func drawScene() { gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) gl.LoadIdentity() gl.Translatef(-1.5, 0, -6) gl.Rotatef(trisAngle, 0, 1, 0) gl.Begin(gl.TRIANGLES) gl.Color3f(1, 0, 0) gl.Vertex3f(0, 1, 0) gl.Color3f(0, 1, 0) gl.Vertex3f(-1, -1, 0) gl.Color3f(0, 0, 1) gl.Vertex3f(1, -1, 0) gl.End() gl.LoadIdentity() gl.Translatef(1.5, 0, -6) gl.Rotatef(quadAngle, 1, 0, 0) gl.Color3f(0.5, 0.5, 1.0) gl.Begin(gl.QUADS) gl.Vertex3f(-1, 1, 0) gl.Vertex3f(1, 1, 0) gl.Vertex3f(1, -1, 0) gl.Vertex3f(-1, -1, 0) gl.End() trisAngle += 0.2 quadAngle -= 0.15 glfw.SwapBuffers() }
func draw() { // 从这里开始进行所有的绘制 gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) // 清除屏幕和深度缓存 gl.LoadIdentity() // 重置当前的模型观察矩阵 gl.Translatef(-1.5, 0.0, -6.0) // 左移 1.5 单位,并移入屏幕 6.0 gl.Rotatef(rtri, 0.0, 1.0, 0.0) // 绕Y轴旋转三角形 gl.Begin(gl.TRIANGLES) // 绘制三角形 gl.Color3f(1.0, 0.0, 0.0) // 设置当前色为红色 gl.Vertex3f(0.0, 1.0, 0.0) // 上顶点 gl.Color3f(0.0, 1.0, 0.0) // 设置当前色为绿色 gl.Vertex3f(-1.0, -1.0, 0.0) // 左下 gl.Color3f(0.0, 0.0, 1.0) // 设置当前色为蓝色 gl.Vertex3f(1.0, -1.0, 0.0) // 右下 gl.End() // 三角形绘制结束 gl.LoadIdentity() // 重置当前的模型观察矩阵 gl.Translatef(1.5, 0.0, -6.0) // 右移1.5单位,并移入屏幕 6.0 gl.Rotatef(rquad, 1.0, 0.0, 0.0) // 绕X轴旋转四边形 gl.Color3f(0.5, 0.5, 1.0) // 一次性将当前色设置为蓝色 gl.Begin(gl.QUADS) // 绘制正方形 gl.Vertex3f(-1.0, 1.0, 0.0) // 左上 gl.Vertex3f(1.0, 1.0, 0.0) // 右上 gl.Vertex3f(1.0, -1.0, 0.0) // 左下 gl.Vertex3f(-1.0, -1.0, 0.0) // 右下 gl.End() rtri += 0.2 // 增加三角形的旋转变量 rquad -= 0.15 // 减少四边形的旋转变量 }
// Render a sphere with the correct orientation (poles along y-axis) // Also makes a correction to avoid lighting flicker. // TODO: Replace with geodesic func Sphere(radius float32, granularity int) { glh.With(glh.Matrix{gl.MODELVIEW}, func() { // Needed to avoid a strange lighting effect gl.Rotatef(90, 0, 1, 0) // Rotate so that poles are on the y-axis gl.Rotatef(90, 1, 0, 0) glu.Sphere(quadric, radius, granularity, granularity) }) }
func main() { var err error if err = glfw.Init(); err != nil { log.Fatalf("%v\n", err) return } defer glfw.Terminate() // Open window with FSAA samples (if possible). glfw.OpenWindowHint(glfw.FsaaSamples, 4) if err = glfw.OpenWindow(400, 400, 0, 0, 0, 0, 0, 0, glfw.Windowed); err != nil { log.Fatalf("%v\n", err) return } defer glfw.CloseWindow() glfw.SetWindowTitle("Aliasing Detector") glfw.SetSwapInterval(1) if samples := glfw.WindowParam(glfw.FsaaSamples); samples != 0 { fmt.Printf("Context reports FSAA is supported with %d samples\n", samples) } else { fmt.Printf("Context reports FSAA is unsupported\n") } gl.MatrixMode(gl.PROJECTION) glu.Perspective(0, 1, 0, 1) for glfw.WindowParam(glfw.Opened) == 1 { time := float32(glfw.Time()) gl.Clear(gl.COLOR_BUFFER_BIT) gl.LoadIdentity() gl.Translatef(0.5, 0, 0) gl.Rotatef(time, 0, 0, 1) gl.Enable(GL_MULTISAMPLE_ARB) gl.Color3f(1, 1, 1) gl.Rectf(-0.25, -0.25, 0.25, 0.25) gl.LoadIdentity() gl.Translatef(-0.5, 0, 0) gl.Rotatef(time, 0, 0, 1) gl.Disable(GL_MULTISAMPLE_ARB) gl.Color3f(1, 1, 1) gl.Rectf(-0.25, -0.25, 0.25, 0.25) glfw.SwapBuffers() } }
func drawScene() { gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) gl.LoadIdentity() // 重置当前矩阵 texture.Bind(gl.TEXTURE_2D) var x_m, y_m, z_m, u_m, v_m float32 xtrans := -xpos ztrans := -zpos ytrans := -walkbias - 0.25 sceneroty := 360.0 - yrot var numtriangles int gl.Rotatef(lookupdown, 1.0, 0, 0) gl.Rotatef(sceneroty, 0, 1.0, 0) gl.Translatef(xtrans, ytrans, ztrans) numtriangles = sector1.numtriangles // Process Each Triangle for loop_m := 0; loop_m < numtriangles; loop_m++ { gl.Begin(gl.TRIANGLES) gl.Normal3f(0.0, 0.0, 1.0) x_m = sector1.triangles[loop_m].vertex[0].x y_m = sector1.triangles[loop_m].vertex[0].y z_m = sector1.triangles[loop_m].vertex[0].z u_m = sector1.triangles[loop_m].vertex[0].u v_m = sector1.triangles[loop_m].vertex[0].v gl.TexCoord2f(u_m, v_m) gl.Vertex3f(x_m, y_m, z_m) x_m = sector1.triangles[loop_m].vertex[1].x y_m = sector1.triangles[loop_m].vertex[1].y z_m = sector1.triangles[loop_m].vertex[1].z u_m = sector1.triangles[loop_m].vertex[1].u v_m = sector1.triangles[loop_m].vertex[1].v gl.TexCoord2f(u_m, v_m) gl.Vertex3f(x_m, y_m, z_m) x_m = sector1.triangles[loop_m].vertex[2].x y_m = sector1.triangles[loop_m].vertex[2].y z_m = sector1.triangles[loop_m].vertex[2].z u_m = sector1.triangles[loop_m].vertex[2].u v_m = sector1.triangles[loop_m].vertex[2].v gl.TexCoord2f(u_m, v_m) gl.Vertex3f(x_m, y_m, z_m) gl.End() } }
// OpenGL draw function func draw() { gl.Clear(gl.COLOR_BUFFER_BIT) gl.Enable(gl.BLEND) gl.Enable(gl.POINT_SMOOTH) gl.Enable(gl.LINE_SMOOTH) gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) gl.LoadIdentity() gl.Begin(gl.LINES) gl.Color3f(.2, .2, .2) for i := range staticLines { x := staticLines[i].GetAsSegment().A.X y := staticLines[i].GetAsSegment().A.Y gl.Vertex3f(float32(x), float32(y), 0) x = staticLines[i].GetAsSegment().B.X y = staticLines[i].GetAsSegment().B.Y gl.Vertex3f(float32(x), float32(y), 0) } gl.End() gl.Color4f(.3, .3, 1, .8) // draw balls for _, ball := range balls { gl.PushMatrix() pos := ball.Body.Position() rot := ball.Body.Angle() * chipmunk.DegreeConst gl.Translatef(float32(pos.X), float32(pos.Y), 0.0) gl.Rotatef(float32(rot), 0, 0, 1) drawCircle(float64(ballRadius), 60) gl.PopMatrix() } }
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() 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, 0.0) /* 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 drawScene() { gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) texture.Bind(gl.TEXTURE_2D) for loop = 0; loop < num; loop++ { gl.LoadIdentity() // 绘制每颗星星之前,重置模型观察矩阵 gl.Translatef(0.0, 0.0, zoom) // 深入屏幕里面 gl.Rotatef(tilt, 1.0, 0.0, 0.0) // 倾斜视角 gl.Rotatef(ztilt, 0.0, 0.0, 1.0) // 倾斜视角 gl.Rotatef(star[loop].angle, 0.0, 1.0, 0.0) // 旋转至当前所画星星的角度 gl.Translatef(star[loop].dist, 0.0, 0.0) // 沿X轴正向移动 gl.Rotatef(-star[loop].angle, 0.0, 1.0, 0.0) // 取消当前星星的角度 gl.Rotatef(-ztilt, 0.0, 0.0, 1.0) // 取消屏幕倾斜 gl.Rotatef(-tilt, 1.0, 0.0, 0.0) // 取消屏幕倾斜 if twinkle { // 启用闪烁效果 // 使用byte型数值指定一个颜色 gl.Color4ub(star[(num-loop)-1].r, star[(num-loop)-1].g, star[(num-loop)-1].b, 255) gl.Begin(gl.QUADS) // 开始绘制纹理映射过的四边形 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() // 四边形绘制结束 } gl.Rotatef(spin, 0.0, 0.0, 1.0) // 绕z轴旋转星星 // 使用byte型数值指定一个颜色 gl.Color4ub(star[loop].r, star[loop].g, star[loop].b, 255) gl.Begin(gl.QUADS) // 开始绘制纹理映射过的四边形 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() // 四边形绘制结束 spin += 0.01 // 星星的公转 star[loop].angle += float32(loop) / num // 改变星星的自转角度 star[loop].dist -= 0.01 // 改变星星离中心的距离 if star[loop].dist < 0.0 { // 星星到达中心了么 star[loop].dist += 5 // 往外移5个单位 //fmt.Println(loop, star[loop].dist) star[loop].r = uint8(rand.Int() % 256) // 赋一个新红色分量 star[loop].g = uint8(rand.Int() % 256) // 赋一个新绿色分量 star[loop].b = uint8(rand.Int() % 256) // 赋一个新蓝色分量 } } }
func drawBlock(loc Loc, b *Block) { // Save current modelview matrix on to the stack gl.PushMatrix() // Move block gl.Translatef(loc.X, loc.Y, loc.Z) // Rotate block gl.Rotatef(b.Pitch, 1, 0, 0) gl.Rotatef(b.Yaw, 0, 1, 0) gl.Rotatef(b.Roll, 0, 0, 1) // Start specifying the vertices of quads. gl.Begin(gl.QUADS) for _, quad := range b.Quads { gl.Color3fv(quad.Color) for _, vertex := range quad.Vertices { gl.Vertex3fv(b.Vertices[vertex]) } } gl.End() // Restore old modelview matrix gl.PopMatrix() }
func renderSwitchBlocks(s *Switch) { // TODO constant v := SwitchSize / 2 x, y := float32(s.X+v), float32(s.Y+v) gl.LoadIdentity() gl.Translatef(x, y, 0) if s.rotate != 0 { gl.Rotatef(float32(s.rotate), 0, 0, 1) } bsf := float32(BlockSize - s.Z) padding := float32(BlockPadding) var b *Block // Render block top left b = g.level.blocks[s.line][s.col] if !b.Rendered { gl.PushMatrix() gl.Translatef(-bsf-padding, -bsf-padding, 0) renderBlock(b, bsf) gl.PopMatrix() b.Rendered = true } // Render block top right b = g.level.blocks[s.line][s.col+1] if !b.Rendered { gl.PushMatrix() gl.Translatef(padding, -bsf-padding, 0) renderBlock(b, bsf) gl.PopMatrix() b.Rendered = true } // Render block bottom right b = g.level.blocks[s.line+1][s.col+1] if !b.Rendered { gl.PushMatrix() gl.Translatef(padding, padding, 0) renderBlock(b, bsf) gl.PopMatrix() b.Rendered = true } // render block bottom left b = g.level.blocks[s.line+1][s.col] if !b.Rendered { gl.PushMatrix() gl.Translatef(-bsf-padding, padding, 0) renderBlock(b, bsf) gl.PopMatrix() b.Rendered = true } }
func drawScene() { gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) /// 清除屏幕及深度缓存 gl.LoadIdentity() /// 重置模型观察矩阵 gl.Translatef(-1.5, 0, -6) /// 左移 1.5 单位,并移入屏幕 6.0 gl.Rotatef(trisAngle, 0, 1, 0) ///以y为轴 参数:角度,X,Y,Z gl.Begin(gl.TRIANGLES) /// 绘制三角形 gl.Color3f(1, 0, 0) /// 设置当前色为红色 gl.Vertex3f(0, 1, 0) ///上顶点 gl.Color3f(0, 1, 0) /// 设置当前色为绿色 gl.Vertex3f(-1, -1, 0) /// 左下 gl.Color3f(0, 0, 1) ///设置当前色为蓝色 gl.Vertex3f(1, -1, 0) ///右下 gl.End() ///三角形绘制结束,三角形将被填充。 //但是因为每个顶点有不同的颜色,因此看起来颜色从每个角喷出,并刚好在三角形的中心汇合,三种颜色相互混合。这就是平滑着色。 /// 要让对象绕自身的轴旋转,必须让对象的中心坐标总是(0.0f,0,0f,0,0f),因此这里的四边形是满屏跑的 gl.LoadIdentity() ///将当前点移到了屏幕中心,X坐标轴从左至右,Y坐标轴从下至上,Z坐标轴从里至外。 ///OpenGL屏幕中心的坐标值是X和Y轴上的0.0f点。中心左面的坐标值是负值,右面是正值。移向屏幕顶端是正值,移向屏幕底端是负值。移入屏幕深处是负值,移出屏幕则是正值。 gl.Rotatef(quadAngle, 1, 0, 0) /// 以x为轴 gl.Translatef(1.5, 0, -6) ///以当前点为起始点移动?(是的)-6为距离 //gl.Translatef(3, 0, -6); ///右移3单位,看不见?(因为loadIdentity()置中了) gl.Color3f(0.5, 0.5, 1.0) ///一次性将当前色设置为蓝色 /// @note 顺时针绘制的正方形意味着我们所看见的是四边形的背面 gl.Begin(gl.QUADS) ///绘制正方形 gl.Vertex3f(-1, 1, 0) /// 左上 gl.Vertex3f(1, 1, 0) /// 右上 gl.Vertex3f(1, -1, 0) /// 右下 gl.Vertex3f(-1, -1, 0) /// 左下 gl.End() ///正方形绘制结束 trisAngle += 0.2 quadAngle -= 0.15 glfw.SwapBuffers() ///必须交换显示区才能展现 }
func redraw() { gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) gl.MatrixMode(gl.PROJECTION) gl.LoadIdentity() var viewport [4]int32 gl.GetIntegerv(gl.VIEWPORT, viewport[:4]) aspect := float64(viewport[2]) / float64(viewport[3]) glu.Perspective(60, aspect, 1, 100) gl.MatrixMode(gl.MODELVIEW) gl.LoadIdentity() gl.Translatef(POV.X, POV.Y, POV.Z) gl.Rotatef(POV.Pitch, 1, 0, 0) gl.Rotatef(POV.Yaw, 0, 1, 0) gl.Rotatef(POV.Roll, 0, 0, 1) for x, row := range World { for z, block := range row { drawBlock(translateCoordinates(x, 0, z), block) if x == CursorX && z == CursorZ { drawCursor() } } } }
func main() { err := initGL() if err != nil { log.Printf("InitGL: %v", err) return } defer glfw.Terminate() mb := createBuffer() defer mb.Release() // Perform the rendering. var angle float32 for glfw.WindowParam(glfw.Opened) > 0 { gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) gl.LoadIdentity() gl.Translatef(0, 0, -6) gl.Rotatef(angle, 1, 1, 1) // Render a solid cube at half the scale. gl.Scalef(0.2, 0.2, 0.2) gl.Enable(gl.COLOR_MATERIAL) gl.Enable(gl.POLYGON_OFFSET_FILL) gl.PolygonMode(gl.FRONT_AND_BACK, gl.FILL) mb.Render(gl.QUADS) // Render wireframe cubes, with incremental size. gl.Disable(gl.COLOR_MATERIAL) gl.Disable(gl.POLYGON_OFFSET_FILL) gl.PolygonMode(gl.FRONT_AND_BACK, gl.LINE) for i := 0; i < 50; i++ { scale := 0.004*float32(i) + 1.0 gl.Scalef(scale, scale, scale) mb.Render(gl.QUADS) } angle += 0.5 glfw.SwapBuffers() } }
func drawBall(angle float32, ball_x float32, ball_y float32) { gl.PushMatrix() gl.Color3f(1, 1, 1) gl.Translatef(ball_x, ball_y, 0.0) gl.Begin(gl.LINE_LOOP) for rad := 0.0; rad < 1.0; rad += 0.01 { gl.Vertex2f( float32(2.0*math.Cos(2.0*math.Pi*rad)), float32(2.0*math.Sin(2.0*math.Pi*rad)+0.2)) } gl.End() gl.Rotatef(angle, 0.0, 0.0, 1.0) gl.Begin(gl.LINE_STRIP) gl.Vertex2f(0, 0) gl.Vertex2f(2, 0) gl.End() gl.PopMatrix() }
func drawBorderAtXY(x, y float32, reverse int) { if x <= 80 || y <= 80 { return } gl.PushMatrix() gl.Translatef(x, y, 0) if reverse == 1 { gl.Rotatef(60, 0, 0, 1) } gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) gl.TexEnvf(gl.TEXTURE_ENV, gl.TEXTURE_ENV_MODE, gl.REPLACE) borderTex.Bind(gl.TEXTURE_2D) gl.Begin(gl.QUADS) gl.TexCoord2f(0, 0) gl.Vertex2i(-38, -38) gl.TexCoord2f(0, 1) gl.Vertex2i(-38, 38) gl.TexCoord2f(1, 1) gl.Vertex2i(38, 38) gl.TexCoord2f(1, 0) gl.Vertex2i(38, -38) gl.End() gl.PopMatrix() }
func draw() { // 从这里开始进行所有的绘制 gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) // 清除屏幕和深度缓存 gl.LoadIdentity() // 重置当前的模型观察矩阵 gl.Translatef(-1.5, 0.0, -6.0) // 左移 1.5 单位,并移入屏幕 6.0 gl.Rotatef(rtri, 0.0, 1.0, 0.0) // 绕Y轴旋转三角形 gl.Begin(gl.TRIANGLES) // 绘制三角形 gl.Color3f(1.0, 0.0, 0.0) // 设置当前色为红色 gl.Vertex3f(0.0, 1.0, 0.0) // 三角形的上顶点 (前侧面) gl.Color3f(0.0, 1.0, 0.0) // 设置当前色为绿色 gl.Vertex3f(-1.0, -1.0, 1.0) // 三角形的左下顶点 (前侧面) gl.Color3f(0.0, 0.0, 1.0) // 设置当前色为蓝色 gl.Vertex3f(1.0, -1.0, 1.0) // 三角形的右下顶点 (前侧面) gl.Color3f(1.0, 0.0, 0.0) // 设置当前色为红色 gl.Vertex3f(0.0, 1.0, 0.0) // 三角形的上顶点 (右侧面) gl.Color3f(0.0, 0.0, 1.0) // 设置当前色为蓝色 gl.Vertex3f(1.0, -1.0, 1.0) // 三角形的左下顶点 (右侧面) gl.Color3f(0.0, 1.0, 0.0) // 设置当前色为绿色 gl.Vertex3f(1.0, -1.0, -1.0) // 三角形的右下顶点 (右侧面) gl.Color3f(1.0, 0.0, 0.0) // 设置当前色为红色 gl.Vertex3f(0.0, 1.0, 0.0) // 三角形的上顶点 (后侧面) gl.Color3f(0.0, 0.0, 1.0) // 设置当前色为蓝色 gl.Vertex3f(1.0, -1.0, -1.0) // 三角形的左下顶点 (后侧面) gl.Color3f(0.0, 1.0, 0.0) // 设置当前色为绿色 gl.Vertex3f(-1.0, -1.0, -1.0) // 三角形的右下顶点 (后侧面) gl.Color3f(1.0, 0.0, 0.0) // 设置当前色为红色 gl.Vertex3f(0.0, 1.0, 0.0) // 三角形的上顶点 (左侧面) gl.Color3f(0.0, 0.0, 1.0) // 设置当前色为蓝色 gl.Vertex3f(-1.0, -1.0, -1.0) // 三角形的左下顶点 (左侧面) gl.Color3f(0.0, 1.0, 0.0) // 设置当前色为绿色 gl.Vertex3f(-1.0, -1.0, 1.0) // 三角形的右下顶点 (左侧面) gl.End() // 三角形侧面绘制结束 gl.Begin(gl.QUADS) // 三角形底面绘制形 gl.Vertex3f(1.0, -1.0, -1.0) // 四边形的右上顶点 (底面) gl.Vertex3f(-1.0, -1.0, -1.0) // 四边形的左上顶点 (底面) gl.Vertex3f(-1.0, -1.0, 1.0) // 四边形的左下顶点 (底面) gl.Vertex3f(1.0, -1.0, 1.0) // 四边形的右下顶点 (底面) gl.End() // 三角形底面绘制结束 gl.LoadIdentity() // 重置当前的模型观察矩阵 gl.Translatef(1.5, 0.0, -7.0) // 右移1.5单位,并移入屏幕 6.0 gl.Rotatef(rquad, 1.0, 1.0, 1.0) // 绕X轴旋转四边形 gl.Begin(gl.QUADS) // 绘制正方形 gl.Color3f(1.0, 0.0, 0.0) // 一次性将当前色设置为红色 gl.Vertex3f(1.0, 1.0, -1.0) // 四边形的右上顶点 (顶面) gl.Vertex3f(-1.0, 1.0, -1.0) // 四边形的左上顶点 (顶面) gl.Vertex3f(-1.0, 1.0, 1.0) // 四边形的左下顶点 (顶面) gl.Vertex3f(1.0, 1.0, 1.0) // 四边形的右下顶点 (顶面) gl.Color3f(1.0, 0.5, 0.0) // 一次性将当前色设置为橙色 gl.Vertex3f(1.0, 1.0, 1.0) // 四边形的右上顶点 (前面) gl.Vertex3f(-1.0, 1.0, 1.0) // 四边形的左上顶点 (前面) gl.Vertex3f(-1.0, -1.0, 1.0) // 四边形的左下顶点 (前面) gl.Vertex3f(1.0, -1.0, 1.0) // 四边形的右下顶点 (前面) gl.Color3f(0.0, 0.0, 1.0) // 一次性将当前色设置为绿色 gl.Vertex3f(1.0, 1.0, -1.0) // 四边形的右上顶点 (右面) gl.Vertex3f(1.0, 1.0, 1.0) // 四边形的左上顶点 (右面) gl.Vertex3f(1.0, -1.0, 1.0) // 四边形的左下顶点 (右面) gl.Vertex3f(1.0, -1.0, -1.0) // 四边形的右下顶点 (右面) gl.Color3f(0.0, 1.0, 0.0) // 一次性将当前色设置为蓝色 gl.Vertex3f(-1.0, 1.0, -1.0) // 四边形的右上顶点 (后面) gl.Vertex3f(1.0, 1.0, -1.0) // 四边形的左上顶点 (后面) gl.Vertex3f(1.0, -1.0, -1.0) // 四边形的左下顶点 (后面) gl.Vertex3f(-1.0, -1.0, -1.0) // 四边形的右下顶点 (后面) gl.Color3f(1.0, 1.0, 0.0) // 一次性将当前色设置为黄色 gl.Vertex3f(-1.0, 1.0, 1.0) // 四边形的右上顶点 (左面) gl.Vertex3f(-1.0, 1.0, -1.0) // 四边形的左上顶点 (左面) gl.Vertex3f(-1.0, -1.0, -1.0) // 四边形的左下顶点 (左面) gl.Vertex3f(-1.0, -1.0, 1.0) // 四边形的右下顶点 (左面) gl.Color3f(1.0, 1.0, 1.0) // 一次性将当前色设置为白色 gl.Vertex3f(1.0, -1.0, -1.0) // 四边形的右上顶点 (底面) gl.Vertex3f(-1.0, -1.0, -1.0) // 四边形的左上顶点 (底面) gl.Vertex3f(-1.0, -1.0, 1.0) // 四边形的左下顶点 (底面) gl.Vertex3f(1.0, -1.0, 1.0) // 四边形的右下顶点 (底面) gl.End() rtri += 0.2 // 增加三角形的旋转变量 rquad -= 0.15 // 减少四边形的旋转变量 }
func drawScene() { gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) /// 清除屏幕及深度缓存 gl.LoadIdentity() /// 重置模型观察矩阵 gl.Translatef(0, 0, -5) /// 并移入屏幕 5.0 gl.Rotatef(rotation[0], 1, 0, 0) ///以x为轴旋转 参数:角度,X,Y,Z gl.Rotatef(rotation[1], 0, 1, 0) gl.Rotatef(rotation[2], 0, 0, 1) rotation[0] += 0.3 rotation[1] += 0.2 rotation[2] += 0.4 /* 选择我们使用的纹理。如果您在您的场景中使用多个纹理, 应该使用来 glBindTexture(GL_TEXTURE_2D, texture[ 所使用纹理对应的数字 ]) 选择要绑定的纹理。 当想改变纹理时,应该绑定新的纹理。有一点值得指出的是,您不能在 glBegin() 和 glEnd() 之间绑定纹理, 必须在 glBegin() 之前或 glEnd() 之后绑定。注意在后面是如何使用 glBindTexture 来指定和绑定纹理的。 */ textures[0].Bind(gl.TEXTURE_2D) ///选择纹理 /* 为了将纹理正确的映射到四边形上,必须将纹理的右上角映射到四边形的右上角,纹理的左上角映射到四边形的左上角, 纹理的右下角映射到四边形的右下角,纹理的左下角映射到四边形的左下角。 如果映射错误的话,图像显示时可能上下颠倒,侧向一边或者什么都不是。 glTexCoord2f 的第一个参数是X坐标。 0.0f 是纹理的左侧。 0.5f 是纹理的中点, 1.0f 是纹理的右侧。 glTexCoord2f 的第二个参数是Y坐标。 0.0f 是纹理的底部。 0.5f 是纹理的中点, 1.0f 是纹理的顶部。 所以纹理的左上坐标是 X:0.0f,Y:1.0f ,四边形的左上顶点是 X: -1.0f,Y:1.0f 。其余三点依此类推。 */ gl.Begin(gl.QUADS) ///绘制正方形 gl.TexCoord2f(0, 0) ///前面 gl.Vertex3f(-1, -1, 1) ///左下 gl.TexCoord2f(1, 0) gl.Vertex3f(1, -1, 1) ///右下 gl.TexCoord2f(1, 1) gl.Vertex3f(1, 1, 1) ///右上 gl.TexCoord2f(0, 1) gl.Vertex3f(-1, 1, 1) ///左上 gl.TexCoord2d(1, 0) ///后面 gl.Vertex3f(-1, -1, -1) ///右下 gl.TexCoord2d(1, 1) gl.Vertex3f(-1, 1, -1) ///右上 gl.TexCoord2d(0, 1) gl.Vertex3f(1, 1, -1) ///左上 gl.TexCoord2d(0, 0) gl.Vertex3f(1, -1, -1) //左下 gl.TexCoord2d(0, 1) ///上面 gl.Vertex3f(-1, 1, -1) gl.TexCoord2d(0, 0) gl.Vertex3f(-1, 1, 1) gl.TexCoord2d(1, 0) gl.Vertex3f(1, 1, 1) gl.TexCoord2d(1, 1) gl.Vertex3f(1, 1, -1) gl.TexCoord2d(1, 1) ///下面 gl.Vertex3f(-1, -1, -1) gl.TexCoord2d(0, 1) gl.Vertex3f(1, -1, -1) gl.TexCoord2d(0, 0) gl.Vertex3f(1, -1, 1) gl.TexCoord2d(1, 0) gl.Vertex3f(-1, -1, -1) gl.TexCoord2d(1, 0) ///右面 gl.Vertex3f(1, -1, -1) gl.TexCoord2d(1, 1) gl.Vertex3f(1, 1, -1) gl.TexCoord2d(0, 1) gl.Vertex3f(1, 1, 1) gl.TexCoord2d(0, 0) gl.Vertex3f(1, -1, 1) gl.TexCoord2d(0, 0) ///左面 gl.Vertex3f(-1, -1, -1) gl.TexCoord2d(1, 0) gl.Vertex3f(-1, -1, 1) gl.TexCoord2d(1, 1) gl.Vertex3f(-1, 1, 1) gl.TexCoord2d(0, 1) gl.Vertex3f(-1, 1, -1) gl.End() ///正方形绘制结束 glfw.SwapBuffers() ///必须交换显示区才能展现 }
func renderHexMap() { gl.Enable(gl.TEXTURE_2D) gl.Enable(gl.BLEND) gl.Disable(gl.DEPTH_TEST) wallpaper.Bind(gl.TEXTURE_2D) gl.TexEnvf(gl.TEXTURE_ENV, gl.TEXTURE_ENV_MODE, gl.REPLACE) gl.Begin(gl.QUADS) gl.TexCoord2f(0, 0) gl.Vertex2i(0, 0) gl.TexCoord2f(0, 1) gl.Vertex2i(0, 768) gl.TexCoord2f(1, 1) gl.Vertex2i(1024, 768) gl.TexCoord2f(1, 0) gl.Vertex2i(1024, 0) gl.End() gl.TexEnvf(gl.TEXTURE_ENV, gl.TEXTURE_ENV_MODE, gl.DECAL) gl.TexEnvf(gl.TEXTURE_ENV, gl.TEXTURE_ENV_MODE, gl.MODULATE) gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) gl.PushMatrix() gl.Translatef(80, 80, 0) for x := 0; x < 10; x++ { maxy := 8 topy := 19 if x%2 == 1 { maxy = 9 topy = 0 } starty := 0 for y := starty; y < maxy; y++ { if currExX > -1 && currExY > -1 && starRotate { if y == currExY && x == currExX || y == currExY+1 && x == currExX || y == currExY-1 && x == currExX || currExX%2 == 0 && ((currExX == x-1 || currExX == x+1) && currExY == y-1 || (currExX == x-1 || currExX == x+1) && currExY == y) || currExX%2 == 1 && ((currExX == x-1 || currExX == x+1) && currExY == y || (currExX == x-1 || currExX == x+1) && currExY == y+1) { continue } } else if timesToRotate > 0 { // if y == currExY && x == currExX || currExX%2 == 0 && (x == currExX+1 && y == currExY || x == currExX+1 && y == currExY+1) || currExX%2 == 1 && (x == currExX+1 && y == currExY || x == currExX+1 && y == currExY-1) { // continue // } found := false for _, v := range selectedHex { if y == v[1] && x == v[0] { found = true break } } if found { continue } } found := false for _, v := range currentMatches { if scale > 0 && v[0] == x && v[1] == y || scale <= 0 && v[0] == x && v[1] >= y { found = true break } } for _, v := range starMatches { if starAlpha > 0 && v[0] == x && v[1] == y || starAlpha <= 0 && v[0] == x && v[1] >= y { found = true break } } if found || len(currStarCenter) > 0 && currStarCenter[0] == x && currStarCenter[1] == y { continue } gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) drawHex(x*33, topy+y*38, hexMap[x][y], 1) } } gl.PopMatrix() if len(currentMatches) > 0 || len(starMatches) > 0 { mouseLock = true if len(currentMatches) > 0 && scale > 0 { scale -= 0.1 for _, v := range currentMatches { gl.PushMatrix() topy := 19 if v[0]%2 == 1 { topy = 0 } gl.Translatef(float32(v[0]*33+102), float32(v[1]*38+topy+94), 0) gl.Scalef(scale, scale, 1) gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) drawHex(-22, -14, hexMap[v[0]][v[1]], 1) gl.PopMatrix() } } else if len(starMatches) > 0 && starAlpha > 0 { starAlpha -= 0.05 // starAlpha = 0.7 starScale += 0.05 // starScale = 1.4 gl.PushMatrix() topy := 19 pm := 0 if currStarCenter[0]%2 == 1 { topy = 0 pm = -1 } gl.Translatef(float32(currStarCenter[0]*33+102), float32(currStarCenter[1]*38+topy+94), 0) drawHex(-22, -14, 6, 1) gl.PopMatrix() gl.PushMatrix() gl.Translatef(float32(currStarCenter[0]*33+102), float32(currStarCenter[1]*38+topy+94), 0) gl.Scalef(starScale, starScale, 1) drawHex(-22, -14-HEX_HEIGHT, hexMap[currStarCenter[0]][currStarCenter[1]-1], starAlpha) drawHex(-22, -20+HEX_HEIGHT, hexMap[currStarCenter[0]][currStarCenter[1]+1], starAlpha) drawHex(-52, -36, hexMap[currStarCenter[0]-1][currStarCenter[1]+pm], starAlpha) drawHex(-52, -40+HEX_HEIGHT, hexMap[currStarCenter[0]-1][currStarCenter[1]+pm+1], starAlpha) drawHex(8, -36, hexMap[currStarCenter[0]+1][currStarCenter[1]+pm], starAlpha) drawHex(8, -40+HEX_HEIGHT, hexMap[currStarCenter[0]+1][currStarCenter[1]+pm+1], starAlpha) gl.PopMatrix() } else { if fallticks == 0 { animateFall = make([]*freefall, 0) for x := 0; x < 10; x++ { topy := 19 if x%2 == 1 { topy = 0 } fromy := -1 for _, v := range currentMatches { if v[0] != x { continue } if v[1] > fromy { fromy = v[1] } } for _, v := range starMatches { if v[0] != x { continue } if v[1] > fromy { fromy = v[1] } } if fromy == -1 { continue } for y := fromy; y >= 0; y-- { found := false for _, v := range currentMatches { if v[0] == x && v[1] == y { found = true break } } for _, v := range starMatches { if v[0] == x && v[1] == y { found = true break } } if found { continue } animateFall = append(animateFall, &freefall{x, y, getFallTargetY(x, y), math.Pow(float64(y), 2)/16 + 0.5}) gl.PushMatrix() gl.Translatef(float32(x*33+102), float32(y*38+topy+94), 0) gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) drawHex(-22, -14, hexMap[x][y], 1) gl.PopMatrix() } } fallticks++ } else { stillFalling := 0 for _, v := range animateFall { topy := 19 if v.x%2 == 1 { topy = 0 } newy := v.accel * math.Pow(float64(fallticks), 2) / 2 gl.PushMatrix() gl.Translatef(float32(v.x*33+102), float32(math.Min(float64(v.y*38+topy+94)+newy, float64(v.targetY*38+topy+94))), 0) gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) drawHex(-22, -14, hexMap[v.x][v.y], 1) gl.PopMatrix() if float64(v.y*38+topy+94)+newy < float64(v.targetY*38+topy+94) { stillFalling++ } } fallticks++ if stillFalling == 0 { starScale = 1 starAlpha = 0 removeHexAndGenNew(currentMatches) makeStarAndGenNew(starMatches) currentMatches = checkHexMap() starMatches = checkHexStar() currStarCenter = []int{} scale = 1 fallticks = 0 mouseLock = false fmt.Println("Mouse unlocked 1") animateFall = nil } } } } if currExX > -1 && currExY > -1 { gl.PushMatrix() topy := 19 if currExX%2 == 1 { topy = 0 } if starRotate { timesToRotate = 0 gl.Translatef(float32(currExX*33+102), float32(currExY*38+topy+94), 0) gl.Scalef(1.3, 1.3, 1) gl.Rotatef(rotate, 0, 0, 1) drawHex(-22, -14, 6, 1) drawHex(-22, -14-HEX_HEIGHT, hexMap[currExX][currExY-1], 1) drawHex(-22, -20+HEX_HEIGHT, hexMap[currExX][currExY+1], 1) pm := 0 if currExX%2 == 1 { pm = -1 } drawHex(-52, -36, hexMap[currExX-1][currExY+pm], 1) drawHex(-52, -40+HEX_HEIGHT, hexMap[currExX-1][currExY+pm+1], 1) drawHex(8, -36, hexMap[currExX+1][currExY+pm], 1) drawHex(8, -40+HEX_HEIGHT, hexMap[currExX+1][currExY+pm+1], 1) } else { // gl.Translatef(float32(currExX*33+HEX_WIDTH+80), float32(currExxY*38+topy+20+80), 0) gl.Translatef(float32(prevSelectPos[0]), float32(prevSelectPos[1]), 0) gl.Scalef(1.3, 1.3, 1) gl.Rotatef(rotate, 0, 0, 1) for _, v := range selectedHex { switch v[2] { case 1: drawHex(-32, -34, hexMap[v[0]][v[1]], 1) case 2: drawHex(0, -17, hexMap[v[0]][v[1]], 1) case 3: drawHex(-32, 0, hexMap[v[0]][v[1]], 1) case 4: drawHex(-44, -19, hexMap[v[0]][v[1]], 1) case 5: drawHex(-12, -36, hexMap[v[0]][v[1]], 1) case 6: drawHex(-12, -2, hexMap[v[0]][v[1]], 1) } } // if currExX%2 == 0 { // gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) // drawHex(-12, -36, hexMap[currExX+1][currExY], 1) // } else { // gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) // drawHex(-12, -36, hexMap[currExX+1][currExY-1], 1) // } // gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) // drawHex(-44, -19, hexMap[currExX][currExY], 1) // if currExX%2 == 0 { // gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) // drawHex(-12, -2, hexMap[currExX+1][currExY+1], 1) // } else { // gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) // drawHex(-12, -2, hexMap[currExX+1][currExY], 1) // } } gl.PopMatrix() if !starRotate && rotate < 120 { rotate += 15 // rotate = 15 } else if starRotate && rotate < 60 { rotate += 6 } else { if starRotate { if currExX%2 == 0 { hexMap[currExX][currExY-1], hexMap[currExX+1][currExY], hexMap[currExX+1][currExY+1], hexMap[currExX][currExY+1], hexMap[currExX-1][currExY+1], hexMap[currExX-1][currExY] = hexMap[currExX-1][currExY], hexMap[currExX][currExY-1], hexMap[currExX+1][currExY], hexMap[currExX+1][currExY+1], hexMap[currExX][currExY+1], hexMap[currExX-1][currExY+1] } else { hexMap[currExX][currExY-1], hexMap[currExX+1][currExY-1], hexMap[currExX+1][currExY], hexMap[currExX][currExY+1], hexMap[currExX-1][currExY], hexMap[currExX-1][currExY-1] = hexMap[currExX-1][currExY-1], hexMap[currExX][currExY-1], hexMap[currExX+1][currExY-1], hexMap[currExX+1][currExY], hexMap[currExX][currExY+1], hexMap[currExX-1][currExY] } } else { v2 := make([][]int, 3) for _, v := range selectedHex { idx := 0 switch v[2] { case 1, 4: idx = 0 case 2, 5: idx = 1 case 3, 6: idx = 2 } v2[idx] = []int{v[0], v[1]} fmt.Println(idx, v[0], v[1]) } hexMap[v2[0][0]][v2[0][1]], hexMap[v2[1][0]][v2[1][1]], hexMap[v2[2][0]][v2[2][1]] = hexMap[v2[2][0]][v2[2][1]], hexMap[v2[0][0]][v2[0][1]], hexMap[v2[1][0]][v2[1][1]] } starMatches = checkHexStar() if len(starMatches) > 6 { fmt.Println(starMatches) } if len(starMatches) >= 6 { timesToRotate = 0 rotate = 0 currExX = -1 currExY = -1 starScale = 1 starAlpha = 1 starRotate = false currStarCenter = getStarCenter(starMatches) hexMap[currStarCenter[0]][currStarCenter[1]] = 6 // makeStarAndGenNew(starMatches) } else { matches := checkHexMap() if len(matches) > 0 { currentMatches = matches scale = 1 currExX = -1 currExY = -1 rotate = 0 timesToRotate = 0 starRotate = false } else { if timesToRotate == 0 { currExX = -1 currExY = -1 rotate = 0 timesToRotate = 0 starRotate = false mouseLock = false fmt.Println("Mouse unlocked 3") } rotate = 0 timesToRotate-- } } } } if !mouseLock { prevSelectPos = calcClosestCenter(posX, posY) drawBorderAtXY(float32(prevSelectPos[0]), float32(prevSelectPos[1]), prevSelectPos[2]) } gl.Flush() gl.Disable(gl.TEXTURE_2D) gl.Disable(gl.BLEND) }
func drawScene() { gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) gl.LoadIdentity() gl.Translatef(0, 0, z) gl.Rotatef(rotation[0], 1, 0, 0) gl.Rotatef(rotation[1], 0, 1, 0) rotation[0] += speed[0] rotation[1] += speed[1] textures[filter].Bind(gl.TEXTURE_2D) gl.Begin(gl.QUADS) // Front Face gl.Normal3f(0, 0, 1) // Normal Pointing Towards Viewer gl.TexCoord2f(0, 0) gl.Vertex3f(-1, -1, 1) // Point 1 (Front) gl.TexCoord2f(1, 0) gl.Vertex3f(1, -1, 1) // Point 2 (Front) gl.TexCoord2f(1, 1) gl.Vertex3f(1, 1, 1) // Point 3 (Front) gl.TexCoord2f(0, 1) gl.Vertex3f(-1, 1, 1) // Point 4 (Front) // Back Face gl.Normal3f(0, 0, -1) // Normal Pointing Away From Viewer gl.TexCoord2f(1, 0) gl.Vertex3f(-1, -1, -1) // Point 1 (Back) gl.TexCoord2f(1, 1) gl.Vertex3f(-1, 1, -1) // Point 2 (Back) gl.TexCoord2f(0, 1) gl.Vertex3f(1, 1, -1) // Point 3 (Back) gl.TexCoord2f(0, 0) gl.Vertex3f(1, -1, -1) // Point 4 (Back) // Top Face gl.Normal3f(0, 1, 0) // Normal Pointing Up gl.TexCoord2f(0, 1) gl.Vertex3f(-1, 1, -1) // Point 1 (Top) gl.TexCoord2f(0, 0) gl.Vertex3f(-1, 1, 1) // Point 2 (Top) gl.TexCoord2f(1, 0) gl.Vertex3f(1, 1, 1) // Point 3 (Top) gl.TexCoord2f(1, 1) gl.Vertex3f(1, 1, -1) // Point 4 (Top) // Bottom Face gl.Normal3f(0, -1, 0) // Normal Pointing Down gl.TexCoord2f(1, 1) gl.Vertex3f(-1, -1, -1) // Point 1 (Bottom) gl.TexCoord2f(0, 1) gl.Vertex3f(1, -1, -1) // Point 2 (Bottom) gl.TexCoord2f(0, 0) gl.Vertex3f(1, -1, 1) // Point 3 (Bottom) gl.TexCoord2f(1, 0) gl.Vertex3f(-1, -1, 1) // Point 4 (Bottom) // Right face gl.Normal3f(1, 0, 0) // Normal Pointing Right gl.TexCoord2f(1, 0) gl.Vertex3f(1, -1, -1) // Point 1 (Right) gl.TexCoord2f(1, 1) gl.Vertex3f(1, 1, -1) // Point 2 (Right) gl.TexCoord2f(0, 1) gl.Vertex3f(1, 1, 1) // Point 3 (Right) gl.TexCoord2f(0, 0) gl.Vertex3f(1, -1, 1) // Point 4 (Right) // Left Face gl.Normal3f(-1, 0, 0) // Normal Pointing Left gl.TexCoord2f(0, 0) gl.Vertex3f(-1, -1, -1) // Point 1 (Left) gl.TexCoord2f(1, 0) gl.Vertex3f(-1, -1, 1) // Point 2 (Left) gl.TexCoord2f(1, 1) gl.Vertex3f(-1, 1, 1) // Point 3 (Left) gl.TexCoord2f(0, 1) gl.Vertex3f(-1, 1, -1) gl.End() glfw.SwapBuffers() }
func main() { if err := glfw.Init(); err != nil { log.Fatal(err.Error()) } if err := glfw.OpenWindow(800, 600, 8, 8, 8, 8, 32, 0, glfw.Windowed); err != nil { glfw.Terminate() log.Fatal(err.Error()) } glfw.SetWindowTitle("Landscapes") glfw.SetSwapInterval(1) m := GenerateMap(160, 160, 16) m.BuildVertices() gl.Enable(gl.LIGHT0) gl.Enable(gl.LIGHTING) gl.Lightfv(gl.LIGHT0, gl.POSITION, []float32{0, 1, 0.2, 0}) gl.Lightfv(gl.LIGHT0, gl.AMBIENT, []float32{0.0, 0.0, 0.0, 1}) gl.Lightfv(gl.LIGHT0, gl.DIFFUSE, []float32{0.75, 0.75, 0.75, 1}) gl.Lightfv(gl.LIGHT0, gl.SPECULAR, []float32{1, 1, 1, 1}) gl.ShadeModel(gl.SMOOTH) gl.ClearColor(0.1, 0.05, 0.0, 1.0) far := 4096.0 fov := 60.0 gl.MatrixMode(gl.PROJECTION) gl.LoadIdentity() glu.Perspective(fov, 800.0/600, 1.0, far) gl.MatrixMode(gl.MODELVIEW) rot := float32(0.0) for glfw.WindowParam(glfw.Opened) == 1 { rot += 0.125 gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) gl.LoadIdentity() gl.Enable(gl.DEPTH_TEST) gl.DepthFunc(gl.LEQUAL) cx := float32(m.width*m.gridSize) * 0.5 cy := float32(m.maxHeight) * 0.15 cz := float32(m.depth*m.gridSize) * 0.5 gl.Translatef(0, 0, -2000) gl.Rotatef(30, 1, 0, 0) gl.Rotatef(rot, 0, 1, 0) gl.Translatef(-cx, -cy, -cz) m.Draw() glfw.SwapBuffers() } glfw.Terminate() }
func main() { var err error if err = glfw.Init(); err != nil { fmt.Fprintf(os.Stderr, "[e] %v\n", err) return } defer glfw.Terminate() w, h := 1980, 1080 // w, h := 1280, 768 if err = glfw.OpenWindow(w, h, 8, 8, 8, 16, 0, 32, glfw.Fullscreen); err != nil { fmt.Fprintf(os.Stderr, "[e] %v\n", err) return } defer glfw.CloseWindow() glfw.SetSwapInterval(1) glfw.SetWindowTitle("Debris") quadric = glu.NewQuadric() gl.Enable(gl.CULL_FACE) gl.Enable(gl.DEPTH_TEST) gl.DepthFunc(gl.LEQUAL) gl.Enable(gl.NORMALIZE) gl.Enable(gl.BLEND) gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) gl.ShadeModel(gl.SMOOTH) gl.Enable(gl.LIGHTING) var ( ambient = []float32{0.1, 0.3, 0.6, 1} diffuse = []float32{1, 1, 0.5, 1} specular = []float32{0.4, 0.4, 0.4, 1} light_position = []float32{1, 0, 0, 0} // mat_specular []float32 = []float32{1, 1, 0.5, 1} mat_specular = []float32{1, 1, 0.75, 1} mat_shininess = float32(120) // light_position []float32 = []float32{0.0, 0.0, 1.0, 0.0} ) const ( fov = 1.1 // degrees znear = 145 zfar = 155 camera_z_offset = -150 camera_x_rotation = 0 // degrees // camera_x_rotation = 20 // degrees starfield_fov = 45 faces = 1000 earth_radius = 1 ) gl.Lightfv(gl.LIGHT1, gl.AMBIENT, ambient) gl.Lightfv(gl.LIGHT1, gl.DIFFUSE, diffuse) gl.Lightfv(gl.LIGHT1, gl.SPECULAR, specular) gl.Lightfv(gl.LIGHT1, gl.POSITION, light_position) gl.Enable(gl.LIGHT1) mat_emission := []float32{0, 0, 0.1, 1} gl.Materialfv(gl.FRONT_AND_BACK, gl.EMISSION, mat_emission) gl.Materialfv(gl.FRONT_AND_BACK, gl.SPECULAR, mat_specular) gl.Materialf(gl.FRONT_AND_BACK, gl.SHININESS, mat_shininess) gl.ClearColor(0.02, 0.02, 0.02, 1) gl.ClearDepth(1) gl.ClearStencil(0) gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) b := createBuffer() planetoids := []*Planetoid{} for i := 0; i < 1000; i++ { p := &Planetoid{ apogee: 1.2 + rand.Float64()*0.7, perigee: 1.5, // inclination: 45, inclination: rand.Float64()*20 - 10, // inclination: 0, phase0: rand.Float64() * 360, rising_node: rand.Float64() * 10, phase: 0, // radius: rand.Float32()*0.05 + 0.01, //float32(r), radius: rand.Float32()*0.0125 + 0.005, //float32(r), // quadric: glu.NewQuadric(), circle: b, } planetoids = append(planetoids, p) } // Initial projection matrix: var aspect float64 glfw.SetWindowSizeCallback(func(w, h int) { gl.Viewport(0, 0, w, h) gl.MatrixMode(gl.PROJECTION) gl.LoadIdentity() aspect = float64(w) / float64(h) glu.Perspective(fov, aspect, znear, zfar) }) d := float64(0) wireframe := false atmosphere := false polar := false rotating := false front := false earth := true cone := true shadowing := true tilt := false running := true glfw.SetKeyCallback(func(key, state int) { if state != glfw.KeyPress { // Don't act on key coming up return } switch key { case 'A': atmosphere = !atmosphere case 'C': cone = !cone case 'E': earth = !earth case 'R': rotating = !rotating case 'F': front = !front if front { gl.FrontFace(gl.CW) } else { gl.FrontFace(gl.CCW) } case 'S': shadowing = !shadowing case 'T': tilt = !tilt case 'W': wireframe = !wireframe method := gl.GLenum(gl.FILL) if wireframe { method = gl.LINE } gl.PolygonMode(gl.FRONT_AND_BACK, method) case glfw.KeyF2: println("Screenshot captured") // glh.CaptureToPng("screenshot.png") w, h := glh.GetViewportWH() im := image.NewRGBA(image.Rect(0, 0, w, h)) glh.ClearAlpha(1) gl.Flush() glh.CaptureRGBA(im) go func() { fd, err := os.Create("screenshot.png") if err != nil { panic("Unable to open file") } defer fd.Close() png.Encode(fd, im) }() case 'Q', glfw.KeyEsc: running = !running case glfw.KeySpace: polar = !polar } }) _ = rand.Float64 stars := glh.NewMeshBuffer( glh.RenderArrays, glh.NewPositionAttr(3, gl.DOUBLE, gl.STATIC_DRAW), glh.NewColorAttr(3, gl.DOUBLE, gl.STATIC_DRAW)) const Nstars = 50000 points := make([]float64, 3*Nstars) colors := make([]float64, 3*Nstars) for i := 0; i < Nstars; i++ { const R = 1 phi := rand.Float64() * 2 * math.Pi z := R * (2*rand.Float64() - 1) theta := math.Asin(z / R) points[i*3+0] = R * math.Cos(theta) * math.Cos(phi) points[i*3+1] = R * math.Cos(theta) * math.Sin(phi) points[i*3+2] = z const r = 0.8 v := rand.Float64()*r + (1 - r) colors[i*3+0] = v colors[i*3+1] = v colors[i*3+2] = v } stars.Add(points, colors) render_stars := func() { glh.With(glh.Attrib{gl.DEPTH_BUFFER_BIT | gl.ENABLE_BIT}, func() { gl.Disable(gl.LIGHTING) gl.PointSize(1) gl.Color4f(1, 1, 1, 1) gl.Disable(gl.DEPTH_TEST) gl.DepthMask(false) stars.Render(gl.POINTS) }) } render_scene := func() { // Update light position (sensitive to current modelview matrix) gl.Lightfv(gl.LIGHT1, gl.POSITION, light_position) gl.Lightfv(gl.LIGHT2, gl.POSITION, light_position) if earth { Sphere(earth_radius, faces) } unlit_points := glh.Compound(glh.Disable(gl.LIGHTING), glh.Primitive{gl.POINTS}) glh.With(unlit_points, func() { gl.Vertex3d(1, 0, 0) }) for _, p := range planetoids { const dt = 0.1 // TODO: Frame update p.Render(dt) } glh.With(glh.Disable(gl.LIGHTING), func() { // Atmosphere gl.Color4f(0.25, 0.25, 1, 0.1) if atmosphere && earth { Sphere(earth_radius*1.025, 100) } gl.PointSize(10) glh.With(glh.Primitive{gl.POINTS}, func() { gl.Color4f(1.75, 0.75, 0.75, 1) gl.Vertex3d(-1.04, 0, 0) }) }) } render_shadow_volume := func() { glh.With(glh.Attrib{ gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT | gl.ENABLE_BIT | gl.POLYGON_BIT | gl.STENCIL_BUFFER_BIT, }, func() { gl.Disable(gl.LIGHTING) if shadowing { // gl.Disable(gl.DEPTH_TEST) gl.DepthMask(false) gl.DepthFunc(gl.LEQUAL) gl.Enable(gl.STENCIL_TEST) gl.ColorMask(false, false, false, false) gl.StencilFunc(gl.ALWAYS, 1, 0xffffffff) } shadow_volume := func() { const sv_length = 2 const sv_granularity = 100 const sv_radius = earth_radius * 1.001 // Shadow cone glh.With(glh.Matrix{gl.MODELVIEW}, func() { gl.Rotatef(90, 1, 0, 0) gl.Rotatef(90, 0, -1, 0) gl.Color4f(0.5, 0.5, 0.5, 1) glu.Cylinder(quadric, sv_radius, sv_radius*1.05, sv_length, sv_granularity, 1) glu.Disk(quadric, 0, sv_radius, sv_granularity, 1) glh.With(glh.Matrix{gl.MODELVIEW}, func() { gl.Translated(0, 0, sv_length) glu.Disk(quadric, 0, sv_radius*1.05, sv_granularity, 1) }) }) for _, p := range planetoids { p.RenderShadowVolume() } } if cone { gl.FrontFace(gl.CCW) gl.StencilOp(gl.KEEP, gl.KEEP, gl.INCR) shadow_volume() gl.FrontFace(gl.CW) gl.StencilOp(gl.KEEP, gl.KEEP, gl.DECR) shadow_volume() } if shadowing { gl.StencilFunc(gl.NOTEQUAL, 0, 0xffffffff) gl.StencilOp(gl.KEEP, gl.KEEP, gl.KEEP) gl.ColorMask(true, true, true, true) // gl.Disable(gl.STENCIL_TEST) gl.Disable(gl.DEPTH_TEST) gl.FrontFace(gl.CCW) // gl.Color4f(1, 0, 0, 0.75) gl.Color4f(0, 0, 0, 0.75) // gl.Color4f(1, 1, 1, 0.75) gl.LoadIdentity() gl.Translated(0, 0, camera_z_offset) // TODO: Figure out why this doesn't draw over the whole screen glh.With(glh.Disable(gl.LIGHTING), func() { glh.DrawQuadd(-10, -10, 20, 20) }) // gl.FrontFace(gl.CW) // gl.Enable(gl.LIGHTING) // gl.Disable(gl.LIGHT1) // render_scene() // gl.Enable(gl.LIGHT1) } }) } _ = render_stars for running { running = glfw.WindowParam(glfw.Opened) == 1 glfw.SwapBuffers() gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT) rotation := func() { if tilt { gl.Rotated(20, 1, 0, 0) } if polar { gl.Rotated(90, 1, 0, 0) } gl.Rotated(d, 0, -1, 0) } // Star field glh.With(glh.Matrix{gl.PROJECTION}, func() { gl.LoadIdentity() glu.Perspective(starfield_fov, aspect, 0, 1) glh.With(glh.Matrix{gl.MODELVIEW}, func() { gl.LoadIdentity() rotation() render_stars() }) }) gl.MatrixMode(gl.MODELVIEW) gl.LoadIdentity() gl.Translated(0, 0, camera_z_offset) rotation() if rotating { d += 0.2 } _ = render_scene render_scene() _ = render_shadow_volume render_shadow_volume() } }
func drawScene() { gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) gl.LoadIdentity() gl.Translatef(0, 0, -5) gl.Rotatef(rotation[0], 1, 0, 0) gl.Rotatef(rotation[1], 0, 1, 0) gl.Rotatef(rotation[2], 0, 0, 1) rotation[0] += 0.3 rotation[1] += 0.2 rotation[2] += 0.4 textures[0].Bind(gl.TEXTURE_2D) gl.Begin(gl.QUADS) // Front Face gl.TexCoord2f(0, 0) gl.Vertex3f(-1, -1, 1) // Bottom Left Of The Texture and Quad gl.TexCoord2f(1, 0) gl.Vertex3f(1, -1, 1) // Bottom Right Of The Texture and Quad gl.TexCoord2f(1, 1) gl.Vertex3f(1, 1, 1) // Top Right Of The Texture and Quad gl.TexCoord2f(0, 1) gl.Vertex3f(-1, 1, 1) // Top Left Of The Texture and Quad // Back Face gl.TexCoord2f(1, 0) gl.Vertex3f(-1, -1, -1) // Bottom Right Of The Texture and Quad gl.TexCoord2f(1, 1) gl.Vertex3f(-1, 1, -1) // Top Right Of The Texture and Quad gl.TexCoord2f(0, 1) gl.Vertex3f(1, 1, -1) // Top Left Of The Texture and Quad gl.TexCoord2f(0, 0) gl.Vertex3f(1, -1, -1) // Bottom Left Of The Texture and Quad // Top Face gl.TexCoord2f(0, 1) gl.Vertex3f(-1, 1, -1) // Top Left Of The Texture and Quad gl.TexCoord2f(0, 0) gl.Vertex3f(-1, 1, 1) // Bottom Left Of The Texture and Quad gl.TexCoord2f(1, 0) gl.Vertex3f(1, 1, 1) // Bottom Right Of The Texture and Quad gl.TexCoord2f(1, 1) gl.Vertex3f(1, 1, -1) // Top Right Of The Texture and Quad // Bottom Face gl.TexCoord2f(1, 1) gl.Vertex3f(-1, -1, -1) // Top Right Of The Texture and Quad gl.TexCoord2f(0, 1) gl.Vertex3f(1, -1, -1) // Top Left Of The Texture and Quad gl.TexCoord2f(0, 0) gl.Vertex3f(1, -1, 1) // Bottom Left Of The Texture and Quad gl.TexCoord2f(1, 0) gl.Vertex3f(-1, -1, 1) // Bottom Right Of The Texture and Quad // Right face gl.TexCoord2f(1, 0) gl.Vertex3f(1, -1, -1) // Bottom Right Of The Texture and Quad gl.TexCoord2f(1, 1) gl.Vertex3f(1, 1, -1) // Top Right Of The Texture and Quad gl.TexCoord2f(0, 1) gl.Vertex3f(1, 1, 1) // Top Left Of The Texture and Quad gl.TexCoord2f(0, 0) gl.Vertex3f(1, -1, 1) // Bottom Left Of The Texture and Quad // Left Face gl.TexCoord2f(0, 0) gl.Vertex3f(-1, -1, -1) // Bottom Left Of The Texture and Quad gl.TexCoord2f(1, 0) gl.Vertex3f(-1, -1, 1) // Bottom Right Of The Texture and Quad gl.TexCoord2f(1, 1) gl.Vertex3f(-1, 1, 1) // Top Right Of The Texture and Quad gl.TexCoord2f(0, 1) gl.Vertex3f(-1, 1, -1) // Top Left Of The Texture and Quad gl.End() glfw.SwapBuffers() }
func (r *AnimateRotate) AnimateAndExecute() { if len(r.SelectedHex) == 0 { return } gl.PushMatrix() var p Point for _, hex := range r.SelectedHex { p.X += hexMap2.GetCenter(hex.Pos.X, hex.Pos.Y).X p.Y += hexMap2.GetCenter(hex.Pos.X, hex.Pos.Y).Y } p.X /= 3 p.Y /= 3 x, y := p.WithOffset() gl.Translatef(float32(x), float32(y), 0) if r.PauseTicks == 0 { gl.Scalef(1.3, 1.3, 1) gl.Rotatef(r.RotateAngle, 0, 0, 1) } else { r.PauseTicks-- } for _, hex := range r.SelectedHex { gl.PushMatrix() x2, y2 := hexMap2.GetTopLeft(hex.Pos.X, hex.Pos.Y).WithOffset() gl.Translatef(float32(x2-x), float32(y2-y), 0) hex.Hex.Render(1, false) gl.PopMatrix() } gl.PopMatrix() if r.PauseTicks > 0 { return } if r.RotateAngle < 120 { r.RotateAngle += 20 } else { fmt.Println(r.SelectedHex[0].Hex, r.SelectedHex[1].Hex, r.SelectedHex[2].Hex) hexMap2[r.SelectedHex[0].Pos.X][r.SelectedHex[0].Pos.Y], hexMap2[r.SelectedHex[1].Pos.X][r.SelectedHex[1].Pos.Y], hexMap2[r.SelectedHex[2].Pos.X][r.SelectedHex[2].Pos.Y] = hexMap2[r.SelectedHex[2].Pos.X][r.SelectedHex[2].Pos.Y], hexMap2[r.SelectedHex[0].Pos.X][r.SelectedHex[0].Pos.Y], hexMap2[r.SelectedHex[1].Pos.X][r.SelectedHex[1].Pos.Y] r.SelectedHex[0].Hex, r.SelectedHex[1].Hex, r.SelectedHex[2].Hex = r.SelectedHex[2].Hex, r.SelectedHex[0].Hex, r.SelectedHex[1].Hex collide := hexMap2.CheckCollision() if r.TimesToRotate == 0 || collide { for _, hex := range r.SelectedHex { if hex.Hex.State == StateRotating { hex.Hex.State = StateNormal } } r.SelectedHex = nil r.SelectedHex = make([]SelectedHex, 0) if collide { hexShrink.InitAnimation() if r.postHook != nil { hexShrink.postHook = r.postHook } } else { if r.postHook != nil { r.postHook() } } } else { r.TimesToRotate-- r.RotateAngle = 0 r.PauseTicks = 5 } } }
func main() { flag.Parse() loadMeshInfo() err := initGL() if err != nil { log.Printf("InitGL: %v", err) return } program, shaderInfo, err := loadShaders(gl.Program(0), nil) if err != nil { panic(err) } _ = program defer glfw.Terminate() mb := createBuffer() defer mb.Release() // Perform the rendering. var angle float32 reload := time.Tick(time.Duration(300 * time.Millisecond)) for glfw.WindowParam(glfw.Opened) > 0 { select { case <-reload: oldInfo := shaderInfo program, shaderInfo, err = loadShaders(program, shaderInfo) if err != nil && lastErr == nil { lastErr = err println("Error loading shaders. Using old code.", lastErr) } else if err == nil && oldInfo != shaderInfo { lastErr = nil println("new shader code loaded") } default: // do nothing here } gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) gl.LoadIdentity() gl.Translatef(0, 0, -zoom) if angle > 0 { gl.Rotatef(angle, rotVet[0], rotVet[1], rotVet[2]) } program.Use() gl.Enable(gl.COLOR_MATERIAL) gl.Enable(gl.POLYGON_OFFSET_FILL) gl.PolygonMode(gl.FRONT_AND_BACK, gl.FILL) mb.Render(gl.TRIANGLES) if rotVet[0]+rotVet[1]+rotVet[2] != 0 { // only increment the angle if at least one of the rotate axis // is enabled angle += 0.5 } else if angle != 0 { angle = 0 } glfw.SwapBuffers() } }
func drawScene() { gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) //清除屏幕和深度缓存 gl.LoadIdentity() //重置当前的模型观察矩阵 gl.Translatef(0, 0, z) //移入/移出屏幕 z 个单位 gl.Rotatef(rotation[0], 1, 0, 0) //绕X轴旋转 gl.Rotatef(rotation[1], 0, 1, 0) //绕Y轴旋转 rotation[0] += speed[0] rotation[1] += speed[1] textures[filter].Bind(gl.TEXTURE_2D) //绑定的纹理 /* Normal就是法线的意思,所谓法线是指经过面(多边形)上的一点且垂直于这个面(多边形)的直线。 使用光源的时候必须指定一条法线。法线告诉OpenGL这个多边形的朝向,并指明多边形的正面和背面。 如果没有指定法线,什么怪事情都可能发生:不该照亮的面被照亮了,多边形的背面也被照亮....。对了,法线应该指向多边形的外侧。 看着木箱的前面您会注意到法线与Z轴正向同向。这意味着法线正指向观察者-您自己。这正是我们所希望的。 对于木箱的背面,也正如我们所要的,法线背对着观察者。 如果立方体沿着X或Y轴转个180度的话,前侧面的法线仍然朝着观察者,背面的法线也还是背对着观察者。 换句话说,不管是哪个面,只要它朝着观察者这个面的法线就指向观察者。由于光源紧邻观察者,任何时候法线对着观察者时,这个面就会被照亮。 并且法线越朝着光源,就显得越亮一些。如果您把观察点放到立方体内部,你就会法线里面一片漆黑。因为法线是向外指的。 如果立方体内部没有光源的话,当然是一片漆黑。 */ gl.Begin(gl.QUADS) // Front Face 前面 gl.Normal3f(0, 0, 1) // Normal Pointing Towards Viewer 法线指向观察者 gl.TexCoord2f(0, 0) gl.Vertex3f(-1, -1, 1) // Point 1 (Front) gl.TexCoord2f(1, 0) gl.Vertex3f(1, -1, 1) // Point 2 (Front) gl.TexCoord2f(1, 1) gl.Vertex3f(1, 1, 1) // Point 3 (Front) gl.TexCoord2f(0, 1) gl.Vertex3f(-1, 1, 1) // Point 4 (Front) // Back Face 后面 gl.Normal3f(0, 0, -1) // Normal Pointing Away From Viewer 法线背向观察者 gl.TexCoord2f(1, 0) gl.Vertex3f(-1, -1, -1) // Point 1 (Back) gl.TexCoord2f(1, 1) gl.Vertex3f(-1, 1, -1) // Point 2 (Back) gl.TexCoord2f(0, 1) gl.Vertex3f(1, 1, -1) // Point 3 (Back) gl.TexCoord2f(0, 0) gl.Vertex3f(1, -1, -1) // Point 4 (Back) // Top Face 顶面 gl.Normal3f(0, 1, 0) // Normal Pointing Up 法线向上 gl.TexCoord2f(0, 1) gl.Vertex3f(-1, 1, -1) // Point 1 (Top) gl.TexCoord2f(0, 0) gl.Vertex3f(-1, 1, 1) // Point 2 (Top) gl.TexCoord2f(1, 0) gl.Vertex3f(1, 1, 1) // Point 3 (Top) gl.TexCoord2f(1, 1) gl.Vertex3f(1, 1, -1) // Point 4 (Top) // Bottom Face 底面 gl.Normal3f(0, -1, 0) // Normal Pointing Down 法线朝下 gl.TexCoord2f(1, 1) gl.Vertex3f(-1, -1, -1) // Point 1 (Bottom) gl.TexCoord2f(0, 1) gl.Vertex3f(1, -1, -1) // Point 2 (Bottom) gl.TexCoord2f(0, 0) gl.Vertex3f(1, -1, 1) // Point 3 (Bottom) gl.TexCoord2f(1, 0) gl.Vertex3f(-1, -1, 1) // Point 4 (Bottom) // Right face 右面 gl.Normal3f(1, 0, 0) // Normal Pointing Right 法线朝右 gl.TexCoord2f(1, 0) gl.Vertex3f(1, -1, -1) // Point 1 (Right) gl.TexCoord2f(1, 1) gl.Vertex3f(1, 1, -1) // Point 2 (Right) gl.TexCoord2f(0, 1) gl.Vertex3f(1, 1, 1) // Point 3 (Right) gl.TexCoord2f(0, 0) gl.Vertex3f(1, -1, 1) // Point 4 (Right) // Left Face 左面 gl.Normal3f(-1, 0, 0) // Normal Pointing Left 法线朝左 gl.TexCoord2f(0, 0) gl.Vertex3f(-1, -1, -1) // Point 1 (Left) gl.TexCoord2f(1, 0) gl.Vertex3f(-1, -1, 1) // Point 2 (Left) gl.TexCoord2f(1, 1) gl.Vertex3f(-1, 1, 1) // Point 3 (Left) gl.TexCoord2f(0, 1) gl.Vertex3f(-1, 1, -1) gl.End() glfw.SwapBuffers() }
func drawScene() { gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) gl.MatrixMode(gl.MODELVIEW) gl.LoadIdentity() gl.Translatef(0, 0, -3.0) gl.Rotatef(rotx, 1, 0, 0) gl.Rotatef(roty, 0, 1, 0) rotx += 0.5 roty += 0.5 texture.Bind(gl.TEXTURE_2D) gl.Color4f(1, 1, 1, 1) gl.Begin(gl.QUADS) gl.Normal3f(0, 0, 1) gl.TexCoord2f(0, 0) gl.Vertex3f(-1, -1, 1) gl.TexCoord2f(1, 0) gl.Vertex3f(1, -1, 1) gl.TexCoord2f(1, 1) gl.Vertex3f(1, 1, 1) gl.TexCoord2f(0, 1) gl.Vertex3f(-1, 1, 1) gl.Normal3f(0, 0, -1) gl.TexCoord2f(1, 0) gl.Vertex3f(-1, -1, -1) gl.TexCoord2f(1, 1) gl.Vertex3f(-1, 1, -1) gl.TexCoord2f(0, 1) gl.Vertex3f(1, 1, -1) gl.TexCoord2f(0, 0) gl.Vertex3f(1, -1, -1) gl.Normal3f(0, 1, 0) gl.TexCoord2f(0, 1) gl.Vertex3f(-1, 1, -1) gl.TexCoord2f(0, 0) gl.Vertex3f(-1, 1, 1) gl.TexCoord2f(1, 0) gl.Vertex3f(1, 1, 1) gl.TexCoord2f(1, 1) gl.Vertex3f(1, 1, -1) gl.Normal3f(0, -1, 0) gl.TexCoord2f(1, 1) gl.Vertex3f(-1, -1, -1) gl.TexCoord2f(0, 1) gl.Vertex3f(1, -1, -1) gl.TexCoord2f(0, 0) gl.Vertex3f(1, -1, 1) gl.TexCoord2f(1, 0) gl.Vertex3f(-1, -1, 1) gl.Normal3f(1, 0, 0) gl.TexCoord2f(1, 0) gl.Vertex3f(1, -1, -1) gl.TexCoord2f(1, 1) gl.Vertex3f(1, 1, -1) gl.TexCoord2f(0, 1) gl.Vertex3f(1, 1, 1) gl.TexCoord2f(0, 0) gl.Vertex3f(1, -1, 1) gl.Normal3f(-1, 0, 0) gl.TexCoord2f(0, 0) gl.Vertex3f(-1, -1, -1) gl.TexCoord2f(1, 0) gl.Vertex3f(-1, -1, 1) gl.TexCoord2f(1, 1) gl.Vertex3f(-1, 1, 1) gl.TexCoord2f(0, 1) gl.Vertex3f(-1, 1, -1) gl.End() }