Esempio n. 1
0
func drawScene() {
	gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) /// 清除屏幕及深度缓存
	gl.LoadIdentity()                                   /// 重置模型观察矩阵

	gl.Translatef(-1.5, 0, -6) /// 左移 1.5 单位,并移入屏幕 6.0

	gl.Begin(gl.TRIANGLES) /// 绘制三角形
	gl.Color3f(1, 0, 0)    ///  设置当前色为红色
	gl.Vertex3f(0, 1, 0)   ///上顶点
	gl.Color3f(0, 1, 0)    /// 设置当前色为绿色
	gl.Vertex3f(-1, -1, 0) /// 左下
	gl.Color3f(0, 0, 1)    ///设置当前色为蓝色
	gl.Vertex3f(1, -1, 0)  ///右下
	gl.End()               ///三角形绘制结束,三角形将被填充。
	//但是因为每个顶点有不同的颜色,因此看起来颜色从每个角喷出,并刚好在三角形的中心汇合,三种颜色相互混合。这就是平滑着色。

	gl.Translatef(3, 0, 0)    ///右移3单位
	gl.Color3f(0.5, 0.5, 1.0) ///一次性将当前色设置为蓝色

	/// @note 顺时针绘制的正方形意味着我们所看见的是四边形的背面
	gl.Begin(gl.QUADS)     ///绘制正方形
	gl.Vertex3f(-1, 1, 0)  /// 左上
	gl.Vertex3f(1, 1, 0)   /// 右上
	gl.Vertex3f(1, -1, 0)  /// 右下
	gl.Vertex3f(-1, -1, 0) /// 左下
	gl.End()               ///正方形绘制结束

	glfw.SwapBuffers() ///必须交换显示区才能展现
}
Esempio n. 2
0
func main() {

	if !glfw.Init() {
		log.Fatal("glfw failed to initialize")
	}
	defer glfw.Terminate()

	window, err := glfw.CreateWindow(640, 480, "Deformable", nil, nil)
	if err != nil {
		log.Fatal(err.Error())
	}

	window.MakeContextCurrent()
	glfw.SwapInterval(1)
	window.SetMouseButtonCallback(handleMouseButton)
	window.SetKeyCallback(handleKeyDown)
	window.SetInputMode(glfw.Cursor, glfw.CursorHidden)

	gl.Init()
	initGL()

	i := 16
	m = GenerateMap(1600/i, 1200/i, i)
	for running && !window.ShouldClose() {

		x, y := window.GetCursorPosition()

		if drawing != 0 {
			m.Add(int(x)+int(camera[0]), int(y)+int(camera[1]), drawing, brushSizes[currentBrushSize])
		}

		gl.Clear(gl.COLOR_BUFFER_BIT)
		gl.LoadIdentity()

		gl.PushMatrix()
		gl.PushAttrib(gl.CURRENT_BIT | gl.ENABLE_BIT | gl.LIGHTING_BIT | gl.POLYGON_BIT | gl.LINE_BIT)
		gl.Translatef(-camera[0], -camera[1], 0)
		m.Draw()
		gl.PopAttrib()
		gl.PopMatrix()

		gl.PushAttrib(gl.COLOR_BUFFER_BIT)
		gl.LineWidth(2)
		gl.Enable(gl.BLEND)
		gl.BlendFunc(gl.ONE_MINUS_DST_COLOR, gl.ZERO)
		// gl.Enable(gl.LINE_SMOOTH)
		// gl.Hint(gl.LINE_SMOOTH_HINT, gl.NICEST)

		gl.Translatef(float32(x), float32(y), 0)

		gl.EnableClientState(gl.VERTEX_ARRAY)
		gl.VertexPointer(2, gl.DOUBLE, 0, cursorVerts)
		gl.DrawArrays(gl.LINE_LOOP, 0, 24)
		gl.PopAttrib()

		window.SwapBuffers()
		glfw.PollEvents()
	}

}
Esempio n. 3
0
func drawScene() {
	gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)

	gl.LoadIdentity()
	gl.Translatef(-1.5, 0, -6)
	gl.Rotatef(trisAngle, 0, 1, 0)

	gl.Begin(gl.TRIANGLES)
	gl.Color3f(1, 0, 0)
	gl.Vertex3f(0, 1, 0)
	gl.Color3f(0, 1, 0)
	gl.Vertex3f(-1, -1, 0)
	gl.Color3f(0, 0, 1)
	gl.Vertex3f(1, -1, 0)
	gl.End()

	gl.LoadIdentity()
	gl.Translatef(1.5, 0, -6)
	gl.Rotatef(quadAngle, 1, 0, 0)
	gl.Color3f(0.5, 0.5, 1.0)

	gl.Begin(gl.QUADS)
	gl.Vertex3f(-1, 1, 0)
	gl.Vertex3f(1, 1, 0)
	gl.Vertex3f(1, -1, 0)
	gl.Vertex3f(-1, -1, 0)
	gl.End()

	trisAngle += 0.2
	quadAngle -= 0.15

	glfw.SwapBuffers()
}
Esempio n. 4
0
File: 04.go Progetto: nzlov/gogl
func draw() {                  // 从这里开始进行所有的绘制

	gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) // 清除屏幕和深度缓存
	gl.LoadIdentity()                                   // 重置当前的模型观察矩阵
	gl.Translatef(-1.5, 0.0, -6.0)                      // 左移 1.5 单位,并移入屏幕 6.0

	gl.Rotatef(rtri, 0.0, 1.0, 0.0) // 绕Y轴旋转三角形
	gl.Begin(gl.TRIANGLES)          // 绘制三角形
	gl.Color3f(1.0, 0.0, 0.0)       // 设置当前色为红色
	gl.Vertex3f(0.0, 1.0, 0.0)      // 上顶点
	gl.Color3f(0.0, 1.0, 0.0)       // 设置当前色为绿色
	gl.Vertex3f(-1.0, -1.0, 0.0)    // 左下
	gl.Color3f(0.0, 0.0, 1.0)       // 设置当前色为蓝色
	gl.Vertex3f(1.0, -1.0, 0.0)     // 右下
	gl.End()                        // 三角形绘制结束

	gl.LoadIdentity()                // 重置当前的模型观察矩阵
	gl.Translatef(1.5, 0.0, -6.0)    // 右移1.5单位,并移入屏幕 6.0
	gl.Rotatef(rquad, 1.0, 0.0, 0.0) //  绕X轴旋转四边形
	gl.Color3f(0.5, 0.5, 1.0)        // 一次性将当前色设置为蓝色
	gl.Begin(gl.QUADS)               //  绘制正方形
	gl.Vertex3f(-1.0, 1.0, 0.0)      // 左上
	gl.Vertex3f(1.0, 1.0, 0.0)       // 右上
	gl.Vertex3f(1.0, -1.0, 0.0)      // 左下
	gl.Vertex3f(-1.0, -1.0, 0.0)     // 右下
	gl.End()

	rtri += 0.2 // 增加三角形的旋转变量

	rquad -= 0.15 // 减少四边形的旋转变量
}
Esempio n. 5
0
File: 09.go Progetto: nzlov/gogl
func drawScene() {
	gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)

	texture.Bind(gl.TEXTURE_2D)

	for loop = 0; loop < num; loop++ {
		gl.LoadIdentity()                            // 绘制每颗星星之前,重置模型观察矩阵
		gl.Translatef(0.0, 0.0, zoom)                // 深入屏幕里面
		gl.Rotatef(tilt, 1.0, 0.0, 0.0)              // 倾斜视角
		gl.Rotatef(ztilt, 0.0, 0.0, 1.0)             // 倾斜视角
		gl.Rotatef(star[loop].angle, 0.0, 1.0, 0.0)  // 旋转至当前所画星星的角度
		gl.Translatef(star[loop].dist, 0.0, 0.0)     // 沿X轴正向移动
		gl.Rotatef(-star[loop].angle, 0.0, 1.0, 0.0) // 取消当前星星的角度
		gl.Rotatef(-ztilt, 0.0, 0.0, 1.0)            // 取消屏幕倾斜
		gl.Rotatef(-tilt, 1.0, 0.0, 0.0)             // 取消屏幕倾斜
		if twinkle {                                 // 启用闪烁效果
			// 使用byte型数值指定一个颜色
			gl.Color4ub(star[(num-loop)-1].r, star[(num-loop)-1].g, star[(num-loop)-1].b, 255)
			gl.Begin(gl.QUADS) // 开始绘制纹理映射过的四边形
			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() // 四边形绘制结束

		}
		gl.Rotatef(spin, 0.0, 0.0, 1.0) // 绕z轴旋转星星
		// 使用byte型数值指定一个颜色
		gl.Color4ub(star[loop].r, star[loop].g, star[loop].b, 255)
		gl.Begin(gl.QUADS) // 开始绘制纹理映射过的四边形
		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() // 四边形绘制结束

		spin += 0.01                            // 星星的公转
		star[loop].angle += float32(loop) / num // 改变星星的自转角度
		star[loop].dist -= 0.01                 // 改变星星离中心的距离
		if star[loop].dist < 0.0 {              // 星星到达中心了么
			star[loop].dist += 5 // 往外移5个单位
			//fmt.Println(loop, star[loop].dist)
			star[loop].r = uint8(rand.Int() % 256) // 赋一个新红色分量
			star[loop].g = uint8(rand.Int() % 256) // 赋一个新绿色分量
			star[loop].b = uint8(rand.Int() % 256) // 赋一个新蓝色分量
		}
	}
}
Esempio n. 6
0
func main() {
	var err error
	if err = glfw.Init(); err != nil {
		log.Fatalf("%v\n", err)
		return
	}

	defer glfw.Terminate()

	// Open window with FSAA samples (if possible).
	glfw.OpenWindowHint(glfw.FsaaSamples, 4)

	if err = glfw.OpenWindow(400, 400, 0, 0, 0, 0, 0, 0, glfw.Windowed); err != nil {
		log.Fatalf("%v\n", err)
		return
	}

	defer glfw.CloseWindow()

	glfw.SetWindowTitle("Aliasing Detector")
	glfw.SetSwapInterval(1)

	if samples := glfw.WindowParam(glfw.FsaaSamples); samples != 0 {
		fmt.Printf("Context reports FSAA is supported with %d samples\n", samples)
	} else {
		fmt.Printf("Context reports FSAA is unsupported\n")
	}

	gl.MatrixMode(gl.PROJECTION)
	glu.Perspective(0, 1, 0, 1)

	for glfw.WindowParam(glfw.Opened) == 1 {
		time := float32(glfw.Time())

		gl.Clear(gl.COLOR_BUFFER_BIT)

		gl.LoadIdentity()
		gl.Translatef(0.5, 0, 0)
		gl.Rotatef(time, 0, 0, 1)

		gl.Enable(GL_MULTISAMPLE_ARB)
		gl.Color3f(1, 1, 1)
		gl.Rectf(-0.25, -0.25, 0.25, 0.25)

		gl.LoadIdentity()
		gl.Translatef(-0.5, 0, 0)
		gl.Rotatef(time, 0, 0, 1)

		gl.Disable(GL_MULTISAMPLE_ARB)
		gl.Color3f(1, 1, 1)
		gl.Rectf(-0.25, -0.25, 0.25, 0.25)
		glfw.SwapBuffers()
	}
}
Esempio n. 7
0
func renderSwitchBlocks(s *Switch) {
	// TODO constant
	v := SwitchSize / 2
	x, y := float32(s.X+v), float32(s.Y+v)
	gl.LoadIdentity()
	gl.Translatef(x, y, 0)
	if s.rotate != 0 {
		gl.Rotatef(float32(s.rotate), 0, 0, 1)
	}
	bsf := float32(BlockSize - s.Z)
	padding := float32(BlockPadding)

	var b *Block
	// Render block top left
	b = g.level.blocks[s.line][s.col]
	if !b.Rendered {
		gl.PushMatrix()
		gl.Translatef(-bsf-padding, -bsf-padding, 0)
		renderBlock(b, bsf)
		gl.PopMatrix()
		b.Rendered = true
	}

	// Render block top right
	b = g.level.blocks[s.line][s.col+1]
	if !b.Rendered {
		gl.PushMatrix()
		gl.Translatef(padding, -bsf-padding, 0)
		renderBlock(b, bsf)
		gl.PopMatrix()
		b.Rendered = true
	}

	// Render block bottom right
	b = g.level.blocks[s.line+1][s.col+1]
	if !b.Rendered {
		gl.PushMatrix()
		gl.Translatef(padding, padding, 0)
		renderBlock(b, bsf)
		gl.PopMatrix()
		b.Rendered = true
	}

	// render block bottom left
	b = g.level.blocks[s.line+1][s.col]
	if !b.Rendered {
		gl.PushMatrix()
		gl.Translatef(-bsf-padding, padding, 0)
		renderBlock(b, bsf)
		gl.PopMatrix()
		b.Rendered = true
	}
}
Esempio n. 8
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func drawPool(cards [5]DeckCard, x float32) {
	gl.PushMatrix()
	gl.Translatef(x, 590-CardHeight, 0)

	for i, card := range cards {
		if i > 0 {
			gl.Translatef(0, -(CardHeight + 5), 0)
		}

		card.Draw()
	}
	gl.PopMatrix()
}
Esempio n. 9
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func (m *Map) Draw() {

	// gl.Enable(gl.PRIMITIVE_RESTART)
	// gl.PrimitiveRestartIndex(PRIMITIVE_RESTART)
	gl.EnableClientState(gl.VERTEX_ARRAY)
	gl.Translatef(float32(m.gridSize/2), float32(m.gridSize/2), 0)

	if m.renderSmooth {
		gl.Enable(gl.BLEND)
		gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
		gl.Enable(gl.POLYGON_SMOOTH)
		gl.Hint(gl.POLYGON_SMOOTH_HINT, gl.NICEST)
	}

	if m.renderMode == 1 {
		gl.LineWidth(1)
		gl.VertexPointer(2, gl.FLOAT, 0, m.gridLines)
		gl.Color3f(0.2, 0.2, 0.2)
		gl.DrawArrays(gl.LINES, 0, len(m.gridLines)/2)
		gl.PolygonMode(gl.FRONT_AND_BACK, gl.LINE)
	}

	for _, vl := range m.vl {
		if len(vl.vertices) > 0 {
			gl.VertexPointer(2, gl.FLOAT, 0, vl.vertices)
			gl.Color3f(vl.colors[0], vl.colors[1], vl.colors[2])
			gl.DrawElements(gl.TRIANGLES, len(vl.indices), gl.UNSIGNED_INT, vl.indices)
		}
	}

}
Esempio n. 10
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func renderSwitch(s *Switch) {
	gl.LoadIdentity()
	// TODO constant
	v := SwitchSize / 2
	x, y := float32(s.X+v), float32(s.Y+v)
	gl.Translatef(x, y, 0)
	// Render the switch
	gl.Color3f(1, 1, 1)
	gl.Begin(gl.TRIANGLE_FAN)
	gl.Vertex2d(0, 0)
	vv := float64(v)
	for i := float64(0); i <= SwitchSegments; i++ {
		a := 2 * math.Pi * i / SwitchSegments
		gl.Vertex2d(math.Sin(a)*vv, math.Cos(a)*vv)
	}
	gl.End()

	if LineWidth != 0 {
		// Render the shape
		gl.Color3i(0, 0, 0)
		gl.LineWidth(LineWidth)
		gl.Begin(gl.LINE_LOOP)
		for i := float64(0); i <= SwitchSegments; i++ {
			a := 2 * math.Pi * i / SwitchSegments
			gl.Vertex2d(math.Sin(a)*vv, math.Cos(a)*vv)
		}
		gl.End()
	}

	// Write the switch name
	gl.LoadIdentity()
	w, h := fonts[6].Metrics(s.name)
	gl.Color3i(0, 0, 0)
	fonts[6].Printf(x-float32(w)/2, y-float32(h)/2+2, s.name)
}
Esempio n. 11
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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()
}
Esempio n. 12
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// 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()
	}
}
Esempio n. 13
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func stroke_output(x, y float32, str string, font glut.StrokeFont) {
	gl.PushMatrix()
	gl.Translatef(x, y, 0)
	gl.Scalef(0.005, 0.005, 0.005)
	for _, ch := range str {
		font.Character(ch)
	}
	gl.PopMatrix()
}
Esempio n. 14
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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)
}
Esempio n. 15
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func (p *Playfield) Draw() {
	drawPool(p.playerCards, 10)
	drawPool(p.opponentCards, 790-CardWidth)

	// draw the slots
	gl.PushMatrix()
	gl.Translatef(CardWidth+60, 580-CardHeight, 0)
	for i, slot := range p.slots {
		if i > 0 {
			gl.Translatef(CardWidth+2, 0, 0)
			if i%4 == 0 {
				gl.Translatef(-((CardWidth + 2) * 4), -(CardHeight + 2), 0)
			}
		}
		slot.card.Draw()
	}
	gl.PopMatrix()
}
Esempio n. 16
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func drawPaddle(x float32, y float32) {
	gl.PushMatrix()
	gl.Translatef(float32(x), float32(y), 0)
	gl.Color3f(1.0, 1.0, 1.0)
	gl.Begin(gl.LINE_STRIP)
	gl.Vertex2f(0, -5)
	gl.Vertex2f(0, 5)
	gl.End()
	gl.PopMatrix()
}
Esempio n. 17
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func renderDashboard() {
	gl.LoadIdentity()
	setColor(Blue)
	fonts[32].Printf(float32(XMin), float32(WindowHeight-DashboardHeight),
		"Level %d", g.currentLevel)
	gl.Translatef(float32(XMin)+300, float32(WindowHeight-DashboardHeight), 0)
	line := 0
	for _, c := range g.level.winSignature {
		if c == '\n' {
			line++
			gl.LoadIdentity()
			gl.Translatef(float32(XMin)+300, float32(WindowHeight-DashboardHeight+SignatureBlockSize*line+BlockPadding), 0)
			continue
		}
		if c != '-' {
			renderBlockSignature(atoc(string(c)))
		}
		gl.Translated(SignatureBlockSize+BlockPadding, 0, 0)
	}
}
Esempio n. 18
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File: 02.go Progetto: nzlov/gogl
func draw() { // 从这里开始进行所有的绘制

	gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) // 清除屏幕和深度缓存
	gl.LoadIdentity()                                   // 重置当前的模型观察矩阵
	gl.Translatef(-1.5, 0.0, -6.0)                      // 左移 1.5 单位,并移入屏幕 6.0

	gl.Begin(gl.TRIANGLES)       // 绘制三角形
	gl.Vertex3f(0.0, 1.0, 0.0)   // 上顶点
	gl.Vertex3f(-1.0, -1.0, 0.0) // 左下
	gl.Vertex3f(1.0, -1.0, 0.0)  // 右下
	gl.End()                     // 三角形绘制结束

	gl.Translatef(3.0, 0.0, 0.0) // 右移3单位

	gl.Begin(gl.QUADS)           //  绘制正方形
	gl.Vertex3f(-1.0, 1.0, 0.0)  // 左上
	gl.Vertex3f(1.0, 1.0, 0.0)   // 右上
	gl.Vertex3f(1.0, -1.0, 0.0)  // 左下
	gl.Vertex3f(-1.0, -1.0, 0.0) // 右下
	gl.End()
}
Esempio n. 19
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/* 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)
}
Esempio n. 20
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File: 10.go Progetto: nzlov/gogl
func drawScene() {
	gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
	gl.LoadIdentity() // 重置当前矩阵

	texture.Bind(gl.TEXTURE_2D)

	var x_m, y_m, z_m, u_m, v_m float32
	xtrans := -xpos
	ztrans := -zpos
	ytrans := -walkbias - 0.25
	sceneroty := 360.0 - yrot

	var numtriangles int

	gl.Rotatef(lookupdown, 1.0, 0, 0)
	gl.Rotatef(sceneroty, 0, 1.0, 0)

	gl.Translatef(xtrans, ytrans, ztrans)

	numtriangles = sector1.numtriangles

	// Process Each Triangle
	for loop_m := 0; loop_m < numtriangles; loop_m++ {
		gl.Begin(gl.TRIANGLES)
		gl.Normal3f(0.0, 0.0, 1.0)
		x_m = sector1.triangles[loop_m].vertex[0].x
		y_m = sector1.triangles[loop_m].vertex[0].y
		z_m = sector1.triangles[loop_m].vertex[0].z
		u_m = sector1.triangles[loop_m].vertex[0].u
		v_m = sector1.triangles[loop_m].vertex[0].v
		gl.TexCoord2f(u_m, v_m)
		gl.Vertex3f(x_m, y_m, z_m)

		x_m = sector1.triangles[loop_m].vertex[1].x
		y_m = sector1.triangles[loop_m].vertex[1].y
		z_m = sector1.triangles[loop_m].vertex[1].z
		u_m = sector1.triangles[loop_m].vertex[1].u
		v_m = sector1.triangles[loop_m].vertex[1].v
		gl.TexCoord2f(u_m, v_m)
		gl.Vertex3f(x_m, y_m, z_m)

		x_m = sector1.triangles[loop_m].vertex[2].x
		y_m = sector1.triangles[loop_m].vertex[2].y
		z_m = sector1.triangles[loop_m].vertex[2].z
		u_m = sector1.triangles[loop_m].vertex[2].u
		v_m = sector1.triangles[loop_m].vertex[2].v
		gl.TexCoord2f(u_m, v_m)
		gl.Vertex3f(x_m, y_m, z_m)
		gl.End()
	}
}
Esempio n. 21
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func drawScene() {
	gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) /// 清除屏幕及深度缓存

	gl.LoadIdentity()              /// 重置模型观察矩阵
	gl.Translatef(-1.5, 0, -6)     /// 左移 1.5 单位,并移入屏幕 6.0
	gl.Rotatef(trisAngle, 0, 1, 0) ///以y为轴 参数:角度,X,Y,Z

	gl.Begin(gl.TRIANGLES) /// 绘制三角形
	gl.Color3f(1, 0, 0)    ///  设置当前色为红色
	gl.Vertex3f(0, 1, 0)   ///上顶点
	gl.Color3f(0, 1, 0)    /// 设置当前色为绿色
	gl.Vertex3f(-1, -1, 0) /// 左下
	gl.Color3f(0, 0, 1)    ///设置当前色为蓝色
	gl.Vertex3f(1, -1, 0)  ///右下
	gl.End()               ///三角形绘制结束,三角形将被填充。
	//但是因为每个顶点有不同的颜色,因此看起来颜色从每个角喷出,并刚好在三角形的中心汇合,三种颜色相互混合。这就是平滑着色。

	/// 要让对象绕自身的轴旋转,必须让对象的中心坐标总是(0.0f,0,0f,0,0f),因此这里的四边形是满屏跑的
	gl.LoadIdentity() ///将当前点移到了屏幕中心,X坐标轴从左至右,Y坐标轴从下至上,Z坐标轴从里至外。
	///OpenGL屏幕中心的坐标值是X和Y轴上的0.0f点。中心左面的坐标值是负值,右面是正值。移向屏幕顶端是正值,移向屏幕底端是负值。移入屏幕深处是负值,移出屏幕则是正值。
	gl.Rotatef(quadAngle, 1, 0, 0) /// 以x为轴
	gl.Translatef(1.5, 0, -6)      ///以当前点为起始点移动?(是的)-6为距离
	//gl.Translatef(3, 0, -6); ///右移3单位,看不见?(因为loadIdentity()置中了)
	gl.Color3f(0.5, 0.5, 1.0) ///一次性将当前色设置为蓝色

	/// @note 顺时针绘制的正方形意味着我们所看见的是四边形的背面
	gl.Begin(gl.QUADS)     ///绘制正方形
	gl.Vertex3f(-1, 1, 0)  /// 左上
	gl.Vertex3f(1, 1, 0)   /// 右上
	gl.Vertex3f(1, -1, 0)  /// 右下
	gl.Vertex3f(-1, -1, 0) /// 左下
	gl.End()               ///正方形绘制结束

	trisAngle += 0.2
	quadAngle -= 0.15

	glfw.SwapBuffers() ///必须交换显示区才能展现
}
Esempio n. 22
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func reshape(w, h int) {
	/* Because Gil specified "screen coordinates" (presumably with an
	   upper-left origin), this short bit of code sets up the coordinate
	   system to correspond to actual window coodrinates.  This code
	   wouldn't be required if you chose a (more typical in 3D) abstract
	   coordinate system. */

	gl.Viewport(0, 0, w, h)                       /* Establish viewing area to cover entire window. */
	gl.MatrixMode(gl.PROJECTION)                  /* Start modifying the projection matrix. */
	gl.LoadIdentity()                             /* Reset project matrix. */
	gl.Ortho(0, float64(w), 0, float64(h), -1, 1) /* Map abstract coords directly to window coords. */
	gl.Scalef(1, -1, 1)                           /* Invert Y axis so increasing Y goes down. */
	gl.Translatef(0, float32(-h), 0)              /* Shift origin up to upper-left corner. */
}
Esempio n. 23
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func (m HexMap) Render() {
	for x := 0; x < 11; x++ {
		maxy := 8
		if x%2 == 1 {
			maxy = 9
		}
		for y := 0; y < maxy; y++ {
			if m[x][y].State != StateNormal {
				continue
			}
			gl.PushMatrix()
			posX, posY := m.GetTopLeft(x, y).WithOffset()
			gl.Translatef(float32(posX), float32(posY), 0)
			m[x][y].Render(1, false)
			gl.PopMatrix()
		}
	}
}
Esempio n. 24
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func main() {
	err := initGL()
	if err != nil {
		log.Printf("InitGL: %v", err)
		return
	}

	defer glfw.Terminate()

	mb := createBuffer()
	defer mb.Release()

	// Perform the rendering.
	var angle float32
	for glfw.WindowParam(glfw.Opened) > 0 {
		gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
		gl.LoadIdentity()
		gl.Translatef(0, 0, -6)
		gl.Rotatef(angle, 1, 1, 1)

		// Render a solid cube at half the scale.
		gl.Scalef(0.2, 0.2, 0.2)
		gl.Enable(gl.COLOR_MATERIAL)
		gl.Enable(gl.POLYGON_OFFSET_FILL)
		gl.PolygonMode(gl.FRONT_AND_BACK, gl.FILL)
		mb.Render(gl.QUADS)

		// Render wireframe cubes, with incremental size.
		gl.Disable(gl.COLOR_MATERIAL)
		gl.Disable(gl.POLYGON_OFFSET_FILL)
		gl.PolygonMode(gl.FRONT_AND_BACK, gl.LINE)

		for i := 0; i < 50; i++ {
			scale := 0.004*float32(i) + 1.0
			gl.Scalef(scale, scale, scale)
			mb.Render(gl.QUADS)
		}

		angle += 0.5
		glfw.SwapBuffers()
	}
}
Esempio n. 25
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func drawBall(angle float32, ball_x float32, ball_y float32) {
	gl.PushMatrix()
	gl.Color3f(1, 1, 1)
	gl.Translatef(ball_x, ball_y, 0.0)
	gl.Begin(gl.LINE_LOOP)
	for rad := 0.0; rad < 1.0; rad += 0.01 {
		gl.Vertex2f(
			float32(2.0*math.Cos(2.0*math.Pi*rad)),
			float32(2.0*math.Sin(2.0*math.Pi*rad)+0.2))
	}
	gl.End()
	gl.Rotatef(angle, 0.0, 0.0, 1.0)

	gl.Begin(gl.LINE_STRIP)
	gl.Vertex2f(0, 0)
	gl.Vertex2f(2, 0)
	gl.End()

	gl.PopMatrix()
}
Esempio n. 26
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File: main.go Progetto: srm88/blocks
func drawBlock(loc Loc, b *Block) {
	// Save current modelview matrix on to the stack
	gl.PushMatrix()
	// Move block
	gl.Translatef(loc.X, loc.Y, loc.Z)
	// Rotate block
	gl.Rotatef(b.Pitch, 1, 0, 0)
	gl.Rotatef(b.Yaw, 0, 1, 0)
	gl.Rotatef(b.Roll, 0, 0, 1)
	// Start specifying the vertices of quads.
	gl.Begin(gl.QUADS)
	for _, quad := range b.Quads {
		gl.Color3fv(quad.Color)
		for _, vertex := range quad.Vertices {
			gl.Vertex3fv(b.Vertices[vertex])
		}
	}
	gl.End()
	// Restore old modelview matrix
	gl.PopMatrix()
}
Esempio n. 27
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File: main.go Progetto: srm88/blocks
func redraw() {
	gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
	gl.MatrixMode(gl.PROJECTION)
	gl.LoadIdentity()
	var viewport [4]int32
	gl.GetIntegerv(gl.VIEWPORT, viewport[:4])
	aspect := float64(viewport[2]) / float64(viewport[3])
	glu.Perspective(60, aspect, 1, 100)
	gl.MatrixMode(gl.MODELVIEW)
	gl.LoadIdentity()
	gl.Translatef(POV.X, POV.Y, POV.Z)
	gl.Rotatef(POV.Pitch, 1, 0, 0)
	gl.Rotatef(POV.Yaw, 0, 1, 0)
	gl.Rotatef(POV.Roll, 0, 0, 1)
	for x, row := range World {
		for z, block := range row {
			drawBlock(translateCoordinates(x, 0, z), block)
			if x == CursorX && z == CursorZ {
				drawCursor()
			}
		}
	}
}
Esempio n. 28
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func (f *AnimateFall) AnimateAndExecute() {
	if len(f.FallHex) == 0 {
		return
	}
	stillFalling := 0
	for _, hex := range f.FallHex {
		gl.PushMatrix()
		x, y := hexMap2.GetTopLeft(hex.Pos.X, hex.Pos.Y).WithOffset()
		displaceY := hex.Accel * math.Pow(f.FallTicks, 2) / 2
		_, tY := hexMap2.GetTopLeft(hex.Pos.X, hex.Target.Y).WithOffset()
		newY := math.Min(y+displaceY, tY)
		gl.Translatef(float32(x), float32(newY), 0)
		hex.Hex.Render(1, false)
		gl.PopMatrix()
		if newY < tY {
			stillFalling++
		}
	}
	f.FallTicks++
	if stillFalling == 0 {
		for _, hex := range f.FallHex {
			hex.Hex.State = StateNormal
		}
		f.FallHex = nil
		f.FallHex = make([]FallHex, 0)
		if hexMap2.CheckCollision() {
			hexShrink.InitAnimation()
			if f.postHook != nil {
				hexShrink.postHook = f.postHook
			}
		} else {
			if f.postHook != nil {
				f.postHook()
			}
		}
	}
}
Esempio n. 29
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func main() {
	err := initGL()
	if err != nil {
		log.Printf("InitGL: %v", err)
		return
	}

	defer glfw.Terminate()

	mb := createBuffer()
	defer mb.Release()

	attr := mb.Colors()

	// Perform the rendering.
	for glfw.WindowParam(glfw.Opened) > 0 {
		gl.Clear(gl.COLOR_BUFFER_BIT)
		gl.LoadIdentity()

		// Center mesh on screen.
		wx, wy := glfw.WindowSize()
		px := (wx / 2) - ((Cols * CellWidth) / 2)
		py := (wy / 2) - ((Rows * CellHeight) / 2)
		gl.Translatef(float32(px), float32(py), 0)

		// Change the color of the quad under the mouse cursor.
		colorize(px, py, attr)

		// Render the mesh.
		mb.Render(gl.QUADS)

		glfw.SwapBuffers()
	}

	attr = nil
}
Esempio n. 30
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func drawBorderAtXY(x, y float32, reverse int) {
	if x <= 80 || y <= 80 {
		return
	}
	gl.PushMatrix()
	gl.Translatef(x, y, 0)
	if reverse == 1 {
		gl.Rotatef(60, 0, 0, 1)
	}
	gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
	gl.TexEnvf(gl.TEXTURE_ENV, gl.TEXTURE_ENV_MODE, gl.REPLACE)
	borderTex.Bind(gl.TEXTURE_2D)
	gl.Begin(gl.QUADS)
	gl.TexCoord2f(0, 0)
	gl.Vertex2i(-38, -38)
	gl.TexCoord2f(0, 1)
	gl.Vertex2i(-38, 38)
	gl.TexCoord2f(1, 1)
	gl.Vertex2i(38, 38)
	gl.TexCoord2f(1, 0)
	gl.Vertex2i(38, -38)
	gl.End()
	gl.PopMatrix()
}