Esempio n. 1
0
func reshape(w, h int) {
	gl.Viewport(0, 0, gl.GLsizei(w), gl.GLsizei(h))
	gl.MatrixMode(gl.PROJECTION)
	gl.LoadIdentity()
	gl.Ortho(0, gl.GLdouble(w), 0, gl.GLdouble(h), -1, 1)
	gl.Scalef(1, -1, 1)
	gl.Translatef(0, gl.GLfloat(-h), 0)
	gl.MatrixMode(gl.MODELVIEW)
}
Esempio n. 2
0
func main() {

	sdl.Init(sdl.INIT_VIDEO)

	var screen = sdl.SetVideoMode(640, 480, 32, sdl.OPENGL)

	if screen == nil {
		panic("sdl error")
	}

	if gl.Init() != 0 {
		panic("glew error")
	}

	pen := Pen{}

	gl.MatrixMode(gl.PROJECTION)

	gl.Viewport(0, 0, gl.GLsizei(screen.W), gl.GLsizei(screen.H))
	gl.LoadIdentity()
	gl.Ortho(0, gl.GLdouble(screen.W), gl.GLdouble(screen.H), 0, -1.0, 1.0)

	gl.ClearColor(1, 1, 1, 0)
	gl.Clear(gl.COLOR_BUFFER_BIT)

	var running = true

	for running {

		e := &sdl.Event{}

		for e.Poll() {
			switch e.Type {
			case sdl.QUIT:
				running = false
				break
			case sdl.KEYDOWN:
				running = false
				break
			case sdl.MOUSEMOTION:
				me := e.MouseMotion()
				if me.State != 0 {
					pen.lineTo(Point{int(me.X), int(me.Y)})
				} else {
					pen.moveTo(Point{int(me.X), int(me.Y)})
				}
				break
			}
		}

		sdl.GL_SwapBuffers()
		sdl.Delay(25)
	}

	sdl.Quit()

}
Esempio n. 3
0
func (f *Font) setupTextRendering(color [3]byte, txt string) (gl.GLuint, *sdl.Surface, *sdl.Surface, *sdl.Surface, int, int) {

	//
	var texture gl.GLuint

	/* Use SDL_TTF to render our text */
	var col sdl.Color
	col.R = color[0]
	col.G = color[1]
	col.B = color[2]

	// get surface with text
	initial := ttf.RenderText_Blended(f.font, txt, col)

	/* Convert the rendered text to a known format */
	w := next_p2(int(initial.W))
	h := next_p2(int(initial.H))

	intermediarya := sdl.CreateRGBSurface(0, w, h, 32,
		0x00ff0000, 0x0000ff00, 0x000000ff, 0xff000000)

	var rr *sdl.Rect = nil
	intermediarya.Blit(rr, initial, rr)

	intermediary := intermediarya.DisplayFormatAlpha()

	/* Tell GL about our new texture */
	gl.GenTextures(1, &texture)
	gl.BindTexture(gl.TEXTURE_2D, texture)
	gl.TexImage2D(gl.TEXTURE_2D, 0, 4, gl.GLsizei(w), gl.GLsizei(h), 0, gl.BGRA,
		gl.UNSIGNED_BYTE, unsafe.Pointer(intermediary.Pixels))

	gl.TexEnvi(gl.TEXTURE_ENV, gl.TEXTURE_ENV_MODE, gl.MODULATE)

	/* GL_NEAREST looks horrible, if scaled... */
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)

	/* prepare to render our texture */
	gl.Enable(gl.TEXTURE_2D)

	gl.BindTexture(gl.TEXTURE_2D, texture)
	gl.Color4f(1.0, 1.0, 1.0, 1.0)

	gl.Enable(gl.BLEND)
	//	gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
	gl.BlendFunc(gl.ONE, gl.ONE_MINUS_SRC_COLOR) // TODO : MAke real alpha work!

	return texture, initial, intermediarya, intermediary, w, h
}
Esempio n. 4
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.Viewport(0, 0, gl.GLsizei(w), gl.GLsizei(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, gl.GLdouble(w), 0, gl.GLdouble(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, gl.GLfloat(-h), 0)                   /* Shift origin up to upper-left corner. */
}
Esempio n. 5
0
func uploadTexture_RGBA32(w, h int, data []byte) gl.GLuint {
	var id gl.GLuint

	gl.GenTextures(1, &id)
	gl.BindTexture(gl.TEXTURE_2D, id)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_R, gl.CLAMP_TO_EDGE)
	gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.GLsizei(w), gl.GLsizei(h), 0, gl.RGBA,
		gl.UNSIGNED_BYTE, unsafe.Pointer(&data[0]))

	if gl.GetError() != gl.NO_ERROR {
		gl.DeleteTextures(1, &id)
		panic("Failed to load a texture")
		return 0
	}
	return id
}
Esempio n. 6
0
func ResizeWindow(w int32, h int32) {
	// resizeWindow
	gl.MatrixMode(gl.PROJECTION)
	gl.Viewport(0, 0, gl.GLsizei(w), gl.GLsizei(h))
	gl.LoadIdentity()

	//	glu.Perspective( 45.0, ratio, 0.1, 100.0)

	aspect := gl.GLdouble(w) / gl.GLdouble(h)
	zNear := gl.GLdouble(0.1)
	zFar := gl.GLdouble(100.0)

	gl.Frustum(-NearHeight*aspect,
		NearHeight*aspect,
		-NearHeight,
		NearHeight, zNear, zFar)

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

	WinW = int(w)
	WinH = int(h)

}