예제 #1
0
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 main() {
	// We need to lock the goroutine to one thread due time.Ticker
	runtime.LockOSThread()

	var err os.Error
	err = glfw.Init()
	if err != nil {
		fmt.Printf("GLFW: %s\n", err)
		return
	}
	defer glfw.Terminate()

	// You could probably change the required versions down
	glfw.OpenWindowHint(glfw.OpenGLVersionMajor, 3)
	glfw.OpenWindowHint(glfw.OpenGLVersionMinor, 3)
	glfw.OpenWindowHint(glfw.OpenGLProfile, 1)

	// Open Window with 8 bit Alpha
	err = glfw.OpenWindow(ScreenWidth, ScreenHeight, 0, 0, 0, 8, 0, 0, glfw.Windowed)
	if err != nil {
		fmt.Printf("GLFW: %s\n", err)
		return
	}
	defer glfw.CloseWindow()

	glfw.SetWindowTitle(WindowTitle)

	major, minor, rev := glfw.GLVersion()
	if major < 3 {
		fmt.Printf("Error your graphic card does not support OpenGL 3.3\n Your GL-Version is: %d, %d, %d\n", major, minor, rev)
		fmt.Println("You can try to lower the settings in glfw.OpenWindowHint(glfw.OpenGLVersionMajor/Minor.")
	}

	initStatus := gl.Init() // Init glew
	if initStatus != 0 {
		fmt.Printf("Error-code: %d Init-Status: %d\n", gl.GetError(), initStatus)
	}

	// Enable transparency in OpenGL
	gl.Enable(gl.BLEND)
	gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)

	initResources()
	// We are limiting the calls to display() (frames per second) to 60. This prevents the 100% cpu usage.
	ticker := time.NewTicker(int64(second) / 60) // max 60 fps
	for {
		<-ticker.C
		move := float32(math.Sin(glfw.Time()))
		angle := float32(glfw.Time())
		matrix = math3d.MakeTranslationMatrix(move, 0.0, 0.0)
		matrix = matrix.Multiply(math3d.MakeZRotationMatrix(angle)).Transposed()
		display()
	}

	// Free resources
	free()

	runtime.UnlockOSThread()
}
// general OpenGL initialization
func initGL() {
	LoadGLTexture("data/star.bmp")

	gl.Enable(gl.TEXTURE_2D)
	gl.Enable(gl.BLEND)
	gl.BlendFunc(gl.SRC_ALPHA, gl.ONE)
	gl.ShadeModel(gl.SMOOTH)
	gl.ClearColor(0.0, 0.0, 0.0, 0.5)
	gl.ClearDepth(1.0)
	gl.Hint(gl.PERSPECTIVE_CORRECTION_HINT, gl.NICEST)
}
예제 #4
0
func main() {
	var err os.Error
	err = glfw.Init()
	if err != nil {
		fmt.Printf("GLFW: %s\n", err)
		return
	}
	defer glfw.Terminate()

	glfw.OpenWindowHint(glfw.WindowNoResize, 1)
	glfw.OpenWindowHint(glfw.OpenGLDebugContext, 1)

	// You could probably change the required versions down
	glfw.OpenWindowHint(glfw.OpenGLVersionMajor, 3)
	glfw.OpenWindowHint(glfw.OpenGLVersionMinor, 3)
	glfw.OpenWindowHint(glfw.OpenGLProfile, 1)

	// Open Window with 8 bit Alpha
	err = glfw.OpenWindow(ScreenWidth, ScreenHeight, 0, 0, 0, 8, 0, 0, glfw.Windowed)
	if err != nil {
		fmt.Printf("GLFW: %s\n", err)
		return
	}
	defer glfw.CloseWindow()

	glfw.SetWindowTitle(WindowTitle)

	major, minor, rev := glfw.GLVersion()
	if major < 3 {
		fmt.Printf("Error your graphic card does not support OpenGL 3.3\n Your GL-Version is: %d, %d, %d\n", major, minor, rev)
		fmt.Println("You can try to lower the settings in glfw.OpenWindowHint(glfw.OpenGLVersionMajor/Minor.")
	}

	initStatus := gl.Init() // Init glew
	if initStatus != 0 {
		fmt.Printf("Error-code: %d Init-Status: %d\n", gl.GetError(), initStatus)
	}

	// Enable transparency in OpenGL
	gl.Enable(gl.BLEND)
	gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)

	initResources()

	for {
		display()
	}

	// Free resources
	free()
}
예제 #5
0
파일: draw_font.go 프로젝트: jcd/go-gamelib
func (f *Font) setupTextRendering(color [3]byte, txt string) (gl.GLuint, *sdl.Surface, *sdl.Surface, *sdl.Surface, int, int) {

	//
	var texture gl.GLuint

	/* Use SDL_TTF to render our text */
	var col sdl.Color
	col.R = color[0]
	col.G = color[1]
	col.B = color[2]

	// get surface with text
	initial := ttf.RenderText_Blended(f.font, txt, col)

	/* Convert the rendered text to a known format */
	w := next_p2(int(initial.W))
	h := next_p2(int(initial.H))

	intermediarya := sdl.CreateRGBSurface(0, w, h, 32,
		0x00ff0000, 0x0000ff00, 0x000000ff, 0xff000000)

	var rr *sdl.Rect = nil
	intermediarya.Blit(rr, initial, rr)

	intermediary := intermediarya.DisplayFormatAlpha()

	/* Tell GL about our new texture */
	gl.GenTextures(1, &texture)
	gl.BindTexture(gl.TEXTURE_2D, texture)
	gl.TexImage2D(gl.TEXTURE_2D, 0, 4, gl.GLsizei(w), gl.GLsizei(h), 0, gl.BGRA,
		gl.UNSIGNED_BYTE, unsafe.Pointer(intermediary.Pixels))

	gl.TexEnvi(gl.TEXTURE_ENV, gl.TEXTURE_ENV_MODE, gl.MODULATE)

	/* GL_NEAREST looks horrible, if scaled... */
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)

	/* prepare to render our texture */
	gl.Enable(gl.TEXTURE_2D)

	gl.BindTexture(gl.TEXTURE_2D, texture)
	gl.Color4f(1.0, 1.0, 1.0, 1.0)

	gl.Enable(gl.BLEND)
	//	gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
	gl.BlendFunc(gl.ONE, gl.ONE_MINUS_SRC_COLOR) // TODO : MAke real alpha work!

	return texture, initial, intermediarya, intermediary, w, h
}
예제 #6
0
// general OpenGL initialization
func initGL() {
  gl.Enable(gl.TEXTURE_2D)
  gl.ShadeModel(gl.SMOOTH)
  gl.ClearColor(0.0, 0.0, 0.0, 0.5)
  gl.ClearDepth(1.0)
  gl.Enable(gl.DEPTH_TEST)
  gl.DepthFunc(gl.LEQUAL)
  gl.Hint(gl.PERSPECTIVE_CORRECTION_HINT, gl.NICEST)

  // Setup the light
  gl.Lightfv(gl.LIGHT1, gl.AMBIENT, lightAmbient[:]) // ambient lighting
  gl.Lightfv(gl.LIGHT1, gl.DIFFUSE, lightDiffuse[:]) // make it diffuse
  gl.Lightfv(gl.LIGHT1, gl.POSITION, lightPosition[:]) // and place it
  gl.Enable(gl.LIGHT1) // and finally turn it on.

  gl.Color4f(1.0, 1.0, 1.0, 0.5) // Full Brightness, 50% Alpha ( NEW )
  gl.BlendFunc(gl.SRC_ALPHA, gl.ONE) // Blending Function For Translucency Based On Source Alpha Value ( NEW )
}
예제 #7
0
파일: draw2dgl.go 프로젝트: xushiwei/draw2d
func reshape(w, h int) {
	/* Because Gil specified "screen coordinates" (presumably with an
	   upper-left origin), this short bit of code sets up the coordinate
	   system to correspond to actual window coodrinates.  This code
	   wouldn't be required if you chose a (more typical in 3D) abstract
	   coordinate system. */
	gl.ClearColor(1, 1, 1, 1)
	//fmt.Println(gl.GetString(gl.EXTENSIONS))
	gl.Viewport(0, 0, w, h)                       /* Establish viewing area to cover entire window. */
	gl.MatrixMode(gl.PROJECTION)                  /* Start modifying the projection matrix. */
	gl.LoadIdentity()                             /* Reset project matrix. */
	gl.Ortho(0, float64(w), 0, float64(h), -1, 1) /* Map abstract coords directly to window coords. */
	gl.Scalef(1, -1, 1)                           /* Invert Y axis so increasing Y goes down. */
	gl.Translatef(0, float32(-h), 0)              /* Shift origin up to upper-left corner. */
	gl.Enable(gl.BLEND)
	gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
	gl.Disable(gl.DEPTH_TEST)
	width, height = w, h
}
// general OpenGL initialization
func initGL() {
	LoadGLTextures("data/mud.bmp")

	gl.Enable(gl.TEXTURE_2D)
	gl.ShadeModel(gl.SMOOTH)
	gl.ClearColor(0.0, 0.0, 0.0, 0.0)
	gl.ClearDepth(1.0)
	gl.Enable(gl.DEPTH_TEST)
	gl.DepthFunc(gl.LEQUAL)
	gl.Hint(gl.PERSPECTIVE_CORRECTION_HINT, gl.NICEST)

	gl.Lightfv(gl.LIGHT1, gl.AMBIENT, lightAmbient[:])
	gl.Lightfv(gl.LIGHT1, gl.DIFFUSE, lightDiffuse[:])
	gl.Lightfv(gl.LIGHT1, gl.POSITION, lightPosition[:])
	gl.Enable(gl.LIGHT1)

	gl.Color4f(1.0, 1.0, 1.0, 0.5)
	gl.BlendFunc(gl.SRC_ALPHA, gl.ONE)
}
예제 #9
0
func special(key, x, y int) {
	switch key {
	case glut.KEY_F1:
		gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
		gl.Enable(gl.BLEND)
		gl.Enable(gl.LINE_SMOOTH)
		gl.Enable(gl.POINT_SMOOTH)
	case glut.KEY_F2:
		gl.Disable(gl.BLEND)
		gl.Disable(gl.LINE_SMOOTH)
		gl.Disable(gl.POINT_SMOOTH)
	case glut.KEY_UP:
		thrust = true
		thrustTime = glut.Get(glut.ELAPSED_TIME)
	case glut.KEY_LEFT:
		left = true
		leftTime = glut.Get(glut.ELAPSED_TIME)
	case glut.KEY_RIGHT:
		right = true
		rightTime = glut.Get(glut.ELAPSED_TIME)
	}
}
예제 #10
0
func drawWin(d float) {

	gl.LoadIdentity()
	//	gl.LineWidth(5.0)
	//	gl.Enable(gl.POINT_SMOOTH)
	//	gl.Enable(gl.LINE_SMOOTH)
	gl.Enable(gl.BLEND)
	gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)

	if d > 1.0 {
		d = 1.0
	}

	c := WinColor

	gl.Color4f(gl.GLfloat(c[0]), gl.GLfloat(c[1]), gl.GLfloat(c[2]), gl.GLfloat(d))

	m := PlayArea * 4

	t := 1.0 * m
	b := -1.0 * m
	r := 1.0 * m
	l := -1.0 * m

	gl.Begin(gl.POLYGON)

	zo := -10.0

	gl.Vertex3f(gl.GLfloat(l), gl.GLfloat(t), gl.GLfloat(zo))
	gl.Vertex3f(gl.GLfloat(r), gl.GLfloat(t), gl.GLfloat(zo))
	gl.Vertex3f(gl.GLfloat(r), gl.GLfloat(b), gl.GLfloat(zo))
	gl.Vertex3f(gl.GLfloat(l), gl.GLfloat(b), gl.GLfloat(zo))
	gl.Vertex3f(gl.GLfloat(l), gl.GLfloat(t), gl.GLfloat(zo))

	gl.End()
	gl.Disable(gl.BLEND)

}
예제 #11
0
func drawCircle(t *trigger) {

	radius := float64(t.Size)
	pos := t.Pos

	gl.LoadIdentity()
	gl.Color4f(gl.GLfloat(t.Col[0]), gl.GLfloat(t.Col[1]), gl.GLfloat(t.Col[2]), gl.GLfloat(t.Col[3]))

	gl.LineWidth(2.0)
	gl.Translatef(gl.GLfloat(pos.X), gl.GLfloat(pos.Y), gl.GLfloat(pos.Z))

	gl.Enable(gl.BLEND)
	gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)

	gl.Begin(gl.POLYGON)

	for i := 0; i < 360; i++ {
		var degInRad float64 = float64(i) * DEG2RAD
		gl.Vertex3f(gl.GLfloat(math.Cos(degInRad)*radius), gl.GLfloat(math.Sin(degInRad)*radius), gl.GLfloat(0.0))
	}

	gl.End()
	gl.Disable(gl.BLEND)
}
예제 #12
0
파일: gotris.go 프로젝트: sonald/gotris
func main() {
	runtime.LockOSThread()
	flag.Parse()
	sdl.Init(sdl.INIT_VIDEO)
	defer sdl.Quit()

	sdl.GL_SetAttribute(sdl.GL_SWAP_CONTROL, 1)

	if sdl.SetVideoMode(640, 480, 32, sdl.OPENGL) == nil {
		panic("sdl error")
	}

	sdl.WM_SetCaption("Gotris", "Gotris")
	sdl.EnableKeyRepeat(250, 45)

	gl.Enable(gl.TEXTURE_2D)
	gl.Enable(gl.BLEND)
	gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
	gl.Viewport(0, 0, 640, 480)
	gl.MatrixMode(gl.PROJECTION)
	gl.LoadIdentity()
	gl.Ortho(0, 640, 480, 0, -1, 1)

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

	//-----------------------------------------------------------------------------

	font, err := LoadFontFromFile("dejavu.font")
	if err != nil {
		panic(err)
	}

	rand.Seed(int64(sdl.GetTicks()))

	gs := NewGameSession(*initLevel, font)
	lastTime := sdl.GetTicks()

	running := true
	for running {
		for ev := sdl.PollEvent(); ev != nil; ev = sdl.PollEvent() {
			switch e := ev.(type) {
			case *sdl.QuitEvent:
				running = false
			case *sdl.KeyboardEvent:
				if e.Type == sdl.KEYDOWN {
					running = gs.HandleKey(e.Keysym.Sym)
				}
			}
		}

		now := sdl.GetTicks()
		delta := now - lastTime
		lastTime = now

		gs.Update(delta)

		gl.Clear(gl.COLOR_BUFFER_BIT)
		font.Draw(5, 5, fmt.Sprintf("Level: %d | Score: %d", gs.Level, gs.Score))
		gs.Draw()
		gl.Color3ub(255, 255, 255)
		sdl.GL_SwapBuffers()
	}
}
예제 #13
0
func main() {
	// We need to lock the goroutine to one thread due time.Ticker
	runtime.LockOSThread()

	var err os.Error
	err = glfw.Init()
	if err != nil {
		fmt.Printf("GLFW: %s\n", err)
		return
	}
	defer glfw.Terminate()

	// You could probably change the required versions down
	glfw.OpenWindowHint(glfw.OpenGLVersionMajor, 3)
	glfw.OpenWindowHint(glfw.OpenGLVersionMinor, 3)
	glfw.OpenWindowHint(glfw.OpenGLProfile, 1)

	// Open Window with 8 bit Alpha
	err = glfw.OpenWindow(ScreenWidth, ScreenHeight, 0, 0, 0, 8, 8, 0, glfw.Windowed)
	if err != nil {
		fmt.Printf("GLFW: %s\n", err)
		return
	}
	defer glfw.CloseWindow()

	glfw.SetWindowTitle(WindowTitle)
	glfw.SetWindowSizeCallback(onResize)

	major, minor, rev := glfw.GLVersion()
	if major < 3 {
		fmt.Printf("Error your graphic card does not support OpenGL 3.3\n Your GL-Version is: %d, %d, %d\n", major, minor, rev)
		fmt.Println("You can try to lower the settings in glfw.OpenWindowHint(glfw.OpenGLVersionMajor/Minor.")
	}

	initStatus := gl.Init() // Init glew
	if initStatus != 0 {
		fmt.Printf("Error-code: %d Init-Status: %d\n", gl.GetError(), initStatus)
	}

	// Enable transparency in OpenGL
	gl.Enable(gl.BLEND)
	gl.Enable(gl.DEPTH_TEST)
	//gl.DepthFunc(gl.LESS)
	gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)

	initResources()

	// We are limiting the calls to display() (frames per second) to 60. This prevents the 100% cpu usage.
	ticker := time.NewTicker(int64(second) / 60) // max 60 fps
	for {
		<-ticker.C
		angle := float32(glfw.Time())
		anim := math3d.MakeYRotationMatrix(angle)
		model := math3d.MakeTranslationMatrix(0, 0, -4)
		view := math3d.MakeLookAtMatrix(math3d.Vector3{0, 2, 0}, math3d.Vector3{0, 0, -4}, math3d.Vector3{0, 1, 0})
		projection := math3d.MakePerspectiveMatrix(45, float32(ScreenWidth)/float32(ScreenHeight), 0.1, 10.0)
		matrix = math3d.MakeIdentity().Multiply(projection).Multiply(view).Multiply(model).Multiply(anim)
		program.Use()
		uniformMTransform.UniformMatrix4fv(1, false, matrix.Transposed())
		display()
	}

	// Free resources
	free()

	runtime.UnlockOSThread()
}