// OpenGL draw function func draw() { gl.Clear(gl.COLOR_BUFFER_BIT) 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.LoadIdentity() player := game.Player //Transform screen. gl.PushMatrix() gl.Translatef((1280/2)-float32((player.Body.Position().X)), 0, 0.0) gl.Begin(gl.LINES) gl.Color3f(.2, .5, .2) for _, segment := range game.Level.GetChipmunkSegments() { x := segment.GetAsSegment().A.X y := segment.GetAsSegment().A.Y gl.Vertex3f(float32(x), float32(y), 0) x = segment.GetAsSegment().B.X y = segment.GetAsSegment().B.Y gl.Vertex3f(float32(x), float32(y), 0) } gl.End() gl.Color4f(.9, .1, 1, .9) // draw balls for _, enemy := range game.Enemies { gl.PushMatrix() pos := enemy.Body.Position() rot := enemy.Body.Angle() * game.DegreeConst gl.Translatef(float32(pos.X), float32(pos.Y), 0.0) gl.Rotatef(float32(rot), 0, 0, 1) drawCircle(float64(enemy.Radius), 60) gl.PopMatrix() } gl.Color4f(.3, .3, 1, .8) //Draw Player gl.PushMatrix() pos := player.Body.Position() rot := player.Body.Angle() * game.DegreeConst gl.Translatef(float32(pos.X), float32(pos.Y), 0.0) gl.Rotatef(float32(rot), 0, 0, 1) drawCircle(float64(player.Radius), 60) gl.PopMatrix() gl.PopMatrix() }
// OpenGL draw function func draw() { gl.Clear(gl.COLOR_BUFFER_BIT) 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.LoadIdentity() gl.Begin(gl.LINES) gl.Color3f(.2, .2, .2) for i := range staticLines { x := staticLines[i].GetAsSegment().A.X y := staticLines[i].GetAsSegment().A.Y gl.Vertex3f(float32(x), float32(y), 0) x = staticLines[i].GetAsSegment().B.X y = staticLines[i].GetAsSegment().B.Y gl.Vertex3f(float32(x), float32(y), 0) } gl.End() gl.Color4f(.3, .3, 1, .8) // draw balls for _, ball := range balls { gl.PushMatrix() pos := ball.Body.Position() rot := ball.Body.Angle() * chipmunk.DegreeConst gl.Translatef(float32(pos.X), float32(pos.Y), 0.0) gl.Rotatef(float32(rot), 0, 0, 1) drawCircle(float64(ballRadius), 60) gl.PopMatrix() } }
func drawSpinner(spinner int) { gl.LoadIdentity() gl.Translatef(30.5, 30.5, 0) gl.Rotatef(float32(spinner), 0, 0, 1) gl.Color3d(0, 0, 0) gl.Rectd(-0.5, -10.5, 0.5, 10.5) }
func drawScene(w *glfw.Window) { width, height := w.GetFramebufferSize() ratio := float32(width) / float32(height) var x1, x2, y1, y2 float32 if ratio > 1 { x1, x2, y1, y2 = -ratio, ratio, -1, 1 } else { x1, x2, y1, y2 = -1, 1, -1/ratio, 1/ratio } gl.Viewport(0, 0, int32(width), int32(height)) gl.Clear(gl.COLOR_BUFFER_BIT) // Applies subsequent matrix operations to the projection matrix stack gl.MatrixMode(gl.PROJECTION) gl.LoadIdentity() // replace the current matrix with the identity matrix gl.Ortho(float64(x1), float64(x2), float64(y1), float64(y2), 1, -1) // multiply the current matrix with an orthographic matrix // Applies subsequent matrix operations to the modelview matrix stack gl.MatrixMode(gl.MODELVIEW) gl.LoadIdentity() gl.LineWidth(1) gl.Begin(gl.LINE) // delimit the vertices of a primitive or a group of like primitives gl.Color3f(0, 0, 0) // set the current color gl.Vertex3f(0, y1, 0) gl.Vertex3f(0, y2, 0) gl.Vertex3f(x1, 0, 0) gl.Vertex3f(x2, 0, 0) gl.End() gl.Rotatef(float32(glfw.GetTime()*50), 0, 0, 1) // multiply the current matrix by a rotation matrix s := float32(.95) gl.Begin(gl.TRIANGLES) gl.Color3f(1, 0, 0) // set the current color gl.Vertex3f(0, s, 0) // specify a vertex gl.Color3f(0, 1, 0) gl.Vertex3f(s*.866, s*-0.5, 0) gl.Color3f(0, 0, 1) gl.Vertex3f(s*-.866, s*-0.5, 0) gl.End() gl.LineWidth(5) gl.Begin(gl.LINE_LOOP) for i := float64(0); i < 2*math.Pi; i += .05 { r, g, b := hsb2rgb(float32(i/(2*math.Pi)), 1, 1) gl.Color3f(r, g, b) gl.Vertex3f(s*float32(math.Sin(i)), s*float32(math.Cos(i)), 0) } gl.End() }
func (t *Transform) update() { gl.LoadMatrixf(&(t.parent.matrix[0])) gl.Translatef(t.position.X, t.position.Y, 0) gl.Rotatef(t.rotation, 0, 0, -1) gl.GetFloatv(gl.MODELVIEW_MATRIX, &(t.parent.matrix[0])) for _, c := range t.children { c.update() } }
func draw() { gl.Clear(gl.COLOR_BUFFER_BIT) 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.LoadIdentity() //Transform screen to keep player in middle. Added intentation to make obvious the push matrix is like a block gl.PushMatrix() // gl.Translatef((1280/2)-float32(player.x), 0, 0.0) // gl.Begin(gl.LINES) // gl.Color3f(.2, .5, .2) // for i := range staticLines { // x := staticLines[i].GetAsSegment().A.X // y := staticLines[i].GetAsSegment().A.Y // gl.Vertex3f(float32(x), float32(y), 0) // x = staticLines[i].GetAsSegment().B.X // y = staticLines[i].GetAsSegment().B.Y // gl.Vertex3f(float32(x), float32(y), 0) // } // gl.End() gl.Color4f(player.color_r, player.color_g, player.color_b, player.color_a) //Draw Player gl.PushMatrix() rot := player.rot pos_x := player.x pos_y := player.y gl.Translatef(pos_x, pos_y, 0.0) gl.Rotatef(float32(rot), 0, 0, 1) drawCircle(float64(BALL_RADIUS), 20) gl.PopMatrix() //Draw the grapple gl.PushMatrix() gl.Translatef(player.hook.x_end, player.hook.y_end, 0.0) drawCircle(float64(5), 5) gl.PopMatrix() //Grapple Line gl.LineWidth(2.5) gl.Color3f(1.0, 0.0, 0.0) gl.Begin(gl.LINES) gl.Vertex3f(player.x, player.y, 0.0) gl.Vertex3f(player.hook.x_end, player.hook.y_end, 0) gl.End() //Second Pop gl.PopMatrix() }
func (t *Transform) Update() { var m *float32 if t.parentTransform != nil { m = &(t.parentTransform.Matrix[0]) } else { m = &(t.Matrix[0]) } gl.LoadMatrixf(m) gl.Translatef(t.position.X, t.position.Y, 0) gl.Rotatef(t.rotation, 0, 0, -1) gl.GetFloatv(gl.MODELVIEW_MATRIX, &(t.Matrix[0])) t.NeedsUpdate = false for _, c := range t.childTransforms { c.Update() } }
func drawScene() { gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) gl.MatrixMode(gl.MODELVIEW) gl.LoadIdentity() gl.Translatef(0, 0, -3.0) gl.Rotatef(rotationX, 1, 0, 0) gl.Rotatef(rotationY, 0, 1, 0) rotationX += 0.5 rotationY += 0.5 gl.BindTexture(gl.TEXTURE_2D, texture) gl.Color4f(1, 1, 1, 1) gl.Begin(gl.QUADS) gl.Normal3f(0, 0, 1) gl.TexCoord2f(0, 0) gl.Vertex3f(-1, -1, 1) gl.TexCoord2f(1, 0) gl.Vertex3f(1, -1, 1) gl.TexCoord2f(1, 1) gl.Vertex3f(1, 1, 1) gl.TexCoord2f(0, 1) gl.Vertex3f(-1, 1, 1) gl.Normal3f(0, 0, -1) gl.TexCoord2f(1, 0) gl.Vertex3f(-1, -1, -1) gl.TexCoord2f(1, 1) gl.Vertex3f(-1, 1, -1) gl.TexCoord2f(0, 1) gl.Vertex3f(1, 1, -1) gl.TexCoord2f(0, 0) gl.Vertex3f(1, -1, -1) gl.Normal3f(0, 1, 0) gl.TexCoord2f(0, 1) gl.Vertex3f(-1, 1, -1) gl.TexCoord2f(0, 0) gl.Vertex3f(-1, 1, 1) gl.TexCoord2f(1, 0) gl.Vertex3f(1, 1, 1) gl.TexCoord2f(1, 1) gl.Vertex3f(1, 1, -1) gl.Normal3f(0, -1, 0) gl.TexCoord2f(1, 1) gl.Vertex3f(-1, -1, -1) gl.TexCoord2f(0, 1) gl.Vertex3f(1, -1, -1) gl.TexCoord2f(0, 0) gl.Vertex3f(1, -1, 1) gl.TexCoord2f(1, 0) gl.Vertex3f(-1, -1, 1) gl.Normal3f(1, 0, 0) gl.TexCoord2f(1, 0) gl.Vertex3f(1, -1, -1) gl.TexCoord2f(1, 1) gl.Vertex3f(1, 1, -1) gl.TexCoord2f(0, 1) gl.Vertex3f(1, 1, 1) gl.TexCoord2f(0, 0) gl.Vertex3f(1, -1, 1) gl.Normal3f(-1, 0, 0) gl.TexCoord2f(0, 0) gl.Vertex3f(-1, -1, -1) gl.TexCoord2f(1, 0) gl.Vertex3f(-1, -1, 1) gl.TexCoord2f(1, 1) gl.Vertex3f(-1, 1, 1) gl.TexCoord2f(0, 1) gl.Vertex3f(-1, 1, -1) gl.End() }
func (c *Context) Rotatef(angle, x, y, z float32) { gl.Rotatef(angle, x, y, z) }
// OpenGL draw function func draw(window *glfw.Window) { gl.Clear(gl.COLOR_BUFFER_BIT) 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.LoadIdentity() gl.PushMatrix() gl.Disable(gl.LIGHTING) width, height := window.GetSize() x := float64(width) y := float64(height) h := 0 gl.Color4f(.1, .1, .1, .8) gl.LineWidth(1.0) // x方向 var x0, x1, y0, y1 float64 var deltaX, deltaY float64 d := width / 2 x0 = -x x1 = -x y0 = -y y1 = y deltaX = ((2 * x) / float64(d)) for i := 0; i < d; i++ { x0 = x0 + deltaX gl.Begin(gl.LINES) gl.Vertex3f(float32(x0), float32(y0), float32(h)) gl.Vertex3f(float32(x0), float32(y1), float32(h)) gl.End() } // y方向 x0 = -x x1 = x deltaY = ((2 * y) / float64(d)) for i := 0; i < d; i++ { y0 = y0 + deltaY gl.Begin(gl.LINES) gl.Vertex3f(float32(x0), float32(y0), float32(h)) gl.Vertex3f(float32(x1), float32(y0), float32(h)) gl.End() } gl.PopMatrix() // draw boxes for _, room := range rooms { gl.PushMatrix() rot := room.Box.Body.Angle() * chipmunk.DegreeConst gl.Rotatef(float32(rot), 0, 0, 1.0) x := roundm(float64(room.Box.Body.Position().X), 4.0) y := roundm(float64(room.Box.Body.Position().Y), 4.0) gl.Translated(x, y, 0.0) drawRoom(room) gl.PopMatrix() } }