.. index:: 
	single: Using RingOpenGL and RingAllegro for 3D  Graphics; Introduction

=================================================
Using RingOpenGL and RingAllegro for 3D  Graphics
=================================================


In this chapter we will learn about using RingOpenGL and RingAllegro


.. index:: 
	pair: Using RingOpenGL and RingAllegro for 3D  Graphics; 3D Cube and Texture

3D Cube and Texture
===================

Source Code:

.. code-block:: ring

	# Load Libraries
		load "gamelib.ring"		# RingAllegro Library
		load "opengl21lib.ring"		# RingOpenGL  Library

	#==============================================================
	# To Support MacOS X
		al_run_main()	
		func al_game_start 	# Called by al_run_main()
			main()		# Now we call our main function
	#==============================================================

	func main

		new GraphicsApp {
			start()
		}


	class GraphicsApp from GraphicsAppBase

		TITLE = "Ring Cube"

		bitmap texture

		xrot = 0.0
		yrot = 0.0
		zrot = 0.0

		func loadresources

			bitmap = al_load_bitmap("ring.bmp")
			texture = al_get_opengl_texture(bitmap)

		func destroyResources

			al_destroy_bitmap(bitmap)

		func drawScene

			w = 800 h = 600
			ratio =  w / h

			glViewport(0, 0, w, h)
			glMatrixMode(GL_PROJECTION)
			glLoadIdentity()

			gluPerspective(45,ratio,1,100)
			glMatrixMode(GL_MODELVIEW)
			glLoadIdentity()

			glEnable(GL_TEXTURE_2D)							
			glShadeModel(GL_SMOOTH)							
			glClearColor(0.0, 0.0, 0.0, 0.5)
			glClearDepth(1.0)			
			glEnable(GL_DEPTH_TEST)	
			glEnable(GL_CULL_FACE)
			glDepthFunc(GL_LEQUAL)
			glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)

			glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
			glLoadIdentity()									
			glTranslatef(0.0,0.0,-5.0)

			glRotatef(xrot,1.0,0.0,0.0)
			glRotatef(yrot,0.0,1.0,0.0)
			glRotatef(zrot,0.0,0.0,1.0)

			glBindTexture(GL_TEXTURE_2D, texture)

			glBegin(GL_QUADS)
				// Front Face
				glTexCoord2f(0.0, 0.0) glVertex3f(-1.0, -1.0,  1.0)
				glTexCoord2f(1.0, 0.0) glVertex3f( 1.0, -1.0,  1.0)
				glTexCoord2f(1.0, 1.0) glVertex3f( 1.0,  1.0,  1.0)
				glTexCoord2f(0.0, 1.0) glVertex3f(-1.0,  1.0,  1.0)
				// Back Face
				glTexCoord2f(1.0, 0.0) glVertex3f(-1.0, -1.0, -1.0)
				glTexCoord2f(1.0, 1.0) glVertex3f(-1.0,  1.0, -1.0)
				glTexCoord2f(0.0, 1.0) glVertex3f( 1.0,  1.0, -1.0)
				glTexCoord2f(0.0, 0.0) glVertex3f( 1.0, -1.0, -1.0)
				// Top Face
				glTexCoord2f(0.0, 1.0) glVertex3f(-1.0,  1.0, -1.0)
				glTexCoord2f(0.0, 0.0) glVertex3f(-1.0,  1.0,  1.0)
				glTexCoord2f(1.0, 0.0) glVertex3f( 1.0,  1.0,  1.0)
				glTexCoord2f(1.0, 1.0) glVertex3f( 1.0,  1.0, -1.0)
				// Bottom Face
				glTexCoord2f(1.0, 1.0) glVertex3f(-1.0, -1.0, -1.0)
				glTexCoord2f(0.0, 1.0) glVertex3f( 1.0, -1.0, -1.0)
				glTexCoord2f(0.0, 0.0) glVertex3f( 1.0, -1.0,  1.0)
				glTexCoord2f(1.0, 0.0) glVertex3f(-1.0, -1.0,  1.0)
				// Right face
				glTexCoord2f(1.0, 0.0) glVertex3f( 1.0, -1.0, -1.0)
				glTexCoord2f(1.0, 1.0) glVertex3f( 1.0,  1.0, -1.0)
				glTexCoord2f(0.0, 1.0) glVertex3f( 1.0,  1.0,  1.0)
				glTexCoord2f(0.0, 0.0) glVertex3f( 1.0, -1.0,  1.0)
				// Left Face
				glTexCoord2f(0.0, 0.0) glVertex3f(-1.0, -1.0, -1.0)
				glTexCoord2f(1.0, 0.0) glVertex3f(-1.0, -1.0,  1.0)
				glTexCoord2f(1.0, 1.0) glVertex3f(-1.0,  1.0,  1.0)
				glTexCoord2f(0.0, 1.0) glVertex3f(-1.0,  1.0, -1.0)
			glEnd()

			xrot += 0.3
			yrot += 0.2
			zrot += 0.4


	class GraphicsAppBase

		display event_queue ev timeout 
		timer  redraw 	= true

		FPS 		= 60 

		SCREEN_W 	= 800
		SCREEN_H 	= 600

		KEY_UP		= 1
		KEY_DOWN 	= 2
		KEY_LEFT 	= 3
		KEY_RIGHT 	= 4

		Key = [false,false,false,false]

		TITLE = "Graphics Application"

		func start

			SetUp()
			loadResources()
			eventsLoop()
			destroy()

		func setup

			al_init()
			al_init_image_addon()
			al_set_new_display_flags(ALLEGRO_OPENGL) 
			display = al_create_display(SCREEN_W,SCREEN_H)
			al_set_Window_title(display,TITLE)
			al_clear_to_color(al_map_rgb(0,0,0))
			event_queue = al_create_event_queue()
			al_register_event_source(event_queue, 
				al_get_display_event_source(display))
			ev = al_new_allegro_event()
			timeout = al_new_allegro_timeout()
			al_init_timeout(timeout, 0.06)
			timer = al_create_timer(1.0 / FPS)
			al_register_event_source(event_queue, 
				al_get_timer_event_source(timer))
			al_start_timer(timer)
			al_install_mouse()
			al_register_event_source(event_queue, 
				al_get_mouse_event_source())
			al_install_keyboard()
			al_register_event_source(event_queue, 
				al_get_keyboard_event_source())

		func eventsLoop

			while true
				al_wait_for_event_until(event_queue, ev, timeout)
				switch al_get_allegro_event_type(ev)
				on ALLEGRO_EVENT_DISPLAY_CLOSE
					exit
				on ALLEGRO_EVENT_TIMER
					redraw = true
				on ALLEGRO_EVENT_MOUSE_AXES
					mouse_x = al_get_allegro_event_mouse_x(ev)
					mouse_y = al_get_allegro_event_mouse_y(ev)
				on ALLEGRO_EVENT_MOUSE_ENTER_DISPLAY
					mouse_x = al_get_allegro_event_mouse_x(ev)
					mouse_y = al_get_allegro_event_mouse_y(ev)
				on ALLEGRO_EVENT_MOUSE_BUTTON_UP
					exit
				on ALLEGRO_EVENT_KEY_DOWN
					switch al_get_allegro_event_keyboard_keycode(ev)
						on ALLEGRO_KEY_UP
							key[KEY_UP] = true
						on ALLEGRO_KEY_DOWN
							key[KEY_DOWN] = true
						on ALLEGRO_KEY_LEFT
							key[KEY_LEFT] = true
						on ALLEGRO_KEY_RIGHT
							key[KEY_RIGHT] = true
					off
				on ALLEGRO_EVENT_KEY_UP
					switch al_get_allegro_event_keyboard_keycode(ev)
						on ALLEGRO_KEY_UP
							key[KEY_UP] = false
						on ALLEGRO_KEY_DOWN
							key[KEY_DOWN] = false
						on ALLEGRO_KEY_LEFT
							key[KEY_LEFT] = false
						on ALLEGRO_KEY_RIGHT
							key[KEY_RIGHT] = false
						on ALLEGRO_KEY_ESCAPE
							exit
					off
				off
				if redraw and al_is_event_queue_empty(event_queue)
					redraw = false
					drawScene()
					al_flip_display()
				ok
				callgc()
			end

		func destroy

			destroyResources()
			al_destroy_timer(timer)
			al_destroy_allegro_event(ev)
			al_destroy_allegro_timeout(timeout)
			al_destroy_event_queue(event_queue)
			al_destroy_display(display)
			al_exit()

		func loadresources

		func drawScene

		func destroyResources

Screen Shot:

.. image:: ringcube3d.png
	:alt: Ring Cube

.. index:: 
	pair: Using RingOpenGL and RingAllegro for 3D  Graphics; Many Cubes

Many Cubes
==========

Source Code:

.. code-block:: ring

	# Load Libraries
		load "gamelib.ring"		# RingAllegro Library
		load "opengl21lib.ring"		# RingOpenGL  Library

	#==============================================================
	# To Support MacOS X
		al_run_main()	
		func al_game_start 	# Called by al_run_main()
			main()		# Now we call our main function
	#==============================================================


	func main

		new GraphicsApp {
			start()
		}


	class GraphicsApp from GraphicsAppBase

		TITLE = "Many Cubes"

		bitmap bitmap2 bitmap3
		texture texture2 texture3

		fps = 120
		xrot = 0.0
		yrot = 0.0
		zrot = 0.0

		nPerspective = 100

		func loadresources

			bitmap = al_load_bitmap("sky1.jpg")
			texture = al_get_opengl_texture(bitmap)

			bitmap2 = al_load_bitmap("sky2.jpg")
			texture2 = al_get_opengl_texture(bitmap2)

			bitmap3 = al_load_bitmap("sky3.jpg")
			texture3 = al_get_opengl_texture(bitmap3)

		func destroyResources

			al_destroy_bitmap(bitmap)
			al_destroy_bitmap(bitmap2)
			al_destroy_bitmap(bitmap3)

		func drawScene

			prepare()
			cubes()
			rotate()

		func Prepare
			w = 800 h = 600
			ratio =  w / h
			glViewport(0, 0, w, h)
			glMatrixMode(GL_PROJECTION)
			glLoadIdentity()
			gluPerspective(-nPerspective,ratio,1,nPerspective)
			glMatrixMode(GL_MODELVIEW)
			glLoadIdentity()
			glEnable(GL_TEXTURE_2D)							
			glShadeModel(GL_SMOOTH)		
			glClearColor(0.0, 0.0, 0.0, 0.5)
			glClearDepth(1.0)			
			glEnable(GL_DEPTH_TEST)	
			glEnable(GL_CULL_FACE)
			glDepthFunc(GL_LEQUAL)
			glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)
			glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)

		func Cubes
			cube(5,-3.4,-5,:sky1)
			cube(0,-3,-5,:sky1)
			cube(-5,-3,-5,:sky1)
			cube(5,0.5,-5,:sky2)
			cube(0,0.5,-5,:sky2)
			cube(-5,0.5,-5,:sky2)
			cube(5,4,-5,:sky3)
			cube(0,4,-5,:sky3)
			cube(-5,4,-5,:sky3)

		func Rotate 
			xrot += 0.3 * 5
			yrot += 0.2 * 5
			zrot += 0.4 * 5
			nPerspective += 0.5


		func cube(x,y,z,nTexture)
			glLoadIdentity()									
			glTranslatef(x,y,z)
			glRotatef(xrot,1.0,0.0,0.0)
			glRotatef(yrot,0.0,1.0,0.0)
			glRotatef(zrot,0.0,0.0,1.0)
			drawcube(nTexture)

		func drawcube(cTexture) 

			switch cTexture
				on :sky1
					glBindTexture(GL_TEXTURE_2D, texture)
				on :sky2
					glBindTexture(GL_TEXTURE_2D, texture2)
				on :sky3
					glBindTexture(GL_TEXTURE_2D, texture3)
			off


			glBegin(GL_QUADS)
				// Front Face
				glTexCoord2f(0.0, 0.0) glVertex3f(-1.0, -1.0,  1.0)
				glTexCoord2f(1.0, 0.0) glVertex3f( 1.0, -1.0,  1.0)
				glTexCoord2f(1.0, 1.0) glVertex3f( 1.0,  1.0,  1.0)
				glTexCoord2f(0.0, 1.0) glVertex3f(-1.0,  1.0,  1.0)
				// Back Face
				glTexCoord2f(1.0, 0.0) glVertex3f(-1.0, -1.0, -1.0)
				glTexCoord2f(1.0, 1.0) glVertex3f(-1.0,  1.0, -1.0)
				glTexCoord2f(0.0, 1.0) glVertex3f( 1.0,  1.0, -1.0)
				glTexCoord2f(0.0, 0.0) glVertex3f( 1.0, -1.0, -1.0)
				// Top Face
				glTexCoord2f(0.0, 1.0) glVertex3f(-1.0,  1.0, -1.0)
				glTexCoord2f(0.0, 0.0) glVertex3f(-1.0,  1.0,  1.0)
				glTexCoord2f(1.0, 0.0) glVertex3f( 1.0,  1.0,  1.0)
				glTexCoord2f(1.0, 1.0) glVertex3f( 1.0,  1.0, -1.0)
				// Bottom Face
				glTexCoord2f(1.0, 1.0) glVertex3f(-1.0, -1.0, -1.0)
				glTexCoord2f(0.0, 1.0) glVertex3f( 1.0, -1.0, -1.0)
				glTexCoord2f(0.0, 0.0) glVertex3f( 1.0, -1.0,  1.0)
				glTexCoord2f(1.0, 0.0) glVertex3f(-1.0, -1.0,  1.0)
			 
				// Right face
				glTexCoord2f(1.0, 0.0) glVertex3f( 1.0, -1.0, -1.0)
				glTexCoord2f(1.0, 1.0) glVertex3f( 1.0,  1.0, -1.0)
				glTexCoord2f(0.0, 1.0) glVertex3f( 1.0,  1.0,  1.0)
				glTexCoord2f(0.0, 0.0) glVertex3f( 1.0, -1.0,  1.0)
		 
				// Left Face
				glTexCoord2f(0.0, 0.0) glVertex3f(-1.0, -1.0, -1.0)
				glTexCoord2f(1.0, 0.0) glVertex3f(-1.0, -1.0,  1.0)
				glTexCoord2f(1.0, 1.0) glVertex3f(-1.0,  1.0,  1.0)
				glTexCoord2f(0.0, 1.0) glVertex3f(-1.0,  1.0, -1.0)
			glEnd()


	class GraphicsAppBase

		display event_queue ev timeout 
		timer  redraw 	= true

		FPS 		= 60 

		SCREEN_W 	= 800
		SCREEN_H 	= 600

		KEY_UP		= 1
		KEY_DOWN 	= 2
		KEY_LEFT 	= 3
		KEY_RIGHT 	= 4

		Key = [false,false,false,false]

		TITLE = "Graphics Application"

		func start

			SetUp()
			loadResources()
			eventsLoop()
			destroy()

		func setup

			al_init()
			al_init_image_addon()
			al_set_new_display_flags(ALLEGRO_OPENGL) 
			display = al_create_display(SCREEN_W,SCREEN_H)
			al_set_Window_title(display,TITLE)
			al_clear_to_color(al_map_rgb(0,0,0))
			event_queue = al_create_event_queue()
			al_register_event_source(event_queue, 
				al_get_display_event_source(display))
			ev = al_new_allegro_event()
			timeout = al_new_allegro_timeout()
			al_init_timeout(timeout, 0.06)
			timer = al_create_timer(1.0 / FPS)
			al_register_event_source(event_queue, 
				al_get_timer_event_source(timer))
			al_start_timer(timer)
			al_install_mouse()
			al_register_event_source(event_queue, 
				al_get_mouse_event_source())
			al_install_keyboard()
			al_register_event_source(event_queue, 
				al_get_keyboard_event_source())

		func eventsLoop

			while true
				al_wait_for_event_until(event_queue, ev, timeout)
				switch al_get_allegro_event_type(ev)
				on ALLEGRO_EVENT_DISPLAY_CLOSE
					exit
				on ALLEGRO_EVENT_TIMER
					redraw = true
				on ALLEGRO_EVENT_MOUSE_AXES
					mouse_x = al_get_allegro_event_mouse_x(ev)
					mouse_y = al_get_allegro_event_mouse_y(ev)
				on ALLEGRO_EVENT_MOUSE_ENTER_DISPLAY
					mouse_x = al_get_allegro_event_mouse_x(ev)
					mouse_y = al_get_allegro_event_mouse_y(ev)
				on ALLEGRO_EVENT_MOUSE_BUTTON_UP
					exit
				on ALLEGRO_EVENT_KEY_DOWN
					switch al_get_allegro_event_keyboard_keycode(ev)
						on ALLEGRO_KEY_UP
							key[KEY_UP] = true
						on ALLEGRO_KEY_DOWN
							key[KEY_DOWN] = true
						on ALLEGRO_KEY_LEFT
							key[KEY_LEFT] = true
						on ALLEGRO_KEY_RIGHT
							key[KEY_RIGHT] = true
					off
				on ALLEGRO_EVENT_KEY_UP
					switch al_get_allegro_event_keyboard_keycode(ev)
						on ALLEGRO_KEY_UP
							key[KEY_UP] = false
						on ALLEGRO_KEY_DOWN
							key[KEY_DOWN] = false
						on ALLEGRO_KEY_LEFT
							key[KEY_LEFT] = false
						on ALLEGRO_KEY_RIGHT
							key[KEY_RIGHT] = false
						on ALLEGRO_KEY_ESCAPE
							exit
					off
				off
				if redraw and al_is_event_queue_empty(event_queue)
					redraw = false
					drawScene()
					al_flip_display()
				ok
				callgc()
			end

		func destroy

			destroyResources()
			al_destroy_timer(timer)
			al_destroy_allegro_event(ev)
			al_destroy_allegro_timeout(timeout)
			al_destroy_event_queue(event_queue)
			al_destroy_display(display)
			al_exit()

		func loadresources

		func drawScene

		func destroyResources


Screen Shot:

.. image:: manycubes.png
	:alt: Many Cubes

.. index:: 
	pair: Using RingOpenGL and RingAllegro for 3D  Graphics; TicTacToe 3D Game

TicTacToe 3D Game
=================


Source Code:

.. code-block:: ring


	# Load Libraries
		load "gamelib.ring"		# RingAllegro Library
		load "opengl21lib.ring"		# RingOpenGL  Library

	#==============================================================
	# To Support MacOS X
		al_run_main()	
		func al_game_start 	# Called by al_run_main()
			main()		# Now we call our main function
	#==============================================================

	func main
		new TicTacToe3D {
			start()
		}

	class TicTacToe3D from GameLogic

		FPS = 60
		TITLE = "TicTacToe 3D"

		oBackground = new GameBackground
		oGameSound = new GameSound
		oGameCube = new GameCube
		oGameOver = new GameOver
		oGameInterface = new GameInterface 

		func loadresources
			oGameOver.loadresources()
			oGameSound.loadresources()
			oBackGround.loadresources()
			oGameCube.loadresources()

		func destroyResources
			oGameOver.destroyResources()
			oGameSound.destroyResources()
			oBackGround.destroyResources()
			oGameCube.destroyResources()

		func drawScene
			oBackground.update()
			oGameInterface.update(self)

		func MouseClickEvent
			oGameInterface.MouseClickEvent(self)

	class GameInterface 

		func Update oGame
			prepare()
			cubes(oGame)

		func Prepare 
			w = 1024 h = 768
			ratio =  w / h
			glViewport(0, 0, w, h)
			glMatrixMode(GL_PROJECTION)
			glLoadIdentity()
			gluPerspective(-120,ratio,1,120)
			glMatrixMode(GL_MODELVIEW)
			glLoadIdentity()
			glEnable(GL_TEXTURE_2D)							
			glShadeModel(GL_SMOOTH)		
			glClearColor(0.0, 0.0, 0.0, 0.5)
			glClearDepth(1.0)			
			glEnable(GL_DEPTH_TEST)	
			glEnable(GL_CULL_FACE)
			glDepthFunc(GL_LEQUAL)
			glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)

		func Cubes oGame
			oGame.oGameCube {
				aGameMap = oGame.aGameMap 
				cube( 5  , -3 , -5  , aGameMap[1][1] )
				cube( 0  , -3 , -5  , aGameMap[1][2] )
				cube( -5 , -3 , -5  , aGameMap[1][3] )
				cube( 5  , 1  , -5  , aGameMap[2][1] )
				cube( 0  , 1  , -5  , aGameMap[2][2] )
				cube( -5 , 1  , -5  , aGameMap[2][3] )
				cube( 5  , 5  , -5  , aGameMap[3][1] )
				cube( 0  , 5  , -5  , aGameMap[3][2] )
				cube( -5 , 5  , -5  , aGameMap[3][3] )
				rotate()
			}

		func MouseClickEvent oGame
			oGame {
				aBtn = Point2Button(Mouse_X,Mouse_Y)
				nRow = aBtn[1]
				nCol = aBtn[2]
				if nRow != 0 and nCol != 0	
					if aGameMap[nRow][nCol] = :n
						aGameMap[nRow][nCol] = cActivePlayer
						ChangeActivePlayer()
						CheckGameOver()
					ok 			
				ok
			}

	Class GameLogic from GraphicsAppBase

		aGameMap = [
			[ :n , :n , :n ] ,
			[ :n , :n , :n ] ,
			[ :n , :n , :n ]
		]

		aGameButtons = [			# x1,y1,x2,y2
			[176,88,375,261],		# [1,1]
			[423,88,591,261],		# [1,2]
			[645,88,876,261],		# [1,3]
			[176,282,375,428],		# [2,1]
			[423,282,591,428],		# [2,2]
			[645,282,876,428],		# [2,3]
			[176,454,375,678],		# [3,1]
			[423,454,591,678],		# [3,2]
			[645,454,876,678]		# [3,3]
		]

		cActivePlayer = :x

		func point2button x,y
			nRow = 0
			nCol = 0
			for t = 1 to len(aGameButtons) 
				rect = aGameButtons[t]
				if x >= rect[1] and x <= rect[3] and
				   y >= rect[2] and y <= rect[4] 
						switch t
							on 1  nRow = 1  nCol = 1
							on 2  nRow = 1  nCol = 2
							on 3  nRow = 1 	nCol = 3
							on 4  nRow = 2  nCol = 1
							on 5  nRow = 2  nCol = 2
							on 6  nRow = 2  nCol = 3
							on 7  nRow = 3 	nCol = 1
							on 8  nRow = 3  nCol = 2
							on 9  nRow = 3  nCol = 3
						off
						exit 
				ok
			next 
			return [nRow,nCol]

		func ChangeActivePlayer()
			if cActivePlayer = :x
				cActivePlayer = :o
			else 
				cActivePlayer = :x
			ok

		func CheckGameOver
			aList = [
				aGameMap[1][1],
				aGameMap[1][2],
				aGameMap[1][3],
				aGameMap[2][1],
				aGameMap[2][2],
				aGameMap[2][3],
				aGameMap[3][1],
				aGameMap[3][2],
				aGameMap[3][3]
			]
			for item in aList 
				switch item 
					on :x	item = 1
					on :o	item = 2
					on :n	item = 0
				off
			next
			nStatus = CheckWinner(aList)
			if nStatus 
				oGameOver {
					Switch nStatus
						on 1 Player1Win(this)  
						on 2 Player2Win(this)  
						on 3 NoOneWin(this)   
					off
				}
				refreshGame()
			ok

		func refreshGame
			aGameMap = [
				[ :n , :n , :n ] ,
				[ :n , :n , :n ] ,
				[ :n , :n , :n ]
			]
			cActivePlayer = :x

		func CheckWinner lst
			//vertical check
			for v=1 to 9 step 3
				if lst[v]!=0 and lst[v+1]!=0 and lst[v+2]!=0
					if lst[v]=lst[v+1] and lst[v+1]=lst[v+2]
						return lst[v]
					ok
				ok
			next
			//horzintal
			for h=1 to 3
				if lst[h]!=0 and lst[h+3]!=0 and lst[h+6]!=0
					if lst[h]=lst[h+3] and lst[h+3]=lst[h+6]
						return lst[h]
					ok
				ok
			next
			//Cross
			if lst[1]!=0 and lst[5]!=0 and lst[9]!=0
				if lst[1]=lst[5] and lst[5]=lst[9] return lst[1] ok
			ok
			if lst[3]!=0 and lst[5]!=0 and lst[7]!=0
				if lst[3]=lst[5] and lst[5]=lst[7] return lst[3] ok
			ok
			//tie
			tie=true
			for i=1 to 9
				if lst[i]=0 tie=false exit ok
			next
			if tie=true return 3 ok return 0



	class GameOver

		font bitmap

		func loadresources
			font = al_load_ttf_font("font/pirulen.ttf",54,0 )
			bitmap = al_load_bitmap("image/ballon.png")

		func destroyResources
			al_destroy_bitmap(bitmap)
			al_destroy_font(font)

		func Player1Win oGame
			showMsg(oGame,80,430,"Good job X you won!")
			
		func Player2Win oGame
			showMsg(oGame,80,430,"Good job O you won!")
		
		func NoOneWin oGame
			showMsg(oGame,150,430,"Oh no it's a tie!")
			
		func ShowMsg oGame,x,y,cMsg
			oGame {
				drawScene()
				al_flip_display()
				al_rest(0.3)
				newdisplay = al_create_display(SCREEN_W,SCREEN_H)
				al_set_window_title(newdisplay,TITLE)
				al_clear_to_color(al_map_rgb(255,255,255))
				al_draw_bitmap(this.bitmap,200,50,1)
				al_draw_text(this.font,
					 al_map_rgb(0,0,255), x,y,
					 ALLEGRO_ALIGN_LEFT,cMsg)
				al_flip_display()
				al_rest(2)
				al_destroy_display(newdisplay)
				al_set_target_backbuffer(display)
			}

	class GameCube

		bitmap bitmap2 bitmap3 
		textureX textureO textureN

		xrot = 0.0
		yrot = 0.0
		zrot = 0.0

		func loadresources
			bitmap = al_load_bitmap("image/o.png")
			textureO = al_get_opengl_texture(bitmap)
			bitmap2 = al_load_bitmap("image/x.png")
			textureX = al_get_opengl_texture(bitmap2)
			bitmap3 = al_load_bitmap("image/empty.png")
			textureN = al_get_opengl_texture(bitmap3)

		func destroyResources
			al_destroy_bitmap(bitmap)
			al_destroy_bitmap(bitmap2)
			al_destroy_bitmap(bitmap3)

		func cube(x,y,z,nTexture)
			glLoadIdentity()									
			glTranslatef(x,y,z)
			glRotatef(xrot,1.0,0.0,0.0)
			glRotatef(yrot,0.0,1.0,0.0)
			glRotatef(zrot,0.0,0.0,1.0)
			setCubeTexture(nTexture)
			drawCube()

		func setCubeTexture cTexture
			switch cTexture
				on :x
					glBindTexture(GL_TEXTURE_2D, textureX)
				on :o
					glBindTexture(GL_TEXTURE_2D, textureO)
				on :n
					glBindTexture(GL_TEXTURE_2D, textureN)
			off

		func Rotate 
			xrot += 0.3 * 5
			yrot += 0.2 * 5
			zrot += 0.4 * 5

		func drawcube
			glBegin(GL_QUADS)
				// Front Face
				glTexCoord2f(0.0, 0.0) glVertex3f(-1.0, -1.0,  1.0)
				glTexCoord2f(1.0, 0.0) glVertex3f( 1.0, -1.0,  1.0)
				glTexCoord2f(1.0, 1.0) glVertex3f( 1.0,  1.0,  1.0)
				glTexCoord2f(0.0, 1.0) glVertex3f(-1.0,  1.0,  1.0)
				// Back Face
				glTexCoord2f(1.0, 0.0) glVertex3f(-1.0, -1.0, -1.0)
				glTexCoord2f(1.0, 1.0) glVertex3f(-1.0,  1.0, -1.0)
				glTexCoord2f(0.0, 1.0) glVertex3f( 1.0,  1.0, -1.0)
				glTexCoord2f(0.0, 0.0) glVertex3f( 1.0, -1.0, -1.0)
				// Top Face
				glTexCoord2f(0.0, 1.0) glVertex3f(-1.0,  1.0, -1.0)
				glTexCoord2f(0.0, 0.0) glVertex3f(-1.0,  1.0,  1.0)
				glTexCoord2f(1.0, 0.0) glVertex3f( 1.0,  1.0,  1.0)
				glTexCoord2f(1.0, 1.0) glVertex3f( 1.0,  1.0, -1.0)
				// Bottom Face
				glTexCoord2f(1.0, 1.0) glVertex3f(-1.0, -1.0, -1.0)
				glTexCoord2f(0.0, 1.0) glVertex3f( 1.0, -1.0, -1.0)
				glTexCoord2f(0.0, 0.0) glVertex3f( 1.0, -1.0,  1.0)
				glTexCoord2f(1.0, 0.0) glVertex3f(-1.0, -1.0,  1.0)
			 
				// Right face
				glTexCoord2f(1.0, 0.0) glVertex3f( 1.0, -1.0, -1.0)
				glTexCoord2f(1.0, 1.0) glVertex3f( 1.0,  1.0, -1.0)
				glTexCoord2f(0.0, 1.0) glVertex3f( 1.0,  1.0,  1.0)
				glTexCoord2f(0.0, 0.0) glVertex3f( 1.0, -1.0,  1.0)
		 
				// Left Face
				glTexCoord2f(0.0, 0.0) glVertex3f(-1.0, -1.0, -1.0)
				glTexCoord2f(1.0, 0.0) glVertex3f(-1.0, -1.0,  1.0)
				glTexCoord2f(1.0, 1.0) glVertex3f(-1.0,  1.0,  1.0)
				glTexCoord2f(0.0, 1.0) glVertex3f(-1.0,  1.0, -1.0)
			glEnd()


	class GameBackground 

		nBackX = 0
		nBackY = 0
		nBackDiffx = -1
		nBackDiffy = -1
		nBackMotion = 1
		aBackMotionList = [
			[ -1, -1 ] ,		# Down - Right
			[ 0 , 1  ] ,		# Up
			[ -1, -1 ] , 		# Down - Right
			[ 0 , 1  ] ,		# Up
			[ 1 , -1 ] ,		# Down - Left
			[ 0 , 1  ] ,		# Up
			[ 1 , -1 ] , 		# Down - Left
			[ 0 , 1  ]			# Up
		]

		bitmap

		func Update 
			draw()
			motion()

		func draw
			al_draw_bitmap(bitmap,nBackX,nBackY,1)

		func motion
			nBackX += nBackDiffx
			nBackY += nBackDiffy
			if (nBackY = -350) or (nBackY = 0)
				nBackMotion++
				if nBackMotion > len(aBackMotionList)
					nBackMotion = 1
				ok
				nBackDiffx  = aBackMotionList[nBackMotion][1]
				nBackDiffy  = aBackMotionList[nBackMotion][2]
			ok

		func loadResources
			bitmap = al_load_bitmap("image/back.jpg")

		func destroyResources
			al_destroy_bitmap(bitmap)


	class GameSound

		sample sampleid

		func loadresources
			sample = al_load_sample( "sound/music1.wav" )
			sampleid = al_new_allegro_sample_id()
			al_play_sample(sample, 1.0, 0.0,1.0,ALLEGRO_PLAYMODE_LOOP,sampleid)

		func destroyResources
			al_destroy_allegro_sample_id(sampleid)
			al_destroy_sample(sample)


	class GraphicsAppBase

		display event_queue ev timeout 
		timer  
		redraw 			= true
		FPS 			= 60 
		SCREEN_W 		= 1024
		SCREEN_H 		= 700
		KEY_UP			= 1
		KEY_DOWN 		= 2
		KEY_LEFT 		= 3
		KEY_RIGHT 		= 4
		Key 			= [false,false,false,false]
		Mouse_X 		= 0
		Mouse_Y			= 0
		TITLE 			= "Graphics Application"
		PRINT_MOUSE_XY 	= False

		func start
			SetUp()
			loadResources()
			eventsLoop()
			destroy()

		func setup
			al_init()
			al_init_font_addon()
			al_init_ttf_addon()
			al_init_image_addon()
			al_install_audio()
			al_init_acodec_addon()
			al_reserve_samples(1)
			al_set_new_display_flags(ALLEGRO_OPENGL) 
			display = al_create_display(SCREEN_W,SCREEN_H)
			al_set_window_title(display,TITLE)
			al_clear_to_color(al_map_rgb(0,0,0))
			event_queue = al_create_event_queue()
			al_register_event_source(event_queue, 
				al_get_display_event_source(display))
			ev = al_new_allegro_event()
			timeout = al_new_allegro_timeout()
			al_init_timeout(timeout, 0.06)
			timer = al_create_timer(1.0 / FPS)
			al_register_event_source(event_queue, 
				al_get_timer_event_source(timer))
			al_start_timer(timer)
			al_install_mouse()
			al_register_event_source(event_queue, 
				al_get_mouse_event_source())
			al_install_keyboard()
			al_register_event_source(event_queue, 
				al_get_keyboard_event_source())

		func eventsLoop
			while true
				al_wait_for_event_until(event_queue, ev, timeout)
				switch al_get_allegro_event_type(ev)
				on ALLEGRO_EVENT_DISPLAY_CLOSE
					CloseEvent()
				on ALLEGRO_EVENT_TIMER
					redraw = true
				on ALLEGRO_EVENT_MOUSE_AXES
					mouse_x = al_get_allegro_event_mouse_x(ev)
					mouse_y = al_get_allegro_event_mouse_y(ev)
					if PRINT_MOUSE_XY
						see "x = " + mouse_x + nl
						see "y = " + mouse_y + nl
					ok
				on ALLEGRO_EVENT_MOUSE_ENTER_DISPLAY
					mouse_x = al_get_allegro_event_mouse_x(ev)
					mouse_y = al_get_allegro_event_mouse_y(ev)
				on ALLEGRO_EVENT_MOUSE_BUTTON_UP
					MouseClickEvent()
				on ALLEGRO_EVENT_KEY_DOWN
					switch al_get_allegro_event_keyboard_keycode(ev)
						on ALLEGRO_KEY_UP
							key[KEY_UP] = true
						on ALLEGRO_KEY_DOWN
							key[KEY_DOWN] = true
						on ALLEGRO_KEY_LEFT
							key[KEY_LEFT] = true
						on ALLEGRO_KEY_RIGHT
							key[KEY_RIGHT] = true
					off
				on ALLEGRO_EVENT_KEY_UP
					switch al_get_allegro_event_keyboard_keycode(ev)
						on ALLEGRO_KEY_UP
							key[KEY_UP] = false
						on ALLEGRO_KEY_DOWN
							key[KEY_DOWN] = false
						on ALLEGRO_KEY_LEFT
							key[KEY_LEFT] = false
						on ALLEGRO_KEY_RIGHT
							key[KEY_RIGHT] = false
						on ALLEGRO_KEY_ESCAPE
							exit
					off
				off
				if redraw and al_is_event_queue_empty(event_queue)
					redraw = false
					drawScene()
					al_flip_display()
				ok
				callgc()
			end

		func destroy
			destroyResources()
			al_destroy_timer(timer)
			al_destroy_allegro_event(ev)
			al_destroy_allegro_timeout(timeout)
			al_destroy_event_queue(event_queue)
			al_destroy_display(display)
			al_exit()

		func loadresources

		func drawScene

		func destroyResources

		func MouseClickEvent
			exit 			# Exit from the Events Loop 

		func CloseEvent
			exit 			# Exit from the Events Loop 


Screen Shot:

.. image:: tictactoe3d.png
	:width: 450pt
	:height: 350pt
	:alt: TicTacToe 3D Game


.. index:: 
	pair: Using RingOpenGL and RingAllegro for 3D  Graphics; More 3D Samples

More 3D Samples
===============

You will find the samples in ring/samples/3D folder

The next screen shot for the Top-Down view - Many levels of cubes sample

.. image:: more3dsamples.jpg
	:alt: 3D samples

The next screen shot for the Camera Sample

.. image:: more3dsamples2.jpg
	:alt: 3D samples

The next screen shot for the Camera and background sample

Developer : Azzeddine Remmal

.. image:: cameraandbackground.png
	:alt: Camera and background


