예제 #1
0
파일: draw.go 프로젝트: immersive/Go-OpenGL
func (pen *Pen) lineTo(p Point) {

	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.Color4f(0.0, 0.0, 0.0, 0.1)

	gl.Begin(gl.LINES)

	for _, s := range pen.points {

		if s.x == 0 && s.y == 0 {
			continue
		}

		if p.distanceTo(s) < 20.0 {

			gl.Vertex2i(int(p.x), int(p.y))
			gl.Vertex2i(int(s.x), int(s.y))

		}

	}

	gl.End()

	pen.n = (pen.n + 1) % len(pen.points)
	pen.points[pen.n] = p

	pen.moveTo(p)

}
예제 #2
0
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")
	}

}
예제 #3
0
func main() {
	runtime.LockOSThread()
	flag.Parse()
	buildPalette()
	sdl.Init(sdl.INIT_VIDEO)
	defer sdl.Quit()

	sdl.GL_SetAttribute(sdl.GL_SWAP_CONTROL, 1)

	if sdl.SetVideoMode(512, 512, 32, sdl.OPENGL) == nil {
		panic("sdl error")
	}

	if gl.Init() != 0 {
		panic("gl error")
	}

	sdl.WM_SetCaption("Gomandel", "Gomandel")

	gl.Enable(gl.TEXTURE_2D)
	gl.Viewport(0, 0, 512, 512)
	gl.MatrixMode(gl.PROJECTION)
	gl.LoadIdentity()
	gl.Ortho(0, 512, 512, 0, -1, 1)

	gl.ClearColor(0, 0, 0, 0)

	//-----------------------------------------------------------------------------
	var dndDragging bool = false
	var dndStart Point
	var dndEnd Point
	var tex gl.Texture
	var tc TexCoords
	var lastProgress int
	initialRect := Rect{-1.5, -1.5, 3, 3}
	rect := initialRect

	rc := new(MandelbrotRequest)
	rc.MakeRequest(512, 512, rect)
	rc.WaitFor(Small, &tex, &tc)

	running := true
	for running {
		for e := sdl.PollEvent(); e != nil; e = sdl.PollEvent() {
			switch e.(type) {
			case *sdl.QuitEvent:
				running = false
			case *sdl.MouseButtonEvent:
				mbe := e.(*sdl.MouseButtonEvent)
				if mbe.Type == sdl.MOUSEBUTTONDOWN {
					dndDragging = true
					sdl.GetMouseState(&dndStart.X, &dndStart.Y)
					dndEnd = dndStart
				} else {
					dndDragging = false
					sdl.GetMouseState(&dndEnd.X, &dndEnd.Y)
					if mbe.Which == 3 {
						rect = initialRect
					} else {
						rect = rectFromSelection(dndStart, dndEnd, 512, 512, rect)
						tc = texCoordsFromSelection(dndStart, dndEnd, 512, 512, tc)
					}

					// make request
					rc.MakeRequest(512, 512, rect)
				}
			case *sdl.MouseMotionEvent:
				if dndDragging {
					sdl.GetMouseState(&dndEnd.X, &dndEnd.Y)
				}
			}
		}

		// if we're waiting for a result, check if it's ready
		p := rc.Update(&tex, &tc)
		if p != -1 {
			lastProgress = p
		}

		gl.Clear(gl.COLOR_BUFFER_BIT)
		tex.Bind(gl.TEXTURE_2D)
		drawQuad(0, 0, 512, 512, tc.TX, tc.TY, tc.TX2, tc.TY2)
		gl.BindTexture(gl.TEXTURE_2D, 0)
		if dndDragging {
			drawSelection(dndStart, dndEnd)
		}
		drawProgress(512, 512, lastProgress, rc.Pending)
		sdl.GL_SwapBuffers()
	}
}