Пример #1
0
/* new window size or exposure */
func (self *Viewport) Reshape(width int, height int) {
	self.selectionDirty = false
	self.screenWidth = width
	self.screenHeight = height

	gl.Viewport(0, 0, width, height)

	viewWidth := float64(self.screenWidth) / float64(SCREEN_SCALE)
	viewHeight := float64(self.screenHeight) / float64(SCREEN_SCALE)

	self.lplane = -viewWidth / 2
	self.rplane = viewWidth / 2
	self.bplane = -viewHeight / 4
	self.tplane = 3 * viewHeight / 4

	gl.MatrixMode(gl.PROJECTION)
	gl.LoadIdentity()
	gl.Ortho(self.lplane, self.rplane, self.bplane, self.tplane, -60, 60)

	// self.Perspective(90, 1, 0.01,1000);

	gl.MatrixMode(gl.MODELVIEW)
	gl.LoadIdentity()
	picker.x = float32(viewport.rplane) - picker.radius + BLOCK_SCALE*0.5
	picker.y = float32(viewport.bplane) + picker.radius - BLOCK_SCALE*0.5

}
Пример #2
0
func (this *Window) SetProjection2D() {
	gl.MatrixMode(gl.PROJECTION)
	gl.Viewport(0, 0, int(this.Width()), int(this.Height()))
	gl.LoadIdentity()
	gl.Ortho(0, float64(this.Width()), 0, float64(this.Height()), -1.0, 1.0)
	gl.MatrixMode(gl.MODELVIEW)
}
Пример #3
0
func drawDigits(x, y int, digits []int8) {

	s := sdl.GetVideoSurface()
	lft, rgt, btm, top := 0.0, float64(s.W), float64(s.H), 0.0

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

	gl.MatrixMode(gl.PROJECTION)
	gl.PushMatrix()
	gl.LoadIdentity()
	gl.Ortho(lft, rgt, btm, top, 0.0, 1.0)
	gl.MatrixMode(gl.MODELVIEW)
	gl.PushMatrix()
	gl.LoadIdentity()

	w := digitImages[0].Rect.Dx()
	for i := 0; i < len(digits); i++ {
		img := digitImages[digits[i]]
		drawImage(x-w*i-i, y, img)
	}

	gl.MatrixMode(gl.MODELVIEW)
	gl.PopMatrix()

	gl.MatrixMode(gl.PROJECTION)
	gl.PopMatrix()
}
Пример #4
0
func main() {
	glfw.Init()
	defer glfw.Terminate()

	glfw.OpenWindow(640, 480, 8, 8, 8, 8, 0, 0, glfw.Windowed)
	defer glfw.CloseWindow()

	glfw.SetWindowTitle("Tile test")
	glfw.Enable(glfw.StickyKeys)
	glfw.SetSwapInterval(1)
	glfw.SetKeyCallback(inputCallback)

	gl.MatrixMode(gl.PROJECTION)
	gl.LoadIdentity()
	gl.Ortho(0, GridWidth, GridHeight, 0, -1, 1)
	gl.MatrixMode(gl.MODELVIEW)
	gl.Disable(gl.DEPTH_TEST)
	gl.Enable(gl.TEXTURE_2D)
	gl.Enable(gl.BLEND)
	gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)

	gl.ClearColor(0.0, 0.0, 0.0, 1.0)
	initResources()
	initWorld()

	for Running {
		if (time.Since(DT).Nanoseconds() / 1000000) > 15 { //don't loop faster than every 15ms
			DT = time.Now()
			gl.Clear(gl.COLOR_BUFFER_BIT)
			player.update()
			renderScene()
			glfw.SwapBuffers()
		}
	}
}
Пример #5
0
// OpenWindow opens a new window with the given size.
func OpenWindow(w, h int) error {
	glfw.OpenWindowHint(glfw.WindowNoResize, 1)

	r, g, b := 0, 0, 0 // defaults
	a := 8             // 8-bit alpha channel
	d, s := 0, 0       // no depth or stencil buffers
	m := glfw.Windowed
	if err := glfw.OpenWindow(w, h, r, g, b, a, d, s, m); err != nil {
		return err
	}

	if gl.Init() != 0 {
		return errors.New("Failed to initialize OpenGL")
	}

	gl.Enable(gl.TEXTURE_2D)
	gl.Enable(gl.BLEND)
	gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
	gl.ClearColor(0.0, 0.0, 0.0, 0.0)
	gl.MatrixMode(gl.PROJECTION)
	gl.LoadIdentity()
	gl.Ortho(0, float64(w), 0, float64(-h), -1, 1)
	gl.MatrixMode(gl.MODELVIEW)
	gl.LoadIdentity()
	gl.Translated(0, float64(-h), 0)
	return nil
}
Пример #6
0
func (v *Video) Reshape(width int, height int) {
	x_offset := 0
	y_offset := 0

	r := ((float64)(height)) / ((float64)(width))

	if r > 0.9375 { // Height taller than ratio
		h := (int)(math.Floor((float64)(0.9375 * (float64)(width))))
		y_offset = (height - h) / 2
		height = h
	} else if r < 0.9375 { // Width wider
		var scrW, scrH float64
		if ppu.OverscanEnabled {
			scrW = 240.0
			scrH = 224.0
		} else {
			scrW = 256.0
			scrH = 240.0
		}

		w := (int)(math.Floor((float64)((scrH / scrW) * (float64)(height))))
		x_offset = (width - w) / 2
		width = w
	}

	gl.Viewport(x_offset, y_offset, width, height)
	gl.MatrixMode(gl.PROJECTION)
	gl.LoadIdentity()
	gl.Ortho(-1, 1, -1, 1, -1, 1)
	gl.MatrixMode(gl.MODELVIEW)
	gl.LoadIdentity()
	gl.Disable(gl.DEPTH_TEST)
}
Пример #7
0
/* new window size or exposure */
func (self *Viewport) Reshape(width int, height int) {
	self.selectionDirty = false
	self.screenWidth = width
	self.screenHeight = height

	gl.Viewport(0, 0, width, height)

	viewWidth := float64(self.screenWidth) / float64(SCREEN_SCALE)
	viewHeight := float64(self.screenHeight) / float64(SCREEN_SCALE)

	self.lplane = -viewWidth / 2
	self.rplane = viewWidth / 2
	self.bplane = -viewHeight / 4
	self.tplane = 3 * viewHeight / 4

	println("self.lplane:", self.lplane, "self.rplane", self.rplane)
	gl.MatrixMode(gl.PROJECTION)
	gl.LoadIdentity()
	gl.Ortho(self.lplane, self.rplane, self.bplane, self.tplane, -60, 60)

	gl.MatrixMode(gl.MODELVIEW)
	gl.LoadIdentity()

	picker.x = float32(viewport.rplane) - picker.radius + blockscale*0.5
	picker.y = float32(viewport.bplane) + picker.radius - blockscale*0.5

}
Пример #8
0
// Handle the window being resized.
func reshape(width int, height int) {
	// Render into the entire window.
	gl.Viewport(0, 0, width, height)
	gl.MatrixMode(gl.PROJECTION)
	gl.LoadIdentity()

	// Configure the Frustrum so the front face of the rendering
	// volume fills the screen.

	w := float64(width)
	h := float64(height)
	depth := (w + h) / 2
	near := depth / 2.0
	right := w / 4.0
	top := h / 4.0
	far := 4 * depth
	gl.Frustum(-right, right, -top, top, near, far)

	gl.MatrixMode(gl.MODELVIEW)
	gl.LoadIdentity()

	// Center the rendering volume in the viewport.  Its origin
	// is at the far lower left corner.

	gl.Translated(-w/2, -h/2, -2*depth)
}
Пример #9
0
// reset our viewport after a window resize
func resizeWindow(width, height int) {
	// protect against a divide by zero
	if height == 0 {
		height = 1
	}

	// Setup our viewport
	gl.Viewport(0, 0, int(width), int(height))

	// change to the projection matrix and set our viewing volume.
	gl.MatrixMode(gl.PROJECTION)
	gl.LoadIdentity()

	// aspect ratio
	aspect := gl.GLdouble(gl.GLfloat(width) / gl.GLfloat(height))

	// Set our perspective.
	// This code is equivalent to using gluPerspective as in the original tutorial.
	var fov, near, far gl.GLdouble
	fov = 45.0
	near = 0.1
	far = 100.0
	top := gl.GLdouble(math.Tan(float64(fov*math.Pi/360.0))) * near
	bottom := -top
	left := aspect * bottom
	right := aspect * top
	gl.Frustum(float64(left), float64(right), float64(bottom), float64(top), float64(near), float64(far))

	// Make sure we're changing the model view and not the projection
	gl.MatrixMode(gl.MODELVIEW)

	// Reset the view
	gl.LoadIdentity()
}
Пример #10
0
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()
}
Пример #11
0
// Initialize the OpenGL configuration with the information from the current window.
func InitGLWindow(w, h int) {
	gl.Viewport(0, 0, w, h)
	gl.MatrixMode(gl.PROJECTION)
	gl.LoadIdentity()
	glu.Perspective(45.0, float64(w)/float64(h), 0.1, 100.0)
	gl.MatrixMode(gl.MODELVIEW)
	gl.LoadIdentity()
}
Пример #12
0
func reshape(w, h int) {
	gl.Viewport(0, 0, w, h)
	gl.MatrixMode(gl.PROJECTION)
	gl.LoadIdentity()
	gl.Ortho(0, float64(w), 0, float64(h), -1, 1)
	gl.Scalef(1, -1, 1)
	gl.Translatef(0, float32(-h), 0)
	gl.MatrixMode(gl.MODELVIEW)
}
Пример #13
0
func (self *Console) Draw(t int64) {
	gl.MatrixMode(gl.MODELVIEW)
	gl.PushMatrix()
	gl.LoadIdentity()

	gl.Disable(gl.DEPTH_TEST)
	gl.Disable(gl.LIGHTING)
	gl.Disable(gl.LIGHT0)
	gl.Disable(gl.LIGHT1)

	h := float32(consoleFont.height) * PIXEL_SCALE
	margin := float32(3.0) * PIXEL_SCALE
	consoleHeight := 3 * h

	gl.MatrixMode(gl.MODELVIEW)

	gl.LoadIdentity()
	gl.Color4ub(0, 0, 0, 208)

	gl.Begin(gl.QUADS)
	gl.Vertex2f(float32(viewport.lplane), float32(viewport.bplane)+consoleHeight+margin*2) // Bottom Left Of The Texture and Quad
	gl.Vertex2f(float32(viewport.rplane), float32(viewport.bplane)+consoleHeight+margin*2) // Bottom Right Of The Texture and Quad
	gl.Vertex2f(float32(viewport.rplane), float32(viewport.bplane))                        // Top Right Of The Texture and Quad
	gl.Vertex2f(float32(viewport.lplane), float32(viewport.bplane))                        // Top Left Of The Texture and Quad
	gl.End()

	gl.Translatef(float32(viewport.lplane)+margin, float32(viewport.bplane)+consoleHeight+margin-h, 0)
	consoleFont.Print(fmt.Sprintf("FPS: %5.2f V: %d (%d) CH: %d M: %d", self.fps, self.vertices, self.culledVertices, len(TheWorld.chunks), len(TheWorld.mobs)))
	gl.LoadIdentity()
	gl.Translatef(float32(viewport.lplane)+margin, float32(viewport.bplane)+consoleHeight+margin-2*h, 0)

	consoleFont.Print(fmt.Sprintf("X: %5.2f Y: %4.2f Z: %5.2f H: %5.2f (%s) D: %0.1f (%d)", ThePlayer.position[XAXIS], ThePlayer.position[YAXIS], ThePlayer.position[ZAXIS], ThePlayer.heading, HeadingToCompass(ThePlayer.heading), ThePlayer.distanceTravelled, ThePlayer.distanceFromStart))

	gl.LoadIdentity()
	gl.Translatef(float32(viewport.lplane)+margin, float32(viewport.bplane)+consoleHeight+margin-3*h, 0)

	numgc := uint32(0)
	avggc := float64(0)
	var last3 [3]float64
	if self.mem.NumGC > 3 {
		numgc = self.mem.NumGC
		avggc = float64(self.mem.PauseTotalNs) / float64(self.mem.NumGC) / 1e6
		index := int(numgc) - 1
		if index > 255 {
			index = 255
		}

		last3[0] = float64(self.mem.PauseNs[index]) / 1e6
		last3[1] = float64(self.mem.PauseNs[index-1]) / 1e6
		last3[2] = float64(self.mem.PauseNs[index-2]) / 1e6
	}

	consoleFont.Print(fmt.Sprintf("Mem: %.1f/%.1f   GC: %.1fms [%d: %.1f, %.1f, %.1f] ChGen: %.1fms | Sc: %.1f TOD: %.1f", float64(self.mem.Alloc)/(1024*1024), float64(self.mem.Sys)/(1024*1024), avggc, numgc, last3[0], last3[1], last3[2], float64(self.chunkGenerationTime)/1e6, viewport.scale, timeOfDay))

	gl.PopMatrix()
}
Пример #14
0
func onResize(w, h int) {
	gl.MatrixMode(gl.PROJECTION)
	gl.LoadIdentity()
	gl.Viewport(0, 0, w, h)
	gl.Ortho(0, float64(w), float64(h), 0, -1.0, 1.0)
	gl.ClearColor(1, 1, 1, 0)
	gl.Clear(gl.COLOR_BUFFER_BIT)
	gl.MatrixMode(gl.MODELVIEW)
	gl.LoadIdentity()
}
Пример #15
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func initialize(WIDTH, HEIGHT int) {

	gl.MatrixMode(gl.PROJECTION)

	gl.LoadIdentity()

	gl.Ortho(0, float64(WIDTH), float64(HEIGHT), 0, 0, 1)

	gl.MatrixMode(gl.MODELVIEW)

	gl.Disable(gl.DEPTH_TEST)
}
Пример #16
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func onResize(w, h int) {
	if h == 0 {
		h = 1
	}

	gl.Viewport(0, 0, w, h)
	gl.MatrixMode(gl.PROJECTION)
	gl.LoadIdentity()
	glu.Perspective(45.0, float64(w)/float64(h), 0.1, 100.0)
	gl.MatrixMode(gl.MODELVIEW)
	gl.LoadIdentity()
}
Пример #17
0
/* new window size or exposure */
func reshape(width int, height int) {

	h := float64(height) / float64(width)

	gl.Viewport(0, 0, width, height)
	gl.MatrixMode(gl.PROJECTION)
	gl.LoadIdentity()
	gl.Frustum(-1.0, 1.0, -h, h, 5.0, 60.0)
	gl.MatrixMode(gl.MODELVIEW)
	gl.LoadIdentity()
	gl.Translatef(0.0, 0.0, -40.0)
}
Пример #18
0
func onResize(w, h int) {
	if h == 0 {
		h = 1
	}

	gl.Viewport(0, 0, w, h)
	gl.MatrixMode(gl.PROJECTION)
	gl.LoadIdentity()
	gl.Ortho(-1, 1, -1, 1, -1, 1)
	gl.MatrixMode(gl.MODELVIEW)
	gl.LoadIdentity()
	gl.Disable(gl.DEPTH_TEST)
}
Пример #19
0
func (this *Window) reshape(w, h int) {
	gl.Viewport(0, 0, w, h)
	ratio := Double(w) / Double(h)
	var znear, zfar, fovx Double = 0.01, 65536.0, 80.0
	this.projectionMatrix = mat4.Projection(fovx.ToRad(), ratio, znear, zfar)
	if globals.UseShader {
		program.SetProjectionMatrix(this.projectionMatrix)
		program.SetFarClipplane(zfar)
	}
	gl.MatrixMode(gl.PROJECTION)
	gl.LoadIdentity()
	gl.LoadMatrixd(this.projectionMatrix.Ptr())
	gl.MatrixMode(gl.MODELVIEW)
}
Пример #20
0
func initScreen() {
	sdl.Init(sdl.INIT_VIDEO)
	const (
		resx int = 640
		resy int = 480
	)
	var (
		screen = sdl.SetVideoMode(resx, resy, 16, sdl.OPENGL)
	)

	if screen == nil {
		sdl.Quit()
		panic("Couldn't set GL video mode: " + sdl.GetError() + "\n")
	}

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

	gl.MatrixMode(gl.PROJECTION)
	//gl.MatrixMode(gl.MODELVIEW)

	gl.Viewport(0, 0, int(screen.W), int(screen.H))
	gl.LoadIdentity()
	gl.Ortho(0, float64(screen.W), float64(screen.H), 0, -1.0, 1.0)
	//gl.DepthRange(-1, 1)

	gl.ClearColor(0, 0, 0, 0)
	gl.Clear(gl.COLOR_BUFFER_BIT)
}
Пример #21
0
func (s *Sprite) Draw(x, y, angle, scale float32, blend bool) {
	gl.Enable(gl.TEXTURE_2D)
	gl.Disable(gl.COLOR_MATERIAL)
	if blend {
		gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
		gl.Enable(gl.BLEND)
	} else {
		gl.Disable(gl.BLEND)
		gl.BlendFunc(gl.ONE, gl.ZERO)
	}

	gl.MatrixMode(gl.MODELVIEW)
	gl.LoadIdentity()
	gl.Translatef(x, y, 0)
	gl.Rotatef(angle*360/(2*math.Pi), 0, 0, 1)
	gl.Scalef(scale, scale, 1)
	s.tex.Bind(gl.TEXTURE_2D)
	gl.Begin(gl.QUADS)
	gl.Color3f(1, 1, 1)
	gl.TexCoord2d(0, 0)
	gl.Vertex3f(-0.5*s.width, -0.5*s.height, 0)
	gl.TexCoord2d(1, 0)
	gl.Vertex3f(0.5*s.width, -0.5*s.height, 0)
	gl.TexCoord2d(1, 1)
	gl.Vertex3f(0.5*s.width, 0.5*s.height, 0)
	gl.TexCoord2d(0, 1)
	gl.Vertex3f(-0.5*s.width, 0.5*s.height, 0)
	gl.End()
	gl.Disable(gl.TEXTURE_2D)
	gl.Disable(gl.BLEND)
}
Пример #22
0
func (self *Picker) Draw(t int64) {

	gl.MatrixMode(gl.MODELVIEW)
	gl.PushMatrix()

	gl.LoadIdentity()

	gl.Disable(gl.DEPTH_TEST)
	gl.Disable(gl.LIGHTING)
	gl.Disable(gl.LIGHT0)
	gl.Disable(gl.LIGHT1)

	gl.Begin(gl.TRIANGLE_FAN)
	gl.Color4ub(0, 0, 0, 128)
	gl.Vertex2f(self.x, self.y)
	for angle := float64(0); angle <= 2*math.Pi; angle += math.Pi / 2 / 10 {
		gl.Vertex2f(self.x-float32(math.Sin(angle))*self.radius, self.y+float32(math.Cos(angle))*self.radius)
	}
	gl.End()

	self.DrawItemHighlight(t, ThePlayer.currentAction)
	self.DrawPlayerItems(t, true)

	gl.PopMatrix()

}
Пример #23
0
func (self *Pause) Draw(t int64) {
	gl.MatrixMode(gl.MODELVIEW)
	gl.PushMatrix()
	gl.LoadIdentity()

	gl.Disable(gl.DEPTH_TEST)
	gl.Disable(gl.LIGHTING)
	gl.Disable(gl.LIGHT0)
	gl.Disable(gl.LIGHT1)

	gl.Color4ub(0, 0, 0, 240)

	gl.Begin(gl.QUADS)
	gl.Vertex2f(float32(viewport.lplane), float32(viewport.bplane))
	gl.Vertex2f(float32(viewport.rplane), float32(viewport.bplane))
	gl.Vertex2f(float32(viewport.rplane), float32(viewport.tplane))
	gl.Vertex2f(float32(viewport.lplane), float32(viewport.tplane))
	gl.End()

	str := "paused"
	h, w := pauseFont.Measure(str)

	// x := (viewport.rplane - viewport.lplane - w) / 2
	// y := (viewport.tplane - viewport.bplane - h) / 2
	gl.Translated(-w/2, -h/2, 0)
	pauseFont.Print(str)

	gl.PopMatrix()

}
Пример #24
0
func (this *Window) reshape(w, h int) {
	gl.Viewport(0, 0, w, h)
	gl.MatrixMode(gl.PROJECTION)
	gl.LoadIdentity()
	ratio := float64(w) / float64(h)
	znear, zfar, fovx := 0.01, 65536.0, 80.0
	/*var top, bottom, left, right float64
	right = znear * math.Tan(DegToRad(.5*fovx))
	left = -right
	top = right/ratio
	bottom = -top
	gl.Frustum(left,right,bottom,top,znear, zfar)//*/
	this.projectionMatrix = mat4.Projection(DegToRad(fovx), ratio, znear, zfar)
	gl.LoadMatrixd(this.projectionMatrix.Ptr())
	gl.MatrixMode(gl.MODELVIEW)
}
Пример #25
0
func (this *Window) resetModelViewMatrix() {
	if globals.UseShader {
		program.SetModelMatrix(mat4.Identity())
	}
	gl.MatrixMode(gl.MODELVIEW)
	gl.LoadIdentity()
}
Пример #26
0
func size_window(x, y int, fov, aspect, min_cull, max_cull float64) {
	gl.Viewport(0, 0, x, y)
	gl.MatrixMode(gl.PROJECTION)
	gl.LoadIdentity()
	glu.Perspective(fov, aspect, min_cull, max_cull)
	gl.Enable(gl.DEPTH_TEST)
}
Пример #27
0
func (self *Viewport) Perspective(fovy, aspect, zNear, zFar float64) {
	gl.MatrixMode(gl.PROJECTION)
	gl.LoadIdentity()

	var xmin, xmax, ymin, ymax float64

	ymax = zNear * math.Tan(fovy*math.Pi/360.0)
	ymin = -ymax
	xmin = ymin * aspect
	xmax = ymax * aspect

	gl.Frustum(xmin, xmax, ymin, ymax, zNear, zFar)

	gl.MatrixMode(gl.MODELVIEW)
	gl.Hint(gl.PERSPECTIVE_CORRECTION_HINT, gl.NICEST)
	gl.DepthMask(true)
}
Пример #28
0
//Callback for window resize events.
//Updates Settings.ScreenSize as well as the size of the main camera.
func OnResize(width, height int) {
	if height == 0 {
		height = 1
	}

	w, h := float64(width), float64(height)
	ScreenSize = vect.Vect{w, h}

	gl.MatrixMode(gl.PROJECTION)
	gl.LoadIdentity()
	//camera centered at (0,0)
	gl.Ortho(0, w, h, 0, 1, -1)
	gl.MatrixMode(gl.MODELVIEW)
	//gl.Translated(.375, .375, 0)

	//gl.Translated(-w/8, -h/2, 0)
	//gl.Scaled(32, 32, 1)
}
Пример #29
0
func initGl() {

	h := float64(height) / float64(width)

	gl.Viewport(0, 0, width, height)
	gl.MatrixMode(gl.PROJECTION)
	gl.LoadIdentity()
	gl.Frustum(-1.0, 1.0, -h, h, 5.0, 60.0)

	gl.MatrixMode(gl.MODELVIEW)
	gl.LoadIdentity()
	gl.Translatef(0.0, 0.0, -6.0)

	gl.EnableClientState(gl.VERTEX_ARRAY)
	gl.EnableClientState(gl.TEXTURE_COORD_ARRAY)
	gl.VertexPointer(3, 0, &vertices[0][0])
	gl.TexCoordPointer(2, 0, &texCoords[0][0])
}
Пример #30
0
func drawScene() {
	gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)

	gl.MatrixMode(gl.MODELVIEW)
	gl.LoadIdentity()
	gl.Color3f(1, 1, 1)
	drawShapes(space)

	glfw.SwapBuffers()
}