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cube-example.bb
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Include "renderer.bb"
Global Angle#, Z#
Graphics(800, 600, 0, 2)
SetBuffer BackBuffer()
srInit()
srMatrixMode(SR_PROJECTION)
srLoadIdentity()
srPerspective(1.0, Float(GraphicsWidth())/Float(GraphicsHeight()), 0.1, 100.0)
srDepthRange(0.0, 100.0)
srMatrixMode(SR_MODELVIEW)
Z = -5.0
srLight(SR_LIGHT1, 0, 10, -10)
While Not KeyDown(1)
If KeyDown(200) Then Z = Z + 0.5
If KeyDown(208) Then Z = Z - 0.5
Angle = Angle + 1.0
Cls()
srLoadIdentity()
srRotate(Angle, 1, 0, 0)
srRotate(Angle, 0, 1, 0)
srTranslate(0.0, 0.0, Z)
RenderCube()
Flip(0)
Wend
srDestroy()
End
Function RenderCube()
srBegin(SR_TRIANGLES)
; Front
srNormal(0, 0, -1)
srVertex(-1, 1, -1)
srVertex( 1, 1, -1)
srVertex( 1, -1, -1)
srVertex( 1, -1, -1)
srVertex(-1, -1, -1)
srVertex(-1, 1, -1)
; Back
srNormal(0, 0, 1)
srVertex(-1, 1, 1)
srVertex( 1, -1, 1)
srVertex( 1, 1, 1)
srVertex( 1, -1, 1)
srVertex(-1, 1, 1)
srVertex(-1, -1, 1)
; Left
srNormal(-1, 0, 0)
srVertex(-1, 1, -1)
srVertex(-1, -1, -1)
srVertex(-1, 1, 1)
srVertex(-1, 1, 1)
srVertex(-1, -1, -1)
srVertex(-1, -1, 1)
; Right
srNormal(1, 0, 0)
srVertex(1, 1, -1)
srVertex(1, 1, 1)
srVertex(1, -1, -1)
srVertex(1, 1, 1)
srVertex(1, -1, 1)
srVertex(1, -1, -1)
; Top
srNormal(0, 1, 0)
srVertex(-1, 1, -1)
srVertex( 1, 1, 1)
srVertex( 1, 1, -1)
srVertex(-1, 1, -1)
srVertex(-1, 1, 1)
srVertex( 1, 1, 1)
; Bottom
srNormal(0, -1, 0)
srVertex(-1, -1, -1)
srVertex( 1, -1, -1)
srVertex( 1, -1, 1)
srVertex(-1, -1, -1)
srVertex( 1, -1, 1)
srVertex(-1, -1, 1)
srEnd()
End Function