Experiments with ruby-processing (processing-2.2.1) and JRubyArt for processing-3.0

Saturday 24 July 2010

Ruby Structs and floats required in place of Array in ruby-opengl

I can't think that I'm the only person that has encountered this, but neither have I found any references to the issue (or clues in the distribution).
I have recently been playing with ruby1.9-opengl bindings, and I have found the following issues:-

1. Ruby Strings are no longer accepted (to give window title), my solution is to replace String with an empty array anything else (including no entry) seems to be interpreted as a String (input needs to be a CString, ie an array of C chars or possibly pointer thereof).

2. Properties such as color and position, in the Red Book and other examples (included with the source download) are given as an Array. When I've tried to run these examples, I get error messages that a Struct is required not an Array (see below for my coding of Struct to replace Array the name of the Struct and symbols chosen for the Struct variable is unimportant). Parameter Arrays with single float item seem to require a float replacement.


#
# Copyright (c) Mark J. Kilgard, 1994.
#
# (c) Copyright 1993, Silicon Graphics, Inc.
# ALL RIGHTS RESERVED
# Permission to use, copy, modify, and distribute this software for
# any purpose and without fee is hereby granted, provided that the above
# copyright notice appear in all copies and that both the copyright notice
# and this permission notice appear in supporting documentation, and that
# the name of Silicon Graphics, Inc. not be used in advertising
# or publicity pertaining to distribution of the software without specific,
# written prior permission.
#
# THE MATERIAL EMBODIED ON THIS SOFTWARE IS PROVIDED TO YOU "AS-IS"
# AND WITHOUT WARRANTY OF ANY KIND, EXPRESS, IMPLIED OR OTHERWISE,
# INCLUDING WITHOUT LIMITATION, ANY WARRANTY OF MERCHANTABILITY OR
# FITNESS FOR A PARTICULAR PURPOSE.  IN NO EVENT SHALL SILICON
# GRAPHICS, INC.  BE LIABLE TO YOU OR ANYONE ELSE FOR ANY DIRECT,
# SPECIAL, INCIDENTAL, INDIRECT OR CONSEQUENTIAL DAMAGES OF ANY
# KIND, OR ANY DAMAGES WHATSOEVER, INCLUDING WITHOUT LIMITATION,
# LOSS OF PROFIT, LOSS OF USE, SAVINGS OR REVENUE, OR THE CLAIMS OF
# THIRD PARTIES, WHETHER OR NOT SILICON GRAPHICS, INC.  HAS BEEN
# ADVISED OF THE POSSIBILITY OF SUCH LOSS, HOWEVER CAUSED AND ON
# ANY THEORY OF LIABILITY, ARISING OUT OF OR IN CONNECTION WITH THE
# POSSESSION, USE OR PERFORMANCE OF THIS SOFTWARE.
#
# US Government Users Restricted Rights
# Use, duplication, or disclosure by the Government is subject to
# restrictions set forth in FAR 52.227.19(c)(2) or subparagraph
# (c)(1)(ii) of the Rights in Technical Data and Computer Software
# clause at DFARS 252.227-7013 and/or in similar or successor
# clauses in the FAR or the DOD or NASA FAR Supplement.
# Unpublished-- rights reserved under the copyright laws of the
# United States.  Contractor/manufacturer is Silicon Graphics,
# Inc., 2011 N.  Shoreline Blvd., Mountain View, CA 94039-7311.
#
# OpenGL(TM) is a trademark of Silicon Graphics, Inc.
#
# material.c
# This program demonstrates the use of the GL lighting model.
# Several objects are drawn using different material characteristics.
# A single light source illuminates the objects.
require 'opengl'
include Gl,Glu,Glut

Properties = Struct.new("Properties", :a, :b, :c, :d)

# Initialize z-buffer, projection matrix, light source,
# and lighting model.  Do not specify a material property here.
def myinit
        ambient = Properties.new(0.0, 0.0, 0.0, 1.0 )
        diffuse = Properties.new(1.0, 1.0, 1.0, 1.0)
        position = Properties.new(0.0, 3.0, 2.0, 0.0)
        lmodel_ambient = Properties.new(0.4, 0.4, 0.4, 1.0)
        local_view = 0.0
  
        glEnable(GL_DEPTH_TEST)
        glDepthFunc(GL_LESS)
  
        glLight(GL_LIGHT0, GL_AMBIENT, ambient)
        glLight(GL_LIGHT0, GL_DIFFUSE, diffuse)
        glLight(GL_LIGHT0, GL_POSITION, position)
        glLightModel(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient)
        glLightModel(GL_LIGHT_MODEL_LOCAL_VIEWER, local_view)
  
        glEnable(GL_LIGHTING)
        glEnable(GL_LIGHT0)
  
        glClearColor(0.0, 0.1, 0.1, 0.0)
end

# Draw twelve spheres in 3 rows with 4 columns.  
# The spheres in the first row have materials with no ambient reflection.
# The second row has materials with significant ambient reflection.
# The third row has materials with colored ambient reflection.
#
# The first column has materials with blue, diffuse reflection only.
# The second column has blue diffuse reflection, as well as specular
# reflection with a low shininess exponent.
# The third column has blue diffuse reflection, as well as specular
# reflection with a high shininess exponent (a more concentrated highlight).
# The fourth column has materials which also include an emissive component.
#
# glTranslatef() is used to move spheres to their appropriate locations.
display = proc do
        no_mat = Properties.new( 0.0, 0.0, 0.0, 1.0)
        mat_ambient = Properties.new(0.7, 0.7, 0.7, 1.0)
        mat_ambient_color = Properties.new(0.8, 0.8, 0.2, 1.0)
        mat_diffuse = Properties.new(0.1, 0.5, 0.8, 1.0)
        mat_specular = Properties.new(1.0, 1.0, 1.0, 1.0)
        no_shininess = 0.0
        low_shininess = 5.0
        high_shininess = 100.0
        mat_emission = Properties.new(0.3, 0.2, 0.2, 0.0)
  
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
  
        # draw sphere in first row, first column
        # diffuse reflection only no ambient or specular  
        glPushMatrix()
        glTranslate(-3.75, 3.0, 0.0)
        glMaterial(GL_FRONT, GL_AMBIENT, no_mat)
        glMaterial(GL_FRONT, GL_DIFFUSE, mat_diffuse)
        glMaterial(GL_FRONT, GL_SPECULAR, no_mat)
        glMaterial(GL_FRONT, GL_SHININESS, no_shininess)
        glMaterial(GL_FRONT, GL_EMISSION, no_mat)
        glutSolidSphere(1.0, 16, 16)
        glPopMatrix()
  
        # draw sphere in first row, second column
        # diffuse and specular reflection low shininess no ambient
        glPushMatrix()
        glTranslate(-1.25, 3.0, 0.0)
        glMaterial(GL_FRONT, GL_AMBIENT, no_mat)
        glMaterial(GL_FRONT, GL_DIFFUSE, mat_diffuse)
        glMaterial(GL_FRONT, GL_SPECULAR, mat_specular)
        glMaterial(GL_FRONT, GL_SHININESS, low_shininess)
        glMaterial(GL_FRONT, GL_EMISSION, no_mat)
        glutSolidSphere(1.0, 16, 16)
        glPopMatrix()
  
        # draw sphere in first row, third column
        # diffuse and specular reflection high shininess no ambient
        glPushMatrix()
        glTranslate(1.25, 3.0, 0.0)
        glMaterial(GL_FRONT, GL_AMBIENT, no_mat)
        glMaterial(GL_FRONT, GL_DIFFUSE, mat_diffuse)
        glMaterial(GL_FRONT, GL_SPECULAR, mat_specular)
        glMaterial(GL_FRONT, GL_SHININESS, high_shininess)
        glMaterial(GL_FRONT, GL_EMISSION, no_mat)
        glutSolidSphere(1.0, 16, 16)
        glPopMatrix()
  
        # draw sphere in first row, fourth column
        # diffuse reflection emission no ambient or specular reflection
        glPushMatrix()
        glTranslate(3.75, 3.0, 0.0)
        glMaterial(GL_FRONT, GL_AMBIENT, no_mat)
        glMaterial(GL_FRONT, GL_DIFFUSE, mat_diffuse)
        glMaterial(GL_FRONT, GL_SPECULAR, no_mat)
        glMaterial(GL_FRONT, GL_SHININESS, no_shininess)
        glMaterial(GL_FRONT, GL_EMISSION, mat_emission)
        glutSolidSphere(1.0, 16, 16)
        glPopMatrix()
  
        # draw sphere in second row, first column
        # ambient and diffuse reflection no specular  
        glPushMatrix()
        glTranslate(-3.75, 0.0, 0.0)
        glMaterial(GL_FRONT, GL_AMBIENT, mat_ambient)
        glMaterial(GL_FRONT, GL_DIFFUSE, mat_diffuse)
        glMaterial(GL_FRONT, GL_SPECULAR, no_mat)
        glMaterial(GL_FRONT, GL_SHININESS, no_shininess)
        glMaterial(GL_FRONT, GL_EMISSION, no_mat)
        glutSolidSphere(1.0, 16, 16)
        glPopMatrix()
  
        # draw sphere in second row, second column
        # ambient, diffuse and specular reflection low shininess
        glPushMatrix()
        glTranslate(-1.25, 0.0, 0.0)
        glMaterial(GL_FRONT, GL_AMBIENT, mat_ambient)
        glMaterial(GL_FRONT, GL_DIFFUSE, mat_diffuse)
        glMaterial(GL_FRONT, GL_SPECULAR, mat_specular)
        glMaterial(GL_FRONT, GL_SHININESS, low_shininess)
        glMaterial(GL_FRONT, GL_EMISSION, no_mat)
        glutSolidSphere(1.0, 16, 16)
        glPopMatrix()
  
        # draw sphere in second row, third column
        # ambient, diffuse and specular reflection high shininess
        glPushMatrix()
        glTranslate(1.25, 0.0, 0.0)
        glMaterial(GL_FRONT, GL_AMBIENT, mat_ambient)
        glMaterial(GL_FRONT, GL_DIFFUSE, mat_diffuse)
        glMaterial(GL_FRONT, GL_SPECULAR, mat_specular)
        glMaterial(GL_FRONT, GL_SHININESS, high_shininess)
        glMaterial(GL_FRONT, GL_EMISSION, no_mat)
        glutSolidSphere(1.0, 16, 16)
        glPopMatrix()
  
        # draw sphere in second row, fourth column
        # ambient and diffuse reflection emission no specular
        glPushMatrix()
        glTranslate(3.75, 0.0, 0.0)
        glMaterial(GL_FRONT, GL_AMBIENT, mat_ambient)
        glMaterial(GL_FRONT, GL_DIFFUSE, mat_diffuse)
        glMaterial(GL_FRONT, GL_SPECULAR, no_mat)
        glMaterial(GL_FRONT, GL_SHININESS, no_shininess)
        glMaterial(GL_FRONT, GL_EMISSION, mat_emission)
        glutSolidSphere(1.0, 16, 16)
        glPopMatrix()
  
        # draw sphere in third row, first column
        # colored ambient and diffuse reflection no specular  
        glPushMatrix()
        glTranslate(-3.75, -3.0, 0.0)
        glMaterial(GL_FRONT, GL_AMBIENT, mat_ambient_color)
        glMaterial(GL_FRONT, GL_DIFFUSE, mat_diffuse)
        glMaterial(GL_FRONT, GL_SPECULAR, no_mat)
        glMaterial(GL_FRONT, GL_SHININESS, no_shininess)
        glMaterial(GL_FRONT, GL_EMISSION, no_mat)
        glutSolidSphere(1.0, 16, 16)
        glPopMatrix()
  
        # draw sphere in third row, second column
        # colored ambient, diffuse and specular reflection low shininess
        glPushMatrix()
        glTranslate(-1.25, -3.0, 0.0)
        glMaterial(GL_FRONT, GL_AMBIENT, mat_ambient_color)
        glMaterial(GL_FRONT, GL_DIFFUSE, mat_diffuse)
        glMaterial(GL_FRONT, GL_SPECULAR, mat_specular)
        glMaterial(GL_FRONT, GL_SHININESS, low_shininess)
        glMaterial(GL_FRONT, GL_EMISSION, no_mat)
        glutSolidSphere(1.0, 16, 16)
        glPopMatrix()
  
        # draw sphere in third row, third column
        # colored ambient, diffuse and specular reflection high shininess
        glPushMatrix()
        glTranslate(1.25, -3.0, 0.0)
        glMaterial(GL_FRONT, GL_AMBIENT, mat_ambient_color)
        glMaterial(GL_FRONT, GL_DIFFUSE, mat_diffuse)
        glMaterial(GL_FRONT, GL_SPECULAR, mat_specular)
        glMaterial(GL_FRONT, GL_SHININESS, high_shininess)
        glMaterial(GL_FRONT, GL_EMISSION, no_mat)
        glutSolidSphere(1.0, 16, 16)
        glPopMatrix()
  
        # draw sphere in third row, fourth column
        # colored ambient and diffuse reflection emission no specular
        glPushMatrix()
        glTranslate(3.75, -3.0, 0.0)
        glMaterial(GL_FRONT, GL_AMBIENT, mat_ambient_color)
        glMaterial(GL_FRONT, GL_DIFFUSE, mat_diffuse)
        glMaterial(GL_FRONT, GL_SPECULAR, no_mat)
        glMaterial(GL_FRONT, GL_SHININESS, no_shininess)
        glMaterial(GL_FRONT, GL_EMISSION, mat_emission)
        glutSolidSphere(1.0, 16, 16)
        glPopMatrix()
  
        glutSwapBuffers()
end

myReshape = proc do |w, h|
        glViewport(0, 0, w, h)
        glMatrixMode(GL_PROJECTION)
        glLoadIdentity()
        if (w <= (h * 2))
                glOrtho(-6.0, 6.0, -3.0*(h.to_f*2)/w,   3.0*(h.to_f*2)/w, -10.0, 10.0)
        else
                glOrtho(-6.0*w.to_f/(h*2), 6.0*w.to_f/(h*2), -3.0, 3.0, -10.0, 10.0)
        end
        glMatrixMode(GL_MODELVIEW)
end

keyboard = Proc.new do |key, x, y|
        case (key)
                when ?\e
                exit(0);
        end
end

# Main Loop
# Open window with initial window size, title bar,
# RGBA display mode, and handle input events.
glutInit()
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH)
glutInitWindowSize(600, 600)
glutInitWindowPosition(100, 100)
glutCreateWindow([])
myinit()
glutReshapeFunc(myReshape)
glutDisplayFunc(display)
glutKeyboardFunc(keyboard)
glutMainLoop()





2 comments:

  1. I have a problem with Ruby 1.9.1 and OpenGL 0.60.1 while installing gem I get following error message.
    /usr/bin/ruby1.9.1 -rubygems /var/lib/gems/1.9.1/gems/rake-0.8.7/bin/rake
    RUBYARCHDIR=/var/lib/gems/1.9.1/gems/ruby-opengl-0.60.1/lib RUBYLIBDIR=/var/lib/gems/1.9.1/gems/ruby-opengl-0.60.1/lib
    /usr/bin/ruby1.9.1 mkrf_conf.rb
    (in /var/lib/gems/1.9.1/gems/ruby-opengl-0.60.1)
    rake
    rake aborted!
    Command failed with status (127): [rake...]

    (See full trace by running task with --trace)

    Do you know how to fix it.
    I am using ubuntu 10.04 lucid .

    argongold

    ReplyDelete
  2. Not really. I'm very much an amateur myself. It is probably worth running with the --trace option though. It could be be something about where update-alternatives is pointing to for the GL libraries. Run 'update-alternatives --list gl_conf', if there is only /usr/lib/mesa/ld.so.conf, or then you may need to create a new alternative pointing to the graphics card manufacturers library (you probably need to create symbolic links to say /usr/lib/nvidia/ld.so.conf).
    Because I'm using 64 bit system my ld.so.conf
    contains:-
    /usr/lib
    /usr/lib32

    where default is 64 bit but of course I can run 32 bit if required.

    ReplyDelete

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I have developed JRubyArt and propane new versions of ruby-processing for JRuby-9.1.5.0 and processing-3.2.2