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 draw() { xtrans := -xpos ztrans := -zpos ytrans := -walkbias - 0.25 scenroty := 360.0 - yrot // Clear the screen and depth buffer gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) // reset the view gl.LoadIdentity() // Rotate up and down to look up and down gl.Rotatef(lookupdown, 1.0, 0.0, 0.0) // Rotate depending on direction player is facing gl.Rotatef(scenroty, 0.0, 1.0, 0.0) // translate the scene based on player position gl.Translatef(xtrans, ytrans-1.75, ztrans) for _, chunk := range chunks { for y := 0; y < 16; y++ { for x := 0; x < 16; x++ { for z := 0; z <= 16; z++ { if len(chunk.Data[y][x]) > z && chunk.Data[y][x][z] != "" { gl.PushMatrix() gl.Translated( float64(16*chunk.X+x), float64(z), float64(16*chunk.Y+y)) gl.CallList(cubes[chunk.Data[y][x][z]]) gl.PopMatrix() } } } } } gl.PopMatrix() sdl.GL_SwapBuffers() Frames++ { t := sdl.GetTicks() if t-T0 >= 5000 { seconds := (t - T0) / 1000.0 fps := Frames / seconds print(Frames, " frames in ", seconds, " seconds = ", fps, " FPS\n") T0 = t Frames = 0 } } }
// Here goes our drawing code func drawGLScene() { // Clear the screen and depth buffer gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) // Move left 1.5 units and into the screen 6.0 units. gl.LoadIdentity() gl.Translatef(-1.5, 0.0, -6.0) gl.Rotatef(float32(rtri), 0.0, 1.0, 0.0) // Rotate the triangle on the Y axis gl.Begin(gl.TRIANGLES) // Draw triangles gl.Color3f(1.0, 0.0, 0.0) // Set The Color To Red gl.Vertex3f(0.0, 1.0, 0.0) // top gl.Color3f(0.0, 1.0, 0.0) // Set The Color To Red gl.Vertex3f(-1.0, -1.0, 0.0) // bottom left gl.Color3f(0.0, 0.0, 1.0) // Set The Color To Red gl.Vertex3f(1.0, -1.0, 0.0) // bottom right gl.End() // finish drawing the triangle // Move right 3 units gl.LoadIdentity() gl.Translatef(1.5, 0.0, -6.0) gl.Color3f(0.5, 0.5, 1.0) // Set The Color To Blue One Time Only gl.Rotatef(float32(rquad), 1.0, 0.0, 0.0) // rotate the quad on the X axis gl.Begin(gl.QUADS) // draw quads gl.Vertex3f(-1.0, 1.0, 0.0) // top left gl.Vertex3f(1.0, 1.0, 0.0) // top right gl.Vertex3f(1.0, -1.0, 0.0) // bottom right gl.Vertex3f(-1.0, -1.0, 0.0) // bottom left gl.End() // done drawing the quad // Draw to the screen sdl.GL_SwapBuffers() rtri += 0.2 // Increase The Rotation Variable For The Triangle rquad -= 0.15 // Decrease The Rotation Variable For The Quad // Gather our frames per second frames++ t := sdl.GetTicks() if t-t0 >= 5000 { seconds := (t - t0) / 1000.0 fps := frames / seconds fmt.Println(frames, "frames in", seconds, "seconds =", fps, "FPS") t0 = t frames = 0 } }
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 drawShip(angle gl.GLfloat) { gl.PushMatrix() gl.Translatef(x, y, 0.0) gl.Rotatef(angle, 0.0, 0.0, 1.0) if thrust { gl.Color3f(1.0, 0.0, 0.0) gl.Begin(gl.LINE_STRIP) gl.Vertex2f(-0.75, -0.5) gl.Vertex2f(-1.75, 0) gl.Vertex2f(-0.75, 0.5) gl.End() } gl.Color3f(1.0, 1.0, 0.0) gl.Begin(gl.LINE_LOOP) gl.Vertex2f(2.0, 0.0) gl.Vertex2f(-1.0, -1.0) gl.Vertex2f(-0.5, 0.0) gl.Vertex2f(-1.0, 1.0) gl.Vertex2f(2.0, 0.0) gl.End() if shield { gl.Color3f(0.1, 0.1, 1.0) gl.Begin(gl.LINE_LOOP) for rad := 0.0; rad < 12.0; rad += 1.0 { gl.Vertex2f( gl.GLfloat(2.3*math.Cos(2*float64(rad)/math.Pi)+0.2), gl.GLfloat(2.0*math.Sin(2*float64(rad)/math.Pi))) } gl.End() } gl.PopMatrix() }
// Here goes our drawing code func drawGLScene(sector Sector) { xtrans := gl.GLfloat(-xpos) ztrans := gl.GLfloat(-zpos) ytrans := gl.GLfloat(-walkbias - 0.25) scenroty := gl.GLfloat(360.0 - yrot) // Clear the screen and depth buffer gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) // reset the view gl.LoadIdentity() // Rotate up and down to look up and down gl.Rotatef(float32(lookupdown), 1.0, 0.0, 0.0) // Rotate depending on direction player is facing gl.Rotatef(float32(scenroty), 0.0, 1.0, 0.0) // translate the scene based on player position gl.Translatef(float32(xtrans), float32(ytrans), float32(ztrans)) gl.BindTexture(gl.TEXTURE_2D, uint(textures[filter])) for _, vertices := range sector { gl.Begin(gl.TRIANGLES) for _, triangle := range *vertices { gl.Normal3f(0.0, 0.0, 1.0) gl.TexCoord2f(float32(triangle.u), float32(triangle.v)) gl.Vertex3f(float32(triangle.x), float32(triangle.y), float32(triangle.z)) } gl.End() } // Draw to the screen sdl.GL_SwapBuffers() // Gather our frames per second frames++ t := sdl.GetTicks() if t-t0 >= 5000 { seconds := (t - t0) / 1000.0 fps := frames / seconds fmt.Println(frames, "frames in", seconds, "seconds =", fps, "FPS") t0 = t frames = 0 } }
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 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() }
// Here goes our drawing code func drawGLScene() { // Clear the screen and depth buffer gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) // Move left 1.5 units and into the screen 6.0 units. gl.LoadIdentity() gl.Translatef(0.0, 0.0, -7.0) gl.Rotatef(float32(xrot), 1.0, 0.0, 0.0) /* Rotate On The X Axis */ gl.Rotatef(float32(yrot), 0.0, 1.0, 0.0) /* Rotate On The Y Axis */ gl.Rotatef(float32(zrot), 0.0, 0.0, 1.0) /* Rotate On The Z Axis */ /* Select Our Texture */ gl.BindTexture(gl.TEXTURE_2D, uint(texture)) gl.Begin(gl.QUADS) // Draw a quad /* Front Face */ gl.TexCoord2f(0.0, 1.0) gl.Vertex3f(-1.0, -1.0, 1.0) // Bottom left gl.TexCoord2f(1.0, 1.0) gl.Vertex3f(1.0, -1.0, 1.0) // Bottom right gl.TexCoord2f(1.0, 0.0) gl.Vertex3f(1.0, 1.0, 1.0) // Top right gl.TexCoord2f(0.0, 0.0) gl.Vertex3f(-1.0, 1.0, 1.0) // Top left /* Back Face */ gl.TexCoord2f(0.0, 0.0) gl.Vertex3f(-1.0, -1.0, -1.0) // Bottom right gl.TexCoord2f(0.0, 1.0) gl.Vertex3f(-1.0, 1.0, -1.0) // Top right gl.TexCoord2f(1.0, 1.0) gl.Vertex3f(1.0, 1.0, -1.0) // Top left gl.TexCoord2f(1.0, 0.0) gl.Vertex3f(1.0, -1.0, -1.0) // Bottom left /* Top Face */ gl.TexCoord2f(1.0, 1.0) gl.Vertex3f(-1.0, 1.0, -1.0) // Top left gl.TexCoord2f(1.0, 0.0) gl.Vertex3f(-1.0, 1.0, 1.0) // Bottom left gl.TexCoord2f(0.0, 0.0) gl.Vertex3f(1.0, 1.0, 1.0) // Bottom right gl.TexCoord2f(0.0, 1.0) gl.Vertex3f(1.0, 1.0, -1.0) // Top right /* Bottom Face */ gl.TexCoord2f(0.0, 1.0) gl.Vertex3f(-1.0, -1.0, -1.0) // Top right gl.TexCoord2f(1.0, 1.0) gl.Vertex3f(1.0, -1.0, -1.0) // Top left gl.TexCoord2f(1.0, 0.0) gl.Vertex3f(1.0, -1.0, 1.0) // Bottom left gl.TexCoord2f(0.0, 0.0) gl.Vertex3f(-1.0, -1.0, 1.0) // Bottom right /* Right face */ gl.TexCoord2f(0.0, 0.0) gl.Vertex3f(1.0, -1.0, -1.0) // Bottom right gl.TexCoord2f(0.0, 1.0) gl.Vertex3f(1.0, 1.0, -1.0) // Top right gl.TexCoord2f(1.0, 1.0) gl.Vertex3f(1.0, 1.0, 1.0) // Top left gl.TexCoord2f(1.0, 0.0) gl.Vertex3f(1.0, -1.0, 1.0) // Bottom left /* Left Face */ gl.TexCoord2f(1.0, 0.0) gl.Vertex3f(-1.0, -1.0, -1.0) // Bottom left gl.TexCoord2f(0.0, 0.0) gl.Vertex3f(-1.0, -1.0, 1.0) // Bottom right gl.TexCoord2f(0.0, 1.0) gl.Vertex3f(-1.0, 1.0, 1.0) // Top right gl.TexCoord2f(1.0, 1.0) gl.Vertex3f(-1.0, 1.0, -1.0) // Top left gl.End() // done drawing the quad // Draw to the screen sdl.GL_SwapBuffers() xrot += 0.3 /* X Axis Rotation */ yrot += 0.2 /* Y Axis Rotation */ zrot += 0.4 /* Z Axis Rotation */ // Gather our frames per second frames++ t := sdl.GetTicks() if t-t0 >= 5000 { seconds := (t - t0) / 1000.0 fps := frames / seconds fmt.Println(frames, "frames in", seconds, "seconds =", fps, "FPS") t0 = t frames = 0 } }
// Here goes our drawing code func drawGLScene() { // Clear the screen and depth buffer gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) // Move left 1.5 units and into the screen 6.0 units. gl.LoadIdentity() gl.Translatef(0.0, 0.0, float32(z)) // translate by z gl.Rotatef(float32(xrot), 1.0, 0.0, 0.0) /* Rotate On The X Axis */ gl.Rotatef(float32(yrot), 0.0, 1.0, 0.0) /* Rotate On The Y Axis */ /* Select Our Texture */ gl.BindTexture(gl.TEXTURE_2D, uint(textures[filter])) // based on filter gl.Begin(gl.QUADS) // Front face gl.Normal3f(0.0, 0.0, 1.0) // Normal Pointing Towards Viewer gl.TexCoord2f(0.0, 1.0); gl.Vertex3f(-1.0, -1.0, 1.0) // Bottom left gl.TexCoord2f(1.0, 1.0); gl.Vertex3f( 1.0, -1.0, 1.0) // Bottom right gl.TexCoord2f(1.0, 0.0); gl.Vertex3f( 1.0, 1.0, 1.0) // Top right gl.TexCoord2f(0.0, 0.0); gl.Vertex3f(-1.0, 1.0, 1.0) // Top left // Back Face gl.Normal3f(0.0, 0.0, -1.0) // Normal Pointing Away From Viewer gl.TexCoord2f(0.0, 0.0); gl.Vertex3f(-1.0, -1.0, -1.0) // Bottom right gl.TexCoord2f(0.0, 1.0); gl.Vertex3f(-1.0, 1.0, -1.0) // Top right gl.TexCoord2f(1.0, 1.0); gl.Vertex3f( 1.0, 1.0, -1.0) // Top left gl.TexCoord2f(1.0, 0.0); gl.Vertex3f( 1.0, -1.0, -1.0) // Bottom left // Top Face gl.Normal3f(0.0, 1.0, 0.0) // Normal Pointing Up gl.TexCoord2f(1.0, 1.0); gl.Vertex3f(-1.0, 1.0, -1.0) // Top left gl.TexCoord2f(1.0, 0.0); gl.Vertex3f(-1.0, 1.0, 1.0) // Bottom left gl.TexCoord2f(0.0, 0.0); gl.Vertex3f( 1.0, 1.0, 1.0) // Bottom right gl.TexCoord2f(0.0, 1.0); gl.Vertex3f( 1.0, 1.0, -1.0) // Top right // Bottom Face gl.Normal3f(0.0, -1.0, 0.0) // Normal Pointing Down gl.TexCoord2f(0.0, 1.0); gl.Vertex3f(-1.0, -1.0, -1.0) // Top right gl.TexCoord2f(1.0, 1.0); gl.Vertex3f( 1.0, -1.0, -1.0) // Top left gl.TexCoord2f(1.0, 0.0); gl.Vertex3f( 1.0, -1.0, 1.0) // Bottom left gl.TexCoord2f(0.0, 0.0); gl.Vertex3f(-1.0, -1.0, 1.0) // Bottom right // Right face gl.Normal3f(1.0, 0.0, 0.0) // Normal Pointing Right gl.TexCoord2f(0.0, 0.0); gl.Vertex3f(1.0, -1.0, -1.0) // Bottom right gl.TexCoord2f(0.0, 1.0); gl.Vertex3f(1.0, 1.0, -1.0) // Top right gl.TexCoord2f(1.0, 1.0); gl.Vertex3f(1.0, 1.0, 1.0) // Top left gl.TexCoord2f(1.0, 0.0); gl.Vertex3f(1.0, -1.0, 1.0) // Bottom left // Left Face gl.Normal3f(-1.0, 0.0, 0.0) // Normal Pointing Left gl.TexCoord2f(1.0, 0.0); gl.Vertex3f(-1.0, -1.0, -1.0) // Bottom left gl.TexCoord2f(0.0, 0.0); gl.Vertex3f(-1.0, -1.0, 1.0) // Bottom right gl.TexCoord2f(0.0, 1.0); gl.Vertex3f(-1.0, 1.0, 1.0) // Top right gl.TexCoord2f(1.0, 1.0); gl.Vertex3f(-1.0, 1.0, -1.0) // Top left gl.End() sdl.GL_SwapBuffers() xrot += xspeed yrot += yspeed // Gather our frames per second frames++ t := sdl.GetTicks() if t-t0 >= 5000 { seconds := (t - t0) / 1000.0 fps := frames / seconds fmt.Println(frames, "frames in", seconds, "seconds =", fps, "FPS") t0 = t frames = 0 } }
// Here goes our drawing code func drawGLScene() { // Clear the screen and depth buffer gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) // Move left 1.5 units and into the screen 6.0 units. gl.LoadIdentity() gl.Translatef(-1.5, 0.0, -6.0) gl.Rotatef(float32(rtri), 0.0, 1.0, 0.0) // Rotate the triangle on the Y axis gl.Begin(gl.TRIANGLES) // Draw triangles gl.Color3f(1.0, 0.0, 0.0) /* Red */ gl.Vertex3f(0.0, 1.0, 0.0) /* Top Of Triangle (Front) */ gl.Color3f(0.0, 1.0, 0.0) /* Green */ gl.Vertex3f(-1.0, -1.0, 1.0) /* Left Of Triangle (Front) */ gl.Color3f(0.0, 0.0, 1.0) /* Blue */ gl.Vertex3f(1.0, -1.0, 1.0) /* Right Of Triangle (Front) */ gl.Color3f(1.0, 0.0, 0.0) /* Red */ gl.Vertex3f(0.0, 1.0, 0.0) /* Top Of Triangle (Right) */ gl.Color3f(0.0, 0.0, 1.0) /* Blue */ gl.Vertex3f(1.0, -1.0, 1.0) /* Left Of Triangle (Right) */ gl.Color3f(0.0, 1.0, 0.0) /* Green */ gl.Vertex3f(1.0, -1.0, -1.0) /* Right Of Triangle (Right) */ gl.Color3f(1.0, 0.0, 0.0) /* Red */ gl.Vertex3f(0.0, 1.0, 0.0) /* Top Of Triangle (Back) */ gl.Color3f(0.0, 1.0, 0.0) /* Green */ gl.Vertex3f(1.0, -1.0, -1.0) /* Left Of Triangle (Back) */ gl.Color3f(0.0, 0.0, 1.0) /* Blue */ gl.Vertex3f(-1.0, -1.0, -1.0) /* Right Of Triangle (Back) */ gl.Color3f(1.0, 0.0, 0.0) /* Red */ gl.Vertex3f(0.0, 1.0, 0.0) /* Top Of Triangle (Left) */ gl.Color3f(0.0, 0.0, 1.0) /* Blue */ gl.Vertex3f(-1.0, -1.0, -1.0) /* Left Of Triangle (Left) */ gl.Color3f(0.0, 1.0, 0.0) /* Green */ gl.Vertex3f(-1.0, -1.0, 1.0) /* Right Of Triangle (Left) */ gl.End() // finish drawing the triangle // Move right 3 units gl.LoadIdentity() gl.Translatef(1.5, 0.0, -7.0) gl.Rotatef(float32(rquad), 1.0, 1.0, 1.0) // rotate the quad on the X axis gl.Begin(gl.QUADS) // draw quads gl.Color3f(0.0, 1.0, 0.0) // Set The Color To Green gl.Vertex3f(1.0, 1.0, -1.0) // Top Right Of The Quad (Top) gl.Vertex3f(-1.0, 1.0, -1.0) // Top Left Of The Quad (Top) gl.Vertex3f(-1.0, 1.0, 1.0) // Bottom Left Of The Quad (Top) gl.Vertex3f(1.0, 1.0, 1.0) // Bottom Right Of The Quad (Top) gl.Color3f(1.0, 0.5, 0.0) // Set The Color To Orange gl.Vertex3f(1.0, -1.0, 1.0) // Top Right Of The Quad (Bottom) gl.Vertex3f(-1.0, -1.0, 1.0) // Top Left Of The Quad (Bottom) gl.Vertex3f(-1.0, -1.0, -1.0) // Bottom Left Of The Quad (Bottom) gl.Vertex3f(1.0, -1.0, -1.0) // Bottom Right Of The Quad (Bottom) gl.Color3f(1.0, 0.0, 0.0) // Set The Color To Red gl.Vertex3f(1.0, 1.0, 1.0) // Top Right Of The Quad (Front) gl.Vertex3f(-1.0, 1.0, 1.0) // Top Left Of The Quad (Front) gl.Vertex3f(-1.0, -1.0, 1.0) // Bottom Left Of The Quad (Front) gl.Vertex3f(1.0, -1.0, 1.0) // Bottom Right Of The Quad (Front) gl.Color3f(1.0, 1.0, 0.0) // Set The Color To Yellow gl.Vertex3f(1.0, -1.0, -1.0) // Bottom Left Of The Quad (Back) gl.Vertex3f(-1.0, -1.0, -1.0) // Bottom Right Of The Quad (Back) gl.Vertex3f(-1.0, 1.0, -1.0) // Top Right Of The Quad (Back) gl.Vertex3f(1.0, 1.0, -1.0) // Top Left Of The Quad (Back) gl.Color3f(0.0, 0.0, 1.0) // Set The Color To Blue gl.Vertex3f(-1.0, 1.0, 1.0) // Top Right Of The Quad (Left) gl.Vertex3f(-1.0, 1.0, -1.0) // Top Left Of The Quad (Left) gl.Vertex3f(-1.0, -1.0, -1.0) // Bottom Left Of The Quad (Left) gl.Vertex3f(-1.0, -1.0, 1.0) // Bottom Right Of The Quad (Left) gl.Color3f(1.0, 0.0, 1.0) // Set The Color To Violet gl.Vertex3f(1.0, 1.0, -1.0) // Top Right Of The Quad (Right) gl.Vertex3f(1.0, 1.0, 1.0) // Top Left Of The Quad (Right) gl.Vertex3f(1.0, -1.0, 1.0) // Bottom Left Of The Quad (Right) gl.Vertex3f(1.0, -1.0, -1.0) // Bottom Right Of The Quad (Right) gl.End() // done drawing the quad // Draw to the screen sdl.GL_SwapBuffers() rtri += 0.2 // Increase The Rotation Variable For The Triangle rquad -= 0.15 // Decrease The Rotation Variable For The Quad // Gather our frames per second frames++ t := sdl.GetTicks() if t-t0 >= 5000 { seconds := (t - t0) / 1000.0 fps := frames / seconds fmt.Println(frames, "frames in", seconds, "seconds =", fps, "FPS") t0 = t frames = 0 } }
func drawCubes(v *Vector3) { gl.LoadIdentity() // gl.Translatef( -1.5, 0.0, -6.0 ) gl.Translatef(gl.GLfloat(v.X), gl.GLfloat(v.Y), gl.GLfloat(v.Z)) /* Rotate The Triangle On The Y axis ( NEW ) */ gl.Rotatef(rtri, 0.0, 1.0, 0.0) gl.Begin(gl.TRIANGLES) /* Drawing Using Triangles */ gl.Color3f(1.0, 0.0, 0.0) /* Red */ gl.Vertex3f(0.0, 1.0, 0.0) /* Top Of Triangle (Front) */ gl.Color3f(0.0, 1.0, 0.0) /* Green */ gl.Vertex3f(-1.0, -1.0, 1.0) /* Left Of Triangle (Front) */ gl.Color3f(0.0, 0.0, 1.0) /* Blue */ gl.Vertex3f(1.0, -1.0, 1.0) /* Right Of Triangle (Front) */ gl.Color3f(1.0, 0.0, 0.0) /* Red */ gl.Vertex3f(0.0, 1.0, 0.0) /* Top Of Triangle (Right) */ gl.Color3f(0.0, 0.0, 1.0) /* Blue */ gl.Vertex3f(1.0, -1.0, 1.0) /* Left Of Triangle (Right) */ gl.Color3f(0.0, 1.0, 0.0) /* Green */ gl.Vertex3f(1.0, -1.0, -1.0) /* Right Of Triangle (Right) */ gl.Color3f(1.0, 0.0, 0.0) /* Red */ gl.Vertex3f(0.0, 1.0, 0.0) /* Top Of Triangle (Back) */ gl.Color3f(0.0, 1.0, 0.0) /* Green */ gl.Vertex3f(1.0, -1.0, -1.0) /* Left Of Triangle (Back) */ gl.Color3f(0.0, 0.0, 1.0) /* Blue */ gl.Vertex3f(-1.0, -1.0, -1.0) /* Right Of Triangle (Back) */ gl.Color3f(1.0, 0.0, 0.0) /* Red */ gl.Vertex3f(0.0, 1.0, 0.0) /* Top Of Triangle (Left) */ gl.Color3f(0.0, 0.0, 1.0) /* Blue */ gl.Vertex3f(-1.0, -1.0, -1.0) /* Left Of Triangle (Left) */ gl.Color3f(0.0, 1.0, 0.0) /* Green */ gl.Vertex3f(-1.0, -1.0, 1.0) /* Right Of Triangle (Left) */ gl.End() /* Finished Drawing The Triangle */ rtri = rtri + 0.2 return /* Move Right 3 Units */ gl.LoadIdentity() gl.Translatef(1.5, 0.0, -6.0) /* Rotate The Quad On The X axis ( NEW ) */ gl.Rotatef(rquad, 1.0, 0.0, 0.0) /* Set The Color To Blue One Time Only */ gl.Color3f(0.5, 0.5, 1.0) gl.Begin(gl.QUADS) /* Draw A Quad */ gl.Color3f(0.0, 1.0, 0.0) /* Set The Color To Green */ gl.Vertex3f(1.0, 1.0, -1.0) /* Top Right Of The Quad (Top) */ gl.Vertex3f(-1.0, 1.0, -1.0) /* Top Left Of The Quad (Top) */ gl.Vertex3f(-1.0, 1.0, 1.0) /* Bottom Left Of The Quad (Top) */ gl.Vertex3f(1.0, 1.0, 1.0) /* Bottom Right Of The Quad (Top) */ gl.Color3f(1.0, 0.5, 0.0) /* Set The Color To Orange */ gl.Vertex3f(1.0, -1.0, 1.0) /* Top Right Of The Quad (Botm) */ gl.Vertex3f(-1.0, -1.0, 1.0) /* Top Left Of The Quad (Botm) */ gl.Vertex3f(-1.0, -1.0, -1.0) /* Bottom Left Of The Quad (Botm) */ gl.Vertex3f(1.0, -1.0, -1.0) /* Bottom Right Of The Quad (Botm) */ gl.Color3f(1.0, 0.0, 0.0) /* Set The Color To Red */ gl.Vertex3f(1.0, 1.0, 1.0) /* Top Right Of The Quad (Front) */ gl.Vertex3f(-1.0, 1.0, 1.0) /* Top Left Of The Quad (Front) */ gl.Vertex3f(-1.0, -1.0, 1.0) /* Bottom Left Of The Quad (Front) */ gl.Vertex3f(1.0, -1.0, 1.0) /* Bottom Right Of The Quad (Front) */ gl.Color3f(1.0, 1.0, 0.0) /* Set The Color To Yellow */ gl.Vertex3f(1.0, -1.0, -1.0) /* Bottom Left Of The Quad (Back) */ gl.Vertex3f(-1.0, -1.0, -1.0) /* Bottom Right Of The Quad (Back) */ gl.Vertex3f(-1.0, 1.0, -1.0) /* Top Right Of The Quad (Back) */ gl.Vertex3f(1.0, 1.0, -1.0) /* Top Left Of The Quad (Back) */ gl.Color3f(0.0, 0.0, 1.0) /* Set The Color To Blue */ gl.Vertex3f(-1.0, 1.0, 1.0) /* Top Right Of The Quad (Left) */ gl.Vertex3f(-1.0, 1.0, -1.0) /* Top Left Of The Quad (Left) */ gl.Vertex3f(-1.0, -1.0, -1.0) /* Bottom Left Of The Quad (Left) */ gl.Vertex3f(-1.0, -1.0, 1.0) /* Bottom Right Of The Quad (Left) */ gl.Color3f(1.0, 0.0, 1.0) /* Set The Color To Violet */ gl.Vertex3f(1.0, 1.0, -1.0) /* Top Right Of The Quad (Right) */ gl.Vertex3f(1.0, 1.0, 1.0) /* Top Left Of The Quad (Right) */ gl.Vertex3f(1.0, -1.0, 1.0) /* Bottom Left Of The Quad (Right) */ gl.Vertex3f(1.0, -1.0, -1.0) /* Bottom Right Of The Quad (Right) */ gl.End() /* Done Drawing The Quad */ rquad -= 0.15 }
// Here goes our drawing code func drawGLScene() { // Clear the screen and depth buffer gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) gl.BindTexture(gl.TEXTURE_2D, uint(texture)) for loop, star := range stars { gl.LoadIdentity() gl.Translatef(0.0, 0.0, float32(zoom)) gl.Rotatef(float32(tilt), 1.0, 0.0, 0.0) gl.Rotatef(float32(star.angle), 0.0, 1.0, 0.0) gl.Translatef(float32(star.dist), 0.0, 0.0) gl.Rotatef(float32(-star.angle), 0.0, 1.0, 0.0) gl.Rotatef(float32(-tilt), 1.0, 0.0, 0.0) if twinkle { other := stars[(num-loop)-1] gl.Color4ub(uint8(other.r), uint8(other.g), uint8(other.b), 255) gl.Begin(gl.QUADS) gl.TexCoord2f(0.0, 0.0) gl.Vertex3f(-1.0, -1.0, 0.0) gl.TexCoord2f(1.0, 0.0) gl.Vertex3f(1.0, -1.0, 0.0) gl.TexCoord2f(1.0, 1.0) gl.Vertex3f(1.0, 1.0, 0.0) gl.TexCoord2f(0.0, 1.0) gl.Vertex3f(-1.0, 1.0, 0.0) gl.End() } gl.Rotatef(float32(spin), 0.0, 0.0, 1.0) gl.Color4ub(uint8(star.r), uint8(star.g), uint8(star.b), 255) gl.Begin(gl.QUADS) gl.TexCoord2f(0.0, 0.0) gl.Vertex3f(-1.0, -1.0, 0.0) gl.TexCoord2f(1.0, 0.0) gl.Vertex3f(1.0, -1.0, 0.0) gl.TexCoord2f(1.0, 1.0) gl.Vertex3f(1.0, 1.0, 0.0) gl.TexCoord2f(0.0, 1.0) gl.Vertex3f(-1.0, 1.0, 0.0) gl.End() spin += 0.01 star.angle += gl.GLfloat(loop) / gl.GLfloat(num) star.dist -= 0.01 if star.dist < 0.0 { star.dist += 5.0 star.r = gl.GLubyte(rand.Float32() * 255) star.g = gl.GLubyte(rand.Float32() * 255) star.b = gl.GLubyte(rand.Float32() * 255) } } // Draw to the screen sdl.GL_SwapBuffers() // Gather our frames per second frames++ t := sdl.GetTicks() if t-t0 >= 5000 { seconds := (t - t0) / 1000.0 fps := frames / seconds fmt.Println(frames, "frames in", seconds, "seconds =", fps, "FPS") t0 = t frames = 0 } }