#!/usr/bin/env perl # # lesson04.pl # # Copyright (C) 2005 David J. Goehrig # # ------------------------------------------------------------------------------ # # This library is free software; you can redistribute it and/or # modify it under the terms of the GNU Lesser General Public # License as published by the Free Software Foundation; either # version 2.1 of the License, or (at your option) any later version. # # This library is distributed in the hope that it will be useful, # but WITHOUT ANY WARRANTY; without even the implied warranty of # MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU # Lesser General Public License for more details. # # You should have received a copy of the GNU Lesser General Public # License along with this library; if not, write to the Free Software # Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA # # ------------------------------------------------------------------------------ # # Please feel free to send questions, suggestions or improvements to: # # David J. Goehrig # dgoehrig@cpan.org # use strict; use Getopt::Long; use SDL; use SDL::App; use SDL::OpenGL; use SDL::Event; my $arg_screen_width =640; my $arg_screen_height=512; my $arg_fullscreen=0; my $delay=30; GetOptions( "width:i" => \$arg_screen_width, "height:i" => \$arg_screen_height, "fullscreen!" => \$arg_fullscreen, "delay:i" => \$delay, ) or die < "Jeff Molofee's GL Code Tutorial ... NeHe '99", -icon => "icon.png", -width => $arg_screen_width, -height =>$arg_screen_height, -gl => 1, ); $app->fullscreen() if $arg_fullscreen; SDL::ShowCursor(0); my $event = new SDL::Event; $event->set(SDL_SYSWMEVENT,SDL_IGNORE);# InitGL($arg_screen_width, $arg_screen_height); while ( ! $done ) { DrawGLScene(); $app->sync(); $app->delay($delay); $event->pump; $event->poll; if ( $event->type == SDL_QUIT ) { $done = 1; } if ( $event->type == SDL_KEYDOWN ) { if ( $event->key_sym == SDLK_ESCAPE ) { $done = 1; } } } } ######################################################################### #Pretty much in original form, but 'Perlised' sub InitGL { my ($Width, $Height)=@_; glViewport(0, 0, $Width, $Height); 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, $Width/$Height, 0.1, 100.0); # Calculate The Aspect Ratio Of The Window glMatrixMode(GL_MODELVIEW); } # The main drawing function. sub DrawGLScene { 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($rtri,0.0,1.0,0.0); # Rotate The Triangle On The Y axis # draw a triangle (in smooth coloring mode) glBegin(GL_POLYGON); # start drawing a polygon glColor(1.0,0.0,0.0); # Set The Color To Red glVertex( 0.0, 1.0, 0.0); # Top glColor(0.0,1.0,0.0); # Set The Color To Green glVertex( 1.0,-1.0, 0.0); # Bottom Right glColor(0.0,0.0,1.0); # Set The Color To Blue glVertex(-1.0,-1.0, 0.0); # Bottom Left glEnd(); # we're done with the polygon (smooth color interpolation) glLoadIdentity(); # make sure we're no longer rotated. glTranslate(1.5,0.0,-6.0); # Move Right 3 Units, and back into the screen 6.0 glRotate($rquad,1.0,0.0,0.0); # Rotate The Quad On The X axis # draw a square (quadrilateral) glColor(0.5,0.5,1.0); # set color to a blue shade. glBegin(GL_QUADS); # start drawing a polygon (4 sided) glVertex(-1.0, 1.0, 0.0); # Top Left glVertex( 1.0, 1.0, 0.0); # Top Right glVertex( 1.0,-1.0, 0.0); # Bottom Right glVertex(-1.0,-1.0, 0.0); # Bottom Left glEnd(); # done with the polygon $rtri+=15.0; # Increase The Rotation Variable For The Triangle $rquad-=15.0; # Decrease The Rotation Variable For The Quad }