func init_() { //pos := []float64{5.0, 5.0, 10.0, 0.0} colors := map[string][]float32{ "0": {0.7, 0.7, 0.7, 1.0}, "1": {1.0, 0.0, 0.0, 1.0}, "2": {1.0, 0.6, 0.0, 1.0}, "3": {1.0, 1.0, 0.0, 1.0}, "4": {0.0, 1.0, 0.0, 1.0}, "5": {0.0, 0.0, 1.0, 1.0}, "6": {0.0, 0.6, 1.0, 1.0}, "7": {1.0, 0.0, 1.0, 1.0}, "8": {1.0, 1.0, 1.0, 1.0}, "9": {0.3, 0.3, 0.3, 1.0}, } fetchChunks(2, 2) gl.ShadeModel(gl.SMOOTH) gl.ClearColor(0.2, 0.2, 0.6, 0.0) gl.ClearDepth(1.0) gl.Enable(gl.DEPTH_TEST) gl.DepthFunc(gl.LEQUAL) gl.Enable(gl.COLOR_MATERIAL) gl.Enable(gl.CULL_FACE) gl.Hint(gl.PERSPECTIVE_CORRECTION_HINT, gl.NICEST) gl.Hint(gl.LINE_SMOOTH_HINT, gl.NICEST) gl.Lightfv(gl.LIGHT0, gl.AMBIENT, lightAmbient) gl.Lightfv(gl.LIGHT0, gl.DIFFUSE, lightDiffuse) gl.Lightfv(gl.LIGHT0, gl.POSITION, lightPosition) gl.Enable(gl.LIGHT0) gl.Enable(gl.LIGHTING) for name, color := range colors { /* make a cube */ cubes[name] = gl.GenLists(1) gl.NewList(cubes[name], gl.COMPILE) cube(color) gl.EndList() } 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") } }
func initGL() { gl.ShadeModel(gl.SMOOTH) gl.ClearColor(0, 0, 0, 0) gl.ClearDepth(1) gl.Enable(gl.DEPTH_TEST) gl.DepthFunc(gl.LEQUAL) gl.Hint(gl.PERSPECTIVE_CORRECTION_HINT, gl.NICEST) }
// 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) }
func SetupVideo() { if sdl.Init(sdl.INIT_VIDEO) < 0 { panic("Couldn't initialize sdl") } w := WinW h := WinH var screen = sdl.SetVideoMode(w, h, 32, SDL_FLAGS) // var screen = sdl.SetVideoMode(w, h, 32, sdl.OPENGLBLIT | sdl.DOUBLEBUF | sdl.HWSURFACE) // var screen = sdl.SetVideoMode(w, h, 32, sdl.OPENGL) if screen == nil { panic("sdl error") } if ttf.Init() != 0 { panic("ttf init error") } if gl.Init() != 0 { panic("Couldn't init gl") } ResizeWindow(screen.W, screen.H) gl.ClearColor(0, 0, 0, 0) // gl.ClearColor(1, 1, 1, 0) gl.ClearDepth(1.0) gl.DepthFunc(gl.LEQUAL) gl.Enable(gl.DEPTH_TEST) gl.ShadeModel(gl.SMOOTH) gl.Hint(gl.PERSPECTIVE_CORRECTION_HINT, gl.NICEST) /* if gl.Init() != 0 { panic("glew error") } */ // gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT ) // gl.Clear(gl.COLOR_BUFFER_BIT) // initGL // gl.Ortho(0, gl.GLdouble(screen.W), gl.GLdouble(screen.H), 0, -1.0, 1.0) }
// 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 ) }
// general OpenGL initialization func initGL() { // enable smooth shading gl.ShadeModel(gl.SMOOTH) // Set the background to black gl.ClearColor(0.0, 0.0, 0.0, 0.0) // Depth buffer setup gl.ClearDepth(1.0) // Enable depth testing gl.Enable(gl.DEPTH_TEST) // The type of test gl.DepthFunc(gl.LEQUAL) // Nicest perspective correction gl.Hint(gl.PERSPECTIVE_CORRECTION_HINT, gl.NICEST) }
// 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) }
// 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, lightAmbient1[:]) // ambient lighting gl.Lightfv(gl.LIGHT1, gl.DIFFUSE, lightDiffuse1[:]) // make it diffuse gl.Lightfv(gl.LIGHT1, gl.POSITION, lightPosition1[:]) // and place it gl.Enable(gl.LIGHT1) // and finally turn it on. gl.Lightfv(gl.LIGHT2, gl.AMBIENT, lightAmbient2[:]) // ambient lighting gl.Lightfv(gl.LIGHT2, gl.DIFFUSE, lightDiffuse2[:]) // make it diffuse gl.Lightfv(gl.LIGHT2, gl.POSITION, lightPosition2[:]) // and place it gl.Enable(gl.LIGHT2) // and finally turn it on. }
func main() { //ABSPTest() //return glfw.Init(800, 600) InitPhysics() world := new(World) world.Init() world.GameObjects = new(list.List) player := MakeMan(Vec3{10, 20, 10}) world.Add(player) world.Add(ropetest(Vec3{0, 40, 0}, 4, 4)) world.Add(treeThing(Vec3{20, 20, 20}, 3)) world.Add(MakePlayer(Vec3{-20, 20, 0}).Body) world.Add(MakePlayer(Vec3{-20, 50, 0}).Body) world.Add(MakePlayer(Vec3{-20, 70, 0}).Body) world.Add(MakePlayer(Vec3{-20, 90, 0}).Body) world.Add(MakePlayer(Vec3{-20, 110, 0}).Body) /*for i := 0; i < 100; i++ { world.Add(SetPlayerAnimation(MakePlayer(Vec3{float32(int(i%10))*50,0,float32(i*2) - 200})).Body) }*/ world.Add(NewGameObj(Vec3{0, -20, 0}, Vec3{10000, 10, 10000}, Vec3{0, 0.5, 0.1}, float32(math.Inf(1)), 10, nil)) //world.Add(SetPlayerAnimation(MakePlayer(Vec3{-20,120,0})).Body) qtn := new(ABSPNode) qtn.Root = qtn //qtn.Position = Vec3{-10000,-10000,-10000} //qtn.Size = Vec3{20000,20000,20000} for i := world.GameObjects.Front(); i != nil; i = i.Next() { gobj := i.Value.(*GameObj) all := gobj.GetSubs() for i := 0; i < len(all); i++ { qtn.Insert(all[i]) } } world.GameObjectTree = qtn fmt.Println("Total:", len(qtn.Data)) qtn.Divide() cols := 0 qtn.cd(func(obj1, obj2 SPData) { cols += 1 }) fmt.Println(cols) //qtn.Traverse(0) //return gl.Init() vs := gl.CreateShader(gl.VERTEX_SHADER) vs.Source( LoadFileToString("s1.vert")) vs.Compile() fs := gl.CreateShader(gl.FRAGMENT_SHADER) fs.Source(LoadFileToString("s1.frag")) fs.Compile() pg := gl.CreateProgram() pg.AttachShader(vs) pg.AttachShader(fs) pg.Link() pg.Validate() pg.Use() fmt.Println("**Shader log**") fmt.Println(fs.GetInfoLog()) fmt.Println(vs.GetInfoLog()) fmt.Println(pg.GetInfoLog()) fmt.Println("******END*****") gl.ClearColor(0.5, 0.5, 1, 0) gl.Enable(gl.DEPTH_TEST) gl.Enable(gl.BLEND) gl.Enable(gl.POLYGON_SMOOTH) gl.Hint(gl.POLYGON_SMOOTH_HINT, gl.NICEST) var t float64 t = float64(time.Nanoseconds()) / 1000000000 cam1 := Camera{player, 100, Vec3{0, 0, 0}} glfw.AddListener(func(m glfw.MouseMoveEvent) { cam1.Angle.X = float32(m.X-400) / 400 * 3.14 * 2 cam1.Angle.Y = float32(m.Y-300) / 300 * 3.14 * 2 //player.Rotation = Vec3{cam1.Angle.X,cam1.Angle.Y,0} }) glfw.AddListener(func(mw glfw.MouseWheelEvent) { cam1.Distance = 100 + float32(mw.Pos*mw.Pos*mw.Pos) }) world.CompilePhysicsObjects() for it := 0; it < 10000; it += 1 { cam1.Setup() dt := float32(0.005) t = float64(float64(time.Nanoseconds()) / 1000000000) UpdatePositions(world.PhysicsObjects, dt) UpdateModelStates(world.PhysicsObjects) UpdateCollisions(world.GameObjectTree, dt) UpdateModelStates(world.PhysicsObjects) gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) DrawWorld(world.GameObjects, dt, pg) glfw.SwapBuffers() pt := float64(float64(time.Nanoseconds()) / 1000000000) sleeptime := (float64(dt) - (pt - t)) * 10e8 fmt.Println("Sleep for:", sleeptime) time.Sleep(int64(sleeptime)) } }