func (s *Sim) Run() { for s.ui.running { start := time.Now() for e := sdl.PollEvent(); e != nil; e = sdl.PollEvent() { switch ev := e.(type) { case *sdl.QuitEvent: s.ui.running = false case *sdl.KeyboardEvent: if ev.Keysym.Sym == sdl.K_ESCAPE { s.ui.running = false } else if ev.Keysym.Sym == sdl.K_SPACE { if !s.running { s.running = true go s.Update() } } } } s.Draw() sdl.GL_SwapBuffers() fps := 1 / (float64(time.Since(start)) / float64(time.Second)) _ = fps //fmt.Printf("%f\n", fps) } }
func (self *MCPlayAppState) Process(time_step float32) { glutils.Clear() self.gameState.Physics.Process(time_step) self.gameState.UpdatePlayerCtrl( self.moveDir.Mul(0.2), v.Angle(self.Controller.HorAxis)) self.gameState.ObjectManager.Process(time_step) self.Controller.Pos = self.gameState.Player.Position self.Controller.SetupCamera() self.gameState.VoxelsMesh.SetCenter( self.Controller.Pos) self.gameState.VoxelsMesh.Render(self.Camera, self.shader, self.bindFunc) self.gameState.ObjectManager.ForAllObjects(func(ob *wobject.WObject) { if ob.RendererModule != nil { ob.RendererModule.Render() } }) sdl.GL_SwapBuffers() if self.frameStats.FrameFinished(int64(time_step * 1000)) { fmt.Printf("%v\n", &self.frameStats) } }
func gameOverScreen( screen *sdl.Surface, score string, bg *glh.Texture, font *gltext.Font) bool { for { gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) for e := sdl.PollEvent(); e != nil; e = sdl.PollEvent() { switch e.(type) { case *sdl.ResizeEvent: resize(screen, e.(*sdl.ResizeEvent)) case *sdl.QuitEvent: return true case *sdl.MouseButtonEvent: return false } } renderBackground(screen, bg) font.Printf(110, 50, "Game Over") font.Printf(110, 100, "Your score: "+score) font.Printf(110, 150, "Click to play again") sdl.GL_SwapBuffers() time.Sleep((1 / 30) * time.Second) } return false }
// 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 playGame(screen *sdl.Surface, bg *glh.Texture, font *gltext.Font) (int, bool) { movingUp := false b := bird.NewBird(240, 380) score := 0 var pipes []*pipe.Pipe ticker := 0 for { gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) quit := manageEvents(screen, &movingUp) if quit { return score, true } renderBackground(screen, bg) ticker++ if ticker > 100 { pipes = append(pipes, pipe.NewPipe(int(screen.W), int(screen.H))) ticker = 0 } if movingUp { b.MoveUp() } else { b.MoveDown() } for _, p := range pipes { if p.X < 0 { p.Destroy() pipes = pipes[1:] } if p.CollidesWith(b.X, b.Y, b.Width, b.Height) { return score, false } if p.GonePast(b.X, b.Y) { score++ } p.Tick() p.Render() } b.Render() font.Printf(240, 50, strconv.Itoa(score)) screen.Flip() time.Sleep((1 / 30) * time.Second) sdl.GL_SwapBuffers() } }
func drawScene() { gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) gl.LoadIdentity() gl.Translatef(0, 0, -20+globalState.MousePos.Z*globalState.speed) gl.Rotatef(globalState.Rot.X, 1, 0, 0) gl.Rotatef(globalState.Rot.Y, 0, 1, 0) gl.Rotatef(globalState.Rot.Z, 0, 0, 1) if globalState.speed != 1 { gl.Scalef(globalState.speed, globalState.speed, globalState.speed) } gl.RenderMode(gl.RENDER) gl.Begin(gl.QUADS) for i, _ := range mesh.Faces { if colors, ok := faceColor[i]; ok { gl.Color3f(colors[0], colors[1], colors[2]) } else { faceColor[i] = make([]float32, 3) faceColor[i][0] = rand.Float32() faceColor[i][1] = rand.Float32() faceColor[i][2] = rand.Float32() gl.Color3f(faceColor[i][0], faceColor[i][1], faceColor[i][2]) } face := &mesh.Faces[i] for j, _ := range face.Vertices { var v *wfobj.Vertex if len(face.Normals) > 0 { v = &face.Normals[j] gl.Normal3f(v.X, v.Y, v.Z) } v = &face.Vertices[j] gl.Vertex3f(v.X, v.Y, v.Z) } } gl.End() gl.Finish() gl.Flush() sdl.GL_SwapBuffers() }
// 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 } }
// general draw function func draw() { gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) // CARGOCULT gl.PushMatrix() // CARGOCULT gl.Rotated(view_rotx, 1.0, 0.0, 0.0) gl.Rotated(view_roty, 0.0, 1.0, 0.0) gl.Rotated(view_rotz, 0.0, 0.0, 1.0) gl.Translated(0.0, 0.0, view_z) for i := range boxes { gl.PushMatrix() // CARGOCULT gl.CallList(boxes[i]) gl.PopMatrix() // CARGOCULT } gl.PopMatrix() // CARGOCULT sdl.GL_SwapBuffers() // CARGOCULT }
func draw() { gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) gl.PushMatrix() gl.Rotated(view_rotx, 1.0, 0.0, 0.0) gl.Rotated(view_roty, 0.0, 1.0, 0.0) gl.Rotated(view_rotz, 0.0, 0.0, 1.0) gl.PushMatrix() gl.Translated(-3.0, -2.0, 0.0) gl.Rotated(angle, 0.0, 0.0, 1.0) gl.CallList(gear1) gl.PopMatrix() gl.PushMatrix() gl.Translated(3.1, -2.0, 0.0) gl.Rotated(-2.0*angle-9.0, 0.0, 0.0, 1.0) gl.CallList(gear2) gl.PopMatrix() gl.PushMatrix() gl.Translated(-3.1, 4.2, 0.0) gl.Rotated(-2.0*angle-25.0, 0.0, 0.0, 1.0) gl.CallList(gear3) 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) // reset the view gl.LoadIdentity() // 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 main() { sdl.Init(sdl.INIT_VIDEO) ttf.Init() screen := sdl.SetVideoMode(480, 560, 16, sdl.OPENGL|sdl.RESIZABLE) sdl.WM_SetCaption("Flappy Bird", "") bg := utils.TextureFromFile("./bg.png") font := utils.LoadFont("/usr/share/fonts/truetype/DroidSans.ttf", 32) reshape(int(screen.W), int(screen.H)) renderBackground(screen, bg) font.Printf(110, 50, "Click to play") sdl.GL_SwapBuffers() for { OuterLoop: for { e := sdl.WaitEvent() switch e.(type) { case *sdl.MouseButtonEvent: if e.(*sdl.MouseButtonEvent).Type == sdl.MOUSEBUTTONUP { break OuterLoop } } } score, quit := playGame(screen, bg, font) if quit { break } quit = gameOverScreen(screen, strconv.Itoa(score), bg, font) if quit { break } } screen.Free() ttf.Quit() sdl.Quit() return }
// 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.Begin(gl.TRIANGLES) // Draw triangles gl.Vertex3f(0.0, 1.0, 0.0) // top gl.Vertex3f(-1.0, -1.0, 0.0) // bottom left gl.Vertex3f(1.0, -1.0, 0.0) // bottom right gl.End() // finish drawing the triangle // Move right 3 units gl.Translatef(3.0, 0.0, 0.0) 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() // 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 mainLoop() { done := false for !done { for e := sdl.PollEvent(); e != nil; e = sdl.PollEvent() { switch e.(type) { case *sdl.QuitEvent: done = true break case *sdl.KeyboardEvent: keyEvent := e.(*sdl.KeyboardEvent) if keyEvent.Type == sdl.KEYDOWN { done = handleKey(keyEvent) } } } updateShaderParams() draw() drawOverlay() sdl.GL_SwapBuffers() checkShaders() } }
func mainLoop() { done := false for !done { for e := sdl.PollEvent(); e != nil; e = sdl.PollEvent() { switch e.(type) { case *sdl.QuitEvent: done = true break case *sdl.KeyboardEvent: key := e.(*sdl.KeyboardEvent).Keysym.Sym if key == sdl.K_RETURN { done = true break } else { handleKey(key) } } } draw() drawOverlay() sdl.GL_SwapBuffers() } }
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 for running { for e := sdl.PollEvent(); e != nil; e = sdl.PollEvent() { switch e.(type) { case *sdl.QuitEvent: running = false case *sdl.MouseButtonEvent: mbe := e.(*sdl.MouseButtonEvent) if mbe.Type == sdl.MOUSEBUTTONDOWN { dndDragging = true sdl.GetMouseState(&dndStart.X, &dndStart.Y) dndEnd = dndStart } else { dndDragging = false sdl.GetMouseState(&dndEnd.X, &dndEnd.Y) if mbe.Which == 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.MouseMotionEvent: 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) tex.Unbind(gl.TEXTURE_2D) if dndDragging { drawSelection(dndStart, dndEnd) } drawProgress(512, 512, lastProgress, rc.Pending) sdl.GL_SwapBuffers() } }
// 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 } }
func Draw(t int64) { console.culledVertices = 0 console.vertices = 0 gVertexBuffer.Reset() gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT) gl.Color4ub(192, 192, 192, 255) gl.Enable(gl.TEXTURE_2D) gl.Enable(gl.DEPTH_TEST) //gl.Enable(gl.FOG) gl.Enable(gl.LIGHTING) gl.Enable(gl.LIGHT0) gl.Enable(gl.COLOR_MATERIAL) if timeOfDay < 5.3 || timeOfDay > 20.7 { gl.Enable(gl.LIGHT1) } else { gl.Disable(gl.LIGHT1) } // CheckGLError() gl.LoadIdentity() center := ThePlayer.Position() // matrix := *viewport.matrix.Float32() matrix := ModelMatrix().Float32() gl.MultMatrixf(&matrix[0]) //gl.Translatef(-float32(center[XAXIS]), -float32(center[YAXIS]), -float32(center[ZAXIS])) // Sun gl.Materialfv(gl.FRONT, gl.AMBIENT, []float32{0.1, 0.1, 0.1, 1}) gl.Materialfv(gl.FRONT, gl.DIFFUSE, []float32{0.1, 0.1, 0.1, 1}) gl.Materialfv(gl.FRONT, gl.SPECULAR, []float32{0.1, 0.1, 0.1, 1}) gl.Materialfv(gl.FRONT, gl.SHININESS, []float32{0.0, 0.0, 0.0, 1}) var daylightIntensity float32 = 0.45 var nighttimeIntensity float32 = 0.15 if timeOfDay < 5 || timeOfDay > 21 { gl.LightModelfv(gl.LIGHT_MODEL_AMBIENT, []float32{0.2, 0.2, 0.2, 1}) daylightIntensity = 0.01 } else if timeOfDay < 6 { daylightIntensity = nighttimeIntensity + daylightIntensity*(timeOfDay-5) } else if timeOfDay > 20 { daylightIntensity = nighttimeIntensity + daylightIntensity*(21-timeOfDay) } gl.LightModelfv(gl.LIGHT_MODEL_AMBIENT, []float32{daylightIntensity / 2.5, daylightIntensity / 2.5, daylightIntensity / 2.5, 1}) gl.Lightfv(gl.LIGHT0, gl.POSITION, []float32{30 * float32(math.Sin(ThePlayer.Heading()*math.Pi/180)), 60, 30 * float32(math.Cos(ThePlayer.Heading()*math.Pi/180)), 0}) gl.Lightfv(gl.LIGHT0, gl.AMBIENT, []float32{daylightIntensity, daylightIntensity, daylightIntensity, 1}) // gl.Lightfv(gl.LIGHT0, gl.DIFFUSE, []float32{daylightIntensity, daylightIntensity, daylightIntensity,1}) // gl.Lightfv(gl.LIGHT0, gl.SPECULAR, []float32{daylightIntensity, daylightIntensity, daylightIntensity,1}) gl.Lightfv(gl.LIGHT0, gl.DIFFUSE, []float32{daylightIntensity * 2, daylightIntensity * 2, daylightIntensity * 2, 1}) gl.Lightfv(gl.LIGHT0, gl.SPECULAR, []float32{daylightIntensity, daylightIntensity, daylightIntensity, 1}) // Torch // ambient := float32(0.6) // specular := float32(0.6) // diffuse := float32(1) // gl.Lightfv(gl.LIGHT1, gl.POSITION, []float32{float32(ThePlayer.position[XAXIS]), float32(ThePlayer.position[YAXIS] + 1), float32(ThePlayer.position[ZAXIS]), 1}) // gl.Lightfv(gl.LIGHT1, gl.AMBIENT, []float32{ambient, ambient, ambient, 1}) // gl.Lightfv(gl.LIGHT1, gl.SPECULAR, []float32{specular, specular, specular, 1}) // gl.Lightfv(gl.LIGHT1, gl.DIFFUSE, []float32{diffuse, diffuse, diffuse, 1}) // gl.Lightf(gl.LIGHT1, gl.CONSTANT_ATTENUATION, 1.5) // gl.Lightf(gl.LIGHT1, gl.LINEAR_ATTENUATION, 0.5) // gl.Lightf(gl.LIGHT1, gl.QUADRATIC_ATTENUATION, 0.01) // gl.Lightf(gl.LIGHT1, gl.SPOT_CUTOFF, 35) // gl.Lightf(gl.LIGHT1, gl.SPOT_EXPONENT, 2.0) // gl.Lightfv(gl.LIGHT1, gl.SPOT_DIRECTION, []float32{float32(math.Cos(ThePlayer.Heading() * math.Pi / 180)), float32(-0.7), -float32(math.Sin(ThePlayer.Heading() * math.Pi / 180))}) gl.RenderMode(gl.RENDER) selectedBlockFace := viewport.SelectedBlockFace() ThePlayer.Draw(center, selectedBlockFace) TheWorld.Draw(center, selectedBlockFace) if pause.visible { pause.Draw(t) } else if inventory.visible { inventory.Draw(t) } else { picker.Draw(t) } if console.visible { console.Draw(t) } gl.Finish() gl.Flush() sdl.GL_SwapBuffers() // runtime.GC() }
func Draw(t int64) { console.culledVertices = 0 console.vertices = 0 gVertexBuffer.Reset() gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT) gl.Color4ub(192, 192, 192, 255) gl.Enable(gl.TEXTURE_2D) gl.Enable(gl.DEPTH_TEST) gl.Enable(gl.LIGHTING) gl.Enable(gl.LIGHT0) gl.Enable(gl.COLOR_MATERIAL) gl.LoadIdentity() center := ThePlayer.Position() matrix := ModelMatrix().Float32() gl.MultMatrixf(&matrix[0]) // Sun gl.Materialfv(gl.FRONT, gl.AMBIENT, []float32{0.1, 0.1, 0.1, 1}) gl.Materialfv(gl.FRONT, gl.DIFFUSE, []float32{0.1, 0.1, 0.1, 1}) gl.Materialfv(gl.FRONT, gl.SPECULAR, []float32{0.1, 0.1, 0.1, 1}) gl.Materialfv(gl.FRONT, gl.SHININESS, []float32{0.0, 0.0, 0.0, 1}) daylightIntensity := float32(SUNLIGHT_LEVELS[sunlightLevel]) gl.LightModelfv(gl.LIGHT_MODEL_AMBIENT, []float32{daylightIntensity / 2.5, daylightIntensity / 2.5, daylightIntensity / 2.5, 1}) gl.Lightfv(gl.LIGHT0, gl.POSITION, []float32{30 * float32(math.Sin(ThePlayer.Heading()*math.Pi/180)), 60, 30 * float32(math.Cos(ThePlayer.Heading()*math.Pi/180)), 0}) gl.Lightfv(gl.LIGHT0, gl.AMBIENT, []float32{daylightIntensity, daylightIntensity, daylightIntensity, 1}) gl.Lightfv(gl.LIGHT0, gl.DIFFUSE, []float32{daylightIntensity * 2, daylightIntensity * 2, daylightIntensity * 2, 1}) gl.Lightfv(gl.LIGHT0, gl.SPECULAR, []float32{daylightIntensity, daylightIntensity, daylightIntensity, 1}) gl.RenderMode(gl.RENDER) var selectedBlockFace *BlockFace if !pause.visible && !inventory.visible { selectedBlockFace = viewport.SelectedBlockFace() } ThePlayer.Draw(center, selectedBlockFace) TheWorld.Draw(center, selectedBlockFace) if pause.visible { pause.Draw(t) } else if inventory.visible { inventory.Draw(t) } else { picker.Draw(t) } if console.visible { console.Draw(t) } gl.Finish() gl.Flush() sdl.GL_SwapBuffers() console.framesDrawn++ }
// 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 } }
// 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) 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 } }
func main() { var running bool = true var width int = 800 var height int = 600 var t float32 if sdl.Init(sdl.INIT_VIDEO) != 0 { panic(sdl.GetError()) } sdl.WM_SetCaption("Horde3d Go SDL Example", "") //set sdl video mode if sdl.SetVideoMode(width, height, 32, sdl.OPENGL) == nil { panic(sdl.GetError()) } if !horde3d.Init() { fmt.Println("Error initializing Horde3D") horde3d.DumpMessages() return } //horde3d.SetOption(horde3d.Options_DebugViewMode, 1) //horde3d.SetOption(horde3d.Options_WireframeMode, 1) fmt.Println("Version: ", horde3d.VersionString()) //pipeline pipeRes := horde3d.AddResource(horde3d.ResTypes_Pipeline, "forward.pipeline.xml", 0) modelRes := horde3d.AddResource(horde3d.ResTypes_SceneGraph, "platform.scene.xml", 0) horde3d.LoadResourcesFromDisk("../content|" + "../content/pipelines|" + "../content/models|" + "../content/materials|" + "../content/shaders|" + "../content/textures|" + "../content/animations|" + "../content/particles|" + "../content/models/platform|" + "../content/effects") //add camera cam := horde3d.RootNode.AddCameraNode("Camera", pipeRes) //Setup Camera Viewport cam.SetNodeParamI(horde3d.Camera_ViewportXI, 0) cam.SetNodeParamI(horde3d.Camera_ViewportYI, 0) cam.SetNodeParamI(horde3d.Camera_ViewportWidthI, width) cam.SetNodeParamI(horde3d.Camera_ViewportHeightI, height) //add model model := horde3d.RootNode.AddNodes(modelRes) model.SetTransform(0, -30, -150, 0, 0, 0, 1, 1, 1) //add light light := horde3d.RootNode.AddLightNode("Light1", 0, "LIGHTING", "SHADOWMAP") light.SetTransform(0, 20, 0, 0, 0, 0, 1, 1, 1) light.SetNodeParamF(horde3d.Light_RadiusF, 0, 150) light.SetNodeParamF(horde3d.Light_FovF, 0, 90) //horde3d.SetNodeParamI(light, horde3d.Light_ShadowMapCountI, 3) light.SetNodeParamF(horde3d.Light_ShadowSplitLambdaF, 0, 0.9) //horde3d.SetNodeParamF(light, horde3d.Light_ShadowMapBiasF, 0, 0.001) light.SetNodeParamF(horde3d.Light_ColorF3, 0, 1.9) light.SetNodeParamF(horde3d.Light_ColorF3, 1, 1.7) light.SetNodeParamF(horde3d.Light_ColorF3, 2, 1.75) for running { t = 0 //increase anim time t = t + 10.0*(1/60) //process SDL events / input switch event := sdl.PollEvent(); event.(type) { case *sdl.QuitEvent: running = false break } //horde3d.SetNodeTransform(model, //t*10, 0, 0, //0, 0, 0, //1, 1, 1) horde3d.Render(cam) horde3d.FinalizeFrame() horde3d.DumpMessages() sdl.GL_SwapBuffers() } horde3d.Release() sdl.Quit() }
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") } gl.MatrixMode(gl.PROJECTION) gl.Viewport(0, 0, int(screen.W), int(screen.H)) gl.LoadIdentity() gl.Ortho(-5, 5, -2.5, 2.5, -1.0, 1.0) gl.ClearColor(0, 0, 0, 0) gl.Clear(gl.COLOR_BUFFER_BIT) gl.PolygonMode(gl.FRONT_AND_BACK, gl.LINE) tess := glu.NewTess() tess.SetBeginCallback(tessBeginHandler) tess.SetVertexCallback(tessVertexHandler) tess.SetEndCallback(tessEndHandler) tess.SetErrorCallback(tessErrorHandler) tess.SetEdgeFlagCallback(tessEdgeFlagHandler) tess.SetCombineCallback(tessCombineHandler) tess.Normal(0, 0, 1) var running = true for running { gl.MatrixMode(gl.MODELVIEW) gl.LoadIdentity() gl.Translated(-2.5, 0, 0) tess.BeginPolygon(nil) tess.BeginContour() for v := range OuterContour { tess.Vertex(OuterContour[v], &OuterContour[v]) } tess.EndContour() tess.BeginContour() for v := range InnerContour { tess.Vertex(InnerContour[v], &InnerContour[v]) } tess.EndContour() tess.EndPolygon() gl.Translated(5, 0, 0) tess.BeginPolygon(nil) tess.BeginContour() for v := range StarContour { tess.Vertex(StarContour[v], &StarContour[v]) } tess.EndContour() tess.EndPolygon() sdl.GL_SwapBuffers() sdl.Delay(25) } tess.Delete() sdl.Quit() }
func testPlot(dimension, order int) { var ( iterations float64 = 0 start_t = time.Now() split time.Time = start_t total time.Duration fps float64 = 1.0 new_attractor, redraw bool = true, true npoints int = 1e5 coeffs []float64 //offsets, offset_coeffs []float64 start Matrix = MakeMatrix(1, int(math.Max(3, float64(dimension)))) points, points2/*, points3*/ Matrix //attractor = gl.GenLists(1); ) //offsets = make([]float64, ncoeffs(order)) //offset_coeffs = make([]float64, ncoeffs(order)) //coeffs = make([]float64, dimension + nCoeffs(order, dimension) * dimension) //for i := range offsets { offsets[i] += rand.Float64() } for handleEvents(&new_attractor, &redraw, &npoints) { xoff += xvel / fps yoff += yvel / fps zoff += zvel / fps xrot += xrotvel / fps yrot += yrotvel / fps zrot += zrotvel / fps scale += svel / fps if new_attractor { coeffs, start = find_map_with_L(dimension, order, 0.1, 0.4) redraw = true new_attractor = false } if redraw { points = MakePointMatrix(makeMapFn(dimension, order, coeffs), start, 500, npoints) points2 = MakeMatrix(npoints, points.Height()) //points3 = MakeMatrix(npoints, points.Height()) redraw = false fmt.Println("Redraw", npoints, "points") } //points2 = points //RotationXW(xwrot).Apply(points, points2) //RotationYW(xwrot + 0.25).Apply(points2, points3) //RotationZW(xwrot + 0.50).Apply(points3, points2) if dimension == 4 { RotationZW(xwrot).Apply(points, points2) xwrot += 0.05 ApplyW(points2, points2) } else { points2 = points } 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.Color4d(1, 1, 1, 0.25) gl.EnableClientState(gl.VERTEX_ARRAY) if dimension > 3 { gl.VertexPointer(3, (dimension-3)*32, points2.FlatCols()) } else { gl.VertexPointer(3, 0, points2.FlatCols()) } gl.DrawArrays(gl.POINTS, 0, points2.Width()) gl.DisableClientState(gl.VERTEX_ARRAY) sdl.GL_SwapBuffers() gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) iterations++ if time.Since(split).Seconds() > 1.0 { total = time.Since(start_t) fps = iterations / total.Seconds() fmt.Println(iterations, "iterations in", total.Seconds(), "gives", fps, "fps") split = time.Now() } } }
func (this *Window) flip() { sdl.GL_SwapBuffers() }