// renders the display on each update
func render() {
	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()

	// draw pipes
	for _, pipeBox := range pipe {
		gl.PushMatrix()
		pos := pipeBox.Body.Position()
		gl.Translatef(float32(pos.X), float32(pos.Y), 0.0)
		drawSquare(.19, .8, .19, 1) // limegreen
		gl.PopMatrix()
	}

	// draw flappy
	for _, flappyBird := range flappyBirds {
		gl.PushMatrix()
		pos := flappyBird.Body.Position()
		gl.Translatef(float32(pos.X), float32(pos.Y), 0.0)
		drawSquare(1, .84, 0, 1) // gold
		gl.PopMatrix()
	}

	gl.Color4f(1, 0, 1, 1)
	scoreStr := "[ Score: " + strconv.Itoa(score) + " ]"
	// draw score
	drawScore(scoreStr)
}
Exemple #2
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func renderCallback(delta float64) {
	gl.Viewport(0, 0, int32(app.Width), int32(app.Height))
	gl.ClearColor(0.196078, 0.6, 0.8, 1.0) // some pov-ray sky blue
	gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)

	// make the projection and view matrixes
	projection := mgl.Perspective(mgl.DegToRad(60.0), float32(app.Width)/float32(app.Height), 1.0, 200.0)
	view := app.CameraRotation.Mat4()
	view = view.Mul4(mgl.Translate3D(-app.CameraPos[0], -app.CameraPos[1], -app.CameraPos[2]))

	// draw the cube
	cube.Node.Draw(projection, view)

	// draw all of the bullets
	for _, bullet := range bullets {
		bullet.Node.Draw(projection, view)
	}

	// draw the backboard
	backboard.Node.Draw(projection, view)

	// draw the ground
	ground.Draw(projection, view)

	//time.Sleep(10 * time.Millisecond)
}
Exemple #3
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func Render(g *game.Game, fudge float32) {
	gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
	if renderBoard(g, fudge) {
		renderHUD(g, fudge)
	}
	renderMenu(g, fudge)
}
Exemple #4
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// Runs the visualization with a set of DelayedNoteData. The DelayedNote data is
// used to push information to the synth as well as represent the data visually.
func RunVisualization(notes *synth.NoteArrangement, oNoteChannel chan synth.DelayedNoteData) error {
	window, assets, err := initialize()
	if err != nil {
		return err
	}
	defer destroy(window, assets)

	// The main update loop.
	ct, lt, dt := 0.0, 0.0, 0.0
	for !window.ShouldClose() {
		// Keeping the current time.
		lt = ct
		ct = glfw.GetTime()
		dt = ct - lt

		// Real render loop.
		gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)

		if config.DebugMode {
			glErr := gl.GetError()
			if glErr != gl.NO_ERROR {
				fmt.Printf("OpenGL error: %d\n", glErr)
			}
		}

		window.SwapBuffers()
		glfw.PollEvents()

		if dt < 1/1000.0 {
			// Delay the thread to keep up w/ updating?
		}
	}

	return nil
}
Exemple #5
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func Run(g *Game) error {
	if g.Scene == nil {
		return fmt.Errorf("Scene property of given Game struct is empty")
	}

	// GLFW event handling must run on the main OS thread
	runtime.LockOSThread()
	if err := glfw.Init(); err != nil {
		return fmt.Errorf("glfw.Init failed: %s", err)
	}
	defer glfw.Terminate()

	glfw.WindowHint(glfw.ContextVersionMajor, OpenGLVerMinor)
	glfw.WindowHint(glfw.ContextVersionMinor, OpenGLVerMinor)

	glfw.WindowHint(glfw.Resizable, glfw.False)
	if g.Resizable {
		glfw.WindowHint(glfw.Resizable, glfw.True)
	}

	glfw.WindowHint(glfw.OpenGLProfile, glfw.OpenGLCoreProfile)
	glfw.WindowHint(glfw.OpenGLForwardCompatible, glfw.True)

	window, err := glfw.CreateWindow(int(g.Width), int(g.Height), g.Title, nil, nil)
	if err != nil {
		return fmt.Errorf("glfw.CreateWindow failed: %s", err)
	}
	window.MakeContextCurrent()

	// Initialize Glow
	if err := gl.Init(); err != nil {
		return fmt.Errorf("gl.Init failed:", err)
	}

	version := gl.GoStr(gl.GetString(gl.VERSION))
	log.Println("gl.Init successful, OpenGL version:", version)

	var previousTime, deltaTime, time float32
	previousTime = float32(glfw.GetTime()) - 1.0/60.0

	g.Scene.Setup()

	for !window.ShouldClose() {
		time = float32(glfw.GetTime())
		deltaTime = time - previousTime

		glfw.PollEvents()

		gl.ClearColor(0.2, 0.3, 0.3, 0.5)
		gl.Clear(gl.COLOR_BUFFER_BIT)

		g.Scene.Update(deltaTime)
		g.Scene.Draw(deltaTime)
		previousTime = time

		window.SwapBuffers()
	}

	return nil
}
Exemple #6
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func (engine *Engine) render(time int64) {
	gl.Clear(gl.COLOR_BUFFER_BIT)
	engine.shader.Bind()
	engine.mesh.Bind()
	engine.mesh.SetMVCData(engine.mat)
	engine.mesh.Draw()
	engine.window.SwapBuffers()
}
Exemple #7
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//BindForDrawing binds this fbo, change face culling for back face, start using the shadow program, calculate projection and clears the texture.
func (sfbo *ShadowFBO) BindForDrawing() {
	sfbo.framebuffer.Bind(gl2.FRAMEBUFFER)
	sfbo.program.Use()
	sfbo.vp = sfbo.projection.Mul4(sfbo.view)
	gl.Clear(gl.DEPTH_BUFFER_BIT | gl.COLOR_BUFFER_BIT)
	ViewportChange(sfbo.width, sfbo.height)
	gl.CullFace(gl.FRONT)
}
Exemple #8
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//Bind binds the FBO and calcualte view-projection.
func (gb *GBuffer) Bind(cam *Camera) {
	gb.framebuffer.Bind(gl2.FRAMEBUFFER)
	gb.program.Use()

	gb.vp = cam.Projection.Mul4(cam.View)
	gb.view = cam.View

	ViewportChange(gb.width, gb.height)

	gl.Clear(gl2.COLOR_BUFFER_BIT | gl2.DEPTH_BUFFER_BIT | gl2.STENCIL_BUFFER_BIT)
}
Exemple #9
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func (r *EffectsRenderer) Bind() error {
	gl.BindFramebuffer(gl.FRAMEBUFFER, r.framebuffer)
	gl.Enable(gl.STENCIL_TEST)
	gl.Viewport(0, 0, int32(r.width), int32(r.height))
	gl.ClearStencil(0)
	gl.ClearColor(0.0, 0.0, 0.0, 0.0)
	gl.StencilMask(0xFF) // Write to buffer
	gl.Clear(gl.COLOR_BUFFER_BIT | gl.STENCIL_BUFFER_BIT)
	gl.StencilMask(0x00) // Don't write to buffer
	return nil
}
Exemple #10
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// Clear clears the screen using the color provided.
func (c Context) Clear(color Color) {
	gl.ClearColor(color.R, color.G, color.B, 1.0)
	gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
}
Exemple #11
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func main() {
	vertices, normals := obj.Parse(os.Args[1])

	// initialize GLFW
	if err := glfw.Init(); err != nil {
		panic(err)
	}
	defer glfw.Terminate()

	// set opengl core profile 3.3
	glfw.WindowHint(glfw.ContextVersionMajor, 3)
	glfw.WindowHint(glfw.ContextVersionMinor, 3)
	glfw.WindowHint(glfw.OpenGLProfile, glfw.OpenGLCoreProfile)
	glfw.WindowHint(glfw.OpenGLForwardCompatible, glfw.True)

	window, err := glfw.CreateWindow(640, 480, "GOpenGL", nil, nil)
	if err != nil {
		panic(err)
	}
	window.MakeContextCurrent()

	// initialise OpenGL library
	if err := gl.Init(); err != nil {
		panic(err)
	}

	// link program from shaders
	program, err := newProgram("vertex.glsl", "fragment.glsl")
	if err != nil {
		panic(err)
	}
	gl.UseProgram(program)

	// vertex attribute object holds links between attributes and vbo
	var vao uint32
	gl.GenVertexArrays(1, &vao)
	gl.BindVertexArray(vao)

	// vertex buffer with per-vertex data
	var vbo [2]uint32
	gl.GenBuffers(2, &vbo[0])

	// position data
	gl.BindBuffer(gl.ARRAY_BUFFER, vbo[0])
	gl.BufferData(gl.ARRAY_BUFFER, len(vertices)*4, gl.Ptr(vertices), gl.STATIC_DRAW)

	// set up position attribute with layout of vertices
	posAttrib := uint32(gl.GetAttribLocation(program, gl.Str("position\x00")))
	gl.VertexAttribPointer(posAttrib, 3, gl.FLOAT, false, 3*4, gl.PtrOffset(0))
	gl.EnableVertexAttribArray(posAttrib)

	// normal data
	gl.BindBuffer(gl.ARRAY_BUFFER, vbo[1])
	gl.BufferData(gl.ARRAY_BUFFER, len(normals)*4, gl.Ptr(normals), gl.STATIC_DRAW)

	normAttrib := uint32(gl.GetAttribLocation(program, gl.Str("normal\x00")))
	gl.VertexAttribPointer(normAttrib, 3, gl.FLOAT, false, 3*4, gl.PtrOffset(0))
	gl.EnableVertexAttribArray(normAttrib)

	uniModel := gl.GetUniformLocation(program, gl.Str("model\x00"))
	uniView := gl.GetUniformLocation(program, gl.Str("view\x00"))
	uniProj := gl.GetUniformLocation(program, gl.Str("proj\x00"))

	matView := mgl32.LookAt(2.0, 2.0, 2.0,
		0.0, 0.0, 0.0,
		0.0, 0.0, 1.0)
	gl.UniformMatrix4fv(uniView, 1, false, &matView[0])

	matProj := mgl32.Perspective(mgl32.DegToRad(45.0), 640.0/480.0, 1.0, 10.0)
	gl.UniformMatrix4fv(uniProj, 1, false, &matProj[0])

	uniLightDir := gl.GetUniformLocation(program, gl.Str("lightDir\x00"))
	uniLightCol := gl.GetUniformLocation(program, gl.Str("lightCol\x00"))

	gl.Uniform3f(uniLightDir, -0.5, 0.0, -1.0)
	gl.Uniform3f(uniLightCol, 0.0, 0.5, 0.5)

	startTime := glfw.GetTime()
	gl.Enable(gl.DEPTH_TEST)
	gl.ClearColor(1.0, 1.0, 1.0, 1.0)

	for !window.ShouldClose() {
		// clear buffer
		gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)

		matRot := mgl32.HomogRotate3DZ(float32(glfw.GetTime() - startTime))
		gl.UniformMatrix4fv(uniModel, 1, false, &matRot[0])

		gl.DrawArrays(gl.TRIANGLES, 0, int32(len(vertices)))

		window.SwapBuffers()
		glfw.PollEvents()
	}
}
Exemple #12
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func main() {
	// init glfw
	if err := glfw.Init(); err != nil {
		panic(err)
	}

	defer glfw.Terminate()

	glfw.WindowHint(glfw.Resizable, glfw.False)
	glfw.WindowHint(glfw.ContextVersionMajor, 4)
	glfw.WindowHint(glfw.ContextVersionMinor, 1)
	glfw.WindowHint(glfw.OpenGLProfile, glfw.OpenGLCoreProfile)
	glfw.WindowHint(glfw.OpenGLForwardCompatible, glfw.True)

	// make an application window
	window, err := glfw.CreateWindow(windowWidth, windowHeight, "Hello", nil, nil)
	if err != nil {
		panic(err)
	}
	window.MakeContextCurrent()

	// init gl
	if err := gl.Init(); err != nil {
		panic(err)
	}
	fmt.Println("OpenGL version", gl.GoStr(gl.GetString(gl.VERSION)))

	// create vertex & fragment shader
	program, err := newProgram(vertexShader, fragmentShader)
	if err != nil {
		panic(err)
	}
	gl.UseProgram(program)

	gl.BindFragDataLocation(program, 0, gl.Str("fc\x00"))

	points := []float32{
		-0.5, -0.5,
		0.5, 0.5,
		0.5, -0.5,
		-0.5, 0.5,
	}

	vertices := []uint32{
		0, 2, 1, 3,
	}

	// configure the vertex data
	var vao uint32
	gl.GenVertexArrays(1, &vao)
	gl.BindVertexArray(vao)

	defer gl.BindVertexArray(0)

	var vbo uint32
	gl.GenBuffers(1, &vbo)
	gl.BindBuffer(gl.ARRAY_BUFFER, vbo)
	gl.BufferData(gl.ARRAY_BUFFER, len(points)*4, gl.Ptr(points), gl.STATIC_DRAW)

	var ibo uint32
	gl.GenBuffers(1, &ibo)
	gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, ibo)
	gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, len(vertices)*4, gl.Ptr(vertices), gl.STATIC_DRAW)

	vertAttrib := uint32(gl.GetAttribLocation(program, gl.Str("pv\x00")))
	gl.EnableVertexAttribArray(vertAttrib)
	gl.VertexAttribPointer(vertAttrib, 2, gl.FLOAT, false, 2*4, gl.PtrOffset(0))

	// global settings
	gl.Enable(gl.DEPTH_TEST)
	gl.DepthFunc(gl.LESS)
	gl.ClearColor(1.0, 1.0, 1.0, 1.0)

	for !window.ShouldClose() {
		gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)

		gl.UseProgram(program)

		gl.BindVertexArray(vao)

		gl.DrawElements(gl.LINE_LOOP, 4, gl.UNSIGNED_INT, gl.PtrOffset(0))

		window.SwapBuffers()
		glfw.PollEvents()
	}
}
Exemple #13
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// Clear instructs opengl to clear the background to a certain color
func Clear(r, g, b, a float32) {
	gl.ClearColor(1.0, 1.0, 1.0, 1.0)
	gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
}
Exemple #14
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// Testing stuff to do with opening an OpenGL context.
func Testing() error {
	window, assets, err := initialize()
	if err != nil {
		return nil
	}
	defer destroy(window, assets)

	shaderProgram, _ := assets.GetProgram("res/shaders/texrenderer")
	texture, _ := assets.GetTexture("res/textures/texture.jpg")
	renderObject := CreateRenderObject(shaderProgram, texture, []float32{
		-1.0, -1.0, 0.0, 0.0,
		1.0, -1.0, 1.0, 0.0,
		1.0, 1.0, 1.0, 1.0,
		-1.0, 1.0, 0.0, 1.0,
	})
	defer renderObject.Destroy()

	// Testing a LineRender.
	lineShader, err := LoadShaderProgram("res/shaders/lineshader")
	if err != nil {
		fmt.Println("LSP: " + err.Error())
	}
	defer DestroyShaderProgram(lineShader)

	lineRenders := []*LineRender{
		NewLineRender(lineShader, GetPastel(1), true, 3.0, []Point{
			Point{-1.0, 0},
			Point{1.0, 0},
		}),

		NewLineRender(lineShader, GetPastel(2), true, 8.0, []Point{
			Point{-0.5, -0.5},
			Point{0.5, 0.5},
			Point{1, 0},
		}),
	}
	defer func() {
		for _, lr := range lineRenders {
			lr.Destroy()
		}
	}()

	// Creating a 2nd LineRender from DefaultGenerateSinePoints.
	var phase float32 = 0
	lineRender2 := NewLineRender(
		lineShader,
		GetPastel(0),
		false,
		4.0,
		DefaultGenerateSinePoints(440, phase))
	defer lineRender2.Destroy()

	gl.ClearColor(1.0, 1.0, 1.0, 1.0)
	for !window.ShouldClose() {
		gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)

		// Rendering the outputs.
		renderObject.Render()
		for _, lr := range lineRenders {
			lr.Render()
		}
		lineRender2.Render()

		// Updating render for lineRender2.
		phase += 2 * math.Pi * (440.0 / 44100.0)
		if phase > 2*math.Pi {
			phase -= 2 * math.Pi
		}
		lineRender2.UpdatePoints(DefaultGenerateSinePoints(440, phase))

		if config.DebugMode {
			// Reporting OpenGL errors.
			glErr := gl.GetError()
			if glErr != gl.NO_ERROR {
				fmt.Printf("OpenGL error: %d\n", glErr)
			}
		}

		window.SwapBuffers()
		glfw.PollEvents()
		time.Sleep(10 * time.Millisecond)
	}

	return nil
}
Exemple #15
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func (a *Application) Draw() {
	gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
}
Exemple #16
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func (c *Context) Clear() {
	gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
}
Exemple #17
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func main() {
	// init glfw
	if err := glfw.Init(); err != nil {
		panic(err)
	}

	defer glfw.Terminate()

	glfw.WindowHint(glfw.Resizable, glfw.False)
	glfw.WindowHint(glfw.ContextVersionMajor, 4)
	glfw.WindowHint(glfw.ContextVersionMinor, 1)
	glfw.WindowHint(glfw.OpenGLProfile, glfw.OpenGLCoreProfile)
	glfw.WindowHint(glfw.OpenGLForwardCompatible, glfw.True)

	// make an application window
	window, err := glfw.CreateWindow(windowWidth, windowHeight, "Transform", nil, nil)
	if err != nil {
		panic(err)
	}
	window.MakeContextCurrent()

	// init gl
	if err := gl.Init(); err != nil {
		panic(err)
	}
	fmt.Println("OpenGL version", gl.GoStr(gl.GetString(gl.VERSION)))

	// create vertex & fragment shader
	program, err := newProgram(vertexShader, fragmentShader)
	if err != nil {
		panic(err)
	}
	gl.UseProgram(program)

	projection := mgl32.Perspective(mgl32.DegToRad(45.0), float32(windowWidth)/windowHeight, 0.1, 10.0)
	projectionUniform := gl.GetUniformLocation(program, gl.Str("projection\x00"))
	gl.UniformMatrix4fv(projectionUniform, 1, false, &projection[0])

	camera := mgl32.LookAtV(
		mgl32.Vec3{3, 3, 3},
		mgl32.Vec3{0, 0, 0},
		mgl32.Vec3{0, 1, 0},
	)
	cameraUniform := gl.GetUniformLocation(program, gl.Str("camera\x00"))
	gl.UniformMatrix4fv(cameraUniform, 1, false, &camera[0])

	model := mgl32.Ident4()
	modelUniform := gl.GetUniformLocation(program, gl.Str("model\x00"))
	gl.UniformMatrix4fv(modelUniform, 1, false, &model[0])

	gl.BindFragDataLocation(program, 0, gl.Str("vert\x00"))

	points := []float32{
		-0.9, -0.9, -0.9,
		0.9, -0.9, -0.9,
		0.9, -0.9, 0.9,
		-0.9, -0.9, 0.9,
		-0.9, 0.9, -0.9,
		0.9, 0.9, -0.9,
		0.9, 0.9, 0.9,
		-0.9, 0.9, 0.9,
	}

	vertices := []uint32{
		0, 1,
		1, 2,
		2, 3,
		3, 0,
		0, 4,
		1, 5,
		2, 6,
		3, 7,
		4, 5,
		5, 6,
		6, 7,
		7, 4,
	}

	// configure the vertex data
	var vao uint32
	gl.GenVertexArrays(1, &vao)
	gl.BindVertexArray(vao)

	defer gl.BindVertexArray(0)

	var vbo uint32
	gl.GenBuffers(1, &vbo)
	gl.BindBuffer(gl.ARRAY_BUFFER, vbo)
	gl.BufferData(gl.ARRAY_BUFFER, len(points)*4, gl.Ptr(points), gl.STATIC_DRAW)

	var ibo uint32
	gl.GenBuffers(1, &ibo)
	gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, ibo)
	gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, len(vertices)*4, gl.Ptr(vertices), gl.STATIC_DRAW)

	vertAttrib := uint32(gl.GetAttribLocation(program, gl.Str("vert\x00")))
	gl.EnableVertexAttribArray(vertAttrib)
	gl.VertexAttribPointer(vertAttrib, 3, gl.FLOAT, false, 3*4, gl.PtrOffset(0))

	// global settings
	gl.Enable(gl.DEPTH_TEST)
	gl.DepthFunc(gl.LESS)
	gl.ClearColor(0.0, 0.0, 0.0, 1.0)

	angleX := 0.0
	angleY := 0.0
	angleZ := 0.0
	previousTime := glfw.GetTime()

	for !window.ShouldClose() {
		gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)

		time := glfw.GetTime()
		elapsed := time - previousTime
		previousTime = time

		angleX += math.Sin((elapsed / period) * math.Pi * 2.0)
		angleY += math.Sin((elapsed / period) / 6.0 * math.Pi * 2.0)
		angleZ += math.Sin((elapsed / period) / 3.0 * math.Pi * 2.0)
		model = mgl32.HomogRotate3DY(float32(angleY)).Mul4(mgl32.HomogRotate3DX(float32(angleX))).Mul4(mgl32.HomogRotate3DZ(float32(angleZ)))
		gl.UseProgram(program)
		gl.UniformMatrix4fv(modelUniform, 1, false, &model[0])

		gl.BindVertexArray(vao)

		gl.DrawElements(gl.LINES, int32(len(vertices)), gl.UNSIGNED_INT, gl.PtrOffset(0))

		window.SwapBuffers()
		glfw.PollEvents()
	}
}
Exemple #18
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func Clear() {
	gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
	Check()
}
Exemple #19
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func draw() {
	gl.Clear(gl.COLOR_BUFFER_BIT)
}
Exemple #20
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func (a *Application) Draw() {
	gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
	a.layers.Render()
}
Exemple #21
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// DoRender does the graphical rendering of a single frame.
func (gr *GameRenderer) DoRender(delta float32) {
	// detect any changes to size of the window
	tempW, tempH := gr.MainWindow.GetFramebufferSize()
	currentWidth, currentHeight := int32(tempW), int32(tempH)
	width, height := gr.Renderer.GetResolution()
	if width == 0 || height == 0 {
		groggy.Logsf("ERROR", "GameRenderer.DoRender() window size w/h: %d / %d", width, height)
	}
	if width != currentWidth || height != currentHeight {
		width, height = currentWidth, currentHeight
		gr.Renderer.ChangeResolution(width, height)
	}

	// clear the screen
	gl.Viewport(0, 0, int32(width), int32(height))
	gl.ClearColor(0.05, 0.05, 0.05, 1.0)
	gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)

	// make the projection and view matrixes
	perspective := mgl.Perspective(mgl.DegToRad(60.0), float32(width)/float32(height), 1.0, 400.0)
	view := gr.camera.GetViewMatrix()

	// Get the landscape chunks to render -- which for now is everything
	landMan := gameManager.GetLandscapeManager()
	allChunks := landMan.GetAllChunks()

	// draw everything you crazy devil
	for _, c := range allChunks {
		node := c.GetTheRenderable()
		if node.Core.Shader == nil {
			node.Core.Shader = gr.Shaders["landscape"]
		}
		gr.Renderer.DrawRenderable(node, customLandscapeBinder, perspective, view)
	}

	// get the entity manager and all the entities
	entMan := gameManager.GetEntityManager()
	allEnts := entMan.GetAllEntities()

	// draw everything, because we're crazy
	for _, e := range allEnts {
		// make sure we have something to draw
		if e.Renderable == nil {
			// try to clone a new renderable from the asset prototypes
			proto, okay := loadedAssets[e.AssetPath]
			if okay {
				e.Renderable = proto.Clone()
			}
		}

		// sync the loc/rot to the renderable
		e.SyncToRenderable()

		// did we sort things out and make a renderable?
		if e.Renderable != nil {
			gr.Renderer.DrawRenderable(e.Renderable, nil, perspective, view)
		}
	}

	// draw the screen
	gr.Renderer.EndRenderFrame()
}