// reset our viewport after a window resize func resizeWindow(width, height int) { // protect against a divide by zero if height == 0 { height = 1 } // Setup our viewport gl.Viewport(0, 0, width, height) // change to the projection matrix and set our viewing volume. gl.MatrixMode(gl.PROJECTION) gl.LoadIdentity() // aspect ratio aspect := gl.GLdouble(width / height) // Set our perspective. // This code is equivalent to using gluPerspective as in the original tutorial. var fov, near, far gl.GLdouble fov = 45.0 near = 0.1 far = 100.0 top := gl.GLdouble(math.Tan(float64(fov*math.Pi/360.0))) * near bottom := -top left := aspect * bottom right := aspect * top gl.Frustum(float64(left), float64(right), float64(bottom), float64(top), float64(near), float64(far)) // Make sure we're changing the model view and not the projection gl.MatrixMode(gl.MODELVIEW) // Reset the view gl.LoadIdentity() }
func display() { gl.Clear(gl.COLOR_BUFFER_BIT) bitmap_output(40, 35, "This is written in a GLUT bitmap font.", glut.BITMAP_TIMES_ROMAN_24) bitmap_output(30, 210, "More bitmap text is a fixed 9 by 15 font.", glut.BITMAP_9_BY_15) bitmap_output(70, 240, " Helvetica is yet another bitmap font.", glut.BITMAP_HELVETICA_18) gl.MatrixMode(gl.PROJECTION) gl.PushMatrix() gl.LoadIdentity() glu.Perspective(40.0, 1.0, 0.1, 20.0) gl.MatrixMode(gl.MODELVIEW) gl.PushMatrix() // Banthar's glu doesn't have this right now. // glu.LookAt(0.0, 0.0, 4.0, /* eye is at (0,0,30) */ // 0.0, 0.0, 0.0, /* center is at (0,0,0) */ // 0.0, 1.0, 0.) /* up is in postivie Y direction */ gl.PushMatrix() gl.Translatef(0, 0, -4) gl.Rotatef(50, 0, 1, 0) stroke_output(-2.5, 1.1, " This is written in a", glut.STROKE_ROMAN) stroke_output(-2.5, 0, " GLUT stroke font.", glut.STROKE_ROMAN) stroke_output(-2.5, -1.1, "using 3D perspective.", glut.STROKE_ROMAN) gl.PopMatrix() gl.MatrixMode(gl.MODELVIEW) gl.PopMatrix() gl.MatrixMode(gl.PROJECTION) gl.PopMatrix() gl.MatrixMode(gl.MODELVIEW) gl.Flush() }
func reshape(w, h int) { gl.Viewport(0, 0, gl.GLsizei(w), gl.GLsizei(h)) gl.MatrixMode(gl.PROJECTION) gl.LoadIdentity() gl.Ortho(0, gl.GLdouble(w), 0, gl.GLdouble(h), -1, 1) gl.Scalef(1, -1, 1) gl.Translatef(0, gl.GLfloat(-h), 0) gl.MatrixMode(gl.MODELVIEW) }
func reshape(w, h int) { gl.Viewport(0, 0, w, h) gl.MatrixMode(gl.PROJECTION) gl.LoadIdentity() gl.Ortho(0, float64(w), 0, float64(h), -1, 1) gl.Scalef(1, -1, 1) gl.Translatef(0, float32(-h), 0) gl.MatrixMode(gl.MODELVIEW) }
func reshape(w, h int) { if h == 0 { h = 1 } gl.Viewport(0, 0, w, h) gl.MatrixMode(gl.PROJECTION) gl.LoadIdentity() glu.Perspective(45.0, float64(w)/float64(h), 0.1, 100.0) gl.MatrixMode(gl.MODELVIEW) gl.LoadIdentity() resetZoom() }
/* new window size or exposure */ func reshape(width int, height int) { h := float64(height) / float64(width) gl.Viewport(0, 0, width, height) gl.MatrixMode(gl.PROJECTION) gl.LoadIdentity() gl.Frustum(-1.0, 1.0, -h, h, 5.0, 60.0) gl.MatrixMode(gl.MODELVIEW) gl.LoadIdentity() gl.Translatef(0.0, 0.0, -40.0) }
func (gd *openGLGraphicsDevice) SetMatrix(mtype int, m *Matrix4x4) { switch mtype { case MatrixProjection: gl.MatrixMode(gl.PROJECTION) case MatrixModelView: gl.MatrixMode(gl.MODELVIEW) default: panic("invalid matrix type") } //TODO: use glLoadTransposeMatrix for correct memory layout tm := m.Transposed() gl.LoadMatrixf(&tm.M11) }
func resetZoom() { // Reset viewport gl.LoadIdentity() gl.MatrixMode(gl.PROJECTION) gl.LoadIdentity() // Reset ortho view gl.Ortho(left, right, bottom, top, 1, -1) gl.Rotatef(180, 0, 0, 0) gl.Translatef(float32(-*cx), float32(-*cy), 0) gl.MatrixMode(gl.MODELVIEW) gl.Disable(gl.DEPTH_TEST) gl.LoadIdentity() }
func glEnable2D() { var vPort [4]gl.GLint gl.GetIntegerv(gl.VIEWPORT, &vPort[0]) gl.MatrixMode(gl.PROJECTION) gl.PushMatrix() gl.LoadIdentity() gl.Ortho(0.0, gl.GLdouble(vPort[2]), 0.0, gl.GLdouble(vPort[3]), -1.0, 1.0) gl.MatrixMode(gl.MODELVIEW) gl.PushMatrix() gl.LoadIdentity() }
func main() { sdl.Init(sdl.INIT_VIDEO) var screen = sdl.SetVideoMode(640, 480, 32, sdl.OPENGL) if screen == nil { panic("sdl error") } if gl.Init() != 0 { panic("glew error") } pen := Pen{} gl.MatrixMode(gl.PROJECTION) gl.Viewport(0, 0, gl.GLsizei(screen.W), gl.GLsizei(screen.H)) gl.LoadIdentity() gl.Ortho(0, gl.GLdouble(screen.W), gl.GLdouble(screen.H), 0, -1.0, 1.0) gl.ClearColor(1, 1, 1, 0) gl.Clear(gl.COLOR_BUFFER_BIT) var running = true for running { e := &sdl.Event{} for e.Poll() { switch e.Type { case sdl.QUIT: running = false break case sdl.KEYDOWN: running = false break case sdl.MOUSEMOTION: me := e.MouseMotion() if me.State != 0 { pen.lineTo(Point{int(me.X), int(me.Y)}) } else { pen.moveTo(Point{int(me.X), int(me.Y)}) } break } } sdl.GL_SwapBuffers() sdl.Delay(25) } sdl.Quit() }
func initWindow() { glut.IgnoreKeyRepeat(1) glut.DisplayFunc(display) glut.VisibilityFunc(visible) glut.KeyboardFunc(key) glut.KeyboardUpFunc(keyup) glut.SpecialFunc(special) glut.SpecialUpFunc(specialup) glut.JoystickFunc(joystick, 100) gl.MatrixMode(gl.PROJECTION) gl.LoadIdentity() gl.Ortho(0, 40, 0, 40, 0, 40) gl.MatrixMode(gl.MODELVIEW) gl.PointSize(3.0) currentWindow = glut.GetWindow() }
func (self *Camera) Setup() { d := self.Distance Angle := self.Angle Angle360 := Angle.Scale(1 / math.Pi * 180) TargetPos := self.Target.Pos gl.MatrixMode(gl.PROJECTION) gl.LoadIdentity() gl.Viewport(0, 0, 800, 600) gl.Frustum(-1, 1, -1, 1, 4, 1000) gl.MatrixMode(gl.MODELVIEW) gl.LoadIdentity() gl.Translatef(0, 0, -d) gl.Rotatef(Angle360.Y, 1, 0, 0) gl.Rotatef(Angle360.X, 0, 1, 0) gl.Translatef(-TargetPos.X, -TargetPos.Y, -TargetPos.Z) }
func main() { var err os.Error if err = glfw.Init(); err != nil { fmt.Fprintf(os.Stderr, "%v\n", err) return } defer glfw.Terminate() // Open window with FSAA samples (if possible). glfw.OpenWindowHint(glfw.FsaaSamples, 4) if err = glfw.OpenWindow(400, 400, 0, 0, 0, 0, 0, 0, glfw.Windowed); err != nil { fmt.Fprintf(os.Stderr, "%v\n", err) return } defer glfw.CloseWindow() glfw.SetWindowTitle("Aliasing Detector") glfw.SetSwapInterval(1) if samples := glfw.WindowParam(glfw.FsaaSamples); samples != 0 { fmt.Fprintf(os.Stdout, "Context reports FSAA is supported with %d samples\n", samples) } else { fmt.Fprintf(os.Stdout, "Context reports FSAA is unsupported\n") } gl.MatrixMode(gl.PROJECTION) glu.Perspective(0, 1, 0, 1) for glfw.WindowParam(glfw.Opened) == 1 { time := float32(glfw.Time()) gl.Clear(gl.COLOR_BUFFER_BIT) gl.LoadIdentity() gl.Translatef(0.5, 0, 0) gl.Rotatef(time, 0, 0, 1) gl.Enable(GL_MULTISAMPLE_ARB) gl.Color3f(1, 1, 1) gl.Rectf(-0.25, -0.25, 0.25, 0.25) gl.LoadIdentity() gl.Translatef(-0.5, 0, 0) gl.Rotatef(time, 0, 0, 1) gl.Disable(GL_MULTISAMPLE_ARB) gl.Color3f(1, 1, 1) gl.Rectf(-0.25, -0.25, 0.25, 0.25) glfw.SwapBuffers() } }
func main() { sdl.Init(sdl.INIT_VIDEO) var screen = sdl.SetVideoMode(640, 480, 32, sdl.OPENGL) if screen == nil { panic("sdl error") } if gl.Init() != 0 { panic("gl error") } pen := Pen{} gl.MatrixMode(gl.PROJECTION) gl.Viewport(0, 0, int(screen.W), int(screen.H)) gl.LoadIdentity() gl.Ortho(0, float64(screen.W), float64(screen.H), 0, -1.0, 1.0) gl.ClearColor(1, 1, 1, 0) gl.Clear(gl.COLOR_BUFFER_BIT) var running = true for running { for e := sdl.PollEvent(); e != nil; e = sdl.PollEvent() { switch ev := e.(type) { case *sdl.QuitEvent: running = false case *sdl.KeyboardEvent: if ev.Keysym.Sym == sdl.K_ESCAPE { running = false } case *sdl.MouseMotionEvent: if ev.State != 0 { pen.lineTo(Point{int(ev.X), int(ev.Y)}) } else { pen.moveTo(Point{int(ev.X), int(ev.Y)}) } } } sdl.GL_SwapBuffers() sdl.Delay(25) } sdl.Quit() }
func reshape(w, h int) { /* Because Gil specified "screen coordinates" (presumably with an upper-left origin), this short bit of code sets up the coordinate system to correspond to actual window coodrinates. This code wouldn't be required if you chose a (more typical in 3D) abstract coordinate system. */ gl.Viewport(0, 0, w, h) /* Establish viewing area to cover entire window. */ gl.MatrixMode(gl.PROJECTION) /* Start modifying the projection matrix. */ gl.LoadIdentity() /* Reset project matrix. */ gl.Ortho(0, float64(w), 0, float64(h), -1, 1) /* Map abstract coords directly to window coords. */ gl.Scalef(1, -1, 1) /* Invert Y axis so increasing Y goes down. */ gl.Translatef(0, float32(-h), 0) /* Shift origin up to upper-left corner. */ }
func ResizeWindow(w int32, h int32) { // resizeWindow gl.MatrixMode(gl.PROJECTION) gl.Viewport(0, 0, gl.GLsizei(w), gl.GLsizei(h)) gl.LoadIdentity() // glu.Perspective( 45.0, ratio, 0.1, 100.0) aspect := gl.GLdouble(w) / gl.GLdouble(h) zNear := gl.GLdouble(0.1) zFar := gl.GLdouble(100.0) gl.Frustum(-NearHeight*aspect, NearHeight*aspect, -NearHeight, NearHeight, zNear, zFar) gl.MatrixMode(gl.MODELVIEW) gl.LoadIdentity() WinW = int(w) WinH = int(h) }
func reshape(w, h int) { /* Because Gil specified "screen coordinates" (presumably with an upper-left origin), this short bit of code sets up the coordinate system to correspond to actual window coodrinates. This code wouldn't be required if you chose a (more typical in 3D) abstract coordinate system. */ gl.ClearColor(1, 1, 1, 1) //fmt.Println(gl.GetString(gl.EXTENSIONS)) gl.Viewport(0, 0, w, h) /* Establish viewing area to cover entire window. */ gl.MatrixMode(gl.PROJECTION) /* Start modifying the projection matrix. */ gl.LoadIdentity() /* Reset project matrix. */ gl.Ortho(0, float64(w), 0, float64(h), -1, 1) /* Map abstract coords directly to window coords. */ gl.Scalef(1, -1, 1) /* Invert Y axis so increasing Y goes down. */ gl.Translatef(0, float32(-h), 0) /* Shift origin up to upper-left corner. */ gl.Enable(gl.BLEND) gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) gl.Disable(gl.DEPTH_TEST) width, height = w, h }
func main() { runtime.LockOSThread() flag.Parse() buildPalette() sdl.Init(sdl.INIT_VIDEO) defer sdl.Quit() sdl.GL_SetAttribute(sdl.GL_SWAP_CONTROL, 1) if sdl.SetVideoMode(512, 512, 32, sdl.OPENGL) == nil { panic("sdl error") } if gl.Init() != 0 { panic("gl error") } sdl.WM_SetCaption("Gomandel", "Gomandel") gl.Enable(gl.TEXTURE_2D) gl.Viewport(0, 0, 512, 512) gl.MatrixMode(gl.PROJECTION) gl.LoadIdentity() gl.Ortho(0, 512, 512, 0, -1, 1) gl.ClearColor(0, 0, 0, 0) //----------------------------------------------------------------------------- var dndDragging bool = false var dndStart Point var dndEnd Point var tex gl.Texture var tc TexCoords var lastProgress int initialRect := Rect{-1.5, -1.5, 3, 3} rect := initialRect rc := new(MandelbrotRequest) rc.MakeRequest(512, 512, rect) rc.WaitFor(Small, &tex, &tc) running := true e := new(sdl.Event) for running { for e.Poll() { switch e.Type { case sdl.QUIT: running = false case sdl.MOUSEBUTTONDOWN: dndDragging = true sdl.GetMouseState(&dndStart.X, &dndStart.Y) dndEnd = dndStart case sdl.MOUSEBUTTONUP: dndDragging = false sdl.GetMouseState(&dndEnd.X, &dndEnd.Y) if e.MouseButton().Button == 3 { rect = initialRect } else { rect = rectFromSelection(dndStart, dndEnd, 512, 512, rect) tc = texCoordsFromSelection(dndStart, dndEnd, 512, 512, tc) } // make request rc.MakeRequest(512, 512, rect) case sdl.MOUSEMOTION: if dndDragging { sdl.GetMouseState(&dndEnd.X, &dndEnd.Y) } } } // if we're waiting for a result, check if it's ready p := rc.Update(&tex, &tc) if p != -1 { lastProgress = p } gl.Clear(gl.COLOR_BUFFER_BIT) tex.Bind(gl.TEXTURE_2D) drawQuad(0, 0, 512, 512, tc.TX, tc.TY, tc.TX2, tc.TY2) gl.BindTexture(gl.TEXTURE_2D, 0) if dndDragging { drawSelection(dndStart, dndEnd) } drawProgress(512, 512, lastProgress, rc.Pending) sdl.GL_SwapBuffers() } }
func glDisable2D() { gl.MatrixMode(gl.PROJECTION) gl.PopMatrix() gl.MatrixMode(gl.MODELVIEW) gl.PopMatrix() }
func main() { runtime.LockOSThread() flag.Parse() sdl.Init(sdl.INIT_VIDEO) defer sdl.Quit() sdl.GL_SetAttribute(sdl.GL_SWAP_CONTROL, 1) if sdl.SetVideoMode(640, 480, 32, sdl.OPENGL) == nil { panic("sdl error") } sdl.WM_SetCaption("Gotris", "Gotris") sdl.EnableKeyRepeat(250, 45) gl.Enable(gl.TEXTURE_2D) gl.Enable(gl.BLEND) gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) gl.Viewport(0, 0, 640, 480) gl.MatrixMode(gl.PROJECTION) gl.LoadIdentity() gl.Ortho(0, 640, 480, 0, -1, 1) gl.ClearColor(0, 0, 0, 0) //----------------------------------------------------------------------------- font, err := LoadFontFromFile("dejavu.font") if err != nil { panic(err) } rand.Seed(int64(sdl.GetTicks())) gs := NewGameSession(*initLevel, font) lastTime := sdl.GetTicks() running := true for running { for ev := sdl.PollEvent(); ev != nil; ev = sdl.PollEvent() { switch e := ev.(type) { case *sdl.QuitEvent: running = false case *sdl.KeyboardEvent: if e.Type == sdl.KEYDOWN { running = gs.HandleKey(e.Keysym.Sym) } } } now := sdl.GetTicks() delta := now - lastTime lastTime = now gs.Update(delta) gl.Clear(gl.COLOR_BUFFER_BIT) font.Draw(5, 5, fmt.Sprintf("Level: %d | Score: %d", gs.Level, gs.Score)) gs.Draw() gl.Color3ub(255, 255, 255) sdl.GL_SwapBuffers() } }