Example #1
0
func display() {
	gl.Clear(gl.COLOR_BUFFER_BIT)
	bitmap_output(40, 35, "This is written in a GLUT bitmap font.", glut.BITMAP_TIMES_ROMAN_24)
	bitmap_output(30, 210, "More bitmap text is a fixed 9 by 15 font.", glut.BITMAP_9_BY_15)
	bitmap_output(70, 240, "                Helvetica is yet another bitmap font.", glut.BITMAP_HELVETICA_18)

	gl.MatrixMode(gl.PROJECTION)
	gl.PushMatrix()
	gl.LoadIdentity()
	glu.Perspective(40.0, 1.0, 0.1, 20.0)
	gl.MatrixMode(gl.MODELVIEW)
	gl.PushMatrix()
	glu.LookAt(0.0, 0.0, 4.0, /* eye is at (0,0,30) */
		0.0, 0.0, 0.0, /* center is at (0,0,0) */
		0.0, 1.0, 0.0) /* up is in postivie Y direction */
	gl.PushMatrix()
	gl.Translatef(0, 0, -4)
	gl.Rotatef(50, 0, 1, 0)
	stroke_output(-2.5, 1.1, "  This is written in a", glut.STROKE_ROMAN)
	stroke_output(-2.5, 0, " GLUT stroke font.", glut.STROKE_ROMAN)
	stroke_output(-2.5, -1.1, "using 3D perspective.", glut.STROKE_ROMAN)
	gl.PopMatrix()
	gl.MatrixMode(gl.MODELVIEW)
	gl.PopMatrix()
	gl.MatrixMode(gl.PROJECTION)
	gl.PopMatrix()
	gl.MatrixMode(gl.MODELVIEW)
	gl.Flush()
}
Example #2
0
func InitDisplay() {
	gl.MatrixMode(gl.PROJECTION)
	gl.LoadIdentity()
	gl.Ortho(0, 100, 0, 100, -1, 1)
	gl.MatrixMode(gl.MODELVIEW)
	gl.PointSize(3.0)
}
Example #3
0
func Reshape(w, h int) {
	gl.Viewport(0, 0, w, h)
	gl.MatrixMode(gl.PROJECTION)
	gl.LoadIdentity()
	gl.Ortho(0, 100, 0, 100, -1, 1)
	gl.MatrixMode(gl.MODELVIEW)
}
Example #4
0
func initWindow() {

	// Function called to do the re-rendering
	glut.DisplayFunc(display)
	// Called when the visibility of the program changes
	glut.VisibilityFunc(visible)
	// Called when a regular ascii character is pressed
	glut.KeyboardFunc(keyboardIn)
	// Called when any non-ascii character is pressed
	glut.SpecialFunc(specialIn)
	// Called when the size of the window changes
	glut.ReshapeFunc(reshape)

	// affect our projection matrix
	gl.MatrixMode(gl.PROJECTION)
	gl.LoadIdentity() // Load an identity matrix -> projection
	// Specify the bounds of the of our scene
	gl.Ortho(0, 40, 0, 40, 0, 40)

	// Now affect our modelview matrix
	gl.MatrixMode(gl.MODELVIEW)
	// Make points be rendererd larger
	gl.PointSize(3.0)

	currentWindow = glut.GetWindow()
}
Example #5
0
func (v *Video) Reshape(width int, height int) {
	x_offset := 0
	y_offset := 0

	r := ((float64)(height)) / ((float64)(width))

	if r > 0.9375 { // Height taller than ratio
		h := (int)(math.Floor((float64)(0.9375 * (float64)(width))))
		y_offset = (height - h) / 2
		height = h
	} else if r < 0.9375 { // Width wider
		var scrW, scrH float64
		if ppu.OverscanEnabled {
			scrW = 240.0
			scrH = 224.0
		} else {
			scrW = 256.0
			scrH = 240.0
		}

		w := (int)(math.Floor((float64)((scrH / scrW) * (float64)(height))))
		x_offset = (width - w) / 2
		width = w
	}

	gl.Viewport(x_offset, y_offset, width, height)
	gl.MatrixMode(gl.PROJECTION)
	gl.LoadIdentity()
	gl.Ortho(-1, 1, -1, 1, -1, 1)
	gl.MatrixMode(gl.MODELVIEW)
	gl.LoadIdentity()
	gl.Disable(gl.DEPTH_TEST)
}
Example #6
0
func initScene() (err error) {
	gl.Enable(gl.TEXTURE_2D)
	gl.Enable(gl.DEPTH_TEST)
	gl.Enable(gl.LIGHTING)

	gl.ClearColor(0.5, 0.5, 0.5, 0.0)
	gl.ClearDepth(1)
	gl.DepthFunc(gl.LEQUAL)

	gl.Lightfv(gl.LIGHT0, gl.AMBIENT, ambient)
	gl.Lightfv(gl.LIGHT0, gl.DIFFUSE, diffuse)
	gl.Lightfv(gl.LIGHT0, gl.POSITION, lightpos)
	gl.Enable(gl.LIGHT0)

	gl.Viewport(0, 0, Width, Height)
	gl.MatrixMode(gl.PROJECTION)
	gl.LoadIdentity()
	gl.Frustum(-1, 1, -1, 1, 1.0, 10.0)
	gl.MatrixMode(gl.MODELVIEW)
	gl.LoadIdentity()

	goph, err := os.Open("../../data/gopher.png")
	if err != nil {
		panic(err)
	}
	defer goph.Close()

	texture, err = createTexture(goph)
	return
}
Example #7
0
File: main.go Project: srm88/blocks
func copiedReshape(window *glfw.Window, w int, h int) {
	gl.DrawBuffer(gl.FRONT_AND_BACK)
	//gl.Viewport(int(w/2), int(h/2), w, h)
	gl.MatrixMode(gl.PROJECTION)
	gl.LoadIdentity()
	gl.Frustum(-1, 1, -1, 1, 1.5, 20)
	gl.MatrixMode(gl.MODELVIEW)
}
Example #8
0
File: 09.go Project: nzlov/gogl
// new window size
func reshape(window *glfw.Window, width, height int) {

	gl.Viewport(0, 0, width, height)
	gl.MatrixMode(gl.PROJECTION)
	gl.LoadIdentity()
	gl.Frustum(-1.0, 1.0, -1.0, 1.0, 1, 20)
	gl.MatrixMode(gl.MODELVIEW)
	gl.LoadIdentity()
}
Example #9
0
File: 10.go Project: nzlov/gogl
// new window size
func reshape(window *glfw.Window, width, height int) {

	gl.Viewport(0, 0, width, height)
	gl.MatrixMode(gl.PROJECTION)
	gl.LoadIdentity()
	glu.Perspective(45.0, float32(width)/float32(height), 0.1, 100.0)
	gl.MatrixMode(gl.MODELVIEW)
	gl.LoadIdentity()
}
Example #10
0
func main() {
	_ = fmt.Sprint()

	if !glfw.Init() {
		panic("Can't init glfw!")
	}
	defer glfw.Terminate()

	// antialiasing
	//glfw.WindowHint(glfw.Samples, 4)

	window, err = glfw.CreateWindow(WindowWidth, WindowHeight, "Mozaik", nil, nil)
	if err != nil {
		panic(err)
	}
	defer window.Destroy()

	// Ensure thread context
	window.MakeContextCurrent()
	//glfw.SwapInterval(1)

	window.SetKeyCallback(keyCb)
	window.SetMouseButtonCallback(mouseCb)

	gl.Init()
	gl.ClearColor(0.9, 0.85, 0.46, 0.0)
	// useless in 2D
	gl.Disable(gl.DEPTH_TEST)
	// antialiasing
	gl.Enable(gl.BLEND)
	gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
	gl.Enable(gl.LINE_SMOOTH)

	for i := int32(32); i < 72; i++ {
		font := loadFonts(i)
		defer font.Release()
		fonts = append(fonts, font)
	}

	// Compute window radius
	windowRadius = math.Sqrt(math.Pow(WindowHeight, 2) + math.Pow(WindowWidth, 2))

	// Use window coordinates
	gl.MatrixMode(gl.PROJECTION)
	gl.LoadIdentity()
	gl.Ortho(0, WindowWidth, WindowHeight, 0, 0, 1)
	gl.MatrixMode(gl.MODELVIEW)
	gl.LoadIdentity()

	g = NewGame()

	g.Start()
	go eventLoop(g)
	go renderLoop(g)
	Main()
	g.Stop()
}
Example #11
0
func initGL() {
	gl.MatrixMode(gl.PROJECTION)
	gl.LoadIdentity()
	gl.Viewport(0, 0, 800, 600)
	gl.Ortho(0, 800, 600, 0, -1.0, 1.0)
	gl.MatrixMode(gl.MODELVIEW)
	gl.LoadIdentity()
	gl.ClearColor(0.1, 0.05, 0.0, 1.0)
}
Example #12
0
func reshape(w, h int) {
	gl.Viewport(0, 0, w, h)
	gl.MatrixMode(gl.PROJECTION)
	gl.LoadIdentity()
	gl.Ortho(0, float64(w), 0, float64(h), -1, 1)
	gl.Scalef(1, -1, 1)
	gl.Translatef(0, float32(-h), 0)
	gl.MatrixMode(gl.MODELVIEW)
}
Example #13
0
func (r *RenderTarget) popGlStates() {
	gl.MatrixMode(gl.PROJECTION)
	gl.PopMatrix()
	gl.MatrixMode(gl.MODELVIEW)
	gl.PopMatrix()
	gl.MatrixMode(gl.TEXTURE)
	gl.PopMatrix()
	gl.PopClientAttrib()
	gl.PopAttrib()
}
Example #14
0
File: main.go Project: srm88/blocks
func copiedInit() {
	gl.ClearColor(0, 0, 0, 0)
	gl.ShadeModel(gl.FLAT)
	gl.Enable(gl.CULL_FACE)
	gl.Viewport(320, 240, 640, 480)
	gl.MatrixMode(gl.PROJECTION)
	gl.LoadIdentity()
	gl.Frustum(-1, 1, -1, 1, 1.5, 20)
	gl.MatrixMode(gl.MODELVIEW)
}
Example #15
0
// onResize sets up a simple 2d ortho context based on the window size
func onResize(window *glfw.Window, w, h int) {
	w, h = window.GetSize() // query window to get screen pixels
	width, height := window.GetFramebufferSize()
	gl.Viewport(0, 0, width, height)
	gl.MatrixMode(gl.PROJECTION)
	gl.LoadIdentity()
	gl.Ortho(0, float64(w), 0, float64(h), -1, 1)
	gl.MatrixMode(gl.MODELVIEW)
	gl.LoadIdentity()
	gl.ClearColor(1, 1, 1, 1)
}
// TODO Dynamically fetch size and render accordingly.
func onResize(w, h int) {
	gl.Viewport(0, 0, w, h)
	gl.MatrixMode(gl.PROJECTION)
	gl.LoadIdentity()
	gl.Ortho(0, float64(w), float64(h), 0, -1, 1)
	gl.ClearColor(0.255, 0.255, 0.255, 0)
	gl.Clear(gl.COLOR_BUFFER_BIT)
	gl.MatrixMode(gl.MODELVIEW)
	gl.LoadIdentity()
	// log.Printf("resized: %dx%d\n", w, h)
}
Example #17
0
func reshape(w, h int) {
	// Write to both buffers, prevent flickering
	gl.DrawBuffer(gl.FRONT_AND_BACK)

	gl.MatrixMode(gl.PROJECTION)
	gl.LoadIdentity()
	gl.Viewport(0, 0, w, h)
	gl.Ortho(0, float64(w), float64(h), 0, -1.0, 1.0)
	gl.MatrixMode(gl.MODELVIEW)
	gl.LoadIdentity()
}
Example #18
0
/*
下面的代码的作用是重新设置OpenGL场景的大小,而不管窗口的大小是否已经改变(假定您没有使用全屏模式)。
甚至您无法改变窗口的大小时(例如您在全屏模式下),它至少仍将运行一次--在程序开始时设置我们的透视图。
OpenGL场景的尺寸将被设置成它显示时所在窗口的大小。
*/
func onResize(w, h int) {
	if h == 0 {
		h = 1
	}

	gl.Viewport(0, 0, w, h)                                  ///重置当前的视口
	gl.MatrixMode(gl.PROJECTION)                             ///选择投影矩阵
	gl.LoadIdentity()                                        ///重置投影矩阵
	glu.Perspective(45.0, float64(w)/float64(h), 0.1, 100.0) ///设置视口的大小
	gl.MatrixMode(gl.MODELVIEW)                              ///选择模型观察矩阵
	gl.LoadIdentity()                                        ///重置模型观察矩阵
}
Example #19
0
func (r *RenderTarget) pushGlStates() {
	gl.PushClientAttrib(gl.CLIENT_ALL_ATTRIB_BITS)
	gl.PushAttrib(gl.ALL_ATTRIB_BITS)
	gl.MatrixMode(gl.MODELVIEW)
	gl.PushMatrix()
	gl.MatrixMode(gl.PROJECTION)
	gl.PushMatrix()
	gl.MatrixMode(gl.TEXTURE)
	gl.PushMatrix()

	r.resetGlStates()
}
Example #20
0
/* new window size or exposure */
func reshape(width int, height int) {

	h := float64(height) / float64(width)

	gl.Viewport(0, 0, width, height)
	gl.MatrixMode(gl.PROJECTION)
	gl.LoadIdentity()
	gl.Frustum(-1.0, 1.0, -h, h, 5.0, 60.0)
	gl.MatrixMode(gl.MODELVIEW)
	gl.LoadIdentity()
	gl.Translatef(0.0, 0.0, -40.0)
}
Example #21
0
func onResize(w, h int) {
	if h == 0 {
		h = 1
	}

	gl.Viewport(0, 0, w, h)
	gl.MatrixMode(gl.PROJECTION)
	gl.LoadIdentity()
	glu.Perspective(45.0, float64(w)/float64(h), 0.1, 100.0) //设置视窗的大小
	gl.MatrixMode(gl.MODELVIEW)
	gl.LoadIdentity()
}
Example #22
0
File: 08.go Project: nzlov/gogl
func onResize(w, h int) {
	if h == 0 {
		h = 1
	}

	gl.Viewport(0, 0, w, h)
	gl.MatrixMode(gl.PROJECTION)
	gl.LoadIdentity()
	gl.Frustum(-1.0, 1.0, -1.0, 1.0, 1, 20)
	gl.MatrixMode(gl.MODELVIEW)
	gl.LoadIdentity()
}
Example #23
0
func onResize(w, h int) {
	// Write to both buffers, prevent flickering
	gl.DrawBuffer(gl.FRONT_AND_BACK)

	gl.MatrixMode(gl.PROJECTION)
	gl.LoadIdentity()
	gl.Viewport(0, 0, w, h)
	gl.Ortho(0, float64(w), float64(h), 0, -1.0, 1.0)
	gl.ClearColor(1, 1, 1, 0)
	gl.Clear(gl.COLOR_BUFFER_BIT)
	gl.MatrixMode(gl.MODELVIEW)
	gl.LoadIdentity()
}
Example #24
0
func Reshape(width, height int) {
	gl.Viewport(0, 0, width, height)

	gl.MatrixMode(gl.PROJECTION)
	gl.LoadIdentity()
	gl.Ortho(-1, 1, -1, 1, -1, 1)
	//gl.Ortho(-2.1, 6.1, -2.25*2, 2.1*2, -1, 1) // Y debug

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

	gl.ClearColor(0, 0, 0, 1)
	gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
}
Example #25
0
func reshapeWindow(window *glfw.Window, width, height int) {
	ratio := float64(width) / float64(height)
	gameWidth = ratio * fieldSize
	gameHeight = fieldSize
	gl.Viewport(0, 0, width, height)
	gl.MatrixMode(gl.PROJECTION)
	gl.LoadIdentity()

	gl.Ortho(0, gameWidth, 0, gameHeight, -1.0, 1.0)
	gl.MatrixMode(gl.MODELVIEW)
	if wireframe {
		gl.PolygonMode(gl.FRONT_AND_BACK, gl.LINE)
	}
}
Example #26
0
func paintSprite(minx int, miny int, maxx int, maxy int, t *system.Texture, index int) {
	gl.MatrixMode(gl.TEXTURE)
	gl.Begin(gl.QUADS)
	gl.TexCoord2d(t.MinX(index), t.MinY(index))
	gl.Vertex2i(minx, miny)
	gl.TexCoord2d(t.MaxX(index), t.MinY(index))
	gl.Vertex2i(maxx, miny)
	gl.TexCoord2d(t.MaxX(index), t.MaxY(index))
	gl.Vertex2i(maxx, maxy)
	gl.TexCoord2d(t.MinX(index), t.MaxY(index))
	gl.Vertex2i(minx, maxy)
	gl.End()
	gl.MatrixMode(gl.MODELVIEW)
}
Example #27
0
func initGL() {
	gl.MatrixMode(gl.PROJECTION)
	gl.LoadIdentity()
	gl.Ortho(0, 1024, 768, 0, -1, 1)
	gl.MatrixMode(gl.MODELVIEW)
	gl.LoadIdentity()
	gl.Enable(gl.DEPTH_TEST)

	// hexTex = initTexture("hex5k", HEX_WIDTH, HEX_HEIGHT)
	hexTex = initTexture2("hex")
	wallpaper = initTexture("dark_wood_@2X", 1024, 768)
	// starTex = initTexture("hexstark", HEX_WIDTH, HEX_HEIGHT)
	starTex = initTexture2("star")
	borderTex = initTexture("hexborder", 76, 76)
}
Example #28
0
File: 04.go Project: nzlov/gogl
// new window size
func reshape(window *glfw.Window, width, height int) {
	h := float64(height) / float64(width)

	znear := 5.0
	zfar := 30.0
	xmax := znear * 0.5

	gl.Viewport(0, 0, width, height)
	gl.MatrixMode(gl.PROJECTION)
	gl.LoadIdentity()
	gl.Frustum(-xmax, xmax, -xmax*h, xmax*h, znear, zfar)
	gl.MatrixMode(gl.MODELVIEW)
	gl.LoadIdentity()
	gl.Translated(0.0, 0.0, -20.0)
}
Example #29
0
// onResize handles window resize events.
func onResize(w, h int) {
	if w < 1 {
		w = 1
	}

	if h < 1 {
		h = 1
	}

	gl.Viewport(0, 0, w, h)
	gl.MatrixMode(gl.PROJECTION)
	gl.LoadIdentity()
	glu.Perspective(45.0, float64(w)/float64(h), 0.1, 2000.0)
	gl.MatrixMode(gl.MODELVIEW)
	gl.LoadIdentity()
}
Example #30
0
// onResize handles window resize events.
func onResize(w, h int) {
	if w < 1 {
		w = 1
	}

	if h < 1 {
		h = 1
	}

	gl.Viewport(0, 0, w, h)
	gl.MatrixMode(gl.PROJECTION)
	gl.LoadIdentity()
	gl.Ortho(0, float64(w), float64(h), 0, 0, 1)
	gl.MatrixMode(gl.MODELVIEW)
	gl.LoadIdentity()
}