func InitViewport() { gl.Viewport(0, 0, gl.Sizei(Width), gl.Sizei(Height)) gl.MatrixMode(gl.PROJECTION) gl.LoadIdentity() x := gl.Double(float64(Height) / float64(Width)) gl.Frustum(-1./2., 1./2., -x/2, x/2, 10, 100) }
func perspective(fov, aspect, zNear, zFar gl.Double) { var xmin, xmax, ymin, ymax gl.Double ymax = zNear * gl.Double(math.Tan(float64(fov*math.Pi/360.0))) ymin = -ymax xmin = ymin * aspect xmax = ymax * aspect xmin += -1.0 / zNear xmax += -1.0 / zNear gl.Frustum(xmin, xmax, ymin, ymax, zNear, zFar) }
func SetUpCamera( screenWidth int32, screenHeight int32, lb *LevelBlueprint, playerIndex int32) { pb := &lb.Players[playerIndex] // Calculate the distance between the near plane and the camera. We want // (PaddleAreaWidth / 2) / cameraDist = tan(CameraHorzFovDegrees / 2) t := math.Tan(math.Pi * Config.CameraHorzFovDegrees / 360) cameraDist := pb.PaddleAreaWidth / (2 * t) cameraPos := pb.PaddleAreaCenter.Minus( pb.Orientation.Forward.Times(cameraDist)) // Set up the projection matrix. gl.MatrixMode(gl.PROJECTION) gl.LoadIdentity() gl.Viewport(0, 0, gl.Sizei(screenWidth), gl.Sizei(screenHeight)) gl.Frustum( gl.Double(-pb.PaddleAreaWidth/2), gl.Double(pb.PaddleAreaWidth/2), gl.Double(-pb.PaddleAreaHeight/2), gl.Double(pb.PaddleAreaHeight/2), gl.Double(cameraDist), gl.Double(cameraDist+Config.ViewDepth)) // Set up the modelview matrix. gl.MatrixMode(gl.MODELVIEW) gl.LoadIdentity() transformation := [16]gl.Double{ gl.Double(pb.Orientation.Right.X), gl.Double(pb.Orientation.Up.X), gl.Double(-pb.Orientation.Forward.X), gl.Double(0.0), gl.Double(pb.Orientation.Right.Y), gl.Double(pb.Orientation.Up.Y), gl.Double(-pb.Orientation.Forward.Y), gl.Double(0.0), gl.Double(pb.Orientation.Right.Z), gl.Double(pb.Orientation.Up.Z), gl.Double(-pb.Orientation.Forward.Z), gl.Double(0.0), gl.Double(0.0), gl.Double(0.0), gl.Double(0.0), gl.Double(1.0)} gl.MultMatrixd(&transformation[0]) gl.Translated( gl.Double(-cameraPos.X), gl.Double(-cameraPos.Y), gl.Double(-cameraPos.Z)) }
func (o *OpenGl) initScene() (err error) { gl.ClearColor(0.0, 0.0, 0.0, 0.0) gl.ClearDepth(1) gl.DepthFunc(gl.LEQUAL) ambient := []gl.Float{0.5, 0.5, 0.5, 1} diffuse := []gl.Float{1, 1, 1, 1} position := []gl.Float{-5, 5, 10, 0} gl.Lightfv(gl.LIGHT0, gl.AMBIENT, &ambient[0]) gl.Lightfv(gl.LIGHT0, gl.DIFFUSE, &diffuse[0]) gl.Lightfv(gl.LIGHT0, gl.POSITION, &position[0]) gl.Viewport(0, 0, gl.Sizei(o.width), gl.Sizei(o.height)) gl.MatrixMode(gl.PROJECTION) gl.LoadIdentity() gl.Frustum(-1, 1, -1, 1, 1.0, 10.0) gl.MatrixMode(gl.MODELVIEW) gl.LoadIdentity() return nil }
func initScene() (err error) { gl.Enable(gl.TEXTURE_2D) gl.Enable(gl.DEPTH_TEST) gl.Enable(gl.LIGHTING) gl.ClearColor(0.5, 0.5, 0.5, 0.0) gl.ClearDepth(1) gl.DepthFunc(gl.LEQUAL) gl.Lightfv(gl.LIGHT0, gl.AMBIENT, &ambient[0]) gl.Lightfv(gl.LIGHT0, gl.DIFFUSE, &diffuse[0]) gl.Lightfv(gl.LIGHT0, gl.POSITION, &lightpos[0]) gl.Enable(gl.LIGHT0) gl.Viewport(0, 0, Width, Height) gl.MatrixMode(gl.PROJECTION) gl.LoadIdentity() gl.Frustum(-1, 1, -1, 1, 1.0, 10.0) gl.MatrixMode(gl.MODELVIEW) gl.LoadIdentity() texture, err = createTextureFromBytes(gopher_png[:]) return }
func initScene() { gl.Enable(gl.DEPTH_TEST) gl.Enable(gl.LIGHTING) gl.ClearColor(0.1, 0.1, 0.6, 1.0) gl.ClearDepth(1) gl.DepthFunc(gl.LEQUAL) gl.Lightfv(gl.LIGHT0, gl.AMBIENT, &ambient[0]) gl.Lightfv(gl.LIGHT0, gl.DIFFUSE, &diffuse[0]) gl.Lightfv(gl.LIGHT0, gl.POSITION, &lightPos[0]) gl.Enable(gl.LIGHT0) gl.Viewport(0, 0, Width, Height) gl.MatrixMode(gl.PROJECTION) gl.LoadIdentity() gl.Frustum(-1, 1, -1, 1, 1.0, 1000.0) gl.Rotatef(20, 1, 0, 0) gl.MatrixMode(gl.MODELVIEW) gl.LoadIdentity() gl.PushMatrix() return }