Esempio n. 1
0
func (f *Font) DrawText2D(x int, y int, color [3]byte, scale float, txt string) (endw int, endh int) {
	gl.LoadIdentity()
	//	gl.Translatef(0.0, 0.0, -2.0);

	glEnable2D()
	gl.Disable(gl.DEPTH_TEST)

	texture, initial, intermediarya, intermediary, w, h := f.setupTextRendering(color, txt)

	locX := gl.GLfloat(x)
	locY := gl.GLfloat(y)
	wi := gl.GLfloat(w) * gl.GLfloat(scale)
	he := gl.GLfloat(h) * gl.GLfloat(scale)

	/* Draw a quad at location */
	gl.Begin(gl.QUADS)
	/* Recall that the origin is in the lower-left corner
	   That is why the TexCoords specify different corners
	   than the Vertex coors seem to. */
	gl.TexCoord2f(0.0, 1.0)
	gl.Vertex2f(locX, locY)
	gl.TexCoord2f(1.0, 1.0)
	gl.Vertex2f(locX+wi, locY)
	gl.TexCoord2f(1.0, 0.0)
	gl.Vertex2f(locX+wi, locY+he)
	gl.TexCoord2f(0.0, 0.0)
	gl.Vertex2f(locX, locY+he)
	gl.End()

	endw, endh = f.teardownTextRendering(texture, initial, intermediarya, intermediary)

	gl.Enable(gl.DEPTH_TEST)
	glDisable2D()
	return
}
Esempio n. 2
0
// handle key press events
func handleKeyPress(keysym sdl.Keysym) {
	switch keysym.Sym {
	case sdl.K_f: // f key pages through filters
		filter = (filter + 1) % 3
		p("new filter:", filter)
	case sdl.K_l: // l key toggles light
		light = !light
		if light {
			p("light on")
			gl.Enable(gl.LIGHTING)
		} else {
			p("light off")
			gl.Disable(gl.LIGHTING)
		}
	case sdl.K_PAGEUP: // page up zooms into the scene
		z -= 0.02
	case sdl.K_PAGEDOWN: // zoom out of the scene
		z += 0.02
	case sdl.K_UP: // up arrow affects x rotation
		xspeed -= 0.01
	case sdl.K_DOWN: // down arrow affects x rotation
		xspeed += 0.01
	case sdl.K_RIGHT: // affect y rotation
		yspeed += 0.01
	case sdl.K_LEFT: // affect y rotation
		yspeed -= 0.01
	case sdl.K_ESCAPE:
		Quit(0)
	case sdl.K_F1:
		sdl.WM_ToggleFullScreen(surface)
	}
}
Esempio n. 3
0
func main() {
	var err os.Error
	if err = glfw.Init(); err != nil {
		fmt.Fprintf(os.Stderr, "%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 {
		fmt.Fprintf(os.Stderr, "%v\n", err)
		return
	}

	defer glfw.CloseWindow()

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

	if samples := glfw.WindowParam(glfw.FsaaSamples); samples != 0 {
		fmt.Fprintf(os.Stdout, "Context reports FSAA is supported with %d samples\n", samples)
	} else {
		fmt.Fprintf(os.Stdout, "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. 4
0
func special(key, x, y int) {
	switch key {
	case glut.KEY_F1:
		gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
		gl.Enable(gl.BLEND)
		gl.Enable(gl.LINE_SMOOTH)
		gl.Enable(gl.POINT_SMOOTH)
	case glut.KEY_F2:
		gl.Disable(gl.BLEND)
		gl.Disable(gl.LINE_SMOOTH)
		gl.Disable(gl.POINT_SMOOTH)
	case glut.KEY_UP:
		thrust = true
		thrustTime = glut.Get(glut.ELAPSED_TIME)
	case glut.KEY_LEFT:
		left = true
		leftTime = glut.Get(glut.ELAPSED_TIME)
	case glut.KEY_RIGHT:
		right = true
		rightTime = glut.Get(glut.ELAPSED_TIME)
	}
}
Esempio n. 5
0
func resetZoom() {
	// Reset viewport
	gl.LoadIdentity()
	gl.MatrixMode(gl.PROJECTION)
	gl.LoadIdentity()

	// Reset ortho view
	gl.Ortho(left, right, bottom, top, 1, -1)
	gl.Rotatef(180, 0, 0, 0)
	gl.Translatef(float32(-*cx), float32(-*cy), 0)
	gl.MatrixMode(gl.MODELVIEW)
	gl.Disable(gl.DEPTH_TEST)
	gl.LoadIdentity()
}
Esempio n. 6
0
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.ClearColor(1, 1, 1, 1)
	//fmt.Println(gl.GetString(gl.EXTENSIONS))
	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. */
	gl.Enable(gl.BLEND)
	gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
	gl.Disable(gl.DEPTH_TEST)
	width, height = w, h
}
Esempio n. 7
0
func (f *Font) teardownTextRendering(texture gl.GLuint, initial *sdl.Surface, intermediarya *sdl.Surface, intermediary *sdl.Surface) (endw int, endh int) {

	//
	gl.Disable(gl.BLEND)

	/* Bad things happen if we delete the texture before it finishes */
	gl.Finish()

	/* return the deltas in the unused w,h part of the rect */
	endw = int(initial.W)
	endh = int(initial.H)

	/* Clean up */
	initial.Free()
	intermediarya.Free()
	intermediary.Free()
	gl.DeleteTextures(1, &texture)
	//
	return
}
Esempio n. 8
0
func drawWin(d float) {

	gl.LoadIdentity()
	//	gl.LineWidth(5.0)
	//	gl.Enable(gl.POINT_SMOOTH)
	//	gl.Enable(gl.LINE_SMOOTH)
	gl.Enable(gl.BLEND)
	gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)

	if d > 1.0 {
		d = 1.0
	}

	c := WinColor

	gl.Color4f(gl.GLfloat(c[0]), gl.GLfloat(c[1]), gl.GLfloat(c[2]), gl.GLfloat(d))

	m := PlayArea * 4

	t := 1.0 * m
	b := -1.0 * m
	r := 1.0 * m
	l := -1.0 * m

	gl.Begin(gl.POLYGON)

	zo := -10.0

	gl.Vertex3f(gl.GLfloat(l), gl.GLfloat(t), gl.GLfloat(zo))
	gl.Vertex3f(gl.GLfloat(r), gl.GLfloat(t), gl.GLfloat(zo))
	gl.Vertex3f(gl.GLfloat(r), gl.GLfloat(b), gl.GLfloat(zo))
	gl.Vertex3f(gl.GLfloat(l), gl.GLfloat(b), gl.GLfloat(zo))
	gl.Vertex3f(gl.GLfloat(l), gl.GLfloat(t), gl.GLfloat(zo))

	gl.End()
	gl.Disable(gl.BLEND)

}
Esempio n. 9
0
func (f *Font) DrawText3D(pos Vector3, color [3]byte, scale float, txt string) (endw int, endh int) {

	gl.LoadIdentity()
	// 	gl.Translatef(gl.GLfloat(pos.X), gl.GLfloat(pos.Y), gl.GLfloat(-4.99));
	gl.Translatef(gl.GLfloat(pos.X), gl.GLfloat(pos.Y), gl.GLfloat(-4.99))
	gl.Scalef(gl.GLfloat(1.0/64.0*scale), gl.GLfloat(1.0/64.0*scale), gl.GLfloat(1.0))
	gl.Disable(gl.DEPTH_TEST)

	texture, initial, intermediarya, intermediary, w, h := f.setupTextRendering(color, txt)

	wi := gl.GLfloat(w)
	he := gl.GLfloat(h)
	locX := gl.GLfloat(0) - wi*0.5
	locY := gl.GLfloat(0) - he*0.5

	/* Draw a quad at location */
	gl.Begin(gl.QUADS)
	/* Recall that the origin is in the lower-left corner
	   That is why the TexCoords specify different corners
	   than the Vertex coors seem to. */

	gl.Color4f(1.0, 1.0, 0.0, 1.0)

	gl.TexCoord2f(0.0, 1.0)
	gl.Vertex3f(locX, locY, 0.0)
	gl.TexCoord2f(1.0, 1.0)
	gl.Vertex3f(locX+wi, locY, 0.0)
	gl.TexCoord2f(1.0, 0.0)
	gl.Vertex3f(locX+wi, locY+he, 0.0)
	gl.TexCoord2f(0.0, 0.0)
	gl.Vertex3f(locX, locY+he, 0.0)
	gl.End()

	endw, endh = f.teardownTextRendering(texture, initial, intermediarya, intermediary)

	gl.Enable(gl.DEPTH_TEST)
	return
}
Esempio n. 10
0
func drawCircle(t *trigger) {

	radius := float64(t.Size)
	pos := t.Pos

	gl.LoadIdentity()
	gl.Color4f(gl.GLfloat(t.Col[0]), gl.GLfloat(t.Col[1]), gl.GLfloat(t.Col[2]), gl.GLfloat(t.Col[3]))

	gl.LineWidth(2.0)
	gl.Translatef(gl.GLfloat(pos.X), gl.GLfloat(pos.Y), gl.GLfloat(pos.Z))

	gl.Enable(gl.BLEND)
	gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)

	gl.Begin(gl.POLYGON)

	for i := 0; i < 360; i++ {
		var degInRad float64 = float64(i) * DEG2RAD
		gl.Vertex3f(gl.GLfloat(math.Cos(degInRad)*radius), gl.GLfloat(math.Sin(degInRad)*radius), gl.GLfloat(0.0))
	}

	gl.End()
	gl.Disable(gl.BLEND)
}