func Init() { //gl.Enable(gl.DEPTH_TEST) var tmpmaxa []float32 = []float32{0} gl.GetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, tmpmaxa) MaxAnisotropy = tmpmaxa[0] log.Print("MaxAnisotropy: ", MaxAnisotropy) // Anti-aliasing gl.Enable(gl.LINE_SMOOTH) gl.Enable(gl.BLEND) gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) //gl.BlendFunc(gl.SRC_ALPHA, gl.DST_ALPHA) //gl.BlendFunc(gl.SRC_ALPHA_SATURATE, gl.ONE) gl.Hint(gl.LINE_SMOOTH_HINT, gl.NICEST) gl.Hint(gl.GENERATE_MIPMAP_HINT, gl.NICEST) extensions := gl.GetString(gl.EXTENSIONS) if !strings.Contains(extensions, "GL_ARB_framebuffer_object") { log.Panic("No FBO support :-(") } }
// Printf draws the given string at the specified coordinates. // It expects the string to be a single line. Line breaks are not // handled as line breaks and are rendered as glyphs. // // In order to render multi-line text, it is up to the caller to split // the text up into individual lines of adequate length and then call // this method for each line seperately. func (f *Font) Printf(x, y float32, fs string, argv ...interface{}) error { indices := []rune(fmt.Sprintf(fs, argv...)) if len(indices) == 0 { return nil } // Runes form display list indices. // For this purpose, they need to be offset by -FontConfig.Low low := f.Config.Low for i := range indices { indices[i] -= low } var vp [4]int32 gl.GetIntegerv(gl.VIEWPORT, vp[:]) gl.PushAttrib(gl.TRANSFORM_BIT) gl.MatrixMode(gl.PROJECTION) gl.PushMatrix() gl.LoadIdentity() gl.Ortho(float64(vp[0]), float64(vp[2]), float64(vp[1]), float64(vp[3]), 0, 1) gl.PopAttrib() gl.PushAttrib(gl.LIST_BIT | gl.CURRENT_BIT | gl.ENABLE_BIT | gl.TRANSFORM_BIT) { gl.MatrixMode(gl.MODELVIEW) gl.Disable(gl.LIGHTING) gl.Disable(gl.DEPTH_TEST) gl.Enable(gl.BLEND) gl.Enable(gl.TEXTURE_2D) gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) gl.TexEnvf(gl.TEXTURE_ENV, gl.TEXTURE_ENV_MODE, gl.MODULATE) f.Texture.Bind(gl.TEXTURE_2D) var mv [16]float32 gl.GetFloatv(gl.MODELVIEW_MATRIX, mv[:]) gl.PushMatrix() { gl.LoadIdentity() mgw := float32(f.maxGlyphWidth) mgh := float32(f.maxGlyphHeight) switch f.Config.Dir { case LeftToRight, TopToBottom: gl.Translatef(x, float32(vp[3])-y-mgh, 0) case RightToLeft: gl.Translatef(x-mgw, float32(vp[3])-y-mgh, 0) } gl.MultMatrixf(&mv) gl.CallLists(len(indices), gl.UNSIGNED_INT, indices) } gl.PopMatrix() f.Texture.Unbind(gl.TEXTURE_2D) } gl.PopAttrib() gl.PushAttrib(gl.TRANSFORM_BIT) gl.MatrixMode(gl.PROJECTION) gl.PopMatrix() gl.PopAttrib() return glh.CheckGLError() }