// 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
	}
}
예제 #2
0
// Here goes our drawing code
func drawGLScene() {
  // Clear the screen and depth buffer
  gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)

  // Move left 1.5 units and into the screen 6.0 units.
  gl.LoadIdentity()
  gl.Translatef(0.0, 0.0, float32(z)) // translate by z

  gl.Rotatef(float32(xrot), 1.0, 0.0, 0.0) /* Rotate On The X Axis */
  gl.Rotatef(float32(yrot), 0.0, 1.0, 0.0) /* Rotate On The Y Axis */

  /* Select Our Texture */
  gl.BindTexture(gl.TEXTURE_2D, uint(textures[filter])) // based on filter

  gl.Begin(gl.QUADS)

  // Front face
  gl.Normal3f(0.0, 0.0, 1.0) // Normal Pointing Towards Viewer
  gl.TexCoord2f(0.0, 1.0); gl.Vertex3f(-1.0, -1.0, 1.0) // Bottom left
  gl.TexCoord2f(1.0, 1.0); gl.Vertex3f( 1.0, -1.0, 1.0) // Bottom right
  gl.TexCoord2f(1.0, 0.0); gl.Vertex3f( 1.0,  1.0, 1.0) // Top right
  gl.TexCoord2f(0.0, 0.0); gl.Vertex3f(-1.0,  1.0, 1.0) // Top left

  // Back Face
  gl.Normal3f(0.0, 0.0, -1.0) // Normal Pointing Away From Viewer
  gl.TexCoord2f(0.0, 0.0); gl.Vertex3f(-1.0, -1.0, -1.0) // Bottom right
  gl.TexCoord2f(0.0, 1.0); gl.Vertex3f(-1.0,  1.0, -1.0) // Top right
  gl.TexCoord2f(1.0, 1.0); gl.Vertex3f( 1.0,  1.0, -1.0) // Top left
  gl.TexCoord2f(1.0, 0.0); gl.Vertex3f( 1.0, -1.0, -1.0) // Bottom left

  // Top Face
  gl.Normal3f(0.0, 1.0, 0.0) // Normal Pointing Up
  gl.TexCoord2f(1.0, 1.0); gl.Vertex3f(-1.0,  1.0, -1.0) // Top left
  gl.TexCoord2f(1.0, 0.0); gl.Vertex3f(-1.0,  1.0,  1.0) // Bottom left
  gl.TexCoord2f(0.0, 0.0); gl.Vertex3f( 1.0,  1.0,  1.0) // Bottom right
  gl.TexCoord2f(0.0, 1.0); gl.Vertex3f( 1.0,  1.0, -1.0) // Top right

  // Bottom Face
  gl.Normal3f(0.0, -1.0, 0.0) // Normal Pointing Down
  gl.TexCoord2f(0.0, 1.0); gl.Vertex3f(-1.0, -1.0, -1.0) // Top right
  gl.TexCoord2f(1.0, 1.0); gl.Vertex3f( 1.0, -1.0, -1.0) // Top left
  gl.TexCoord2f(1.0, 0.0); gl.Vertex3f( 1.0, -1.0,  1.0) // Bottom left
  gl.TexCoord2f(0.0, 0.0); gl.Vertex3f(-1.0, -1.0,  1.0) // Bottom right

  // Right face
  gl.Normal3f(1.0, 0.0, 0.0) // Normal Pointing Right
  gl.TexCoord2f(0.0, 0.0); gl.Vertex3f(1.0, -1.0, -1.0) // Bottom right
  gl.TexCoord2f(0.0, 1.0); gl.Vertex3f(1.0,  1.0, -1.0) // Top right
  gl.TexCoord2f(1.0, 1.0); gl.Vertex3f(1.0,  1.0,  1.0) // Top left
  gl.TexCoord2f(1.0, 0.0); gl.Vertex3f(1.0, -1.0,  1.0) // Bottom left

  // Left Face
  gl.Normal3f(-1.0, 0.0, 0.0) // Normal Pointing Left
  gl.TexCoord2f(1.0, 0.0); gl.Vertex3f(-1.0, -1.0, -1.0) // Bottom left
  gl.TexCoord2f(0.0, 0.0); gl.Vertex3f(-1.0, -1.0,  1.0) // Bottom right
  gl.TexCoord2f(0.0, 1.0); gl.Vertex3f(-1.0,  1.0,  1.0) // Top right
  gl.TexCoord2f(1.0, 1.0); gl.Vertex3f(-1.0,  1.0, -1.0) // Top left

  gl.End()

  sdl.GL_SwapBuffers()

  xrot += xspeed
  yrot += yspeed

  // 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
  }
}