func Clear(mask Enum) { defer func() { errstr := errDrain() log.Printf("gl.Clear(%v) %v", mask, errstr) }() C.glClear(C.GLbitfield(mask)) }
func InitGL(width, height, msaa int, fullscreen bool) { C.SDL_Init(C.SDL_INIT_VIDEO) C.SDL_VideoInit( /*nil*/ C.SDL_GetVideoDriver(0)) C.SDL_GL_SetAttribute(C.SDL_GL_CONTEXT_MAJOR_VERSION, 3) C.SDL_GL_SetAttribute(C.SDL_GL_CONTEXT_MINOR_VERSION, 2) if msaa != 0 { C.SDL_GL_SetAttribute(C.SDL_GL_MULTISAMPLEBUFFERS, 1) C.SDL_GL_SetAttribute(C.SDL_GL_MULTISAMPLESAMPLES, C.int(msaa)) } C.SDL_GL_SetAttribute(C.SDL_GL_DEPTH_SIZE, 16) //win = C.SDL_CreateWindow(nil, C.SDL_WINDOWPOS_CENTERED, C.SDL_WINDOWPOS_CENTERED,C.int(width), C.int(height), C.SDL_WINDOW_OPENGL) if fullscreen { win = C.SDL_CreateWindow(nil, C.SDL_WINDOWPOS_CENTERED, C.SDL_WINDOWPOS_CENTERED, C.int(width), C.int(height), C.SDL_WINDOW_OPENGL|C.SDL_WINDOW_FULLSCREEN_DESKTOP) } else { win = C.SDL_CreateWindow(nil, C.SDL_WINDOWPOS_CENTERED, C.SDL_WINDOWPOS_CENTERED, C.int(width), C.int(height), C.SDL_WINDOW_OPENGL) } C.SDL_ShowWindow(win) wat := C.SDL_GL_CreateContext(win) fmt.Println(C.GoString(C.SDL_GetVideoDriver(0))) C.SDL_GL_MakeCurrent(win, wat) //C.SDL_GL_SetSwapInterval(1) C.glEnable(C.GL_DEPTH_TEST) C.glDepthFunc(C.GL_LEQUAL) C.glClearColor(0.3, 0.5, 1, 0) C.glClear(C.GL_COLOR_BUFFER_BIT | C.GL_DEPTH_BUFFER_BIT) printerr("failed to initialize openGL") }
func Write0() { // if !initialized { initialize() } if !scr.UnderX() { ker.Stop(pack, 1) } C.glMatrixMode(C.GL_MODELVIEW) C.glLoadIdentity() for i := 0; i < 3; i++ { matrix[i][0] = C.GLdouble(right[i]) matrix[i][1] = C.GLdouble(top[i]) matrix[i][2] = C.GLdouble(-front[i]) } C.glMultMatrixd(&matrix[0][0]) C.glTranslated(C.GLdouble(-eye[0]), C.GLdouble(-eye[1]), C.GLdouble(-eye[2])) C.glClear(C.GL_COLOR_BUFFER_BIT + C.GL_DEPTH_BUFFER_BIT) for n := uint(0); n < MaxL; n++ { if lightInitialized[n] { ActualizeLight(n) } } C.glBegin(POINTS) nn = 0 }
func BeginFrame(width, height int, devicePixelRatio float32) { w := C.GLsizei(float32(width) * devicePixelRatio) h := C.GLsizei(float32(height) * devicePixelRatio) C.glViewport(0, 0, w, h) C.glClearColor(0, 0, 0, 1) C.glClear(C.GL_COLOR_BUFFER_BIT | C.GL_DEPTH_BUFFER_BIT | C.GL_STENCIL_BUFFER_BIT) C.nvgBeginFrame(vg, C.int(width), C.int(height), C.float(devicePixelRatio)) }
func (game *game) drawFrame() { time += .05 color := (C.GLclampf(math.Sin(time)) + 1) * .5 C.glUniform2f(C.GLint(game.offsetUni), C.GLfloat(game.offsetX), C.GLfloat(game.offsetY)) C.glUniform3f(C.GLint(game.colorUni), 1.0, C.GLfloat(color), 0) C.glClear(C.GL_COLOR_BUFFER_BIT | C.GL_DEPTH_BUFFER_BIT) C.glUseProgram(game.prog) C.glDrawArrays(C.GL_TRIANGLES, 0, 3) }
func Clear(mask Enum) { C.glClear(C.GLbitfield(mask)) }
func Clear( mask Bitfield) { C.glClear( C.GLbitfield(mask)) }
// Clear calls glClear func Clear(mask int) { C.glClear(C.GLbitfield(mask)) }
func Test(win window.Window) { C.glClearColor(1.0, 0.0, 0.0, 0.0) C.glClear(C.GL_COLOR_BUFFER_BIT | C.GL_DEPTH_BUFFER_BIT | C.GL_STENCIL_BUFFER_BIT) win.SwapBuffers() }
func Clear(mask bitField) { C.glClear((C.GLbitfield)(mask)) }
// Clear clears buffers to preset values. func Clear(bits ClearFlags) { C.glClear(C.GLbitfield(bits)) }