// reset our viewport after a window resize func resizeWindow(width, height int) { // protect against a divide by zero if height == 0 { height = 1 } // Setup our viewport gl.Viewport(0, 0, int(width), int(height)) // change to the projection matrix and set our viewing volume. gl.MatrixMode(gl.PROJECTION) gl.LoadIdentity() // aspect ratio aspect := gl.GLdouble(gl.GLfloat(width) / gl.GLfloat(height)) // Set our perspective. // This code is equivalent to using gluPerspective as in the original tutorial. var fov, near, far gl.GLdouble fov = 45.0 near = 0.1 far = 100.0 top := gl.GLdouble(math.Tan(float64(fov*math.Pi/360.0))) * near bottom := -top left := aspect * bottom right := aspect * top gl.Frustum(float64(left), float64(right), float64(bottom), float64(top), float64(near), float64(far)) // Make sure we're changing the model view and not the projection gl.MatrixMode(gl.MODELVIEW) // Reset the view gl.LoadIdentity() }
func initStars() { // Create the first stars for loop, _ := range stars { stars[loop] = &Star{ angle: 0.0, dist: (gl.GLfloat(loop) / gl.GLfloat(num)) * 5.0, r: gl.GLubyte(rand.Float32() * 255), g: gl.GLubyte(rand.Float32() * 255), b: gl.GLubyte(rand.Float32() * 255), } } }
func atof(s []byte) gl.GLfloat { f, err := strconv.ParseFloat(string(s), 32) if err != nil { panic(err) } return gl.GLfloat(f) }
// Here goes our drawing code func drawGLScene(sector Sector) { xtrans := gl.GLfloat(-xpos) ztrans := gl.GLfloat(-zpos) ytrans := gl.GLfloat(-walkbias - 0.25) scenroty := gl.GLfloat(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(float32(lookupdown), 1.0, 0.0, 0.0) // Rotate depending on direction player is facing gl.Rotatef(float32(scenroty), 0.0, 1.0, 0.0) // translate the scene based on player position gl.Translatef(float32(xtrans), float32(ytrans), float32(ztrans)) gl.BindTexture(gl.TEXTURE_2D, uint(textures[filter])) for _, vertices := range sector { gl.Begin(gl.TRIANGLES) for _, triangle := range *vertices { gl.Normal3f(0.0, 0.0, 1.0) gl.TexCoord2f(float32(triangle.u), float32(triangle.v)) gl.Vertex3f(float32(triangle.x), float32(triangle.y), float32(triangle.z)) } gl.End() } // Draw to the screen sdl.GL_SwapBuffers() // Gather our frames per second frames++ t := sdl.GetTicks() if t-t0 >= 5000 { seconds := (t - t0) / 1000.0 fps := frames / seconds fmt.Println(frames, "frames in", seconds, "seconds =", fps, "FPS") t0 = t frames = 0 } }
// Here goes our drawing code func drawGLScene() { // Clear the screen and depth buffer gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) gl.BindTexture(gl.TEXTURE_2D, uint(texture)) for loop, star := range stars { gl.LoadIdentity() gl.Translatef(0.0, 0.0, float32(zoom)) gl.Rotatef(float32(tilt), 1.0, 0.0, 0.0) gl.Rotatef(float32(star.angle), 0.0, 1.0, 0.0) gl.Translatef(float32(star.dist), 0.0, 0.0) gl.Rotatef(float32(-star.angle), 0.0, 1.0, 0.0) gl.Rotatef(float32(-tilt), 1.0, 0.0, 0.0) if twinkle { other := stars[(num-loop)-1] gl.Color4ub(uint8(other.r), uint8(other.g), uint8(other.b), 255) gl.Begin(gl.QUADS) gl.TexCoord2f(0.0, 0.0) gl.Vertex3f(-1.0, -1.0, 0.0) gl.TexCoord2f(1.0, 0.0) gl.Vertex3f(1.0, -1.0, 0.0) gl.TexCoord2f(1.0, 1.0) gl.Vertex3f(1.0, 1.0, 0.0) gl.TexCoord2f(0.0, 1.0) gl.Vertex3f(-1.0, 1.0, 0.0) gl.End() } gl.Rotatef(float32(spin), 0.0, 0.0, 1.0) gl.Color4ub(uint8(star.r), uint8(star.g), uint8(star.b), 255) gl.Begin(gl.QUADS) gl.TexCoord2f(0.0, 0.0) gl.Vertex3f(-1.0, -1.0, 0.0) gl.TexCoord2f(1.0, 0.0) gl.Vertex3f(1.0, -1.0, 0.0) gl.TexCoord2f(1.0, 1.0) gl.Vertex3f(1.0, 1.0, 0.0) gl.TexCoord2f(0.0, 1.0) gl.Vertex3f(-1.0, 1.0, 0.0) gl.End() spin += 0.01 star.angle += gl.GLfloat(loop) / gl.GLfloat(num) star.dist -= 0.01 if star.dist < 0.0 { star.dist += 5.0 star.r = gl.GLubyte(rand.Float32() * 255) star.g = gl.GLubyte(rand.Float32() * 255) star.b = gl.GLubyte(rand.Float32() * 255) } } // Draw to the screen sdl.GL_SwapBuffers() // Gather our frames per second frames++ t := sdl.GetTicks() if t-t0 >= 5000 { seconds := (t - t0) / 1000.0 fps := frames / seconds fmt.Println(frames, "frames in", seconds, "seconds =", fps, "FPS") t0 = t frames = 0 } }