示例#1
0
func main() {
	err := glfw.Init()
	if err != nil {
		panic(err)
	}
	defer glfw.Terminate()

	window, err := glfw.CreateWindow(640, 480, "Testing", nil, nil)
	if err != nil {
		panic(err)
	}

	window.MakeContextCurrent()

	if err := gl.Init(); err != nil {
		panic(err)
	}

	// int width, height
	// glfw.GetFramebufferSize(window, &width, &height)

	for !window.ShouldClose() {
		// Do OpenGL stuff.
		gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
		gl.Color3f(1, 1, 0)
		gl.Rectf(-0.75, 0.75, 0.75, -0.75)
		gl.Color3f(1, 0, 1)
		gl.Rectf(-0.5, 0.5, 0.5, -0.5)
		window.SwapBuffers()
		glfw.PollEvents()
	}
}
示例#2
0
文件: demo.go 项目: rdterner/gl
func drawScene(w *glfw.Window) {
	width, height := w.GetFramebufferSize()
	ratio := float32(width) / float32(height)
	var x1, x2, y1, y2 float32
	if ratio > 1 {
		x1, x2, y1, y2 = -ratio, ratio, -1, 1
	} else {
		x1, x2, y1, y2 = -1, 1, -1/ratio, 1/ratio
	}

	gl.Viewport(0, 0, int32(width), int32(height))
	gl.Clear(gl.COLOR_BUFFER_BIT)

	// Applies subsequent matrix operations to the projection matrix stack
	gl.MatrixMode(gl.PROJECTION)

	gl.LoadIdentity()                                                   // replace the current matrix with the identity matrix
	gl.Ortho(float64(x1), float64(x2), float64(y1), float64(y2), 1, -1) // multiply the current matrix with an orthographic matrix

	// Applies subsequent matrix operations to the modelview matrix stack
	gl.MatrixMode(gl.MODELVIEW)

	gl.LoadIdentity()

	gl.LineWidth(1)
	gl.Begin(gl.LINE)   // delimit the vertices of a primitive or a group of like primitives
	gl.Color3f(0, 0, 0) // set the current color
	gl.Vertex3f(0, y1, 0)
	gl.Vertex3f(0, y2, 0)
	gl.Vertex3f(x1, 0, 0)
	gl.Vertex3f(x2, 0, 0)
	gl.End()

	gl.Rotatef(float32(glfw.GetTime()*50), 0, 0, 1) // multiply the current matrix by a rotation matrix

	s := float32(.95)

	gl.Begin(gl.TRIANGLES)
	gl.Color3f(1, 0, 0)  // set the current color
	gl.Vertex3f(0, s, 0) // specify a vertex
	gl.Color3f(0, 1, 0)
	gl.Vertex3f(s*.866, s*-0.5, 0)
	gl.Color3f(0, 0, 1)
	gl.Vertex3f(s*-.866, s*-0.5, 0)
	gl.End()

	gl.LineWidth(5)
	gl.Begin(gl.LINE_LOOP)
	for i := float64(0); i < 2*math.Pi; i += .05 {
		r, g, b := hsb2rgb(float32(i/(2*math.Pi)), 1, 1)
		gl.Color3f(r, g, b)
		gl.Vertex3f(s*float32(math.Sin(i)), s*float32(math.Cos(i)), 0)
	}
	gl.End()

}
示例#3
0
文件: opengl.go 项目: emlai/go-sdl2
func drawgl() {
	gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)

	gl.Begin(gl.TRIANGLES)
	gl.Color3f(1.0, 0.0, 0.0)
	gl.Vertex2f(0.5, 0.0)
	gl.Color3f(0.0, 1.0, 0.0)
	gl.Vertex2f(-0.5, -0.5)
	gl.Color3f(0.0, 0.0, 1.0)
	gl.Vertex2f(-0.5, 0.5)
	gl.End()
}
示例#4
0
// OpenGL draw function
func draw() {
	gl.Clear(gl.COLOR_BUFFER_BIT)
	gl.Enable(gl.BLEND)
	gl.Enable(gl.POINT_SMOOTH)
	gl.Enable(gl.LINE_SMOOTH)
	gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
	gl.LoadIdentity()

	gl.Begin(gl.LINES)
	gl.Color3f(.2, .2, .2)
	for i := range staticLines {
		x := staticLines[i].GetAsSegment().A.X
		y := staticLines[i].GetAsSegment().A.Y
		gl.Vertex3f(float32(x), float32(y), 0)
		x = staticLines[i].GetAsSegment().B.X
		y = staticLines[i].GetAsSegment().B.Y
		gl.Vertex3f(float32(x), float32(y), 0)
	}
	gl.End()

	gl.Color4f(.3, .3, 1, .8)
	// draw balls
	for _, ball := range balls {
		gl.PushMatrix()
		pos := ball.Body.Position()
		rot := ball.Body.Angle() * chipmunk.DegreeConst
		gl.Translatef(float32(pos.X), float32(pos.Y), 0.0)
		gl.Rotatef(float32(rot), 0, 0, 1)
		drawCircle(float64(ballRadius), 60)
		gl.PopMatrix()
	}
}
示例#5
0
func (ctx *DrawContext) drawHud(o *orrery.Orrery, frametime time.Duration) {
	txt, size, err := ctx.createHudTexture(o, frametime)
	if err != nil {
		log.Fatalf(`can't create texture from text surface: %s`, err)
	}
	defer gl.DeleteTextures(1, &txt)

	gl.MatrixMode(gl.PROJECTION)
	gl.PushMatrix()
	gl.LoadIdentity()
	gl.Ortho(0.0, float64(ctx.width), float64(ctx.height), 0.0, -1.0, 1.0)
	gl.MatrixMode(gl.MODELVIEW)
	gl.LoadIdentity()
	gl.Clear(gl.DEPTH_BUFFER_BIT)

	gl.BindTexture(gl.TEXTURE_2D, txt)
	gl.Enable(gl.TEXTURE_2D)
	defer gl.Disable(gl.TEXTURE_2D)

	gl.Color3f(1, 1, 1)
	gl.Begin(gl.QUADS)
	gl.TexCoord2f(0, 0)
	gl.Vertex2f(0.0, 0.0)
	gl.TexCoord2f(1, 0)
	gl.Vertex2f(float32(size[0]), 0.0)
	gl.TexCoord2f(1, 1)
	gl.Vertex2f(float32(size[0]), float32(size[1]))
	gl.TexCoord2f(0, 1)
	gl.Vertex2f(0.0, float32(size[1]))
	gl.End()

	gl.PopMatrix()
}
示例#6
0
func draw() {
	gl.Clear(gl.COLOR_BUFFER_BIT)
	gl.Enable(gl.BLEND)
	gl.Enable(gl.POINT_SMOOTH)
	gl.Enable(gl.LINE_SMOOTH)
	gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
	gl.LoadIdentity()

	//Transform screen to keep player in middle. Added intentation to make obvious the push matrix is like a block
	gl.PushMatrix()
	// gl.Translatef((1280/2)-float32(player.x), 0, 0.0)

	// gl.Begin(gl.LINES)
	// gl.Color3f(.2, .5, .2)
	// for i := range staticLines {
	// 	x := staticLines[i].GetAsSegment().A.X
	// 	y := staticLines[i].GetAsSegment().A.Y
	// 	gl.Vertex3f(float32(x), float32(y), 0)
	// 	x = staticLines[i].GetAsSegment().B.X
	// 	y = staticLines[i].GetAsSegment().B.Y
	// 	gl.Vertex3f(float32(x), float32(y), 0)
	// }
	// gl.End()

	gl.Color4f(player.color_r, player.color_g, player.color_b, player.color_a)

	//Draw Player
	gl.PushMatrix()
	rot := player.rot
	pos_x := player.x
	pos_y := player.y

	gl.Translatef(pos_x, pos_y, 0.0)
	gl.Rotatef(float32(rot), 0, 0, 1)
	drawCircle(float64(BALL_RADIUS), 20)
	gl.PopMatrix()

	//Draw the grapple
	gl.PushMatrix()
	gl.Translatef(player.hook.x_end, player.hook.y_end, 0.0)
	drawCircle(float64(5), 5)
	gl.PopMatrix()

	//Grapple Line
	gl.LineWidth(2.5)
	gl.Color3f(1.0, 0.0, 0.0)
	gl.Begin(gl.LINES)
	gl.Vertex3f(player.x, player.y, 0.0)
	gl.Vertex3f(player.hook.x_end, player.hook.y_end, 0)
	gl.End()

	//Second Pop
	gl.PopMatrix()
}
示例#7
0
文件: graphics.go 项目: am4/chip8
func draw(screen [64][32]uint8) {
	for i := 0; i < 64; i++ {
		for j := 0; j < 32; j++ {
			color := float32(screen[i][j])

			gl.Color3f(color, color, color)
			gl.Rectf(float32(i), float32(j), float32(i+1), float32(j+1))
		}
	}

	window.SwapBuffers()
}
示例#8
0
func (ctx *DrawContext) drawGrid() {
	gl.Disable(gl.DEPTH_TEST)
	defer gl.Enable(gl.DEPTH_TEST)

	for i := float32(-500); i <= 500; i += 5 {
		gl.Begin(gl.LINES)
		gl.Color3f(0.2, 0.2, 0.2)
		gl.Vertex3f(-500, i, 0)
		gl.Vertex3f(500, i, 0)
		gl.Vertex3f(i, -500, 0)
		gl.Vertex3f(i, 500, 0)
		gl.End()
	}
}
示例#9
0
// OpenGL draw function
func draw() {
	gl.Clear(gl.COLOR_BUFFER_BIT)
	gl.Enable(gl.BLEND)
	gl.Enable(gl.POINT_SMOOTH)
	gl.Enable(gl.LINE_SMOOTH)
	gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
	gl.LoadIdentity()

	player := game.Player

	//Transform screen.
	gl.PushMatrix()
	gl.Translatef((1280/2)-float32((player.Body.Position().X)), 0, 0.0)

	gl.Begin(gl.LINES)
	gl.Color3f(.2, .5, .2)
	for _, segment := range game.Level.GetChipmunkSegments() {
		x := segment.GetAsSegment().A.X
		y := segment.GetAsSegment().A.Y
		gl.Vertex3f(float32(x), float32(y), 0)
		x = segment.GetAsSegment().B.X
		y = segment.GetAsSegment().B.Y
		gl.Vertex3f(float32(x), float32(y), 0)
	}
	gl.End()

	gl.Color4f(.9, .1, 1, .9)
	// draw balls
	for _, enemy := range game.Enemies {
		gl.PushMatrix()
		pos := enemy.Body.Position()
		rot := enemy.Body.Angle() * game.DegreeConst
		gl.Translatef(float32(pos.X), float32(pos.Y), 0.0)
		gl.Rotatef(float32(rot), 0, 0, 1)
		drawCircle(float64(enemy.Radius), 60)
		gl.PopMatrix()
	}
	gl.Color4f(.3, .3, 1, .8)
	//Draw Player
	gl.PushMatrix()
	pos := player.Body.Position()
	rot := player.Body.Angle() * game.DegreeConst
	gl.Translatef(float32(pos.X), float32(pos.Y), 0.0)
	gl.Rotatef(float32(rot), 0, 0, 1)
	drawCircle(float64(player.Radius), 60)
	gl.PopMatrix()

	gl.PopMatrix()
}
示例#10
0
文件: menuview.go 项目: sunclx/nes
func drawThumbnail(x, y, tx, ty, tw, th float32) {
	sx := x + 4
	sy := y + 4
	gl.Disable(gl.TEXTURE_2D)
	gl.Color3f(0.2, 0.2, 0.2)
	gl.Begin(gl.QUADS)
	gl.Vertex2f(sx, sy)
	gl.Vertex2f(sx+256, sy)
	gl.Vertex2f(sx+256, sy+240)
	gl.Vertex2f(sx, sy+240)
	gl.End()
	gl.Enable(gl.TEXTURE_2D)
	gl.Color3f(1, 1, 1)
	gl.Begin(gl.QUADS)
	gl.TexCoord2f(tx, ty)
	gl.Vertex2f(x, y)
	gl.TexCoord2f(tx+tw, ty)
	gl.Vertex2f(x+256, y)
	gl.TexCoord2f(tx+tw, ty+th)
	gl.Vertex2f(x+256, y+240)
	gl.TexCoord2f(tx, ty+th)
	gl.Vertex2f(x, y+240)
	gl.End()
}
示例#11
0
// creates the box vector
func box(h float32, w float32, d float32) {
	gl.ShadeModel(gl.SMOOTH)
	gl.Normal3d(1.0, 1.0, 1.0)
	//red := [...]float32{0.8, 0.1, 0.0, 1.0}
	//green := [...]float32{0.0, 0.8, 0.2, 1.0}
	//blue := [...]float32{0.2, 0.2, 1.0, 1.0}
	var red float32 = 1.0
	var green float32 = 1.0
	var blue float32 = 1.0

	gl.Materialfv(gl.FRONT, gl.AMBIENT_AND_DIFFUSE, &red)

	var delta float32 = 0
	// left wall
	gl.Begin(gl.POLYGON)
	gl.Color3f(1.0, 0.0, 0.0)
	gl.Vertex3f(delta, delta, delta)
	gl.Vertex3f(delta, h, delta)
	gl.Vertex3f(w, h, delta)
	gl.Vertex3f(w, delta, delta)
	gl.End()

	//right wall
	gl.Begin(gl.POLYGON)
	gl.Color3f(0.0, 0.0, 1.0)
	gl.Vertex3f(delta, delta, d)
	gl.Vertex3f(delta, h, d)
	gl.Vertex3f(w, h, d)
	gl.Vertex3f(w, delta, d)
	gl.End()

	gl.Materialfv(gl.FRONT, gl.AMBIENT_AND_DIFFUSE, &blue)
	//top wall
	gl.Begin(gl.POLYGON)
	gl.Color3f(0.0, 1.0, 0.0)
	gl.Vertex3f(delta, delta, d)
	gl.Vertex3f(w, delta, d)
	gl.Vertex3f(w, delta, delta)
	gl.Vertex3f(delta, delta, delta)
	gl.End()

	//bottom wall
	gl.Begin(gl.POLYGON)
	gl.Color3f(0.5, 0.5, 0.0)
	gl.Vertex3f(delta, h, d)
	gl.Vertex3f(w, h, d)
	gl.Vertex3f(w, h, delta)
	gl.Vertex3f(delta, h, delta)
	gl.End()
	gl.Materialfv(gl.FRONT, gl.AMBIENT_AND_DIFFUSE, &green)

	//forward wall
	gl.Begin(gl.POLYGON)
	gl.Color3f(0.0, 0.0, 1.0)
	gl.Vertex3f(delta, delta, delta)
	gl.Vertex3f(delta, delta, d)
	gl.Vertex3f(delta, h, d)
	gl.Vertex3f(delta, h, delta)
	gl.End()

	// //back wall
	gl.Begin(gl.POLYGON)
	gl.Color3f(0.0, 0.0, 1.0)
	gl.Vertex3f(w, delta, delta)
	gl.Vertex3f(w, delta, d)
	gl.Vertex3f(w, h, d)
	gl.Vertex3f(w, h, delta)
	gl.End()
}
示例#12
0
func asetaVäri(väri Väri) {
	gl.Color3f(väri[0], väri[1], väri[2])
}
示例#13
0
func (ctx *DrawContext) drawSphere(p vector.V3, r float64, c colorful.Color) {
	/* TODO:
	   - decrease sphere detail if it's further away
	   - only draw spheres that would be visible inside the frustum:
	     - (no small spheres near the far plane)
	*/
	if ctx.cam.SphereInFrustum(p, r) == OUTSIDE {
		return
	}

	gl.Color3f(float32(c.R), float32(c.G), float32(c.B))

	gl.MatrixMode(gl.MODELVIEW)
	gl.PushMatrix()
	defer gl.PopMatrix()

	slices := int(math.Max(10, 5*math.Log(r+1)))

	gl.Translated(p.X, p.Y, p.Z)
	gl.Scaled(r, r, r)

	l, ok := uint32(0), false
	if ctx.wireframe {
		l, ok = ctx.spheresWireframe[slices]
	} else {
		l, ok = ctx.spheresSolid[slices]
	}

	if !ok {
		ctx.listId++ // XXX: atomic?
		l = ctx.listId
		gl.NewList(l, gl.COMPILE)
		for i := 0; i <= slices; i++ {
			lat0 := math.Pi * (-0.5 + float64(i-1)/float64(slices))
			z0 := math.Sin(lat0)
			zr0 := math.Cos(lat0)

			lat1 := math.Pi * (-0.5 + float64(i)/float64(slices))
			z1 := math.Sin(lat1)
			zr1 := math.Cos(lat1)

			if ctx.wireframe {
				gl.Begin(gl.LINES)
			} else {
				gl.Begin(gl.QUAD_STRIP)
			}
			for j := 0; j <= slices; j++ {
				lng := 2 * math.Pi * (float64(j-1) / float64(slices))
				x := math.Cos(lng)
				y := math.Sin(lng)

				gl.Normal3f(float32(x*zr0), float32(y*zr0), float32(z0))
				gl.Vertex3f(float32(x*zr0), float32(y*zr0), float32(z0))
				gl.Normal3f(float32(x*zr1), float32(y*zr1), float32(z1))
				gl.Vertex3f(float32(x*zr1), float32(y*zr1), float32(z1))
			}
			gl.End()
		}
		gl.EndList()
		if ctx.wireframe {
			ctx.spheresWireframe[slices] = l
		} else {
			ctx.spheresSolid[slices] = l
		}
	}

	gl.CallList(l)
}