func (pen *Pen) lineTo(p Point) { gl.Enable(gl.BLEND) gl.Enable(gl.POINT_SMOOTH) gl.Enable(gl.LINE_SMOOTH) gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) gl.Color4f(0.0, 0.0, 0.0, 0.1) gl.Begin(gl.LINES) for _, s := range pen.points { if s.x == 0 && s.y == 0 { continue } if p.distanceTo(s) < 20.0 { gl.Vertex2i(int(p.x), int(p.y)) gl.Vertex2i(int(s.x), int(s.y)) } } gl.End() pen.n = (pen.n + 1) % len(pen.points) pen.points[pen.n] = p pen.moveTo(p) }
func main() { glfw.Init() defer glfw.Terminate() glfw.OpenWindow(640, 480, 8, 8, 8, 8, 0, 0, glfw.Windowed) defer glfw.CloseWindow() glfw.SetWindowTitle("Tile test") glfw.Enable(glfw.StickyKeys) glfw.SetSwapInterval(1) glfw.SetKeyCallback(inputCallback) gl.MatrixMode(gl.PROJECTION) gl.LoadIdentity() gl.Ortho(0, GridWidth, GridHeight, 0, -1, 1) gl.MatrixMode(gl.MODELVIEW) gl.Disable(gl.DEPTH_TEST) gl.Enable(gl.TEXTURE_2D) gl.Enable(gl.BLEND) gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) gl.ClearColor(0.0, 0.0, 0.0, 1.0) initResources() initWorld() for Running { if (time.Since(DT).Nanoseconds() / 1000000) > 15 { //don't loop faster than every 15ms DT = time.Now() gl.Clear(gl.COLOR_BUFFER_BIT) player.update() renderScene() glfw.SwapBuffers() } } }
func (this *Window) initGL() { gl.ShadeModel(gl.SMOOTH) //SMOOTH or FLAT gl.CullFace(gl.BACK) gl.FrontFace(gl.CCW) gl.Enable(gl.CULL_FACE) gl.Enable(gl.DEPTH_TEST) gl.Enable(gl.LIGHTING) gl.Enable(gl.BLEND) gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) /*gl.Enable(gl.FOG) gl.Fogi(gl.FOG_MODE, gl.EXP) gl.Fogfv(gl.FOG_COLOR, []float32{0.5,0.5,0.5,1.0}) gl.Fogf(gl.FOG_DENSITY, 0.0035) gl.Hint(gl.FOG_HINT, gl.DONT_CARE) gl.Fogf(gl.FOG_START, 1.0) gl.Fogf(gl.FOG_END , 5000.0)//*/ gl.Enable(gl.TEXTURE_2D) gl.TexEnvf(gl.TEXTURE_ENV, gl.TEXTURE_ENV_MODE, gl.MODULATE) //before: decal, std: modulate //gl.TexParameteri(gl.TEXTURE_2D, gl.GENERATE_MIPMAP, true) //mipmaps (dont use it!, its bad!) gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT) gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT) gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR) //GL_LINEAR or GL_NEAREST, no mipmap here gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_LINEAR) //*/ gl.ClearColor(.1, .1, .1, 1) //gl.Enable(gl.PRIMITIVE_RESTART) //gl.PrimitiveRestartIndex() this.setGLViewport() }
func (s *Sprite) Draw(x, y, angle, scale float32, blend bool) { gl.Enable(gl.TEXTURE_2D) gl.Disable(gl.COLOR_MATERIAL) if blend { gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) gl.Enable(gl.BLEND) } else { gl.Disable(gl.BLEND) gl.BlendFunc(gl.ONE, gl.ZERO) } gl.MatrixMode(gl.MODELVIEW) gl.LoadIdentity() gl.Translatef(x, y, 0) gl.Rotatef(angle*360/(2*math.Pi), 0, 0, 1) gl.Scalef(scale, scale, 1) s.tex.Bind(gl.TEXTURE_2D) gl.Begin(gl.QUADS) gl.Color3f(1, 1, 1) gl.TexCoord2d(0, 0) gl.Vertex3f(-0.5*s.width, -0.5*s.height, 0) gl.TexCoord2d(1, 0) gl.Vertex3f(0.5*s.width, -0.5*s.height, 0) gl.TexCoord2d(1, 1) gl.Vertex3f(0.5*s.width, 0.5*s.height, 0) gl.TexCoord2d(0, 1) gl.Vertex3f(-0.5*s.width, 0.5*s.height, 0) gl.End() gl.Disable(gl.TEXTURE_2D) gl.Disable(gl.BLEND) }
// OpenWindow opens a new window with the given size. func OpenWindow(w, h int) error { glfw.OpenWindowHint(glfw.WindowNoResize, 1) r, g, b := 0, 0, 0 // defaults a := 8 // 8-bit alpha channel d, s := 0, 0 // no depth or stencil buffers m := glfw.Windowed if err := glfw.OpenWindow(w, h, r, g, b, a, d, s, m); err != nil { return err } if gl.Init() != 0 { return errors.New("Failed to initialize OpenGL") } gl.Enable(gl.TEXTURE_2D) gl.Enable(gl.BLEND) gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) gl.ClearColor(0.0, 0.0, 0.0, 0.0) gl.MatrixMode(gl.PROJECTION) gl.LoadIdentity() gl.Ortho(0, float64(w), 0, float64(-h), -1, 1) gl.MatrixMode(gl.MODELVIEW) gl.LoadIdentity() gl.Translated(0, float64(-h), 0) return nil }
func (pen *Pen) lineTo(x, y int) { gl.Enable(gl.BLEND) gl.Enable(gl.POINT_SMOOTH) gl.Enable(gl.LINE_SMOOTH) gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) gl.Color4f(0.0, 0.0, 0.0, 0.1) gl.Begin(gl.LINES) var p [2]int for i := range pen.points { p = pen.points[i] if p[0] == 0 && p[1] == 0 { continue } if distanceTo(x, y, p[0], p[1]) < 10.0 { gl.Vertex2i(x, y) gl.Vertex2i(p[0], p[1]) } } gl.End() pen.n = (pen.n + 1) % len(pen.points) pen.points[pen.n][0] = x pen.points[pen.n][1] = y pen.moveTo(x, y) }
// general OpenGL initialization func initGL() { LoadGLTexture("data/star.bmp") gl.Enable(gl.TEXTURE_2D) gl.Enable(gl.BLEND) gl.BlendFunc(gl.SRC_ALPHA, gl.ONE) gl.ShadeModel(gl.SMOOTH) gl.ClearColor(0.0, 0.0, 0.0, 0.5) gl.ClearDepth(1.0) gl.Hint(gl.PERSPECTIVE_CORRECTION_HINT, gl.NICEST) }
func initGL() { gl.EnableClientState(gl.VERTEX_ARRAY) gl.ShadeModel(gl.SMOOTH) gl.ClearColor(0, 0, 0, 0) gl.ClearDepth(1) gl.DepthFunc(gl.LEQUAL) gl.Hint(gl.PERSPECTIVE_CORRECTION_HINT, gl.NICEST) gl.Enable(gl.DEPTH_TEST) gl.Enable(gl.BLEND) gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) }
func initGL() (err error) { if err = loadTextures(); err != nil { return } gl.ShadeModel(gl.SMOOTH) gl.ClearColor(0, 0, 0, 0) gl.ClearDepth(1) gl.DepthFunc(gl.LEQUAL) gl.Hint(gl.PERSPECTIVE_CORRECTION_HINT, gl.NICEST) gl.Enable(gl.DEPTH_TEST) gl.Enable(gl.TEXTURE_2D) return }
func plot_list(list uint) { gl.Enable(gl.BLEND) gl.Enable(gl.POINT_SMOOTH) gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) gl.PointSize(1.0) gl.LoadIdentity() gl.Rotated(xrot, 1, 0, 0) gl.Rotated(yrot, 0, 1, 0) gl.Rotated(zrot, 0, 0, 1) gl.Scaled(scale, scale, scale) gl.Translated(xoff, yoff, zoff) gl.CallList(list) gl.Flush() }
// handle key press events func handleKeyPress(keysym sdl.Keysym) { switch keysym.Sym { case sdl.K_f: // f key pages through filters filter = (filter + 1) % 3 p("new filter:", filter) case sdl.K_l: // l key toggles light light = !light if light { p("light on") gl.Enable(gl.LIGHTING) } else { p("light off") gl.Disable(gl.LIGHTING) } case sdl.K_PAGEUP: // page up zooms into the scene z -= 0.02 case sdl.K_PAGEDOWN: // zoom out of the scene z += 0.02 case sdl.K_UP: // up arrow affects x rotation xspeed -= 0.01 case sdl.K_DOWN: // down arrow affects x rotation xspeed += 0.01 case sdl.K_RIGHT: // affect y rotation yspeed += 0.01 case sdl.K_LEFT: // affect y rotation yspeed -= 0.01 case sdl.K_ESCAPE: Quit(0) case sdl.K_F1: sdl.WM_ToggleFullScreen(surface) } }
func drawDigits(x, y int, digits []int8) { s := sdl.GetVideoSurface() lft, rgt, btm, top := 0.0, float64(s.W), float64(s.H), 0.0 gl.Enable(gl.BLEND) gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) gl.MatrixMode(gl.PROJECTION) gl.PushMatrix() gl.LoadIdentity() gl.Ortho(lft, rgt, btm, top, 0.0, 1.0) gl.MatrixMode(gl.MODELVIEW) gl.PushMatrix() gl.LoadIdentity() w := digitImages[0].Rect.Dx() for i := 0; i < len(digits); i++ { img := digitImages[digits[i]] drawImage(x-w*i-i, y, img) } gl.MatrixMode(gl.MODELVIEW) gl.PopMatrix() gl.MatrixMode(gl.PROJECTION) gl.PopMatrix() }
func main() { var err error if err = glfw.Init(); err != nil { fmt.Fprintf(os.Stderr, "[e] %v\n", err) return } defer glfw.Terminate() if err = glfw.OpenWindow(Width, Height, 8, 8, 8, 8, 0, 8, glfw.Windowed); err != nil { fmt.Fprintf(os.Stderr, "[e] %v\n", err) return } defer glfw.CloseWindow() glfw.SetSwapInterval(1) glfw.SetWindowTitle(Title) glfw.SetWindowSizeCallback(onResize) glfw.SetKeyCallback(onKey) gl.ShadeModel(gl.SMOOTH) gl.ClearColor(0, 0, 0, 0) gl.ClearDepth(1) gl.Enable(gl.TEXTURE_2D) for running && glfw.WindowParam(glfw.Opened) == 1 { update() draw() } }
func size_window(x, y int, fov, aspect, min_cull, max_cull float64) { gl.Viewport(0, 0, x, y) gl.MatrixMode(gl.PROJECTION) gl.LoadIdentity() glu.Perspective(fov, aspect, min_cull, max_cull) gl.Enable(gl.DEPTH_TEST) }
func (v *Video) Init(t <-chan []uint32, d <-chan []uint32, n string) { v.tick = t v.debug = d if err := glfw.Init(); err != nil { fmt.Fprintf(os.Stderr, "[e] %v\n", err) return } if err := glfw.OpenWindow(512, 480, 0, 0, 0, 0, 0, 0, glfw.Windowed); err != nil { fmt.Fprintf(os.Stderr, "[e] %v\n", err) return } if gl.Init() != 0 { panic("gl error") } gl.Enable(gl.TEXTURE_2D) glfw.SetWindowTitle(fmt.Sprintf("Fergulator - %s", n)) glfw.SetWindowSizeCallback(reshape) glfw.SetWindowCloseCallback(quit_event) glfw.SetKeyCallback(KeyListener) reshape(512, 480) v.tex = gl.GenTexture() v.fpsmanager = gfx.NewFramerate() v.fpsmanager.SetFramerate(70) }
func onKey(key, state int) { switch key { case glfw.KeyEsc: running = false case 76: // L if state == 1 { if light = !light; !light { gl.Disable(gl.LIGHTING) } else { gl.Enable(gl.LIGHTING) } } case 70: // F if state == 1 { if filter++; filter >= len(textures) { filter = 0 } } case glfw.KeyPageup: z -= 0.2 case glfw.KeyPagedown: z += 0.2 case glfw.KeyUp: speed[0] -= 0.1 case glfw.KeyDown: speed[0] += 0.1 case glfw.KeyLeft: speed[1] -= 0.1 case glfw.KeyRight: speed[1] += 0.1 } }
func initGL() { gl.ShadeModel(gl.SMOOTH) gl.ClearColor(0, 0, 0, 0) gl.ClearDepth(1) gl.Enable(gl.DEPTH_TEST) gl.DepthFunc(gl.LEQUAL) gl.Hint(gl.PERSPECTIVE_CORRECTION_HINT, gl.NICEST) }
// general OpenGL initialization func initGL() { gl.Enable(gl.TEXTURE_2D) gl.ShadeModel(gl.SMOOTH) gl.ClearColor(0.0, 0.0, 0.0, 0.5) gl.ClearDepth(1.0) gl.Enable(gl.DEPTH_TEST) gl.DepthFunc(gl.LEQUAL) gl.Hint(gl.PERSPECTIVE_CORRECTION_HINT, gl.NICEST) // Setup the light gl.Lightfv(gl.LIGHT1, gl.AMBIENT, lightAmbient[:]) // ambient lighting gl.Lightfv(gl.LIGHT1, gl.DIFFUSE, lightDiffuse[:]) // make it diffuse gl.Lightfv(gl.LIGHT1, gl.POSITION, lightPosition[:]) // and place it gl.Enable(gl.LIGHT1) // and finally turn it on. gl.Color4f(1.0, 1.0, 1.0, 0.5) // Full Brightness, 50% Alpha ( NEW ) gl.BlendFunc(gl.SRC_ALPHA, gl.ONE) // Blending Function For Translucency Based On Source Alpha Value ( NEW ) }
// general OpenGL initialization func initGL() { LoadGLTextures("data/mud.bmp") gl.Enable(gl.TEXTURE_2D) gl.ShadeModel(gl.SMOOTH) gl.ClearColor(0.0, 0.0, 0.0, 0.0) gl.ClearDepth(1.0) gl.Enable(gl.DEPTH_TEST) gl.DepthFunc(gl.LEQUAL) gl.Hint(gl.PERSPECTIVE_CORRECTION_HINT, gl.NICEST) gl.Lightfv(gl.LIGHT1, gl.AMBIENT, lightAmbient[:]) gl.Lightfv(gl.LIGHT1, gl.DIFFUSE, lightDiffuse[:]) gl.Lightfv(gl.LIGHT1, gl.POSITION, lightPosition[:]) gl.Enable(gl.LIGHT1) gl.Color4f(1.0, 1.0, 1.0, 0.5) gl.BlendFunc(gl.SRC_ALPHA, gl.ONE) }
func (t *Light) Enable() { for t.id = 0; !GFreeIds[t.id]; t.id++ { if t.id >= 7 { panic("too many lights") } } gl.Enable(getLightName(t.id)) GFreeIds[t.id] = false t.enabled = true }
func initGL() (err error) { if err = loadTextures(); err != nil { return } gl.ShadeModel(gl.SMOOTH) gl.ClearColor(0, 0, 0, 0) gl.ClearDepth(1) gl.DepthFunc(gl.LEQUAL) gl.Hint(gl.PERSPECTIVE_CORRECTION_HINT, gl.NICEST) gl.Enable(gl.DEPTH_TEST) gl.Enable(gl.TEXTURE_2D) gl.Lightfv(gl.LIGHT1, gl.AMBIENT, ambient) gl.Lightfv(gl.LIGHT1, gl.AMBIENT, diffuse) gl.Lightfv(gl.LIGHT1, gl.POSITION, lightpos) gl.Enable(gl.LIGHT1) return }
// Initialize OpenGL settings. func glInit() { pos := []float32{5.0, 5.0, 10.0, 0.0} gl.Lightfv(gl.LIGHT0, gl.POSITION, pos) gl.Enable(gl.BLEND) gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) gl.Enable(gl.CULL_FACE) gl.Enable(gl.LIGHTING) gl.Enable(gl.LIGHT0) gl.Enable(gl.DEPTH_TEST) gl.Enable(gl.NORMALIZE) gl.Enable(gl.COLOR_MATERIAL) gl.ColorMaterial(gl.FRONT_AND_BACK, gl.AMBIENT_AND_DIFFUSE) gl.Enable(gl.LINE_SMOOTH) gl.Enable(gl.POINT_SMOOTH) }
func onKey(key, state int) { switch key { case glfw.KeyEsc: running = false case 'L': if state == 1 { if light = !light; !light { gl.Disable(gl.LIGHTING) } else { gl.Enable(gl.LIGHTING) } } case 'F': if state == 1 { if filter++; filter >= len(textures) { filter = 0 } } case 'B': // B if state == 1 { if blend = !blend; blend { gl.Enable(gl.BLEND) gl.Disable(gl.DEPTH_TEST) } else { gl.Disable(gl.BLEND) gl.Enable(gl.DEPTH_TEST) } } case glfw.KeyPageup: z -= 0.2 case glfw.KeyPagedown: z += 0.2 case glfw.KeyUp: speed[0] -= 0.1 case glfw.KeyDown: speed[0] += 0.1 case glfw.KeyLeft: speed[1] -= 0.1 case glfw.KeyRight: speed[1] += 0.1 } }
func main() { var err error if err = glfw.Init(); err != nil { fmt.Fprintf(os.Stderr, "[e] %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, "[e] %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 uploadTexture(img *image.RGBA) gl.Texture { gl.Enable(gl.TEXTURE_2D) tex := gl.GenTexture() tex.Bind(gl.TEXTURE_2D) gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST) gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST) gl.TexImage2D(gl.TEXTURE_2D, 0, 4, img.Bounds().Max.X, img.Bounds().Max.Y, 0, gl.RGBA, gl.UNSIGNED_BYTE, img.Pix) gl.Disable(gl.TEXTURE_2D) return tex }
func initGL() { gl.ShadeModel(gl.SMOOTH) gl.ClearColor(0, 0, 0, 0) gl.ClearDepth(1) gl.Enable(gl.DEPTH_TEST) gl.DepthFunc(gl.LEQUAL) gl.Hint(gl.PERSPECTIVE_CORRECTION_HINT, gl.NICEST) globalState.light[0] = 0 globalState.light[1] = 20 globalState.light[2] = -10 globalState.light[3] = 1 gl.Lightfv(gl.LIGHT1, gl.AMBIENT, []float32{1, 1, 1}) gl.Lightfv(gl.LIGHT1, gl.DIFFUSE, []float32{1, 1, 1}) gl.Lightfv(gl.LIGHT1, gl.POSITION, globalState.light[:]) gl.Enable(gl.LIGHT1) gl.Enable(gl.LIGHTING) }
// general OpenGL initialization func initGL() { gl.Enable(gl.TEXTURE_2D) gl.ShadeModel(gl.SMOOTH) gl.ClearColor(0.0, 0.0, 0.0, 0.5) gl.ClearDepth(1.0) gl.Enable(gl.DEPTH_TEST) gl.DepthFunc(gl.LEQUAL) gl.Hint(gl.PERSPECTIVE_CORRECTION_HINT, gl.NICEST) // Setup the light gl.Lightfv(gl.LIGHT1, gl.AMBIENT, lightAmbient1[:]) // ambient lighting gl.Lightfv(gl.LIGHT1, gl.DIFFUSE, lightDiffuse1[:]) // make it diffuse gl.Lightfv(gl.LIGHT1, gl.POSITION, lightPosition1[:]) // and place it gl.Enable(gl.LIGHT1) // and finally turn it on. gl.Lightfv(gl.LIGHT2, gl.AMBIENT, lightAmbient2[:]) // ambient lighting gl.Lightfv(gl.LIGHT2, gl.DIFFUSE, lightDiffuse2[:]) // make it diffuse gl.Lightfv(gl.LIGHT2, gl.POSITION, lightPosition2[:]) // and place it gl.Enable(gl.LIGHT2) // and finally turn it on. }
func init_() { pos := []float32{5.0, 5.0, 10.0, 0.0} red := []float32{0.8, 0.1, 0.0, 1.0} green := []float32{0.0, 0.8, 0.2, 1.0} blue := []float32{0.2, 0.2, 1.0, 1.0} gl.Lightfv(gl.LIGHT0, gl.POSITION, pos) gl.Enable(gl.CULL_FACE) gl.Enable(gl.LIGHTING) gl.Enable(gl.LIGHT0) gl.Enable(gl.DEPTH_TEST) /* make the gears */ gear1 = gl.GenLists(1) gl.NewList(gear1, gl.COMPILE) gl.Materialfv(gl.FRONT, gl.AMBIENT_AND_DIFFUSE, red) gear(1.0, 4.0, 1.0, 20, 0.7) gl.EndList() gear2 = gl.GenLists(1) gl.NewList(gear2, gl.COMPILE) gl.Materialfv(gl.FRONT, gl.AMBIENT_AND_DIFFUSE, green) gear(0.5, 2.0, 2.0, 10, 0.7) gl.EndList() gear3 = gl.GenLists(1) gl.NewList(gear3, gl.COMPILE) gl.Materialfv(gl.FRONT, gl.AMBIENT_AND_DIFFUSE, blue) gear(1.3, 2.0, 0.5, 10, 0.7) gl.EndList() gl.Enable(gl.NORMALIZE) if *printInfo { print("GL_RENDERER = ", gl.GetString(gl.RENDERER), "\n") print("GL_VERSION = ", gl.GetString(gl.VERSION), "\n") print("GL_VENDOR = ", gl.GetString(gl.VENDOR), "\n") print("GL_EXTENSIONS = ", gl.GetString(gl.EXTENSIONS), "\n") } }
func (this *Window) initGL() { runtime.LockOSThread() if gl.Init() != 0 { panic("gl init error") } gl.ShadeModel(gl.SMOOTH) gl.CullFace(gl.BACK) gl.FrontFace(gl.CCW) gl.Enable(gl.CULL_FACE) gl.Enable(gl.DEPTH_TEST) gl.Enable(gl.LIGHTING) gl.Enable(gl.BLEND) gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) gl.Enable(gl.TEXTURE_2D) gl.TexEnvf(gl.TEXTURE_ENV, gl.TEXTURE_ENV_MODE, gl.MODULATE) gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT) gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT) var magFilter, minFilter = gl.LINEAR, gl.LINEAR if globals.CreateMipmaps { minFilter = gl.LINEAR_MIPMAP_LINEAR } gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, magFilter) gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, minFilter) gl.Enable(gl.NORMALIZE) gl.ClearColor(.1, .1, .1, 1) this.setGLViewport() }
func (t *Skybox) RenderScaled(center, scale *Vec3) { v := []*Vec3{ V3(-1, -1, 1), V3(1, -1, 1), V3(1, 1, 1), V3(-1, 1, 1), V3(-1, -1, -1), V3(1, -1, -1), V3(1, 1, -1), V3(-1, 1, -1)} for i := 0; i < 8; i++ { v[i].Muli(scale).Addi(center) } if globals.UseShader { program.Unuse() } //*//save attributes and change them gl.PushAttrib(gl.ENABLE_BIT | gl.TEXTURE_BIT) defer gl.PopAttrib() //reset to old attributes gl.Enable(gl.TEXTURE_2D) gl.Disable(gl.DEPTH_TEST) gl.Disable(gl.LIGHTING) gl.Disable(gl.BLEND) //*/ oneSide := func(tex *texture.Texture, a, b, c, d int, n *Vec3) { tex.BindForSkybox(color.White) gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE) gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE) gl.Begin(gl.TRIANGLES) gl.Normal3dv(n.Slc()) gl.TexCoord2i(0, 0) gl.Vertex3dv(v[a].Slc()) gl.TexCoord2i(1, 0) gl.Vertex3dv(v[b].Slc()) gl.TexCoord2i(1, 1) gl.Vertex3dv(v[c].Slc()) gl.TexCoord2i(0, 0) gl.Vertex3dv(v[a].Slc()) gl.TexCoord2i(1, 1) gl.Vertex3dv(v[c].Slc()) gl.TexCoord2i(0, 1) gl.Vertex3dv(v[d].Slc()) gl.End() } oneSide(t.up, 2, 3, 7, 6, V3(0, -1, 0)) oneSide(t.dn, 5, 4, 0, 1, V3(0, 1, 0)) oneSide(t.lt, 5, 1, 2, 6, V3(1, 0, 0)) oneSide(t.rt, 0, 4, 7, 3, V3(-1, 0, 0)) oneSide(t.ft, 1, 0, 3, 2, V3(0, 0, -1)) oneSide(t.bk, 4, 5, 6, 7, V3(0, 0, 1)) }