# Lesson11.tcl
#
# bosco & NeHe's Waving Texture Tutorial
#
# This Code Was Created By bosco / Jeff Molofee 2000
# A HUGE Thanks To Fredric Echols For Cleaning Up
# And Optimizing This Code, Making It More Flexible!
# If You've Found This Code Useful, Please Let Me Know.
# Visit My Site At nehe.gamedev.net
#
# Modified for Tcl3D by Paul Obermeier 2006/01/25
# See www.tcl3d.org for the Tcl3D extension.
package require Img
package require tcl3d
# Font to be used in the Tk listbox.
set gDemo(listFont) {-family {Courier} -size 10}
# Determine the directory of this script.
set gDemo(scriptDir) [file dirname [info script]]
# Display mode.
set gDemo(fullScreen) false
# Window size.
set gDemo(winWidth) 640
set gDemo(winHeight) 480
set gDemo(wiggleCount) 0 ; # Counter Used To Control How Fast Flag Waves
set gDemo(xrot) 0.0 ; # X Rotation ( NEW )
set gDemo(yrot) 0.0 ; # Y Rotation ( NEW )
set gDemo(zrot) 0.0 ; # Z Rotation ( NEW )
set gDemo(texture) [tcl3dVector GLuint 1] ; # Storage For One Texture ( NEW )
# Show errors occuring in the Togl callbacks.
proc bgerror { msg } {
tk_messageBox -icon error -type ok -message "Error: $msg\n\n$::errorInfo"
ExitProg
}
# Print info message into widget a the bottom of the window.
proc PrintInfo { msg } {
if { [winfo exists .fr.info] } {
.fr.info configure -text $msg
}
}
proc SetFullScreenMode { win } {
set sh [winfo screenheight $win]
set sw [winfo screenwidth $win]
wm minsize $win $sw $sh
wm maxsize $win $sw $sh
set fmtStr [format "%dx%d+0+0" $sw $sh]
wm geometry $win $fmtStr
wm overrideredirect $win 1
focus -force $win
}
proc SetWindowMode { win w h } {
set sh [winfo screenheight $win]
set sw [winfo screenwidth $win]
wm minsize $win 10 10
wm maxsize $win $sw $sh
set fmtStr [format "%dx%d+0+25" $w $h]
wm geometry $win $fmtStr
wm overrideredirect $win 0
focus -force $win
}
# Toggle between windowing and fullscreen mode.
proc ToggleWindowMode {} {
if { $::gDemo(fullScreen) } {
SetFullScreenMode .
set ::gDemo(fullScreen) false
} else {
SetWindowMode . $::gDemo(winWidth) $::gDemo(winHeight)
set ::gDemo(fullScreen) true
}
}
proc LoadGLTextures {} {
# Load texture image.
set texName [file join $::gDemo(scriptDir) "Data" "Tim.bmp"]
set retVal [catch {set phImg [image create photo -file $texName]} err1]
if { $retVal != 0 } {
error "Error reading image $texName ($err1)"
} else {
set w [image width $phImg]
set h [image height $phImg]
set n [tcl3dPhotoChans $phImg]
set TextureImage [tcl3dVectorFromPhoto $phImg]
image delete $phImg
}
glGenTextures 1 $::gDemo(texture) ; # Create The Texture
# Typical Texture Generation Using Data From The Bitmap
glBindTexture GL_TEXTURE_2D [$::gDemo(texture) get 0]
if { $n == 3 } {
set type $::GL_RGB
} else {
set type $::GL_RGBA
}
glTexImage2D GL_TEXTURE_2D 0 $n $w $h 0 $type GL_UNSIGNED_BYTE $TextureImage
glTexParameteri GL_TEXTURE_2D GL_TEXTURE_MIN_FILTER $::GL_LINEAR
glTexParameteri GL_TEXTURE_2D GL_TEXTURE_MAG_FILTER $::GL_LINEAR
$TextureImage delete ; # Free The Texture Image Memory
}
# Resize And Initialize The GL Window
proc ReshapeCallback { toglwin { w -1 } { h -1 } } {
set w [$toglwin width]
set h [$toglwin height]
glViewport 0 0 $w $h ; # Reset The Current Viewport
glMatrixMode GL_PROJECTION ; # Select The Projection Matrix
glLoadIdentity ; # Reset The Projection Matrix
# Calculate The Aspect Ratio Of The Window
gluPerspective 45.0 [expr double($w)/double($h)] 0.1 100.0
glMatrixMode GL_MODELVIEW ; # Select The Modelview Matrix
glLoadIdentity ; # Reset The Modelview Matrix
set ::gDemo(winWidth) $w
set ::gDemo(winHeight) $h
}
# All Setup For OpenGL Goes Here
proc CreateCallback { toglwin } {
LoadGLTextures ; # Jump To Texture Loading Routine ( NEW )
glEnable GL_TEXTURE_2D ; # Enable Texture Mapping ( NEW )
glShadeModel GL_SMOOTH ; # Enable Smooth Shading
glClearColor 0.0 0.0 0.0 0.5 ; # Black Background
glClearDepth 1.0 ; # Depth Buffer Setup
glEnable GL_DEPTH_TEST ; # Enables Depth Testing
glDepthFunc GL_LEQUAL ; # The Type Of Depth Testing To Do
glHint GL_PERSPECTIVE_CORRECTION_HINT GL_NICEST ; # Really Nice Perspective Calculations
glPolygonMode GL_BACK GL_FILL ; # Back Face Is Solid
glPolygonMode GL_FRONT GL_LINE ; # Front Face Is Made Of Lines
for { set x 0 } { $x < 45 } { incr x } {
for { set y 0 } { $y < 45 } { incr y } {
set ::points($x,$y,0) [expr double(($x/5.0)-4.5)]
set ::points($x,$y,1) [expr double(($y/5.0)-4.5)]
set ::points($x,$y,2) [expr double(sin(((($x/5.0)*40.0)/360.0)*3.141592654*2.0))]
}
}
}
proc Animate {} {
.fr.toglwin postredisplay
set ::animateId [tcl3dAfterIdle Animate]
}
proc StartAnimation {} {
if { ! [info exists ::animateId] } {
Animate
}
}
proc StopAnimation {} {
if { [info exists ::animateId] } {
after cancel $::animateId
unset ::animateId
}
}
# Here's Where We Do All The Drawing
proc DisplayCallback { toglwin } {
# Clear Screen And Depth Buffer
glClear [expr $::GL_COLOR_BUFFER_BIT | $::GL_DEPTH_BUFFER_BIT]
# Viewport command is not really needed, but has been inserted for
# Mac OSX. Presentation framework (Tk) does not send a reshape event,
# when switching from one demo to another.
glViewport 0 0 [$toglwin width] [$toglwin height]
glLoadIdentity ; # Reset The Current Modelview Matrix
glTranslatef 0.0 0.0 -12.0
glRotatef $::gDemo(xrot) 1.0 0.0 0.0
glRotatef $::gDemo(yrot) 0.0 1.0 0.0
glRotatef $::gDemo(zrot) 0.0 0.0 1.0
glBindTexture GL_TEXTURE_2D [$::gDemo(texture) get 0]
glBegin GL_QUADS
for { set x 0 } { $x < 44 } { incr x } {
for { set y 0 } { $y < 44 } { incr y } {
set x1 [expr {$x + 1}]
set y1 [expr {$y + 1}]
set float_x [expr {double($x)/44.0}]
set float_y [expr {double($y)/44.0}]
set float_xb [expr {double($x1)/44.0}]
set float_yb [expr {double($y1)/44.0}]
glTexCoord2f $float_x $float_y
glVertex3f $::points($x,$y,0) $::points($x,$y,1) $::points($x,$y,2)
glTexCoord2f $float_x $float_yb
glVertex3f $::points($x,$y1,0) $::points($x,$y1,1) $::points($x,$y1,2)
glTexCoord2f $float_xb $float_yb
glVertex3f $::points($x1,$y1,0) $::points($x1,$y1,1) $::points($x1,$y1,2)
glTexCoord2f $float_xb $float_y
glVertex3f $::points($x1,$y,0) $::points($x1,$y,1) $::points($x1,$y,2)
}
}
glEnd
if { $::gDemo(wiggleCount) == 2 } {
for { set y 0 } { $y < 45 } { incr y } {
set hold $::points(0,$y,2)
for { set x 0 } { $x < 44 } { incr x } {
set ::points($x,$y,2) $::points([expr {$x+1}],$y,2)
}
set ::points(44,$y,2) $hold
}
set ::gDemo(wiggleCount) 0
}
incr ::gDemo(wiggleCount)
set ::gDemo(xrot) [expr $::gDemo(xrot) + 0.3]
set ::gDemo(yrot) [expr $::gDemo(yrot) + 0.2]
set ::gDemo(zrot) [expr $::gDemo(zrot) + 0.4]
$toglwin swapbuffers
}
# Put all exit related code here.
proc ExitProg {} {
exit
}
# Create the OpenGL window and some Tk helper widgets.
proc CreateWindow {} {
frame .fr
pack .fr -expand 1 -fill both
# Create Our OpenGL Window
togl .fr.toglwin -width $::gDemo(winWidth) -height $::gDemo(winHeight) \
-double true -depth true \
-createcommand CreateCallback \
-reshapecommand ReshapeCallback \
-displaycommand DisplayCallback
listbox .fr.usage -font $::gDemo(listFont) -height 3
label .fr.info
grid .fr.toglwin -row 0 -column 0 -sticky news
grid .fr.usage -row 1 -column 0 -sticky news
grid .fr.info -row 2 -column 0 -sticky news
grid rowconfigure .fr 0 -weight 1
grid columnconfigure .fr 0 -weight 1
wm title . "Tcl3D demo: bosco & NeHe's Waving Texture Tutorial (Lesson 11)"
# Watch For ESC Key And Quit Messages
wm protocol . WM_DELETE_WINDOW "ExitProg"
bind . <Key-Escape> "ExitProg"
bind . <Key-F1> "ToggleWindowMode"
bind .fr.toglwin <1> "StartAnimation"
bind .fr.toglwin <2> "StopAnimation"
bind .fr.toglwin <3> "StopAnimation"
bind .fr.toglwin <Control-Button-1> "StopAnimation"
.fr.usage insert end "Key-Escape Exit"
.fr.usage insert end "Key-F1 Toggle window mode"
.fr.usage insert end "Mouse-L|MR Start|Stop animation"
.fr.usage configure -state disabled
}
CreateWindow
PrintInfo [tcl3dOglGetInfoString]
if { [file tail [info script]] eq [file tail $::argv0] } {
# If started directly from tclsh or wish, then start animation.
update
StartAnimation
}
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