コード例 #1
0
ファイル: main.go プロジェクト: yohcop/cubopolis.go
func init_() {
	//pos := []float64{5.0, 5.0, 10.0, 0.0}

	colors := map[string][]float32{
		"0": {0.7, 0.7, 0.7, 1.0},
		"1": {1.0, 0.0, 0.0, 1.0},
		"2": {1.0, 0.6, 0.0, 1.0},
		"3": {1.0, 1.0, 0.0, 1.0},
		"4": {0.0, 1.0, 0.0, 1.0},
		"5": {0.0, 0.0, 1.0, 1.0},
		"6": {0.0, 0.6, 1.0, 1.0},
		"7": {1.0, 0.0, 1.0, 1.0},
		"8": {1.0, 1.0, 1.0, 1.0},
		"9": {0.3, 0.3, 0.3, 1.0},
	}

	fetchChunks(2, 2)

	gl.ShadeModel(gl.SMOOTH)
	gl.ClearColor(0.2, 0.2, 0.6, 0.0)
	gl.ClearDepth(1.0)

	gl.Enable(gl.DEPTH_TEST)
	gl.DepthFunc(gl.LEQUAL)
	gl.Enable(gl.COLOR_MATERIAL)
	gl.Enable(gl.CULL_FACE)
	gl.Hint(gl.PERSPECTIVE_CORRECTION_HINT, gl.NICEST)
	gl.Hint(gl.LINE_SMOOTH_HINT, gl.NICEST)

	gl.Lightfv(gl.LIGHT0, gl.AMBIENT, lightAmbient)
	gl.Lightfv(gl.LIGHT0, gl.DIFFUSE, lightDiffuse)
	gl.Lightfv(gl.LIGHT0, gl.POSITION, lightPosition)
	gl.Enable(gl.LIGHT0)
	gl.Enable(gl.LIGHTING)

	for name, color := range colors {
		/* make a cube */
		cubes[name] = gl.GenLists(1)
		gl.NewList(cubes[name], gl.COMPILE)
		cube(color)
		gl.EndList()
	}

	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")
	}

}
コード例 #2
0
ファイル: lesson08.go プロジェクト: shogg/opengl-go-tutorials
// general OpenGL initialization
func initGL() {
  gl.Enable(gl.TEXTURE_2D)
  gl.ShadeModel(gl.SMOOTH)
  gl.ClearColor(0.0, 0.0, 0.0, 0.5)
  gl.ClearDepth(1.0)
  gl.Enable(gl.DEPTH_TEST)
  gl.DepthFunc(gl.LEQUAL)
  gl.Hint(gl.PERSPECTIVE_CORRECTION_HINT, gl.NICEST)

  // Setup the light
  gl.Lightfv(gl.LIGHT1, gl.AMBIENT, lightAmbient[:]) // ambient lighting
  gl.Lightfv(gl.LIGHT1, gl.DIFFUSE, lightDiffuse[:]) // make it diffuse
  gl.Lightfv(gl.LIGHT1, gl.POSITION, lightPosition[:]) // and place it
  gl.Enable(gl.LIGHT1) // and finally turn it on.

  gl.Color4f(1.0, 1.0, 1.0, 0.5) // Full Brightness, 50% Alpha ( NEW )
  gl.BlendFunc(gl.SRC_ALPHA, gl.ONE) // Blending Function For Translucency Based On Source Alpha Value ( NEW )
}
コード例 #3
0
// general OpenGL initialization
func initGL() {
	LoadGLTextures("data/mud.bmp")

	gl.Enable(gl.TEXTURE_2D)
	gl.ShadeModel(gl.SMOOTH)
	gl.ClearColor(0.0, 0.0, 0.0, 0.0)
	gl.ClearDepth(1.0)
	gl.Enable(gl.DEPTH_TEST)
	gl.DepthFunc(gl.LEQUAL)
	gl.Hint(gl.PERSPECTIVE_CORRECTION_HINT, gl.NICEST)

	gl.Lightfv(gl.LIGHT1, gl.AMBIENT, lightAmbient[:])
	gl.Lightfv(gl.LIGHT1, gl.DIFFUSE, lightDiffuse[:])
	gl.Lightfv(gl.LIGHT1, gl.POSITION, lightPosition[:])
	gl.Enable(gl.LIGHT1)

	gl.Color4f(1.0, 1.0, 1.0, 0.5)
	gl.BlendFunc(gl.SRC_ALPHA, gl.ONE)
}
コード例 #4
0
ファイル: gogears.go プロジェクト: DeedleFake/Go-OpenGL
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")
	}

}
コード例 #5
0
ファイル: lesson07.go プロジェクト: shogg/opengl-go-tutorials
// general OpenGL initialization
func initGL() {
	gl.Enable(gl.TEXTURE_2D)
	gl.ShadeModel(gl.SMOOTH)
	gl.ClearColor(0.0, 0.0, 0.0, 0.5)
	gl.ClearDepth(1.0)
	gl.Enable(gl.DEPTH_TEST)
	gl.DepthFunc(gl.LEQUAL)
	gl.Hint(gl.PERSPECTIVE_CORRECTION_HINT, gl.NICEST)

	// Setup the light
	gl.Lightfv(gl.LIGHT1, gl.AMBIENT, lightAmbient1[:])   // ambient lighting
	gl.Lightfv(gl.LIGHT1, gl.DIFFUSE, lightDiffuse1[:])   // make it diffuse
	gl.Lightfv(gl.LIGHT1, gl.POSITION, lightPosition1[:]) // and place it
	gl.Enable(gl.LIGHT1)                                  // and finally turn it on.

	gl.Lightfv(gl.LIGHT2, gl.AMBIENT, lightAmbient2[:])   // ambient lighting
	gl.Lightfv(gl.LIGHT2, gl.DIFFUSE, lightDiffuse2[:])   // make it diffuse
	gl.Lightfv(gl.LIGHT2, gl.POSITION, lightPosition2[:]) // and place it
	gl.Enable(gl.LIGHT2)                                  // and finally turn it on.
}