func drawScene() { gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) gl.LoadIdentity() // 重置当前矩阵 texture.Bind(gl.TEXTURE_2D) var x_m, y_m, z_m, u_m, v_m float32 xtrans := -xpos ztrans := -zpos ytrans := -walkbias - 0.25 sceneroty := 360.0 - yrot var numtriangles int gl.Rotatef(lookupdown, 1.0, 0, 0) gl.Rotatef(sceneroty, 0, 1.0, 0) gl.Translatef(xtrans, ytrans, ztrans) numtriangles = sector1.numtriangles // Process Each Triangle for loop_m := 0; loop_m < numtriangles; loop_m++ { gl.Begin(gl.TRIANGLES) gl.Normal3f(0.0, 0.0, 1.0) x_m = sector1.triangles[loop_m].vertex[0].x y_m = sector1.triangles[loop_m].vertex[0].y z_m = sector1.triangles[loop_m].vertex[0].z u_m = sector1.triangles[loop_m].vertex[0].u v_m = sector1.triangles[loop_m].vertex[0].v gl.TexCoord2f(u_m, v_m) gl.Vertex3f(x_m, y_m, z_m) x_m = sector1.triangles[loop_m].vertex[1].x y_m = sector1.triangles[loop_m].vertex[1].y z_m = sector1.triangles[loop_m].vertex[1].z u_m = sector1.triangles[loop_m].vertex[1].u v_m = sector1.triangles[loop_m].vertex[1].v gl.TexCoord2f(u_m, v_m) gl.Vertex3f(x_m, y_m, z_m) x_m = sector1.triangles[loop_m].vertex[2].x y_m = sector1.triangles[loop_m].vertex[2].y z_m = sector1.triangles[loop_m].vertex[2].z u_m = sector1.triangles[loop_m].vertex[2].u v_m = sector1.triangles[loop_m].vertex[2].v gl.TexCoord2f(u_m, v_m) gl.Vertex3f(x_m, y_m, z_m) gl.End() } }
// normal defines surface normals. // Used in classic render mode. func (a *Attr) normal(i int) { if a.size != 3 { return } i *= a.size switch v := a.data.(type) { case []int8: gl.Normal3b(v[i], v[i+1], v[i+2]) case []int16: gl.Normal3s(v[i], v[i+1], v[i+2]) case []int32: gl.Normal3i(int(v[i]), int(v[i+1]), int(v[i+2])) case []float32: gl.Normal3f(v[i], v[i+1], v[i+2]) case []float64: gl.Normal3d(v[i], v[i+1], v[i+2]) } }
func drawScene() { gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) //清除屏幕和深度缓存 gl.LoadIdentity() //重置当前的模型观察矩阵 gl.Translatef(0, 0, z) //移入/移出屏幕 z 个单位 gl.Rotatef(rotation[0], 1, 0, 0) //绕X轴旋转 gl.Rotatef(rotation[1], 0, 1, 0) //绕Y轴旋转 rotation[0] += speed[0] rotation[1] += speed[1] textures[filter].Bind(gl.TEXTURE_2D) //绑定的纹理 /* Normal就是法线的意思,所谓法线是指经过面(多边形)上的一点且垂直于这个面(多边形)的直线。 使用光源的时候必须指定一条法线。法线告诉OpenGL这个多边形的朝向,并指明多边形的正面和背面。 如果没有指定法线,什么怪事情都可能发生:不该照亮的面被照亮了,多边形的背面也被照亮....。对了,法线应该指向多边形的外侧。 看着木箱的前面您会注意到法线与Z轴正向同向。这意味着法线正指向观察者-您自己。这正是我们所希望的。 对于木箱的背面,也正如我们所要的,法线背对着观察者。 如果立方体沿着X或Y轴转个180度的话,前侧面的法线仍然朝着观察者,背面的法线也还是背对着观察者。 换句话说,不管是哪个面,只要它朝着观察者这个面的法线就指向观察者。由于光源紧邻观察者,任何时候法线对着观察者时,这个面就会被照亮。 并且法线越朝着光源,就显得越亮一些。如果您把观察点放到立方体内部,你就会法线里面一片漆黑。因为法线是向外指的。 如果立方体内部没有光源的话,当然是一片漆黑。 */ gl.Begin(gl.QUADS) // Front Face 前面 gl.Normal3f(0, 0, 1) // Normal Pointing Towards Viewer 法线指向观察者 gl.TexCoord2f(0, 0) gl.Vertex3f(-1, -1, 1) // Point 1 (Front) gl.TexCoord2f(1, 0) gl.Vertex3f(1, -1, 1) // Point 2 (Front) gl.TexCoord2f(1, 1) gl.Vertex3f(1, 1, 1) // Point 3 (Front) gl.TexCoord2f(0, 1) gl.Vertex3f(-1, 1, 1) // Point 4 (Front) // Back Face 后面 gl.Normal3f(0, 0, -1) // Normal Pointing Away From Viewer 法线背向观察者 gl.TexCoord2f(1, 0) gl.Vertex3f(-1, -1, -1) // Point 1 (Back) gl.TexCoord2f(1, 1) gl.Vertex3f(-1, 1, -1) // Point 2 (Back) gl.TexCoord2f(0, 1) gl.Vertex3f(1, 1, -1) // Point 3 (Back) gl.TexCoord2f(0, 0) gl.Vertex3f(1, -1, -1) // Point 4 (Back) // Top Face 顶面 gl.Normal3f(0, 1, 0) // Normal Pointing Up 法线向上 gl.TexCoord2f(0, 1) gl.Vertex3f(-1, 1, -1) // Point 1 (Top) gl.TexCoord2f(0, 0) gl.Vertex3f(-1, 1, 1) // Point 2 (Top) gl.TexCoord2f(1, 0) gl.Vertex3f(1, 1, 1) // Point 3 (Top) gl.TexCoord2f(1, 1) gl.Vertex3f(1, 1, -1) // Point 4 (Top) // Bottom Face 底面 gl.Normal3f(0, -1, 0) // Normal Pointing Down 法线朝下 gl.TexCoord2f(1, 1) gl.Vertex3f(-1, -1, -1) // Point 1 (Bottom) gl.TexCoord2f(0, 1) gl.Vertex3f(1, -1, -1) // Point 2 (Bottom) gl.TexCoord2f(0, 0) gl.Vertex3f(1, -1, 1) // Point 3 (Bottom) gl.TexCoord2f(1, 0) gl.Vertex3f(-1, -1, 1) // Point 4 (Bottom) // Right face 右面 gl.Normal3f(1, 0, 0) // Normal Pointing Right 法线朝右 gl.TexCoord2f(1, 0) gl.Vertex3f(1, -1, -1) // Point 1 (Right) gl.TexCoord2f(1, 1) gl.Vertex3f(1, 1, -1) // Point 2 (Right) gl.TexCoord2f(0, 1) gl.Vertex3f(1, 1, 1) // Point 3 (Right) gl.TexCoord2f(0, 0) gl.Vertex3f(1, -1, 1) // Point 4 (Right) // Left Face 左面 gl.Normal3f(-1, 0, 0) // Normal Pointing Left 法线朝左 gl.TexCoord2f(0, 0) gl.Vertex3f(-1, -1, -1) // Point 1 (Left) gl.TexCoord2f(1, 0) gl.Vertex3f(-1, -1, 1) // Point 2 (Left) gl.TexCoord2f(1, 1) gl.Vertex3f(-1, 1, 1) // Point 3 (Left) gl.TexCoord2f(0, 1) gl.Vertex3f(-1, 1, -1) gl.End() glfw.SwapBuffers() }
func drawScene() { gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) gl.LoadIdentity() gl.Translatef(0, 0, z) gl.Rotatef(rotation[0], 1, 0, 0) gl.Rotatef(rotation[1], 0, 1, 0) rotation[0] += speed[0] rotation[1] += speed[1] textures[filter].Bind(gl.TEXTURE_2D) gl.Begin(gl.QUADS) // Front Face gl.Normal3f(0, 0, 1) // Normal Pointing Towards Viewer gl.TexCoord2f(0, 0) gl.Vertex3f(-1, -1, 1) // Point 1 (Front) gl.TexCoord2f(1, 0) gl.Vertex3f(1, -1, 1) // Point 2 (Front) gl.TexCoord2f(1, 1) gl.Vertex3f(1, 1, 1) // Point 3 (Front) gl.TexCoord2f(0, 1) gl.Vertex3f(-1, 1, 1) // Point 4 (Front) // Back Face gl.Normal3f(0, 0, -1) // Normal Pointing Away From Viewer gl.TexCoord2f(1, 0) gl.Vertex3f(-1, -1, -1) // Point 1 (Back) gl.TexCoord2f(1, 1) gl.Vertex3f(-1, 1, -1) // Point 2 (Back) gl.TexCoord2f(0, 1) gl.Vertex3f(1, 1, -1) // Point 3 (Back) gl.TexCoord2f(0, 0) gl.Vertex3f(1, -1, -1) // Point 4 (Back) // Top Face gl.Normal3f(0, 1, 0) // Normal Pointing Up gl.TexCoord2f(0, 1) gl.Vertex3f(-1, 1, -1) // Point 1 (Top) gl.TexCoord2f(0, 0) gl.Vertex3f(-1, 1, 1) // Point 2 (Top) gl.TexCoord2f(1, 0) gl.Vertex3f(1, 1, 1) // Point 3 (Top) gl.TexCoord2f(1, 1) gl.Vertex3f(1, 1, -1) // Point 4 (Top) // Bottom Face gl.Normal3f(0, -1, 0) // Normal Pointing Down gl.TexCoord2f(1, 1) gl.Vertex3f(-1, -1, -1) // Point 1 (Bottom) gl.TexCoord2f(0, 1) gl.Vertex3f(1, -1, -1) // Point 2 (Bottom) gl.TexCoord2f(0, 0) gl.Vertex3f(1, -1, 1) // Point 3 (Bottom) gl.TexCoord2f(1, 0) gl.Vertex3f(-1, -1, 1) // Point 4 (Bottom) // Right face gl.Normal3f(1, 0, 0) // Normal Pointing Right gl.TexCoord2f(1, 0) gl.Vertex3f(1, -1, -1) // Point 1 (Right) gl.TexCoord2f(1, 1) gl.Vertex3f(1, 1, -1) // Point 2 (Right) gl.TexCoord2f(0, 1) gl.Vertex3f(1, 1, 1) // Point 3 (Right) gl.TexCoord2f(0, 0) gl.Vertex3f(1, -1, 1) // Point 4 (Right) // Left Face gl.Normal3f(-1, 0, 0) // Normal Pointing Left gl.TexCoord2f(0, 0) gl.Vertex3f(-1, -1, -1) // Point 1 (Left) gl.TexCoord2f(1, 0) gl.Vertex3f(-1, -1, 1) // Point 2 (Left) gl.TexCoord2f(1, 1) gl.Vertex3f(-1, 1, 1) // Point 3 (Left) gl.TexCoord2f(0, 1) gl.Vertex3f(-1, 1, -1) gl.End() glfw.SwapBuffers() }
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(rotx, 1, 0, 0) gl.Rotatef(roty, 0, 1, 0) rotx += 0.5 roty += 0.5 texture.Bind(gl.TEXTURE_2D) 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() }