Example #1
0
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()
}
Example #2
0
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()
}
Example #3
0
File: ca.go Project: samnardoni/ca
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()
	}
}
Example #4
0
File: main.go Project: sycoso/glfw
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)
}
Example #5
0
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)
}
// 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)
}
Example #7
0
File: main.go Project: andrebq/glfw
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
}
// 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() {
	// enable smooth shading
	gl.ShadeModel(gl.SMOOTH)

	// Set the background to black
	gl.ClearColor(0.0, 0.0, 0.0, 0.0)

	// Depth buffer setup
	gl.ClearDepth(1.0)

	// Enable depth testing
	gl.Enable(gl.DEPTH_TEST)

	// The type of test
	gl.DepthFunc(gl.LEQUAL)

	// Nicest perspective correction
	gl.Hint(gl.PERSPECTIVE_CORRECTION_HINT, gl.NICEST)
}
Example #10
0
// 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)
}
Example #11
0
File: main.go Project: andrebq/glfw
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
}
Example #12
0
func setup_opengl(width, height int) {
	ratio := float64(width) / float64(height)
	gl.ShadeModel(gl.SMOOTH)
	gl.CullFace(gl.BACK)
	gl.FrontFace(gl.CCW)
	gl.Enable(gl.CULL_FACE)
	gl.ClearColor(0, 0, 0, 0)
	gl.Viewport(0, 0, width, height)
	gl.MatrixMode(gl.PROJECTION)
	gl.LoadIdentity()

	gluPerspective := func(fovy, aspect, zNear, zFar float64) {
		top := math.Tan(fovy*0.5) * zNear
		bottom := -top
		left := aspect * bottom
		right := -left
		gl.Frustum(left, right, bottom, top, zNear, zFar)
	}
	gluPerspective(60.0, ratio, 1.0, 1024.0)
}
Example #13
0
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)
}
Example #14
0
// 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.
}
Example #15
0
func gear(inner_radius, outer_radius, width float64, teeth int, tooth_depth float64) {
	var i int
	var r0, r1, r2 float64
	var angle, da float64
	var u, v, len float64

	r0 = inner_radius
	r1 = outer_radius - tooth_depth/2.0
	r2 = outer_radius + tooth_depth/2.0

	da = 2.0 * math.Pi / float64(teeth) / 4.0

	gl.ShadeModel(gl.FLAT)

	gl.Normal3d(0.0, 0.0, 1.0)

	/* draw front face */
	gl.Begin(gl.QUAD_STRIP)
	for i = 0; i <= teeth; i++ {
		angle = float64(i) * 2.0 * math.Pi / float64(teeth)
		gl.Vertex3d(r0*math.Cos(angle), r0*math.Sin(angle), width*0.5)
		gl.Vertex3d(r1*math.Cos(angle), r1*math.Sin(angle), width*0.5)
		if i < teeth {
			gl.Vertex3d(r0*math.Cos(angle), r0*math.Sin(angle), width*0.5)
			gl.Vertex3d(r1*math.Cos(angle+3*da), r1*math.Sin(angle+3*da), width*0.5)
		}
	}
	gl.End()

	/* draw front sides of teeth */
	gl.Begin(gl.QUADS)
	da = 2.0 * math.Pi / float64(teeth) / 4.0
	for i = 0; i < teeth; i++ {
		angle = float64(i) * 2.0 * math.Pi / float64(teeth)

		gl.Vertex3d(r1*math.Cos(angle), r1*math.Sin(angle), width*0.5)
		gl.Vertex3d(r2*math.Cos(angle+da), r2*math.Sin(angle+da), width*0.5)
		gl.Vertex3d(r2*math.Cos(angle+2*da), r2*math.Sin(angle+2*da), width*0.5)
		gl.Vertex3d(r1*math.Cos(angle+3*da), r1*math.Sin(angle+3*da), width*0.5)
	}
	gl.End()

	gl.Normal3d(0.0, 0.0, -1.0)

	/* draw back face */
	gl.Begin(gl.QUAD_STRIP)
	for i = 0; i <= teeth; i++ {
		angle = float64(i) * 2.0 * math.Pi / float64(teeth)
		gl.Vertex3d(r1*math.Cos(angle), r1*math.Sin(angle), -width*0.5)
		gl.Vertex3d(r0*math.Cos(angle), r0*math.Sin(angle), -width*0.5)
		if i < teeth {
			gl.Vertex3d(r1*math.Cos(angle+3*da), r1*math.Sin(angle+3*da), -width*0.5)
			gl.Vertex3d(r0*math.Cos(angle), r0*math.Sin(angle), -width*0.5)
		}
	}
	gl.End()

	/* draw back sides of teeth */
	gl.Begin(gl.QUADS)
	da = 2.0 * math.Pi / float64(teeth) / 4.0
	for i = 0; i < teeth; i++ {
		angle = float64(i) * 2.0 * math.Pi / float64(teeth)

		gl.Vertex3d(r1*math.Cos(angle+3*da), r1*math.Sin(angle+3*da), -width*0.5)
		gl.Vertex3d(r2*math.Cos(angle+2*da), r2*math.Sin(angle+2*da), -width*0.5)
		gl.Vertex3d(r2*math.Cos(angle+da), r2*math.Sin(angle+da), -width*0.5)
		gl.Vertex3d(r1*math.Cos(angle), r1*math.Sin(angle), -width*0.5)
	}
	gl.End()

	/* draw outward faces of teeth */
	gl.Begin(gl.QUAD_STRIP)
	for i = 0; i < teeth; i++ {
		angle = float64(i) * 2.0 * math.Pi / float64(teeth)

		gl.Vertex3d(r1*math.Cos(angle), r1*math.Sin(angle), width*0.5)
		gl.Vertex3d(r1*math.Cos(angle), r1*math.Sin(angle), -width*0.5)
		u = r2*math.Cos(angle+da) - r1*math.Cos(angle)
		v = r2*math.Sin(angle+da) - r1*math.Sin(angle)
		len = math.Sqrt(u*u + v*v)
		u /= len
		v /= len
		gl.Normal3d(v, -u, 0.0)
		gl.Vertex3d(r2*math.Cos(angle+da), r2*math.Sin(angle+da), width*0.5)
		gl.Vertex3d(r2*math.Cos(angle+da), r2*math.Sin(angle+da), -width*0.5)
		gl.Normal3d(math.Cos(angle), math.Sin(angle), 0.0)
		gl.Vertex3d(r2*math.Cos(angle+2*da), r2*math.Sin(angle+2*da), width*0.5)
		gl.Vertex3d(r2*math.Cos(angle+2*da), r2*math.Sin(angle+2*da), -width*0.5)
		u = r1*math.Cos(angle+3*da) - r2*math.Cos(angle+2*da)
		v = r1*math.Sin(angle+3*da) - r2*math.Sin(angle+2*da)
		gl.Normal3d(v, -u, 0.0)
		gl.Vertex3d(r1*math.Cos(angle+3*da), r1*math.Sin(angle+3*da), width*0.5)
		gl.Vertex3d(r1*math.Cos(angle+3*da), r1*math.Sin(angle+3*da), -width*0.5)
		gl.Normal3d(math.Cos(angle), math.Sin(angle), 0.0)
	}

	gl.Vertex3d(r1*math.Cos(0), r1*math.Sin(0), width*0.5)
	gl.Vertex3d(r1*math.Cos(0), r1*math.Sin(0), -width*0.5)

	gl.End()

	gl.ShadeModel(gl.SMOOTH)

	/* draw inside radius cylinder */
	gl.Begin(gl.QUAD_STRIP)
	for i = 0; i <= teeth; i++ {
		angle = float64(i) * 2.0 * math.Pi / float64(teeth)
		gl.Normal3d(-math.Cos(angle), -math.Sin(angle), 0.0)
		gl.Vertex3d(r0*math.Cos(angle), r0*math.Sin(angle), -width*0.5)
		gl.Vertex3d(r0*math.Cos(angle), r0*math.Sin(angle), width*0.5)
	}
	gl.End()

}
Example #16
0
func main() {
	w := 500
	h := 500
	fov := 45.0
	clip_min := 0.1
	clip_max := 1000.0

	aspect_ratio := float64(w) / float64(h)

	glfw.Init()
	glfw.OpenWindow(w, h, 8, 8, 8, 8, 8, 0, glfw.Windowed)

	glfw.SetWindowTitle("Shader Test")
	glfw.SetWindowSizeCallback(resize_window)
	glfw.SetKeyCallback(key_callback)

	gl.ClearColor(0.3, 0.3, 0.3, 1.0)
	gl.ShadeModel(gl.SMOOTH)

	size_window(w, h, fov, aspect_ratio, clip_min, clip_max)

	//Testing sprites
	test_sprite := sprite{height: 1.0, width: 1.0}
	test_sprite.tex = texture("./assets/hedge.gif")
	test_sprite.Y = 3

	new_guy := sprite{height: 0.5, width: 0.5}
	new_guy.tex = texture("./assets/red2.png")
	new_guy.Y = 5

	renderees := new(list.List)
	renderees.PushBack(&new_guy)
	renderees.PushBack(&test_sprite)

	my_camera.init(Vector{0.0, -1.0, 0.0})
	my_camera.front = Vector{0.0, 1.0, 0.0}
	my_camera.top = Vector{0.0, 0.0, 1.0}
	//End testing sprites

	physics_objects := new(list.List)
	physics_objects.PushBack(my_camera)

	dt, err := time.ParseDuration("16.67ms")
	if err != nil {
		die(err)
	}

	fmt.Println("Timestep: ", dt)
	var t float64 = 0
	running := true
	for running {
		t0 := time.Now()
		update(physics_objects, float64(dt.Nanoseconds())/1e6)
		t += 0.025
		new_guy.X = math.Cos(t)
		new_guy.Y = math.Sin(t) + 3.0

		//my_camera.point_at(Vector{new_guy.X, new_guy.Y, new_guy.Z})

		general_render(renderees, my_camera)
		glfw.SwapBuffers()

		dt = time.Since(t0)
		rate := time.Microsecond * 16670
		if dt < rate {
			time.Sleep((rate - dt))
			//fmt.Println("This frame took", float64(dt.Nanoseconds())/1000000, "ms to render.")
		}
		running = glfw.Key(glfw.KeyEsc) == 0 && glfw.WindowParam(glfw.Opened) != 0
	}
}
Example #17
0
func initGame() {

	viewport.Zoomstd()
	viewport.Rotx(25)
	viewport.Roty(70)

	picker = NewPicker()

	sdl.Init(sdl.INIT_VIDEO)
	if ttf.Init() != 0 {
		panic("Could not initalize fonts")
	}

	sdl.GL_SetAttribute(sdl.GL_DOUBLEBUFFER, 1)
	screen := sdl.SetVideoMode(1024, 600, 32, sdl.OPENGL|sdl.RESIZABLE)

	if screen == nil {
		sdl.Quit()
		panic("Couldn't set GL video mode: " + sdl.GetError() + "\n")
	}

	if gl.Init() != 0 {
		panic("gl error")
	}

	sdl.WM_SetCaption("Amberfell", "amberfell")

	gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
	// gl.ShadeModel(gl.FLAT)

	gl.Enable(gl.BLEND)
	gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
	gl.ShadeModel(gl.SMOOTH)
	gl.Enable(gl.LIGHTING)
	gl.Enable(gl.LIGHT0)
	gl.Enable(gl.LIGHT1)

	gl.Enable(gl.COLOR_MATERIAL)

	gl.MatrixMode(gl.PROJECTION)
	gl.LoadIdentity()

	gl.MatrixMode(gl.MODELVIEW)
	gl.LoadIdentity()

	gl.ClearDepth(1.0)       // Depth Buffer Setup
	gl.Enable(gl.DEPTH_TEST) // Enables Depth Testing
	gl.Hint(gl.PERSPECTIVE_CORRECTION_HINT, gl.FASTEST)

	gl.Enable(gl.TEXTURE_2D)
	//	LoadMapTextures()
	LoadPlayerTextures()
	LoadWolfTextures()
	InitItems()

	pauseFont = NewFont("res/Jura-DemiBold.ttf", 48, color.RGBA{255, 255, 255, 0})
	consoleFont = NewFont("res/Jura-DemiBold.ttf", 16, color.RGBA{255, 255, 255, 0})
	inventoryItemFont = NewFont("res/Jura-DemiBold.ttf", 14, color.RGBA{240, 240, 240, 0})

	textures[TEXTURE_PICKER] = loadTexture("res/dial.png")
	terrainTexture = loadTexture("res/tiles.png")
	itemsTexture = loadTexture("res/items.png")

	gVertexBuffer = NewVertexBuffer(10000, terrainTexture)
	gGuiBuffer = NewVertexBuffer(1000, terrainTexture)

	WolfModel = LoadModel("res/wolf.mm3d")

	TheWorld = NewWorld()

	ThePlayer = new(Player)
	ThePlayer.Init(0, PLAYER_START_X, PLAYER_START_Z)

	inventory = NewInventory()

	viewport.Reshape(int(screen.W), int(screen.H))
	PreloadChunks(400)

}