func drawFrame() { gl.LoadIdentity() gl.LineWidth(5.0) gl.Enable(gl.POINT_SMOOTH) gl.Enable(gl.LINE_SMOOTH) gl.Color4f(gl.GLfloat(FrameColor[0]), gl.GLfloat(FrameColor[1]), gl.GLfloat(FrameColor[2]), 0.1) m := PlayArea t := 1.0 * m b := -1.0 * m r := 1.0 * m l := -1.0 * m gl.Begin(gl.LINE_STRIP) zo := -5.0 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() }
func main() { ret := glfw.Init() print(ret) ret = glfw.OpenWindow(300, 300, 0, 0, 0, 0, 0, 0, glfw.WINDOW) print(ret) if gl.Init() != 0 { panic("glew error") } running := true for running { gl.Begin(gl.TRIANGLES) gl.Vertex3f(0, 0, 0) gl.Vertex3f(0, 1, 0) gl.Vertex3f(1, 1, 0) gl.End() glfw.SwapBuffers() running = glfw.GetKey(glfw.KEY_ESC) == 0 && glfw.GetWindowParam(glfw.OPENED) != 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) }
func (f *Font) DrawText3D(pos Vector3, color [3]byte, scale float, txt string) (endw int, endh int) { gl.LoadIdentity() // gl.Translatef(gl.GLfloat(pos.X), gl.GLfloat(pos.Y), gl.GLfloat(-4.99)); gl.Translatef(gl.GLfloat(pos.X), gl.GLfloat(pos.Y), gl.GLfloat(-4.99)) gl.Scalef(gl.GLfloat(1.0/64.0*scale), gl.GLfloat(1.0/64.0*scale), gl.GLfloat(1.0)) gl.Disable(gl.DEPTH_TEST) texture, initial, intermediarya, intermediary, w, h := f.setupTextRendering(color, txt) wi := gl.GLfloat(w) he := gl.GLfloat(h) locX := gl.GLfloat(0) - wi*0.5 locY := gl.GLfloat(0) - he*0.5 /* Draw a quad at location */ gl.Begin(gl.QUADS) /* Recall that the origin is in the lower-left corner That is why the TexCoords specify different corners than the Vertex coors seem to. */ gl.Color4f(1.0, 1.0, 0.0, 1.0) gl.TexCoord2f(0.0, 1.0) gl.Vertex3f(locX, locY, 0.0) gl.TexCoord2f(1.0, 1.0) gl.Vertex3f(locX+wi, locY, 0.0) gl.TexCoord2f(1.0, 0.0) gl.Vertex3f(locX+wi, locY+he, 0.0) gl.TexCoord2f(0.0, 0.0) gl.Vertex3f(locX, locY+he, 0.0) gl.End() endw, endh = f.teardownTextRendering(texture, initial, intermediarya, intermediary) gl.Enable(gl.DEPTH_TEST) return }
// 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(-1.5, 0.0, -6.0) gl.Rotatef(float32(rtri), 0.0, 1.0, 0.0) // Rotate the triangle on the Y axis gl.Begin(gl.TRIANGLES) // Draw triangles gl.Color3f(1.0, 0.0, 0.0) // Set The Color To Red gl.Vertex3f(0.0, 1.0, 0.0) // top gl.Color3f(0.0, 1.0, 0.0) // Set The Color To Red gl.Vertex3f(-1.0, -1.0, 0.0) // bottom left gl.Color3f(0.0, 0.0, 1.0) // Set The Color To Red gl.Vertex3f(1.0, -1.0, 0.0) // bottom right gl.End() // finish drawing the triangle // Move right 3 units gl.LoadIdentity() gl.Translatef(1.5, 0.0, -6.0) gl.Color3f(0.5, 0.5, 1.0) // Set The Color To Blue One Time Only gl.Rotatef(float32(rquad), 1.0, 0.0, 0.0) // rotate the quad on the X axis gl.Begin(gl.QUADS) // draw quads gl.Vertex3f(-1.0, 1.0, 0.0) // top left gl.Vertex3f(1.0, 1.0, 0.0) // top right gl.Vertex3f(1.0, -1.0, 0.0) // bottom right gl.Vertex3f(-1.0, -1.0, 0.0) // bottom left gl.End() // done drawing the quad // Draw to the screen sdl.GL_SwapBuffers() rtri += 0.2 // Increase The Rotation Variable For The Triangle rquad -= 0.15 // Decrease The Rotation Variable For The Quad // 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(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 } }
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) }
// 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(-1.5, 0.0, -6.0) gl.Begin(gl.TRIANGLES) // Draw triangles gl.Vertex3f(0.0, 1.0, 0.0) // top gl.Vertex3f(-1.0, -1.0, 0.0) // bottom left gl.Vertex3f(1.0, -1.0, 0.0) // bottom right gl.End() // finish drawing the triangle // Move right 3 units gl.Translatef(3.0, 0.0, 0.0) gl.Begin(gl.QUADS) // draw quads gl.Vertex3f(-1.0, 1.0, 0.0) // top left gl.Vertex3f(1.0, 1.0, 0.0) // top right gl.Vertex3f(1.0, -1.0, 0.0) // bottom right gl.Vertex3f(-1.0, -1.0, 0.0) // bottom left gl.End() // done drawing the quad // 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) // Move left 1.5 units and into the screen 6.0 units. gl.LoadIdentity() gl.Translatef(0.0, 0.0, -7.0) 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 */ gl.Rotatef(float32(zrot), 0.0, 0.0, 1.0) /* Rotate On The Z Axis */ /* Select Our Texture */ gl.BindTexture(gl.TEXTURE_2D, uint(texture)) gl.Begin(gl.QUADS) // Draw a quad /* Front Face */ 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.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.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.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.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.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() // done drawing the quad // Draw to the screen sdl.GL_SwapBuffers() xrot += 0.3 /* X Axis Rotation */ yrot += 0.2 /* Y Axis Rotation */ zrot += 0.4 /* Z Axis Rotation */ // 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) // 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 } }
// 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(-1.5, 0.0, -6.0) gl.Rotatef(float32(rtri), 0.0, 1.0, 0.0) // Rotate the triangle on the Y axis gl.Begin(gl.TRIANGLES) // Draw triangles gl.Color3f(1.0, 0.0, 0.0) /* Red */ gl.Vertex3f(0.0, 1.0, 0.0) /* Top Of Triangle (Front) */ gl.Color3f(0.0, 1.0, 0.0) /* Green */ gl.Vertex3f(-1.0, -1.0, 1.0) /* Left Of Triangle (Front) */ gl.Color3f(0.0, 0.0, 1.0) /* Blue */ gl.Vertex3f(1.0, -1.0, 1.0) /* Right Of Triangle (Front) */ gl.Color3f(1.0, 0.0, 0.0) /* Red */ gl.Vertex3f(0.0, 1.0, 0.0) /* Top Of Triangle (Right) */ gl.Color3f(0.0, 0.0, 1.0) /* Blue */ gl.Vertex3f(1.0, -1.0, 1.0) /* Left Of Triangle (Right) */ gl.Color3f(0.0, 1.0, 0.0) /* Green */ gl.Vertex3f(1.0, -1.0, -1.0) /* Right Of Triangle (Right) */ gl.Color3f(1.0, 0.0, 0.0) /* Red */ gl.Vertex3f(0.0, 1.0, 0.0) /* Top Of Triangle (Back) */ gl.Color3f(0.0, 1.0, 0.0) /* Green */ gl.Vertex3f(1.0, -1.0, -1.0) /* Left Of Triangle (Back) */ gl.Color3f(0.0, 0.0, 1.0) /* Blue */ gl.Vertex3f(-1.0, -1.0, -1.0) /* Right Of Triangle (Back) */ gl.Color3f(1.0, 0.0, 0.0) /* Red */ gl.Vertex3f(0.0, 1.0, 0.0) /* Top Of Triangle (Left) */ gl.Color3f(0.0, 0.0, 1.0) /* Blue */ gl.Vertex3f(-1.0, -1.0, -1.0) /* Left Of Triangle (Left) */ gl.Color3f(0.0, 1.0, 0.0) /* Green */ gl.Vertex3f(-1.0, -1.0, 1.0) /* Right Of Triangle (Left) */ gl.End() // finish drawing the triangle // Move right 3 units gl.LoadIdentity() gl.Translatef(1.5, 0.0, -7.0) gl.Rotatef(float32(rquad), 1.0, 1.0, 1.0) // rotate the quad on the X axis gl.Begin(gl.QUADS) // draw quads gl.Color3f(0.0, 1.0, 0.0) // Set The Color To Green gl.Vertex3f(1.0, 1.0, -1.0) // Top Right Of The Quad (Top) gl.Vertex3f(-1.0, 1.0, -1.0) // Top Left Of The Quad (Top) gl.Vertex3f(-1.0, 1.0, 1.0) // Bottom Left Of The Quad (Top) gl.Vertex3f(1.0, 1.0, 1.0) // Bottom Right Of The Quad (Top) gl.Color3f(1.0, 0.5, 0.0) // Set The Color To Orange gl.Vertex3f(1.0, -1.0, 1.0) // Top Right Of The Quad (Bottom) gl.Vertex3f(-1.0, -1.0, 1.0) // Top Left Of The Quad (Bottom) gl.Vertex3f(-1.0, -1.0, -1.0) // Bottom Left Of The Quad (Bottom) gl.Vertex3f(1.0, -1.0, -1.0) // Bottom Right Of The Quad (Bottom) gl.Color3f(1.0, 0.0, 0.0) // Set The Color To Red gl.Vertex3f(1.0, 1.0, 1.0) // Top Right Of The Quad (Front) gl.Vertex3f(-1.0, 1.0, 1.0) // Top Left Of The Quad (Front) gl.Vertex3f(-1.0, -1.0, 1.0) // Bottom Left Of The Quad (Front) gl.Vertex3f(1.0, -1.0, 1.0) // Bottom Right Of The Quad (Front) gl.Color3f(1.0, 1.0, 0.0) // Set The Color To Yellow gl.Vertex3f(1.0, -1.0, -1.0) // Bottom Left Of The Quad (Back) gl.Vertex3f(-1.0, -1.0, -1.0) // Bottom Right Of The Quad (Back) gl.Vertex3f(-1.0, 1.0, -1.0) // Top Right Of The Quad (Back) gl.Vertex3f(1.0, 1.0, -1.0) // Top Left Of The Quad (Back) gl.Color3f(0.0, 0.0, 1.0) // Set The Color To Blue gl.Vertex3f(-1.0, 1.0, 1.0) // Top Right Of The Quad (Left) gl.Vertex3f(-1.0, 1.0, -1.0) // Top Left Of The Quad (Left) gl.Vertex3f(-1.0, -1.0, -1.0) // Bottom Left Of The Quad (Left) gl.Vertex3f(-1.0, -1.0, 1.0) // Bottom Right Of The Quad (Left) gl.Color3f(1.0, 0.0, 1.0) // Set The Color To Violet gl.Vertex3f(1.0, 1.0, -1.0) // Top Right Of The Quad (Right) gl.Vertex3f(1.0, 1.0, 1.0) // Top Left Of The Quad (Right) gl.Vertex3f(1.0, -1.0, 1.0) // Bottom Left Of The Quad (Right) gl.Vertex3f(1.0, -1.0, -1.0) // Bottom Right Of The Quad (Right) gl.End() // done drawing the quad // Draw to the screen sdl.GL_SwapBuffers() rtri += 0.2 // Increase The Rotation Variable For The Triangle rquad -= 0.15 // Decrease The Rotation Variable For The Quad // 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 } }
func drawCubes(v *Vector3) { gl.LoadIdentity() // gl.Translatef( -1.5, 0.0, -6.0 ) gl.Translatef(gl.GLfloat(v.X), gl.GLfloat(v.Y), gl.GLfloat(v.Z)) /* Rotate The Triangle On The Y axis ( NEW ) */ gl.Rotatef(rtri, 0.0, 1.0, 0.0) gl.Begin(gl.TRIANGLES) /* Drawing Using Triangles */ gl.Color3f(1.0, 0.0, 0.0) /* Red */ gl.Vertex3f(0.0, 1.0, 0.0) /* Top Of Triangle (Front) */ gl.Color3f(0.0, 1.0, 0.0) /* Green */ gl.Vertex3f(-1.0, -1.0, 1.0) /* Left Of Triangle (Front) */ gl.Color3f(0.0, 0.0, 1.0) /* Blue */ gl.Vertex3f(1.0, -1.0, 1.0) /* Right Of Triangle (Front) */ gl.Color3f(1.0, 0.0, 0.0) /* Red */ gl.Vertex3f(0.0, 1.0, 0.0) /* Top Of Triangle (Right) */ gl.Color3f(0.0, 0.0, 1.0) /* Blue */ gl.Vertex3f(1.0, -1.0, 1.0) /* Left Of Triangle (Right) */ gl.Color3f(0.0, 1.0, 0.0) /* Green */ gl.Vertex3f(1.0, -1.0, -1.0) /* Right Of Triangle (Right) */ gl.Color3f(1.0, 0.0, 0.0) /* Red */ gl.Vertex3f(0.0, 1.0, 0.0) /* Top Of Triangle (Back) */ gl.Color3f(0.0, 1.0, 0.0) /* Green */ gl.Vertex3f(1.0, -1.0, -1.0) /* Left Of Triangle (Back) */ gl.Color3f(0.0, 0.0, 1.0) /* Blue */ gl.Vertex3f(-1.0, -1.0, -1.0) /* Right Of Triangle (Back) */ gl.Color3f(1.0, 0.0, 0.0) /* Red */ gl.Vertex3f(0.0, 1.0, 0.0) /* Top Of Triangle (Left) */ gl.Color3f(0.0, 0.0, 1.0) /* Blue */ gl.Vertex3f(-1.0, -1.0, -1.0) /* Left Of Triangle (Left) */ gl.Color3f(0.0, 1.0, 0.0) /* Green */ gl.Vertex3f(-1.0, -1.0, 1.0) /* Right Of Triangle (Left) */ gl.End() /* Finished Drawing The Triangle */ rtri = rtri + 0.2 return /* Move Right 3 Units */ gl.LoadIdentity() gl.Translatef(1.5, 0.0, -6.0) /* Rotate The Quad On The X axis ( NEW ) */ gl.Rotatef(rquad, 1.0, 0.0, 0.0) /* Set The Color To Blue One Time Only */ gl.Color3f(0.5, 0.5, 1.0) gl.Begin(gl.QUADS) /* Draw A Quad */ gl.Color3f(0.0, 1.0, 0.0) /* Set The Color To Green */ gl.Vertex3f(1.0, 1.0, -1.0) /* Top Right Of The Quad (Top) */ gl.Vertex3f(-1.0, 1.0, -1.0) /* Top Left Of The Quad (Top) */ gl.Vertex3f(-1.0, 1.0, 1.0) /* Bottom Left Of The Quad (Top) */ gl.Vertex3f(1.0, 1.0, 1.0) /* Bottom Right Of The Quad (Top) */ gl.Color3f(1.0, 0.5, 0.0) /* Set The Color To Orange */ gl.Vertex3f(1.0, -1.0, 1.0) /* Top Right Of The Quad (Botm) */ gl.Vertex3f(-1.0, -1.0, 1.0) /* Top Left Of The Quad (Botm) */ gl.Vertex3f(-1.0, -1.0, -1.0) /* Bottom Left Of The Quad (Botm) */ gl.Vertex3f(1.0, -1.0, -1.0) /* Bottom Right Of The Quad (Botm) */ gl.Color3f(1.0, 0.0, 0.0) /* Set The Color To Red */ gl.Vertex3f(1.0, 1.0, 1.0) /* Top Right Of The Quad (Front) */ gl.Vertex3f(-1.0, 1.0, 1.0) /* Top Left Of The Quad (Front) */ gl.Vertex3f(-1.0, -1.0, 1.0) /* Bottom Left Of The Quad (Front) */ gl.Vertex3f(1.0, -1.0, 1.0) /* Bottom Right Of The Quad (Front) */ gl.Color3f(1.0, 1.0, 0.0) /* Set The Color To Yellow */ gl.Vertex3f(1.0, -1.0, -1.0) /* Bottom Left Of The Quad (Back) */ gl.Vertex3f(-1.0, -1.0, -1.0) /* Bottom Right Of The Quad (Back) */ gl.Vertex3f(-1.0, 1.0, -1.0) /* Top Right Of The Quad (Back) */ gl.Vertex3f(1.0, 1.0, -1.0) /* Top Left Of The Quad (Back) */ gl.Color3f(0.0, 0.0, 1.0) /* Set The Color To Blue */ gl.Vertex3f(-1.0, 1.0, 1.0) /* Top Right Of The Quad (Left) */ gl.Vertex3f(-1.0, 1.0, -1.0) /* Top Left Of The Quad (Left) */ gl.Vertex3f(-1.0, -1.0, -1.0) /* Bottom Left Of The Quad (Left) */ gl.Vertex3f(-1.0, -1.0, 1.0) /* Bottom Right Of The Quad (Left) */ gl.Color3f(1.0, 0.0, 1.0) /* Set The Color To Violet */ gl.Vertex3f(1.0, 1.0, -1.0) /* Top Right Of The Quad (Right) */ gl.Vertex3f(1.0, 1.0, 1.0) /* Top Left Of The Quad (Right) */ gl.Vertex3f(1.0, -1.0, 1.0) /* Bottom Left Of The Quad (Right) */ gl.Vertex3f(1.0, -1.0, -1.0) /* Bottom Right Of The Quad (Right) */ gl.End() /* Done Drawing The Quad */ rquad -= 0.15 }
func drawCube(v *Vector3) { gl.LoadIdentity() // gl.Translatef( -1.5, 0.0, -6.0 ) gl.Translatef(gl.GLfloat(v.X), gl.GLfloat(v.Y), gl.GLfloat(v.Z)) /* Rotate The Triangle On The Y axis ( NEW ) */ // gl.Rotatef( rtri, 0.0, 1.0, 0.0 ); gl.Begin(gl.TRIANGLES) /* Drawing Using Triangles */ gl.Color3f(1.0, 0.0, 0.0) /* Red */ gl.Vertex3f(0.0, 1.0, 0.0) /* Top Of Triangle (Front) */ gl.Color3f(0.0, 1.0, 0.0) /* Green */ gl.Vertex3f(-1.0, -1.0, 1.0) /* Left Of Triangle (Front) */ gl.Color3f(0.0, 0.0, 1.0) /* Blue */ gl.Vertex3f(1.0, -1.0, 1.0) /* Right Of Triangle (Front) */ gl.Color3f(1.0, 0.0, 0.0) /* Red */ gl.Vertex3f(0.0, 1.0, 0.0) /* Top Of Triangle (Right) */ gl.Color3f(0.0, 0.0, 1.0) /* Blue */ gl.Vertex3f(1.0, -1.0, 1.0) /* Left Of Triangle (Right) */ gl.Color3f(0.0, 1.0, 0.0) /* Green */ gl.Vertex3f(1.0, -1.0, -1.0) /* Right Of Triangle (Right) */ gl.Color3f(1.0, 0.0, 0.0) /* Red */ gl.Vertex3f(0.0, 1.0, 0.0) /* Top Of Triangle (Back) */ gl.Color3f(0.0, 1.0, 0.0) /* Green */ gl.Vertex3f(1.0, -1.0, -1.0) /* Left Of Triangle (Back) */ gl.Color3f(0.0, 0.0, 1.0) /* Blue */ gl.Vertex3f(-1.0, -1.0, -1.0) /* Right Of Triangle (Back) */ gl.Color3f(1.0, 0.0, 0.0) /* Red */ gl.Vertex3f(0.0, 1.0, 0.0) /* Top Of Triangle (Left) */ gl.Color3f(0.0, 0.0, 1.0) /* Blue */ gl.Vertex3f(-1.0, -1.0, -1.0) /* Left Of Triangle (Left) */ gl.Color3f(0.0, 1.0, 0.0) /* Green */ gl.Vertex3f(-1.0, -1.0, 1.0) /* Right Of Triangle (Left) */ gl.End() /* Finished Drawing The Triangle */ rtri = rtri + 0.2 }
func drawMass(m *phys.Mass, dsz gl.GLfloat) { gl.LoadIdentity() // gl.Translatef( -1.5, 0.0, -6.0 ) v := m.Pos gl.Translatef(gl.GLfloat(v.X), gl.GLfloat(v.Y), gl.GLfloat(v.Z)) /* Rotate The Triangle On The Y axis ( NEW ) */ // gl.Rotatef( rtri, 0.0, 1.0, 0.0 ); gl.Begin(gl.TRIANGLES) /* Drawing Using Triangles */ gl.Color3f(dsz, 0.0, 0.0) /* Red */ gl.Vertex3f(0.0, dsz, 0.0) /* Top Of Triangle (Front) */ gl.Color3f(0.0, dsz, 0.0) /* Green */ gl.Vertex3f(-dsz, -dsz, dsz) /* Left Of Triangle (Front) */ gl.Color3f(0.0, 0.0, dsz) /* Blue */ gl.Vertex3f(dsz, -dsz, dsz) /* Right Of Triangle (Front) */ gl.Color3f(dsz, 0.0, 0.0) /* Red */ gl.Vertex3f(0.0, dsz, 0.0) /* Top Of Triangle (Right) */ gl.Color3f(0.0, 0.0, dsz) /* Blue */ gl.Vertex3f(dsz, -dsz, dsz) /* Left Of Triangle (Right) */ gl.Color3f(0.0, dsz, 0.0) /* Green */ gl.Vertex3f(dsz, -dsz, -dsz) /* Right Of Triangle (Right) */ gl.Color3f(dsz, 0.0, 0.0) /* Red */ gl.Vertex3f(0.0, dsz, 0.0) /* Top Of Triangle (Back) */ gl.Color3f(0.0, dsz, 0.0) /* Green */ gl.Vertex3f(dsz, -dsz, -dsz) /* Left Of Triangle (Back) */ gl.Color3f(0.0, 0.0, dsz) /* Blue */ gl.Vertex3f(-dsz, -dsz, -dsz) /* Right Of Triangle (Back) */ gl.Color3f(dsz, 0.0, 0.0) /* Red */ gl.Vertex3f(0.0, dsz, 0.0) /* Top Of Triangle (Left) */ gl.Color3f(0.0, 0.0, dsz) /* Blue */ gl.Vertex3f(-dsz, -dsz, -dsz) /* Left Of Triangle (Left) */ gl.Color3f(0.0, dsz, 0.0) /* Green */ gl.Vertex3f(-dsz, -dsz, dsz) /* Right Of Triangle (Left) */ gl.End() /* Finished Drawing The Triangle */ }
// 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 } }
func cube(color []float32) { gl.Materialfv(gl.FRONT, gl.AMBIENT_AND_DIFFUSE, whiteColor) gl.Color4f(color[0], color[1], color[2], color[3]) // TOP gl.Begin(gl.TRIANGLE_FAN) gl.Vertex3f(cubeWidth, cubeWidth, -cubeWidth) gl.Vertex3f(-cubeWidth, cubeWidth, -cubeWidth) gl.Vertex3f(-cubeWidth, cubeWidth, cubeWidth) gl.Vertex3f(cubeWidth, cubeWidth, cubeWidth) gl.End() // Bottom gl.Begin(gl.TRIANGLE_FAN) gl.Vertex3f(cubeWidth, -cubeWidth, cubeWidth) gl.Vertex3f(-cubeWidth, -cubeWidth, cubeWidth) gl.Vertex3f(-cubeWidth, -cubeWidth, -cubeWidth) gl.Vertex3f(cubeWidth, -cubeWidth, -cubeWidth) gl.End() // Front gl.Begin(gl.TRIANGLE_FAN) gl.Vertex3f(cubeWidth, cubeWidth, cubeWidth) gl.Vertex3f(-cubeWidth, cubeWidth, cubeWidth) gl.Vertex3f(-cubeWidth, -cubeWidth, cubeWidth) gl.Vertex3f(cubeWidth, -cubeWidth, cubeWidth) gl.End() // Back gl.Begin(gl.TRIANGLE_FAN) gl.Vertex3f(cubeWidth, -cubeWidth, -cubeWidth) gl.Vertex3f(-cubeWidth, -cubeWidth, -cubeWidth) gl.Vertex3f(-cubeWidth, cubeWidth, -cubeWidth) gl.Vertex3f(cubeWidth, cubeWidth, -cubeWidth) gl.End() // Left gl.Begin(gl.TRIANGLE_FAN) gl.Vertex3f(-cubeWidth, cubeWidth, cubeWidth) gl.Vertex3f(-cubeWidth, cubeWidth, -cubeWidth) gl.Vertex3f(-cubeWidth, -cubeWidth, -cubeWidth) gl.Vertex3f(-cubeWidth, -cubeWidth, cubeWidth) gl.End() // Right gl.Begin(gl.TRIANGLE_FAN) gl.Vertex3f(cubeWidth, cubeWidth, -cubeWidth) gl.Vertex3f(cubeWidth, cubeWidth, cubeWidth) gl.Vertex3f(cubeWidth, -cubeWidth, cubeWidth) gl.Vertex3f(cubeWidth, -cubeWidth, -cubeWidth) gl.End() //* gl.Color4f(color[0]/1.2, color[1]/1.2, color[2]/1.2, 1.0) gl.Begin(gl.LINE_STRIP) // Start Drawing Our Player Using Lines // TOP gl.Vertex3f(cubeWidth, cubeWidth, -cubeWidth) gl.Vertex3f(-cubeWidth, cubeWidth, -cubeWidth) gl.Vertex3f(-cubeWidth, cubeWidth, cubeWidth) gl.Vertex3f(cubeWidth, cubeWidth, cubeWidth) // Front gl.Vertex3f(-cubeWidth, cubeWidth, cubeWidth) gl.Vertex3f(-cubeWidth, -cubeWidth, cubeWidth) gl.Vertex3f(cubeWidth, -cubeWidth, cubeWidth) // Bottom gl.Vertex3f(-cubeWidth, -cubeWidth, cubeWidth) gl.Vertex3f(-cubeWidth, -cubeWidth, -cubeWidth) gl.Vertex3f(cubeWidth, -cubeWidth, -cubeWidth) // Back gl.Vertex3f(-cubeWidth, -cubeWidth, -cubeWidth) gl.Vertex3f(-cubeWidth, cubeWidth, -cubeWidth) gl.Vertex3f(cubeWidth, cubeWidth, -cubeWidth) // Right gl.Vertex3f(cubeWidth, cubeWidth, cubeWidth) gl.Vertex3f(cubeWidth, -cubeWidth, cubeWidth) gl.Vertex3f(cubeWidth, -cubeWidth, -cubeWidth) // Left gl.Vertex3f(-cubeWidth, cubeWidth, cubeWidth) gl.Vertex3f(-cubeWidth, cubeWidth, -cubeWidth) gl.Vertex3f(-cubeWidth, -cubeWidth, -cubeWidth) gl.Vertex3f(-cubeWidth, -cubeWidth, cubeWidth) gl.End() //*/ }