Esempio n. 1
0
File: window.go Progetto: fmd/gogol
func setModelViewOptions() {
	gl.Enable(gl.TEXTURE_2D)
	gl.Disable(gl.LIGHTING)
	gl.Disable(gl.DITHER)
	gl.Enable(gl.CULL_FACE)
	gl.CullFace(gl.FRONT)
	gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
	gl.Enable(gl.BLEND)
	gl.Enable(gl.ALPHA_TEST)
	gl.DepthFunc(gl.LEQUAL)
	gl.Disable(gl.DEPTH_TEST)
}
Esempio n. 2
0
func main() {
	var winTitle string = "Go-SDL2 + Go-GL"
	var winWidth, winHeight int = 800, 600
	var window *sdl.Window
	var context sdl.GLContext
	var event sdl.Event
	var running bool
	var err error

	if err = sdl.Init(sdl.INIT_EVERYTHING); err != nil {
		panic(err)
	}
	defer sdl.Quit()

	if err = gl.Init(); err != nil {
		panic(err)
	}

	window, err = sdl.CreateWindow(winTitle, sdl.WINDOWPOS_UNDEFINED, sdl.WINDOWPOS_UNDEFINED,
		winWidth, winHeight, sdl.WINDOW_OPENGL)
	if err != nil {
		panic(err)
	}
	defer window.Destroy()
	context, err = sdl.GL_CreateContext(window)
	if err != nil {
		panic(err)
	}
	defer sdl.GL_DeleteContext(context)

	gl.Enable(gl.DEPTH_TEST)
	gl.ClearColor(0.2, 0.2, 0.3, 1.0)
	gl.ClearDepth(1)
	gl.DepthFunc(gl.LEQUAL)
	gl.Viewport(0, 0, int32(winWidth), int32(winHeight))

	running = true
	for running {
		for event = sdl.PollEvent(); event != nil; event = sdl.PollEvent() {
			switch t := event.(type) {
			case *sdl.QuitEvent:
				running = false
			case *sdl.MouseMotionEvent:
				fmt.Printf("[%d ms] MouseMotion\tid:%d\tx:%d\ty:%d\txrel:%d\tyrel:%d\n", t.Timestamp, t.Which, t.X, t.Y, t.XRel, t.YRel)
			}
		}
		drawgl()
		sdl.GL_SwapWindow(window)
	}
}
Esempio n. 3
0
func setupScene() {
	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)

	ambient := []float32{0.5, 0.5, 0.5, 1}
	diffuse := []float32{1, 1, 1, 1}
	lightPosition := []float32{-5, 5, 10, 0}
	gl.Lightfv(gl.LIGHT0, gl.AMBIENT, &ambient[0])
	gl.Lightfv(gl.LIGHT0, gl.DIFFUSE, &diffuse[0])
	gl.Lightfv(gl.LIGHT0, gl.POSITION, &lightPosition[0])
	gl.Enable(gl.LIGHT0)

	gl.MatrixMode(gl.PROJECTION)
	gl.LoadIdentity()
	gl.Frustum(-1, 1, -1, 1, 1.0, 10.0)
	gl.MatrixMode(gl.MODELVIEW)
	gl.LoadIdentity()
}
Esempio n. 4
0
// DepthFunc sets the function used for depth buffer comparisons.
//
// Valid fn values:
//	NEVER
//	LESS
//	EQUAL
//	LEQUAL
//	GREATER
//	NOTEQUAL
//	GEQUAL
//	ALWAYS
//
// http://www.khronos.org/opengles/sdk/docs/man3/html/glDepthFunc.xhtml
func DepthFunc(fn Enum) {
	gl.DepthFunc(uint32(fn))
}
Esempio n. 5
0
File: gg.go Progetto: dmac/gg
func (*backend) DepthFunc(f gg.Enum) {
	gl.DepthFunc(uint32(f))
}