示例#1
0
文件: ca.go 项目: samnardoni/ca
func main() {
	var err error

	if err = glfw.Init(); err != nil {
		fmt.Fprintf(os.Stderr, "[e] %v\n", err)
		return
	}
	defer glfw.Terminate()

	if err = glfw.OpenWindow(Width, Height, 8, 8, 8, 8, 0, 8, glfw.Windowed); err != nil {
		fmt.Fprintf(os.Stderr, "[e] %v\n", err)
		return
	}
	defer glfw.CloseWindow()

	glfw.SetSwapInterval(1)
	glfw.SetWindowTitle(Title)
	glfw.SetWindowSizeCallback(onResize)
	glfw.SetKeyCallback(onKey)

	gl.ShadeModel(gl.SMOOTH)
	gl.ClearColor(0, 0, 0, 0)
	gl.ClearDepth(1)
	gl.Enable(gl.TEXTURE_2D)

	for running && glfw.WindowParam(glfw.Opened) == 1 {
		update()
		draw()
	}
}
示例#2
0
文件: main.go 项目: sycoso/glfw
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)
}
示例#3
0
func initGL() {
	gl.EnableClientState(gl.VERTEX_ARRAY)
	gl.ShadeModel(gl.SMOOTH)
	gl.ClearColor(0, 0, 0, 0)
	gl.ClearDepth(1)
	gl.DepthFunc(gl.LEQUAL)
	gl.Hint(gl.PERSPECTIVE_CORRECTION_HINT, gl.NICEST)
	gl.Enable(gl.DEPTH_TEST)
	gl.Enable(gl.BLEND)
	gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
}
示例#4
0
// 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)
}
示例#5
0
文件: main.go 项目: andrebq/glfw
func initGL() (err error) {
	if err = loadTextures(); err != nil {
		return
	}

	gl.ShadeModel(gl.SMOOTH)
	gl.ClearColor(0, 0, 0, 0)
	gl.ClearDepth(1)
	gl.DepthFunc(gl.LEQUAL)
	gl.Hint(gl.PERSPECTIVE_CORRECTION_HINT, gl.NICEST)
	gl.Enable(gl.DEPTH_TEST)
	gl.Enable(gl.TEXTURE_2D)
	return
}
示例#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 )
}
示例#7
0
// 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)
}
示例#8
0
// 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)
}
示例#9
0
文件: main.go 项目: andrebq/glfw
func initGL() (err error) {
	if err = loadTextures(); err != nil {
		return
	}

	gl.ShadeModel(gl.SMOOTH)
	gl.ClearColor(0, 0, 0, 0)
	gl.ClearDepth(1)
	gl.DepthFunc(gl.LEQUAL)
	gl.Hint(gl.PERSPECTIVE_CORRECTION_HINT, gl.NICEST)
	gl.Enable(gl.DEPTH_TEST)
	gl.Enable(gl.TEXTURE_2D)

	gl.Lightfv(gl.LIGHT1, gl.AMBIENT, ambient)
	gl.Lightfv(gl.LIGHT1, gl.AMBIENT, diffuse)
	gl.Lightfv(gl.LIGHT1, gl.POSITION, lightpos)
	gl.Enable(gl.LIGHT1)
	return
}
示例#10
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, 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.
}
示例#11
0
文件: main.go 项目: andrebq/wfobj
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)

	globalState.light[0] = 0
	globalState.light[1] = 20
	globalState.light[2] = -10
	globalState.light[3] = 1

	gl.Lightfv(gl.LIGHT1, gl.AMBIENT, []float32{1, 1, 1})
	gl.Lightfv(gl.LIGHT1, gl.DIFFUSE, []float32{1, 1, 1})
	gl.Lightfv(gl.LIGHT1, gl.POSITION, globalState.light[:])
	gl.Enable(gl.LIGHT1)

	gl.Enable(gl.LIGHTING)
}
示例#12
0
func initGame() {

	viewport.Zoomstd()
	viewport.Rotx(25)
	viewport.Roty(70)

	picker = NewPicker()

	sdl.Init(sdl.INIT_VIDEO)
	if ttf.Init() != 0 {
		panic("Could not initalize fonts")
	}

	sdl.GL_SetAttribute(sdl.GL_DOUBLEBUFFER, 1)
	screen := sdl.SetVideoMode(1024, 600, 32, sdl.OPENGL|sdl.RESIZABLE)

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

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

	sdl.WM_SetCaption("Amberfell", "amberfell")

	gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
	// gl.ShadeModel(gl.FLAT)

	gl.Enable(gl.BLEND)
	gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
	gl.ShadeModel(gl.SMOOTH)
	gl.Enable(gl.LIGHTING)
	gl.Enable(gl.LIGHT0)
	gl.Enable(gl.LIGHT1)

	gl.Enable(gl.COLOR_MATERIAL)

	gl.MatrixMode(gl.PROJECTION)
	gl.LoadIdentity()

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

	gl.ClearDepth(1.0)       // Depth Buffer Setup
	gl.Enable(gl.DEPTH_TEST) // Enables Depth Testing
	gl.Hint(gl.PERSPECTIVE_CORRECTION_HINT, gl.FASTEST)

	gl.Enable(gl.TEXTURE_2D)
	//	LoadMapTextures()
	LoadPlayerTextures()
	LoadWolfTextures()
	InitItems()

	pauseFont = NewFont("res/Jura-DemiBold.ttf", 48, color.RGBA{255, 255, 255, 0})
	consoleFont = NewFont("res/Jura-DemiBold.ttf", 16, color.RGBA{255, 255, 255, 0})
	inventoryItemFont = NewFont("res/Jura-DemiBold.ttf", 14, color.RGBA{240, 240, 240, 0})

	textures[TEXTURE_PICKER] = loadTexture("res/dial.png")
	terrainTexture = loadTexture("res/tiles.png")
	itemsTexture = loadTexture("res/items.png")

	gVertexBuffer = NewVertexBuffer(10000, terrainTexture)
	gGuiBuffer = NewVertexBuffer(1000, terrainTexture)

	WolfModel = LoadModel("res/wolf.mm3d")

	TheWorld = NewWorld()

	ThePlayer = new(Player)
	ThePlayer.Init(0, PLAYER_START_X, PLAYER_START_Z)

	inventory = NewInventory()

	viewport.Reshape(int(screen.W), int(screen.H))
	PreloadChunks(400)

}