
Ok it's a little rushed, but I'll show what I have so far...
Right now, this demo uses the blitzmax lists to store point objects but common sence would dictate the use of the gl lists.
Basically there is one list called sphere_list. This list is what the create functions throw their data into and the objects get drawn in the while loop.
Don't be too harsh, I just started OpenGL recently and dont understand the more complex features.
also please not that the lofted cone command without the x,y and z points if for drawing the other lofted cone2 command is used for belts in the spheres and tori. The sphere and torus were the most difficult shapes for me because finding points for them meant moving along all 3 axes.
If you change the draw command to line loop in the sphere and torius commands you will notice that an extra set of lines happens, it the problem lies within the second draw lofted cone command.
I have really enjoyed the puzzles and challanged of constructing these shapes. They still have a minor problem with the draw lofted cone2 command in the sphere and torus though as stated previously.
I have written a set color hsv command too!
the code:
PLEASE NOTE THAT THE SPHERE AND TORUS ROUTINES USE THE SHPERE_LIST FOR DRAWING THE OTHERS DON'T YET.
Strict
GLGraphics 800,600
glEnable GL_DEPTH_TEST 'Enables Depth Testing
glMatrixMode GL_PROJECTION 'Select The Projection Matrix
glLoadIdentity 'Reset The Projection Matrix
glOrtho(0,640,480,0,-1000,1000) 'Setup The Projection Matrix Frustum
glMatrixMode GL_MODELVIEW 'Select The ModelView Matrix
glLoadIdentity
' set some rotation values for checking
Global rotx%=0
Global roty%=0
Global sphere_list:TList = New TList
Function setdaycolor(r#,g#,b#,r2#,g2#,b2#,percent#)
Local r_dif#=r2-r
Local g_dif#=g2-g
Local b_dif#=b2-b
glColor3f r+(r_dif*percent),g+(g_dif*percent),b+(b_dif*percent)
End Function
Function setHSV(H#,S#,V#)
'H=0-360
'S=0-1
'v=0-255
While H < 0
H:+360
Wend
While H> 360
H:-360
Wend
While S <0
s:+1
Wend
While s>1
s:-1
Wend
While V<0
V:+255
Wend
While V> 255
v:-255
Wend
Local Hi%=(H/60) Mod 6.0
Local f#=(H/60)-Hi
Local p#=V*(1-S)
Local q#=V*(1-(f*S))
Local t#=V*(1-((1-f)*s))
Local R#=0
Local G#=0
Local B#=0
If Hi = 0
R=V
G=t
B=P
EndIf
If Hi = 1
R=q
G=V
B=P
EndIf
If Hi = 2
R=p
G=V
B=t
EndIf
If Hi = 3
R=p
G=q
B=V
EndIf
If Hi = 4
R=t
G=p
B=V
EndIf
If Hi = 5
R=V
G=p
B=q
EndIf
glcolor3f R/255.0,g/255.0,b/255.0
EndFunction
Global thing_list:TList = New TList
Function create_cuboid(width#,height#,depth#)
Local half_width#=width/2.0
Local half_height#=height/2.0
Local half_depth#=depth/2
'save first point
Local a:point = New point
a.x=-half_width
a.y=-half_height
a.z=-half_depth
' save second point
Local b:point = New point
b.x=half_width
b.y=-half_height
b.z=-half_depth
' save thrid point
Local c:point = New point
c.x=half_width
c.y=-half_height
c.z=half_depth
' save the foruth point
Local d:point = New point
d.x=half_width
d.y=half_height
d.z=half_depth
' save the fifth point
Local e:point = New point
e.x=-half_width
e.y=half_height
e.z=half_depth
'save the sixth point
Local f:point = New point
f.x=-half_width
f.y=half_height
f.z=-half_depth
' save the seventh point
Local g:point = New point
g.x=half_width
g.y=half_height
g.z=-half_depth
'save the eigth point
Local h:point = New point
h.x=-half_width
h.y=-half_height
h.z=half_depth
glBegin GL_QUADS
'face 1
glVertex3f a.x,a.y,a.z
glVertex3f b.x,b.y,b.z
glVertex3f g.x,g.y,g.z
glVertex3f f.x,f.y,f.z
'face 2
glVertex3f a.x,a.y,a.z
glVertex3f h.x,h.y,h.z
glVertex3f e.x,e.y,e.z
glVertex3f f.x,f.y,f.z
' face 3
glVertex3f h.x,h.y,h.z
glVertex3f c.x,c.y,c.z
glVertex3f d.x,d.y,d.z
glVertex3f e.x,e.y,e.z
' face 4
glVertex3f b.x,b.y,b.z
glVertex3f c.x,c.y,c.z
glVertex3f d.x,d.y,d.z
glVertex3f g.x,g.y,g.z
'face 5
glVertex3f g.x,g.y,g.z
glVertex3f d.x,d.y,d.z
glVertex3f e.x,e.y,e.z
glVertex3f f.x,f.y,f.z
' face 6
glVertex3f a.x,a.y,a.z
glVertex3f b.x,b.y,b.z
glVertex3f c.x,c.y,c.z
glVertex3f h.x,h.y,h.z
glend
End Function
Function create_cone(width#,height#,sides#,cap#)
Local sub_angle#=360.0/sides
For Local i#=0 To sides-1
Local x1#=Cos(i*sub_angle)*(width/2.0)
Local y1#= height/2.0
Local z1#=Sin(i*sub_angle)*(width/2.0)
Local x2#=Cos((i+1)*sub_angle)*(width/2.0)
Local z2#=Sin((i+1)*sub_angle)*(width/2.0)
Local color#=(i*sub_angle)/360
glBegin GL_TRIANGLES
glcolor3f 1,1,0
glVertex3f x1,-y1,z1
' second line point 2
glcolor3f 1,0,1
glVertex3f x2,-y1,z2
glVertex3f 0,y1,0
glEnd
' take care of cap
If cap <> 0
glBegin GL_triangles
glcolor3f 1,1,0
glVertex3f x1,-y1,z1
' second line point 2
glcolor3f 0,0,1
glVertex3f x2,-y1,z2
glVertex3f 0,-y1,0
glEnd
End If
Next
EndFunction
Function create_tube(width#,height#,sides#,cap#)
Local sub_angle#=360.0/sides
For Local i#=0 To sides-1
glBegin GL_QUADS
Local x1#=Cos(i*sub_angle)*(width/2.0)
Local y1#= height/2.0
Local z1#=Sin(i*sub_angle)*(width/2.0)
Local x2#=Cos((i+1)*sub_angle)*(width/2.0)
Local z2#=Sin((i+1)*sub_angle)*(width/2.0)
' first line point 1
glcolor3f 1,0,0
glVertex3f x1,y1,z1
'first line point 2
glcolor3f 1.0,1.0,0
glVertex3f x1,-y1,z1
' second line point 2
glVertex3f x2,-y1,z2
' second line point 1
glVertex3f x2,y1,z2
glEnd
If cap <> 0
glBegin GL_TRIANGLES
glcolor3f 1,1,0
glVertex3f x1,-y1,z1
' second line point 2
glcolor3f 0,0,1
glVertex3f x2,-y1,z2
glVertex3f 0,-y1,0
glEnd
glBegin GL_TRIANGLES
glcolor3f 1,0,0
glVertex3f x1,y1,z1
' second line point 2
glcolor3f 0,0,1
glVertex3f x2,y1,z2
glVertex3f 0,y1,0
glEnd
EndIf
Next
End Function
Function create_lofted_cone(height#,sides#,radius1#,radius2#,cap#)
Local sub_angle#=360.0/sides
glBegin GL_line_loop
For Local i#=0 To sides
Local x1#=Cos(sub_angle*i)*radius1
Local y1#=height/2
Local z1#=Sin(sub_angle*i)*radius1
Local x2#=Cos(sub_angle*(i+1))*radius2
Local y2#=height/-2
Local z2#=Sin(sub_angle*(i+1))*radius2
' create a point and save it to the list
Local a:point = New point
a.x=x1
a.y=y1
a.z=z1
ListAddLast(sphere_list,a)
glcolor3f i/sides,1,1
glVertex3f x1,y1,z1
Local b:point = New point
b.x=x2
b.y=y2
b.z=z2
ListAddLast(sphere_list,b)
glcolor3f 0,0,i/sides
glVertex3f x2,y2,z2
Next
glEnd
EndFunction
Function create_lofted_cone2(x#,y#,z#,height#,sides#,radius1#,radius2#)
' this is made for other drawing commands do not use it on it's own
Local sub_angle#=360.0/sides
For Local i#=0 To sides
Local x1#=Cos(sub_angle*i)*radius1
Local y1#=height/2.0
Local z1#=Sin(sub_angle*i)*radius1
Local x2#=Cos(sub_angle*(i+1))*radius2
Local y2#=height/-2.0
Local z2#=Sin(sub_angle*(i+1))*radius2
Local x3#=Cos(sub_angle*(i+2))*radius1
Local x4#=Cos(sub_angle*(i+2))*radius2
' create a point and save it to the list
Local a:point = New point
a.x=x+x1
a.y=y+y1
a.z=z+z1
ListAddLast(sphere_list,a)
Local b:point = New point
b.x=x+x2
b.y=y+y2
b.z=z+z2
ListAddLast(sphere_list,b)
Next
glEnd
EndFunction
Function create_sphere(x_divisions#,y_divisions#,radius#)
Local small_angle#=180.0/y_divisions ' this is the angle used for y divisions
Local belt_height#=(radius*2.0)/y_divisions
Local start_y#=-radius+(belt_height/2.0) ' the first point for the first cone
' now we find the y value for all the belts and their radii
Local last_width#=0.0
For Local i=0 To y_divisions-1
Local height#=Abs(Cos(i*small_angle)*radius-Cos((i+1.0)*small_angle)*radius)
Local first_radius#=Sin(i*small_angle)*radius
Local second_radius#=Sin((i+1)*small_angle)*radius
Local y_location#=-radius+last_width+(height/2.0) ' use this one to test
glLoadIdentity
create_lofted_cone2(0,y_location,0,height,x_divisions,second_radius,first_radius)
glEnd
last_width:+height
Next
End Function
Function create_torus(x_divisions#,y_divisions#,radius#,radius2#)
Local small_angle#=360.0/y_divisions ' this is the angle used for y divisions
Local belt_height#=(radius*2.0)/y_divisions
' now we find the y value for all the belts and their radii
Local last_width#=0.0
For Local i=0 To y_divisions-1
Local height#=Cos(i*small_angle)*radius-Cos((i+1.0)*small_angle)*radius
Local first_radius#=Sin(i*small_angle)*radius
Local second_radius#=Sin((i+1)*small_angle)*radius
Local y_location#=-radius+last_width+(height/2.0) ' use this one to test
glLoadIdentity
create_lofted_cone2(0,y_location,0,height,x_divisions,second_radius+radius2,first_radius+radius2)
glEnd
last_width:+height
Next
End Function
Type thing
Field x#,y#,zrot#
Function create(x#,y#,zrot#)
Local temp:thing = New thing
temp.x=x
temp.y=y
temp.zrot=zrot
ListAddLast(thing_list,temp)
End Function
Method draw()
glLoadIdentity
glTranslatef x,y,0
glrotatef rotx,1,0,0
glrotatef roty,0,1,0
glcolor3f 1,1,1
glBegin GL_triangle_strip
Local b=0
For Local i:point = EachIn(sphere_list)
Local listlength#=CountList(sphere_list)
'normally this would be a dumb wat to calculate colors but for these few triangles it works
setHSV((b/listlength)*360,33,255)
glVertex3f i.x,i.y,i.z
b:+1
Next
glEnd
End Method
End Type
Type point
Field x#,y#,z
End Type
' create a test ring
create_torus(24,10,32,256)
thing.create (320,240,0)
While Not KeyHit( KEY_ESCAPE )
rotx:+(KeyDown(key_up)-KeyDown(key_down))*3
roty:+(KeyDown(key_right)-KeyDown(key_left))*3
glClear GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT
For Local i:thing = EachIn(thing_list)
i.draw()
Next
glend
Flip
Wend