func drawChunk(chunkX, chunkY int64) { chunk := terrain.GetChunkAt(chunkX, chunkY) if chunk.DisplayList == 0 { chunk.DisplayList = gl.GenLists(1) gl.NewList(chunk.DisplayList, gl.COMPILE) for x := 0; x < config.ChunkArraySize()-1; x++ { for y := 0; y < config.ChunkArraySize()-1; y++ { gl.Normal3d(chunk.Normals.Get(x, y)) gl.Vertex3d(chunk.Vertices.Get(x, y)) x++ gl.Normal3d(chunk.Normals.Get(x, y)) gl.Vertex3d(chunk.Vertices.Get(x, y)) y++ gl.Normal3d(chunk.Normals.Get(x, y)) gl.Vertex3d(chunk.Vertices.Get(x, y)) x-- gl.Normal3d(chunk.Normals.Get(x, y)) gl.Vertex3d(chunk.Vertices.Get(x, y)) y-- } } gl.EndList() } gl.CallList(chunk.DisplayList) }
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() { 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 plot_list(list uint) { gl.Enable(gl.BLEND) gl.Enable(gl.POINT_SMOOTH) gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) gl.PointSize(1.0) gl.LoadIdentity() gl.Rotated(xrot, 1, 0, 0) gl.Rotated(yrot, 0, 1, 0) gl.Rotated(zrot, 0, 0, 1) gl.Scaled(scale, scale, scale) gl.Translated(xoff, yoff, zoff) gl.CallList(list) gl.Flush() }