal!]
  ] opengl "glColor3d"
glVertex2: make routine! [
  x [decimal!]
  y [decimal!]
  ] opengl "glVertex2d"
glVertex3d: make routine! [
  x [decimal!]
  y [decimal!]
  z [decimal!]
  ] opengl "glVertex3d"
glBegin: make routine! [
  mode [integer!]
  ] opengl "glBegin"
glDrawPixels:   make routine! [
  width [int]
  height [int]
  format [int]
  type [int]
  pixels [binary!]
  ] opengl "glDrawPixels"
glTexImage2D: make routine! [
  target [int]
  level [int]
  internalformat [int]
  width [int]
  height [int]
  border [int]
  format [int]
  type [int]
  pixels [binary!]
  ] opengl "glTexImage2D"
glTexCoord2d: make routine! [
  x [double]
  y [double]
  ] opengl "glTexCoord2d"

glGenTextures: make routine! [
  n [int]
  textures [binary!]
  ] opengl "glGenTextures"
glBindTexture: make routine! [
  target [int]
  texture [int]
  ] opengl "glBindTexture"
glTexEnvf: make routine! [
  target [int]
  pname [int]
  param [float]
  ] opengl "glTexEnvf"
glTexEnvi: make routine! [
  target [int]
  pname [int]
  param [int]
  ] opengl "glTexEnvi"
glTexParameteri: make routine! [
  target [int]
  pname [int]
  param [int]
  ] opengl "glTexParameteri"
glTexParameterf: make routine! [
  target [int]
  pname [int]
  param [float]
  ] opengl "glTexParameterf"
glRasterPos3d: make routine! [
  x [double]
  y [double]
  z [double]
  ] opengl "glRasterPos3d"
glEnd: make routine! [] opengl "glEnd"
picture: to-image layout/size [at 0x0 image 100x24 logo.gif effect [flip 0x1] ] logo.gif/size
imagebin: to-binary picture
texture: to-image layout/size [at 0x0 image 128x128 logo.gif effect [fit flip 0x1] ] 128x128
texturebin: to-binary texture
view/title/new layout [size 512x512 at 0x0
  control: box 512x512 feel [
      engage: func [f a e][
        if a = 'over [ transx: e/offset/x transy: 512.0 - e/offset/y ]
        if a = 'key [
            wglMakeCurrent oldhDC oldhRC
            wglDeleteContext hRC
            releasedc 0 hdc
            free user32
            free gdi32
            free opengl
            quit
            ]
        if a = 'alt-down [thetabump: -1.0 ]
        if a = 'alt-up [thetabump: 1.0 ]
        ]
      ]
  ] "Test"
print "Press any key while in the 3D window to quit.   Click and drag to move the cube."
focus control
hWnd: findwindow 0 "REBOL - Test"
hdc: getdc hWnd
pfd: make struct! PIXELFORMATDESCRIPTOR none
  pfd/nSize: length? third pfd
  pfd/nVersion: 1
  pfd/dwFlags: PFD_DRAW_TO_WINDOW or PFD_SUPPORT_OPENGL or PFD_DOUBLEBUFFER
  pfd/iPixelType: PFD_TYPE_RGBA
  pfd/cColorBits: to-char 24
  pfd/cDepthBits: to-char 16
  pfd/iLayerType: PFD_MAIN_PLANE
  format: ChoosePixelFormat hDC pfd
  SetPixelFormat hDC format pfd
  hRC: wglCreateContext hDC
  oldhRC: wglGetCurrentContext
  oldhDC: wglGetCurrentDC
  wglMakeCurrent hDC hRC
  glEnable GL_DEPTH_TEST
  glEnable GL_CULL_FACE
  glEnable GL_TEXTURE_2D
texname: #{00000000}
glGenTextures 1 texname
texname: int-pointer-to-integer texname
glBindTexture GL_TEXTURE_2D texname
glTexParameteri GL_TEXTURE_2D GL_TEXTURE_WRAP_S GL_REPEAT
glTexParameteri GL_TEXTURE_2D GL_TEXTURE_WRAP_T GL_REPEAT
glTexParameteri GL_TEXTURE_2D GL_TEXTURE_MAG_FILTER GL_LINEAR
glTexParameteri GL_TEXTURE_2D GL_TEXTURE_MIN_FILTER GL_LINEAR
glTexEnvf GL_TEXTURE_ENV GL_TEXTURE_ENV_MODE GL_MODULATE
glTexImage2d GL_TEXTURE_2D 0 4 128 128 0 GL_BGRA_EXT GL_UNSIGNED_BYTE texturebin
; --- insert code here ---
theta: 0.0
thetabump: 1.0
transx: 0.0
transy: 0.0
frames: 720
t: now/time/precise
n: 0
while [not empty? system/view/screen-face/pane] [
            glClearColor 0.0 0.0 0.0 0.0
            glClear GL_COLOR_BUFFER_BIT OR GL_DEPTH_BUFFER_BIT
            ;glRasterPos3d 0 -1 0
            ;glDrawPixels 100 24 GL_BGRA_EXT GL_UNSIGNED_BYTE imagebin

            glPushMatrix
            glTranslated -1.0 + (transx / 256) -1.0 + (transy / 256) 0.0
            glRotate theta 1.0 1.0 1.0
            glEnable GL_TEXTURE_2D
            glBindTexture GL_TEXTURE_2D texname
            glBegin GL_TRIANGLES
                  loop 1 [
            ;glColor3 1.0 0.0 0.0 glVertex3d 0.0 1.0 0.0
            ;glColor3 0.0 1.0 0.0 glVertex3d 0.87 -0.5 0.0
            ;glColor3 0.0 0.0 1.0 glVertex3d -0.87 -0.5 0.0

; front / blue

glColor3 0.0 0.0 1.0
glTexCoord2d 0.0 0.0
glVertex3d 0.0 0.0 0.0
glTexCoord2d 1.0 0.0
glVertex3d 0.5 0.0 0.0
glTexCoord2d 0.0 1.0
glVertex3d 0.0 0.5 0.0
glTexCoord2d 1.0 1.0
glVertex3d 0.5 0.5 0.0
glTexCoord2d 0.0 1.0
glVertex3d 0.0 0.5 0.0
glTexCoord2d 1.0 0.0
glVertex3d 0.5 0.0 0.0
;left / red
glColor3 1.0 0.0 0.0
glTexCoord2d 0.0 0.0
glVertex3d 0.0 0.0 0.0
glTexCoord2d 1.0 0.0
glVertex3d 0.0 0.5 0.0
glTexCoord2d 0.0 1.0
glVertex3d 0.0 0.0 0.5
glTexCoord2d 1.0 1.0
glVertex3d 0.0 0.5 0.5
glTexCoord2d 0.0 1.0
glVertex3d 0.0 0.0 0.5
glTexCoord2d 1.0 0.0
glVertex3d 0.0 0.5 0.0
;right / yellow
glColor3 1.0 1.0 0.0
glTexCoord2d 1.0 0.0
glVertex3d 0.5 0.0 0.0
glTexCoord2d 1.0 1.0
glVertex3d 0.5 0.0 0.5
glTexCoord2d 0.0 0.0
glVertex3d 0.5 0.5 0.0
glTexCoord2d 0.0 1.0
glVertex3d 0.5 0.5 0.5
glTexCoord2d 0.0 0.0
glVertex3d 0.5 0.5 0.0
glTexCoord2d 1.0 1.0
glVertex3d 0.5 0.0 0.5
; back / green
glColor3 0.0 1.0 0.0
glTexCoord2d 1.0 0.0
glVertex3d 0.0 0.0 0.5
glTexCoord2d 1.0 1.0
glVertex3d 0.0 0.5 0.5
glTexCoord2d 0.0 0.0
glVertex3d 0.5 0.0 0.5
glTexCoord2d 0.0 1.0
glVertex3d 0.5 0.5 0.5
glTexCoord2d 0.0 0.0
glVertex3d 0.5 0.0 0.5
glTexCoord2d 1.0 1.0
glVertex3d 0.0 0.5 0.5
; bottom / cyan
glColor3 0.0 1.0 1.0
glTexCoord2d 1.0 0.0
glVertex3d 0.0 0.0 0.0
glTexCoord2d 1.0 1.0
glVertex3d 0.0 0.0 0.5
glTexCoord2d 0.0 0.0
glVertex3d 0.5 0.0 0.0
glTexCoord2d 0.0 1.0
glVertex3d 0.5 0.0 0.5
glTexCoord2d 0.0 0.0
glVertex3d 0.5 0.0 0.0
glTexCoord2d 1.0 1.0
glVertex3d 0.0 0.0 0.5
; top / purple
glColor3 1.0 0.0 1.0
glTexCoord2d 0.0 0.0
glVertex3d 0.0 0.5 0.0
glTexCoord2d 1.0 0.0
glVertex3d 0.5 0.5 0.0
glTexCoord2d 0.0 1.0
glVertex3d 0.0 0.5 0.5
glTexCoord2d 1.0 1.0
glVertex3d 0.5 0.5 0.5
glTexCoord2d 0.0 1.0
glVertex3d 0.0 0.5 0.5
glTexCoord2d 1.0 0.0
glVertex3d 0.5 0.5 0.0
                  ]
            glEnd
            glPopMatrix
           
            SwapBuffers hDC
            wait 0
            theta: theta + thetabump
                  n: n + 1
                  if n > 2000000000 [n: 0 t: now/time/precise ]
wait 0
]
print rejoin ["" n / to-decimal (now/time/precise - t) " fps"]
; --- end app code ---

  wglMakeCurrent oldhDC oldhRC
  wglDeleteContext hRC
releasedc 0 hdc
free user32
free gdi32
free opengl
halt
quit
comment {
load a
out: copy "" foreach [dd word value] parse a none [
  append out reform [mold to-set-word word "to-integer" rejoin ["#{" skip value 2 "}" newline] ]
  ]
write clipboard:// out
}



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