Esempio n. 1
0
func init_() {
	pos := []float32{5.0, 5.0, 10.0, 0.0}
	red := []float32{0.8, 0.1, 0.0, 1.0}
	green := []float32{0.0, 0.8, 0.2, 1.0}
	blue := []float32{0.2, 0.2, 1.0, 1.0}

	gl.Lightfv(gl.LIGHT0, gl.POSITION, pos)
	gl.Enable(gl.CULL_FACE)
	gl.Enable(gl.LIGHTING)
	gl.Enable(gl.LIGHT0)
	gl.Enable(gl.DEPTH_TEST)

	/* make the gears */
	gear1 = gl.GenLists(1)
	gl.NewList(gear1, gl.COMPILE)
	gl.Materialfv(gl.FRONT, gl.AMBIENT_AND_DIFFUSE, red)
	gear(1.0, 4.0, 1.0, 20, 0.7)
	gl.EndList()

	gear2 = gl.GenLists(1)
	gl.NewList(gear2, gl.COMPILE)
	gl.Materialfv(gl.FRONT, gl.AMBIENT_AND_DIFFUSE, green)
	gear(0.5, 2.0, 2.0, 10, 0.7)
	gl.EndList()

	gear3 = gl.GenLists(1)
	gl.NewList(gear3, gl.COMPILE)
	gl.Materialfv(gl.FRONT, gl.AMBIENT_AND_DIFFUSE, blue)
	gear(1.3, 2.0, 0.5, 10, 0.7)
	gl.EndList()

	gl.Enable(gl.NORMALIZE)

	if *printInfo {
		print("GL_RENDERER   = ", gl.GetString(gl.RENDERER), "\n")
		print("GL_VERSION    = ", gl.GetString(gl.VERSION), "\n")
		print("GL_VENDOR     = ", gl.GetString(gl.VENDOR), "\n")
		print("GL_EXTENSIONS = ", gl.GetString(gl.EXTENSIONS), "\n")
	}

}
Esempio n. 2
0
func cube(color []float32) {
	gl.Materialfv(gl.FRONT, gl.AMBIENT_AND_DIFFUSE, whiteColor)
	gl.Color4f(color[0], color[1], color[2], color[3])
	// TOP
	gl.Begin(gl.TRIANGLE_FAN)
	gl.Vertex3f(cubeWidth, cubeWidth, -cubeWidth)
	gl.Vertex3f(-cubeWidth, cubeWidth, -cubeWidth)
	gl.Vertex3f(-cubeWidth, cubeWidth, cubeWidth)
	gl.Vertex3f(cubeWidth, cubeWidth, cubeWidth)
	gl.End()
	// Bottom
	gl.Begin(gl.TRIANGLE_FAN)
	gl.Vertex3f(cubeWidth, -cubeWidth, cubeWidth)
	gl.Vertex3f(-cubeWidth, -cubeWidth, cubeWidth)
	gl.Vertex3f(-cubeWidth, -cubeWidth, -cubeWidth)
	gl.Vertex3f(cubeWidth, -cubeWidth, -cubeWidth)
	gl.End()
	// Front
	gl.Begin(gl.TRIANGLE_FAN)
	gl.Vertex3f(cubeWidth, cubeWidth, cubeWidth)
	gl.Vertex3f(-cubeWidth, cubeWidth, cubeWidth)
	gl.Vertex3f(-cubeWidth, -cubeWidth, cubeWidth)
	gl.Vertex3f(cubeWidth, -cubeWidth, cubeWidth)
	gl.End()
	// Back
	gl.Begin(gl.TRIANGLE_FAN)
	gl.Vertex3f(cubeWidth, -cubeWidth, -cubeWidth)
	gl.Vertex3f(-cubeWidth, -cubeWidth, -cubeWidth)
	gl.Vertex3f(-cubeWidth, cubeWidth, -cubeWidth)
	gl.Vertex3f(cubeWidth, cubeWidth, -cubeWidth)
	gl.End()
	// Left
	gl.Begin(gl.TRIANGLE_FAN)
	gl.Vertex3f(-cubeWidth, cubeWidth, cubeWidth)
	gl.Vertex3f(-cubeWidth, cubeWidth, -cubeWidth)
	gl.Vertex3f(-cubeWidth, -cubeWidth, -cubeWidth)
	gl.Vertex3f(-cubeWidth, -cubeWidth, cubeWidth)
	gl.End()
	// Right
	gl.Begin(gl.TRIANGLE_FAN)
	gl.Vertex3f(cubeWidth, cubeWidth, -cubeWidth)
	gl.Vertex3f(cubeWidth, cubeWidth, cubeWidth)
	gl.Vertex3f(cubeWidth, -cubeWidth, cubeWidth)
	gl.Vertex3f(cubeWidth, -cubeWidth, -cubeWidth)
	gl.End()

	//*
	gl.Color4f(color[0]/1.2, color[1]/1.2, color[2]/1.2, 1.0)
	gl.Begin(gl.LINE_STRIP) // Start Drawing Our Player Using Lines
	// TOP
	gl.Vertex3f(cubeWidth, cubeWidth, -cubeWidth)
	gl.Vertex3f(-cubeWidth, cubeWidth, -cubeWidth)
	gl.Vertex3f(-cubeWidth, cubeWidth, cubeWidth)
	gl.Vertex3f(cubeWidth, cubeWidth, cubeWidth)
	// Front
	gl.Vertex3f(-cubeWidth, cubeWidth, cubeWidth)
	gl.Vertex3f(-cubeWidth, -cubeWidth, cubeWidth)
	gl.Vertex3f(cubeWidth, -cubeWidth, cubeWidth)
	// Bottom
	gl.Vertex3f(-cubeWidth, -cubeWidth, cubeWidth)
	gl.Vertex3f(-cubeWidth, -cubeWidth, -cubeWidth)
	gl.Vertex3f(cubeWidth, -cubeWidth, -cubeWidth)
	// Back
	gl.Vertex3f(-cubeWidth, -cubeWidth, -cubeWidth)
	gl.Vertex3f(-cubeWidth, cubeWidth, -cubeWidth)
	gl.Vertex3f(cubeWidth, cubeWidth, -cubeWidth)
	// Right
	gl.Vertex3f(cubeWidth, cubeWidth, cubeWidth)
	gl.Vertex3f(cubeWidth, -cubeWidth, cubeWidth)
	gl.Vertex3f(cubeWidth, -cubeWidth, -cubeWidth)
	// Left
	gl.Vertex3f(-cubeWidth, cubeWidth, cubeWidth)
	gl.Vertex3f(-cubeWidth, cubeWidth, -cubeWidth)
	gl.Vertex3f(-cubeWidth, -cubeWidth, -cubeWidth)
	gl.Vertex3f(-cubeWidth, -cubeWidth, cubeWidth)
	gl.End()
	//*/
}