示例#1
0
func setupScene() {
	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)

	ambient := []float32{0.5, 0.5, 0.5, 1}
	diffuse := []float32{1, 1, 1, 1}
	lightPosition := []float32{-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, &lightPosition[0])
	gl.Enable(gl.LIGHT0)

	gl.MatrixMode(gl.PROJECTION)
	gl.LoadIdentity()
	gl.Frustum(-1, 1, -1, 1, 1.0, 10.0)
	gl.MatrixMode(gl.MODELVIEW)
	gl.LoadIdentity()
}
示例#2
0
func drawScene() {
	gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)

	gl.MatrixMode(gl.MODELVIEW)
	gl.LoadIdentity()
	gl.Translatef(0, 0, -3.0)
	gl.Rotatef(rotationX, 1, 0, 0)
	gl.Rotatef(rotationY, 0, 1, 0)

	rotationX += 0.5
	rotationY += 0.5

	gl.BindTexture(gl.TEXTURE_2D, texture)

	gl.Color4f(1, 1, 1, 1)

	gl.Begin(gl.QUADS)

	gl.Normal3f(0, 0, 1)
	gl.TexCoord2f(0, 0)
	gl.Vertex3f(-1, -1, 1)
	gl.TexCoord2f(1, 0)
	gl.Vertex3f(1, -1, 1)
	gl.TexCoord2f(1, 1)
	gl.Vertex3f(1, 1, 1)
	gl.TexCoord2f(0, 1)
	gl.Vertex3f(-1, 1, 1)

	gl.Normal3f(0, 0, -1)
	gl.TexCoord2f(1, 0)
	gl.Vertex3f(-1, -1, -1)
	gl.TexCoord2f(1, 1)
	gl.Vertex3f(-1, 1, -1)
	gl.TexCoord2f(0, 1)
	gl.Vertex3f(1, 1, -1)
	gl.TexCoord2f(0, 0)
	gl.Vertex3f(1, -1, -1)

	gl.Normal3f(0, 1, 0)
	gl.TexCoord2f(0, 1)
	gl.Vertex3f(-1, 1, -1)
	gl.TexCoord2f(0, 0)
	gl.Vertex3f(-1, 1, 1)
	gl.TexCoord2f(1, 0)
	gl.Vertex3f(1, 1, 1)
	gl.TexCoord2f(1, 1)
	gl.Vertex3f(1, 1, -1)

	gl.Normal3f(0, -1, 0)
	gl.TexCoord2f(1, 1)
	gl.Vertex3f(-1, -1, -1)
	gl.TexCoord2f(0, 1)
	gl.Vertex3f(1, -1, -1)
	gl.TexCoord2f(0, 0)
	gl.Vertex3f(1, -1, 1)
	gl.TexCoord2f(1, 0)
	gl.Vertex3f(-1, -1, 1)

	gl.Normal3f(1, 0, 0)
	gl.TexCoord2f(1, 0)
	gl.Vertex3f(1, -1, -1)
	gl.TexCoord2f(1, 1)
	gl.Vertex3f(1, 1, -1)
	gl.TexCoord2f(0, 1)
	gl.Vertex3f(1, 1, 1)
	gl.TexCoord2f(0, 0)
	gl.Vertex3f(1, -1, 1)

	gl.Normal3f(-1, 0, 0)
	gl.TexCoord2f(0, 0)
	gl.Vertex3f(-1, -1, -1)
	gl.TexCoord2f(1, 0)
	gl.Vertex3f(-1, -1, 1)
	gl.TexCoord2f(1, 1)
	gl.Vertex3f(-1, 1, 1)
	gl.TexCoord2f(0, 1)
	gl.Vertex3f(-1, 1, -1)

	gl.End()
}