// Shouldn't have tabs nor newlines func (o *OpenGlStream) PrintSegment(s string) { if s == "" { return } if o.BackgroundColor != nil && o.BorderColor == nil { gl.PushAttrib(gl.CURRENT_BIT) gl.Color3dv((*float64)(&o.BackgroundColor[0])) gl.PushMatrix() gl.Translated(float64(o.pos[0]), float64(o.pos[1]), 0) for range s { gl.CallList(oFontBackground) } gl.PopMatrix() gl.PopAttrib() } gl.TexParameterf(gl.TEXTURE_2D, gl.TEXTURE_LOD_BIAS, float32(lodBias*0.01)) gl.Enable(gl.BLEND) defer gl.Disable(gl.BLEND) gl.Enable(gl.TEXTURE_2D) defer gl.Disable(gl.TEXTURE_2D) gl.PushMatrix() gl.Translated(float64(o.pos[0]), float64(o.pos[1]), 0) gl.ListBase(oFontBase + uint32(o.FontOptions)*96) gl.CallLists(int32(len(s)), gl.UNSIGNED_BYTE, gl.Ptr(&[]byte(s)[0])) gl.PopMatrix() //CheckGLError() }
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() }
// 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() }
func (w *MultitouchTestBoxWidget) Render() { colors := [...]mgl64.Vec3{ {0 / 255.0, 140 / 255.0, 0 / 255.0}, {0 / 255.0, 98 / 255.0, 140 / 255.0}, {194 / 255.0, 74 / 255.0, 0 / 255.0}, {89 / 255.0, 0 / 255.0, 140 / 255.0}, {191 / 255.0, 150 / 255.0, 0 / 255.0}, {140 / 255.0, 0 / 255.0, 0 / 255.0}, } backgroundColor := colors[w.color] //borderColor := backgroundColor switch 1 { case 0: DrawBorderlessBox(w.pos, mgl64.Vec2{200, 200}, backgroundColor) case 1: gl.PushMatrix() gl.Translated(w.pos[0], w.pos[1], 0) gl.Color3dv(&backgroundColor[0]) gl.EnableClientState(gl.VERTEX_ARRAY) gl.BindBuffer(gl.ARRAY_BUFFER, w.buffer) gl.VertexPointer(2, gl.FLOAT, 0, nil) gl.DrawArrays(gl.TRIANGLE_FAN, 0, 4) gl.PopMatrix() } }
// 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() } }
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() }
func drawSpinner(spinner int) { gl.PushMatrix() gl.Translated(30.5, 30.5, 0) gl.Rotated(float64(spinner), 0, 0, 1) gl.Color3d(0, 0, 0) gl.Rectd(-0.5, -10.5, 0.5, 10.5) gl.PopMatrix() }
// general draw function func draw() { gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) // CARGOCULT gl.PushMatrix() // CARGOCULT gl.Rotated(view_rotx, 1.0, 0.0, 0.0) gl.Rotated(view_roty, 0.0, 1.0, 0.0) gl.Rotated(view_rotz, 0.0, 0.0, 1.0) gl.Translated(0.0, 0.0, view_z) for i := range boxes { gl.PushMatrix() // CARGOCULT gl.CallList(boxes[i]) gl.PopMatrix() // CARGOCULT } gl.PopMatrix() // CARGOCULT sdl.GL_SwapBuffers() // CARGOCULT }
func (view *MenuView) Update(t, dt float64) { view.checkButtons() view.texture.Purge() window := view.director.window w, h := window.GetFramebufferSize() sx := 256 + margin*2 sy := 240 + margin*2 nx := (w - border*2) / sx ny := (h - border*2) / sy ox := (w-nx*sx)/2 + margin oy := (h-ny*sy)/2 + margin if nx < 1 { nx = 1 } if ny < 1 { ny = 1 } view.nx = nx view.ny = ny view.clampSelection() gl.PushMatrix() gl.Ortho(0, float64(w), float64(h), 0, -1, 1) view.texture.Bind() for j := 0; j < ny; j++ { for i := 0; i < nx; i++ { x := float32(ox + i*sx) y := float32(oy + j*sy) index := nx*(j+view.scroll) + i if index >= len(view.paths) { continue } path := view.paths[index] tx, ty, tw, th := view.texture.Lookup(path) drawThumbnail(x, y, tx, ty, tw, th) } } view.texture.Unbind() if int((t-view.t)*4)%2 == 0 { x := float32(ox + view.i*sx) y := float32(oy + view.j*sy) drawSelection(x, y, 8, 4) } gl.PopMatrix() }
func (this *Pointer) Render() { switch { case this.VirtualCategory == POINTING && len(this.State.Axes) >= 2: // Prevent pointer from being drawn when the OS mouse pointer is visible. { // HACK var windowSize [2]int if globalWindow != nil { windowSize[0], windowSize[1] = globalWindow.GetSize() } // HACK: OS X specific. const border = 3 if this.State.Axes[1] < 0 || this.State.Axes[0] < border || this.State.Axes[0] >= float64(windowSize[0])-border || this.State.Axes[1] >= float64(windowSize[1])-border { break } } gl.PushMatrix() defer gl.PopMatrix() gl.Translated(float64(NearInt64(this.State.Axes[0]))+0.5, float64(NearInt64(this.State.Axes[1]))+0.5, 0) const size float64 = 12 * 40 / 40 gl.Color3d(1, 1, 1) gl.Begin(gl.TRIANGLE_FAN) gl.Vertex2d(0, 0) gl.Vertex2d(0, size) gl.Vertex2d(size*0.85*math.Sin(math.Pi/8), size*0.85*math.Cos(math.Pi/8)) gl.Vertex2d(size/math.Sqrt2, size/math.Sqrt2) gl.End() gl.Begin(gl.LINE_LOOP) gl.Color3d(0, 0, 0) gl.Vertex2d(0, 0) gl.Vertex2d(0, size) gl.Color3d(0.75, 0.75, 0.75) gl.Vertex2d(size*0.85*math.Sin(math.Pi/8), size*0.85*math.Cos(math.Pi/8)) gl.Color3d(0, 0, 0) gl.Vertex2d(size/math.Sqrt2, size/math.Sqrt2) gl.End() } }
func Render() { gl.ClearColor(0, 0, 0, 1) gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) gl.Color4f(1, 1, 1, 1) gl.BindTexture(gl.TEXTURE_2D, game.Texture) gl.PushMatrix() gl.Translatef(20-float32(game.PlayerX), 15-float32(game.PlayerY), 0) gl.Begin(gl.TRIANGLES) for i := 0; i < game.Width; i++ { for j := 0; j < game.Height; j++ { renderTile(game.Tiles[(j*game.Width)+i], float32(i), float32(j)) } } // Player gl.Color4f(1, 0, 0, 1) renderTile(4, float32(game.PlayerX), float32(game.PlayerY)) gl.End() gl.PopMatrix() }
func (c *Context) PushMatrix() { gl.PushMatrix() }
// OpenGL draw function func draw(window *glfw.Window) { 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.PushMatrix() gl.Disable(gl.LIGHTING) width, height := window.GetSize() x := float64(width) y := float64(height) h := 0 gl.Color4f(.1, .1, .1, .8) gl.LineWidth(1.0) // x方向 var x0, x1, y0, y1 float64 var deltaX, deltaY float64 d := width / 2 x0 = -x x1 = -x y0 = -y y1 = y deltaX = ((2 * x) / float64(d)) for i := 0; i < d; i++ { x0 = x0 + deltaX gl.Begin(gl.LINES) gl.Vertex3f(float32(x0), float32(y0), float32(h)) gl.Vertex3f(float32(x0), float32(y1), float32(h)) gl.End() } // y方向 x0 = -x x1 = x deltaY = ((2 * y) / float64(d)) for i := 0; i < d; i++ { y0 = y0 + deltaY gl.Begin(gl.LINES) gl.Vertex3f(float32(x0), float32(y0), float32(h)) gl.Vertex3f(float32(x1), float32(y0), float32(h)) gl.End() } gl.PopMatrix() // draw boxes for _, room := range rooms { gl.PushMatrix() rot := room.Box.Body.Angle() * chipmunk.DegreeConst gl.Rotatef(float32(rot), 0, 0, 1.0) x := roundm(float64(room.Box.Body.Position().X), 4.0) y := roundm(float64(room.Box.Body.Position().Y), 4.0) gl.Translated(x, y, 0.0) drawRoom(room) gl.PopMatrix() } }
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) }
// Printf draws the given string at the specified coordinates. // It expects the string to be a single line. Line breaks are not // handled as line breaks and are rendered as glyphs. // // In order to render multi-line text, it is up to the caller to split // the text up into individual lines of adequate length and then call // this method for each line seperately. func (f *Font) Printf(x, y float32, fs string, argv ...interface{}) error { indices := []rune(fmt.Sprintf(fs, argv...)) if len(indices) == 0 { return nil } // Runes form display list indices. // For this purpose, they need to be offset by -FontConfig.Low low := f.config.Low for i := range indices { indices[i] -= low } var vp [4]int32 gl.GetIntegerv(gl.VIEWPORT, &vp[0]) gl.PushAttrib(gl.TRANSFORM_BIT) gl.MatrixMode(gl.PROJECTION) gl.PushMatrix() gl.LoadIdentity() gl.Ortho(float64(vp[0]), float64(vp[2]), float64(vp[1]), float64(vp[3]), 0, 1) gl.PopAttrib() gl.PushAttrib(gl.LIST_BIT | gl.CURRENT_BIT | gl.ENABLE_BIT | gl.TRANSFORM_BIT) { gl.MatrixMode(gl.MODELVIEW) gl.Disable(gl.LIGHTING) gl.Disable(gl.DEPTH_TEST) gl.Enable(gl.BLEND) gl.Enable(gl.TEXTURE_2D) gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) gl.TexEnvf(gl.TEXTURE_ENV, gl.TEXTURE_ENV_MODE, gl.MODULATE) gl.BindTexture(gl.TEXTURE_2D, f.texture) gl.ListBase(f.listbase) var mv [16]float32 gl.GetFloatv(gl.MODELVIEW_MATRIX, &mv[0]) gl.PushMatrix() { gl.LoadIdentity() mgw := float32(f.maxGlyphWidth) mgh := float32(f.maxGlyphHeight) switch f.config.Dir { case LeftToRight, TopToBottom: gl.Translatef(x, float32(vp[3])-y-mgh, 0) case RightToLeft: gl.Translatef(x-mgw, float32(vp[3])-y-mgh, 0) } gl.MultMatrixf(&mv[0]) gl.CallLists(int32(len(indices)), gl.UNSIGNED_INT, unsafe.Pointer(&indices[0])) } gl.PopMatrix() gl.BindTexture(gl.TEXTURE_2D, 0) } gl.PopAttrib() gl.PushAttrib(gl.TRANSFORM_BIT) gl.MatrixMode(gl.PROJECTION) gl.PopMatrix() gl.PopAttrib() return checkGLError() }