func display() { gl.Clear(gl.COLOR_BUFFER_BIT) bitmap_output(40, 35, "This is written in a GLUT bitmap font.", glut.BITMAP_TIMES_ROMAN_24) bitmap_output(30, 210, "More bitmap text is a fixed 9 by 15 font.", glut.BITMAP_9_BY_15) bitmap_output(70, 240, " Helvetica is yet another bitmap font.", glut.BITMAP_HELVETICA_18) gl.MatrixMode(gl.PROJECTION) gl.PushMatrix() gl.LoadIdentity() glu.Perspective(40.0, 1.0, 0.1, 20.0) gl.MatrixMode(gl.MODELVIEW) gl.PushMatrix() // Banthar's glu doesn't have this right now. // glu.LookAt(0.0, 0.0, 4.0, /* eye is at (0,0,30) */ // 0.0, 0.0, 0.0, /* center is at (0,0,0) */ // 0.0, 1.0, 0.) /* up is in postivie Y direction */ gl.PushMatrix() gl.Translatef(0, 0, -4) gl.Rotatef(50, 0, 1, 0) stroke_output(-2.5, 1.1, " This is written in a", glut.STROKE_ROMAN) stroke_output(-2.5, 0, " GLUT stroke font.", glut.STROKE_ROMAN) stroke_output(-2.5, -1.1, "using 3D perspective.", glut.STROKE_ROMAN) gl.PopMatrix() gl.MatrixMode(gl.MODELVIEW) gl.PopMatrix() gl.MatrixMode(gl.PROJECTION) gl.PopMatrix() gl.MatrixMode(gl.MODELVIEW) gl.Flush() }
func glEnable2D() { var vPort [4]gl.GLint gl.GetIntegerv(gl.VIEWPORT, &vPort[0]) gl.MatrixMode(gl.PROJECTION) gl.PushMatrix() gl.LoadIdentity() gl.Ortho(0.0, gl.GLdouble(vPort[2]), 0.0, gl.GLdouble(vPort[3]), -1.0, 1.0) gl.MatrixMode(gl.MODELVIEW) gl.PushMatrix() gl.LoadIdentity() }
func drawShip(angle gl.GLfloat) { gl.PushMatrix() gl.Translatef(x, y, 0.0) gl.Rotatef(angle, 0.0, 0.0, 1.0) if thrust { gl.Color3f(1.0, 0.0, 0.0) gl.Begin(gl.LINE_STRIP) gl.Vertex2f(-0.75, -0.5) gl.Vertex2f(-1.75, 0) gl.Vertex2f(-0.75, 0.5) gl.End() } gl.Color3f(1.0, 1.0, 0.0) gl.Begin(gl.LINE_LOOP) gl.Vertex2f(2.0, 0.0) gl.Vertex2f(-1.0, -1.0) gl.Vertex2f(-0.5, 0.0) gl.Vertex2f(-1.0, 1.0) gl.Vertex2f(2.0, 0.0) gl.End() if shield { gl.Color3f(0.1, 0.1, 1.0) gl.Begin(gl.LINE_LOOP) for rad := 0.0; rad < 12.0; rad += 1.0 { gl.Vertex2f( gl.GLfloat(2.3*math.Cos(2*float64(rad)/math.Pi)+0.2), gl.GLfloat(2.0*math.Sin(2*float64(rad)/math.Pi))) } gl.End() } gl.PopMatrix() }
func stroke_output(x, y gl.GLfloat, str string, font glut.StrokeFont) { gl.PushMatrix() gl.Translatef(x, y, 0) gl.Scalef(0.005, 0.005, 0.005) for _, ch := range str { font.Character(ch) } gl.PopMatrix() }
func draw() { gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) gl.PushMatrix() gl.Rotated(view_rotx, 1.0, 0.0, 0.0) gl.Rotated(view_roty, 0.0, 1.0, 0.0) gl.Rotated(view_rotz, 0.0, 0.0, 1.0) gl.PushMatrix() gl.Translated(-3.0, -2.0, 0.0) gl.Rotated(angle, 0.0, 0.0, 1.0) gl.CallList(gear1) gl.PopMatrix() gl.PushMatrix() gl.Translated(3.1, -2.0, 0.0) gl.Rotated(-2.0*angle-9.0, 0.0, 0.0, 1.0) gl.CallList(gear2) gl.PopMatrix() gl.PushMatrix() gl.Translated(-3.1, 4.2, 0.0) gl.Rotated(-2.0*angle-25.0, 0.0, 0.0, 1.0) gl.CallList(gear3) gl.PopMatrix() gl.PopMatrix() sdl.GL_SwapBuffers() Frames++ { t := sdl.GetTicks() if t-T0 >= 5000 { seconds := (t - T0) / 1000.0 fps := Frames / seconds print(Frames, " frames in ", seconds, " seconds = ", fps, " FPS\n") T0 = t Frames = 0 } } }
func draw() { gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) gl.PushMatrix() gl.Rotated(view_rotx, 1.0, 0.0, 0.0) gl.Rotated(view_roty, 0.0, 1.0, 0.0) gl.Rotated(view_rotz, 0.0, 0.0, 1.0) gl.PushMatrix() gl.Translated(-3.0, -2.0, 0.0) gl.Rotated(angle, 0.0, 0.0, 1.0) gl.CallList(gear1) gl.PopMatrix() gl.PushMatrix() gl.Translated(3.1, -2.0, 0.0) gl.Rotated(-2.0*angle-9.0, 0.0, 0.0, 1.0) gl.CallList(gear2) gl.PopMatrix() gl.PushMatrix() gl.Translated(-3.1, 4.2, 0.0) gl.Rotated(-2.0*angle-25.0, 0.0, 0.0, 1.0) gl.CallList(gear3) gl.PopMatrix() gl.PopMatrix() glfw.SwapBuffers() Frames++ { t := glfw.Time() if t-T0 >= 5 { seconds := (t - T0) fps := float64(Frames) / seconds print(Frames, " frames in ", int(seconds), " seconds = ", int(fps), " FPS\n") T0 = t Frames = 0 } } }
func draw() { xtrans := -xpos ztrans := -zpos ytrans := -walkbias - 0.25 scenroty := 360.0 - yrot // Clear the screen and depth buffer gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) // reset the view gl.LoadIdentity() // Rotate up and down to look up and down gl.Rotatef(lookupdown, 1.0, 0.0, 0.0) // Rotate depending on direction player is facing gl.Rotatef(scenroty, 0.0, 1.0, 0.0) // translate the scene based on player position gl.Translatef(xtrans, ytrans-1.75, ztrans) for _, chunk := range chunks { for y := 0; y < 16; y++ { for x := 0; x < 16; x++ { for z := 0; z <= 16; z++ { if len(chunk.Data[y][x]) > z && chunk.Data[y][x][z] != "" { gl.PushMatrix() gl.Translated( float64(16*chunk.X+x), float64(z), float64(16*chunk.Y+y)) gl.CallList(cubes[chunk.Data[y][x][z]]) gl.PopMatrix() } } } } } gl.PopMatrix() sdl.GL_SwapBuffers() Frames++ { t := sdl.GetTicks() if t-T0 >= 5000 { seconds := (t - T0) / 1000.0 fps := Frames / seconds print(Frames, " frames in ", seconds, " seconds = ", fps, " FPS\n") T0 = t Frames = 0 } } }