// reset our viewport after a window resize func resizeWindow(width, height int) { // protect against a divide by zero if height == 0 { height = 1 } // Setup our viewport gl.Viewport(0, 0, width, height) // change to the projection matrix and set our viewing volume. gl.MatrixMode(gl.PROJECTION) gl.LoadIdentity() // aspect ratio aspect := gl.GLdouble(width / height) // Set our perspective. // This code is equivalent to using gluPerspective as in the original tutorial. var fov, near, far gl.GLdouble fov = 45.0 near = 0.1 far = 100.0 top := gl.GLdouble(math.Tan(float64(fov*math.Pi/360.0))) * near bottom := -top left := aspect * bottom right := aspect * top gl.Frustum(float64(left), float64(right), float64(bottom), float64(top), float64(near), float64(far)) // Make sure we're changing the model view and not the projection gl.MatrixMode(gl.MODELVIEW) // Reset the view gl.LoadIdentity() }
func main() { var err os.Error if err = glfw.Init(); err != nil { fmt.Fprintf(os.Stderr, "%v\n", err) return } defer glfw.Terminate() // Open window with FSAA samples (if possible). glfw.OpenWindowHint(glfw.FsaaSamples, 4) if err = glfw.OpenWindow(400, 400, 0, 0, 0, 0, 0, 0, glfw.Windowed); err != nil { fmt.Fprintf(os.Stderr, "%v\n", err) return } defer glfw.CloseWindow() glfw.SetWindowTitle("Aliasing Detector") glfw.SetSwapInterval(1) if samples := glfw.WindowParam(glfw.FsaaSamples); samples != 0 { fmt.Fprintf(os.Stdout, "Context reports FSAA is supported with %d samples\n", samples) } else { fmt.Fprintf(os.Stdout, "Context reports FSAA is unsupported\n") } gl.MatrixMode(gl.PROJECTION) glu.Perspective(0, 1, 0, 1) for glfw.WindowParam(glfw.Opened) == 1 { time := float32(glfw.Time()) gl.Clear(gl.COLOR_BUFFER_BIT) gl.LoadIdentity() gl.Translatef(0.5, 0, 0) gl.Rotatef(time, 0, 0, 1) gl.Enable(GL_MULTISAMPLE_ARB) gl.Color3f(1, 1, 1) gl.Rectf(-0.25, -0.25, 0.25, 0.25) gl.LoadIdentity() gl.Translatef(-0.5, 0, 0) gl.Rotatef(time, 0, 0, 1) gl.Disable(GL_MULTISAMPLE_ARB) gl.Color3f(1, 1, 1) gl.Rectf(-0.25, -0.25, 0.25, 0.25) glfw.SwapBuffers() } }
/* new window size or exposure */ func reshape(width int, height int) { h := float64(height) / float64(width) gl.Viewport(0, 0, width, height) gl.MatrixMode(gl.PROJECTION) gl.LoadIdentity() gl.Frustum(-1.0, 1.0, -h, h, 5.0, 60.0) gl.MatrixMode(gl.MODELVIEW) gl.LoadIdentity() gl.Translatef(0.0, 0.0, -40.0) }
func reshape(w, h int) { if h == 0 { h = 1 } gl.Viewport(0, 0, w, h) gl.MatrixMode(gl.PROJECTION) gl.LoadIdentity() glu.Perspective(45.0, float64(w)/float64(h), 0.1, 100.0) gl.MatrixMode(gl.MODELVIEW) gl.LoadIdentity() resetZoom() }
func resetZoom() { // Reset viewport gl.LoadIdentity() gl.MatrixMode(gl.PROJECTION) gl.LoadIdentity() // Reset ortho view gl.Ortho(left, right, bottom, top, 1, -1) gl.Rotatef(180, 0, 0, 0) gl.Translatef(float32(-*cx), float32(-*cy), 0) gl.MatrixMode(gl.MODELVIEW) gl.Disable(gl.DEPTH_TEST) gl.LoadIdentity() }
func glEnable2D() { var vPort [4]gl.GLint gl.GetIntegerv(gl.VIEWPORT, &vPort[0]) gl.MatrixMode(gl.PROJECTION) gl.PushMatrix() gl.LoadIdentity() gl.Ortho(0.0, gl.GLdouble(vPort[2]), 0.0, gl.GLdouble(vPort[3]), -1.0, 1.0) gl.MatrixMode(gl.MODELVIEW) gl.PushMatrix() gl.LoadIdentity() }
// Here goes our drawing code func drawGLScene() { // Clear the screen and depth buffer gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) // Move left 1.5 units and into the screen 6.0 units. gl.LoadIdentity() gl.Translatef(-1.5, 0.0, -6.0) gl.Rotatef(float32(rtri), 0.0, 1.0, 0.0) // Rotate the triangle on the Y axis gl.Begin(gl.TRIANGLES) // Draw triangles gl.Color3f(1.0, 0.0, 0.0) // Set The Color To Red gl.Vertex3f(0.0, 1.0, 0.0) // top gl.Color3f(0.0, 1.0, 0.0) // Set The Color To Red gl.Vertex3f(-1.0, -1.0, 0.0) // bottom left gl.Color3f(0.0, 0.0, 1.0) // Set The Color To Red gl.Vertex3f(1.0, -1.0, 0.0) // bottom right gl.End() // finish drawing the triangle // Move right 3 units gl.LoadIdentity() gl.Translatef(1.5, 0.0, -6.0) gl.Color3f(0.5, 0.5, 1.0) // Set The Color To Blue One Time Only gl.Rotatef(float32(rquad), 1.0, 0.0, 0.0) // rotate the quad on the X axis gl.Begin(gl.QUADS) // draw quads gl.Vertex3f(-1.0, 1.0, 0.0) // top left gl.Vertex3f(1.0, 1.0, 0.0) // top right gl.Vertex3f(1.0, -1.0, 0.0) // bottom right gl.Vertex3f(-1.0, -1.0, 0.0) // bottom left gl.End() // done drawing the quad // Draw to the screen sdl.GL_SwapBuffers() rtri += 0.2 // Increase The Rotation Variable For The Triangle rquad -= 0.15 // Decrease The Rotation Variable For The Quad // Gather our frames per second frames++ t := sdl.GetTicks() if t-t0 >= 5000 { seconds := (t - t0) / 1000.0 fps := frames / seconds fmt.Println(frames, "frames in", seconds, "seconds =", fps, "FPS") t0 = t frames = 0 } }
func (f *Font) DrawText2D(x int, y int, color [3]byte, scale float, txt string) (endw int, endh int) { gl.LoadIdentity() // gl.Translatef(0.0, 0.0, -2.0); glEnable2D() gl.Disable(gl.DEPTH_TEST) texture, initial, intermediarya, intermediary, w, h := f.setupTextRendering(color, txt) locX := gl.GLfloat(x) locY := gl.GLfloat(y) wi := gl.GLfloat(w) * gl.GLfloat(scale) he := gl.GLfloat(h) * gl.GLfloat(scale) /* Draw a quad at location */ gl.Begin(gl.QUADS) /* Recall that the origin is in the lower-left corner That is why the TexCoords specify different corners than the Vertex coors seem to. */ gl.TexCoord2f(0.0, 1.0) gl.Vertex2f(locX, locY) gl.TexCoord2f(1.0, 1.0) gl.Vertex2f(locX+wi, locY) gl.TexCoord2f(1.0, 0.0) gl.Vertex2f(locX+wi, locY+he) gl.TexCoord2f(0.0, 0.0) gl.Vertex2f(locX, locY+he) gl.End() endw, endh = f.teardownTextRendering(texture, initial, intermediarya, intermediary) gl.Enable(gl.DEPTH_TEST) glDisable2D() return }
func drawFrame() { gl.LoadIdentity() gl.LineWidth(5.0) gl.Enable(gl.POINT_SMOOTH) gl.Enable(gl.LINE_SMOOTH) gl.Color4f(gl.GLfloat(FrameColor[0]), gl.GLfloat(FrameColor[1]), gl.GLfloat(FrameColor[2]), 0.1) m := PlayArea t := 1.0 * m b := -1.0 * m r := 1.0 * m l := -1.0 * m gl.Begin(gl.LINE_STRIP) zo := -5.0 gl.Vertex3f(gl.GLfloat(l), gl.GLfloat(t), gl.GLfloat(zo)) gl.Vertex3f(gl.GLfloat(r), gl.GLfloat(t), gl.GLfloat(zo)) gl.Vertex3f(gl.GLfloat(r), gl.GLfloat(b), gl.GLfloat(zo)) gl.Vertex3f(gl.GLfloat(l), gl.GLfloat(b), gl.GLfloat(zo)) gl.Vertex3f(gl.GLfloat(l), gl.GLfloat(t), gl.GLfloat(zo)) gl.End() }
func display() { gl.Clear(gl.COLOR_BUFFER_BIT) bitmap_output(40, 35, "This is written in a GLUT bitmap font.", glut.BITMAP_TIMES_ROMAN_24) bitmap_output(30, 210, "More bitmap text is a fixed 9 by 15 font.", glut.BITMAP_9_BY_15) bitmap_output(70, 240, " Helvetica is yet another bitmap font.", glut.BITMAP_HELVETICA_18) gl.MatrixMode(gl.PROJECTION) gl.PushMatrix() gl.LoadIdentity() glu.Perspective(40.0, 1.0, 0.1, 20.0) gl.MatrixMode(gl.MODELVIEW) gl.PushMatrix() // Banthar's glu doesn't have this right now. // glu.LookAt(0.0, 0.0, 4.0, /* eye is at (0,0,30) */ // 0.0, 0.0, 0.0, /* center is at (0,0,0) */ // 0.0, 1.0, 0.) /* up is in postivie Y direction */ gl.PushMatrix() gl.Translatef(0, 0, -4) gl.Rotatef(50, 0, 1, 0) stroke_output(-2.5, 1.1, " This is written in a", glut.STROKE_ROMAN) stroke_output(-2.5, 0, " GLUT stroke font.", glut.STROKE_ROMAN) stroke_output(-2.5, -1.1, "using 3D perspective.", glut.STROKE_ROMAN) gl.PopMatrix() gl.MatrixMode(gl.MODELVIEW) gl.PopMatrix() gl.MatrixMode(gl.PROJECTION) gl.PopMatrix() gl.MatrixMode(gl.MODELVIEW) gl.Flush() }
func reshape(w, h int) { gl.Viewport(0, 0, w, h) gl.MatrixMode(gl.PROJECTION) gl.LoadIdentity() gl.Ortho(0, float64(w), 0, float64(h), -1, 1) gl.Scalef(1, -1, 1) gl.Translatef(0, float32(-h), 0) gl.MatrixMode(gl.MODELVIEW) }
func main() { sdl.Init(sdl.INIT_VIDEO) var screen = sdl.SetVideoMode(640, 480, 32, sdl.OPENGL) if screen == nil { panic("sdl error") } if gl.Init() != 0 { panic("glew error") } pen := Pen{} gl.MatrixMode(gl.PROJECTION) gl.Viewport(0, 0, gl.GLsizei(screen.W), gl.GLsizei(screen.H)) gl.LoadIdentity() gl.Ortho(0, gl.GLdouble(screen.W), gl.GLdouble(screen.H), 0, -1.0, 1.0) gl.ClearColor(1, 1, 1, 0) gl.Clear(gl.COLOR_BUFFER_BIT) var running = true for running { e := &sdl.Event{} for e.Poll() { switch e.Type { case sdl.QUIT: running = false break case sdl.KEYDOWN: running = false break case sdl.MOUSEMOTION: me := e.MouseMotion() if me.State != 0 { pen.lineTo(Point{int(me.X), int(me.Y)}) } else { pen.moveTo(Point{int(me.X), int(me.Y)}) } break } } sdl.GL_SwapBuffers() sdl.Delay(25) } sdl.Quit() }
func reshape(w, h int) { gl.Viewport(0, 0, gl.GLsizei(w), gl.GLsizei(h)) gl.MatrixMode(gl.PROJECTION) gl.LoadIdentity() gl.Ortho(0, gl.GLdouble(w), 0, gl.GLdouble(h), -1, 1) gl.Scalef(1, -1, 1) gl.Translatef(0, gl.GLfloat(-h), 0) gl.MatrixMode(gl.MODELVIEW) }
func (self *Camera) Setup() { d := self.Distance Angle := self.Angle Angle360 := Angle.Scale(1 / math.Pi * 180) TargetPos := self.Target.Pos gl.MatrixMode(gl.PROJECTION) gl.LoadIdentity() gl.Viewport(0, 0, 800, 600) gl.Frustum(-1, 1, -1, 1, 4, 1000) gl.MatrixMode(gl.MODELVIEW) gl.LoadIdentity() gl.Translatef(0, 0, -d) gl.Rotatef(Angle360.Y, 1, 0, 0) gl.Rotatef(Angle360.X, 0, 1, 0) gl.Translatef(-TargetPos.X, -TargetPos.Y, -TargetPos.Z) }
func draw() { xtrans := -xpos ztrans := -zpos ytrans := -walkbias - 0.25 scenroty := 360.0 - yrot // Clear the screen and depth buffer gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) // reset the view gl.LoadIdentity() // Rotate up and down to look up and down gl.Rotatef(lookupdown, 1.0, 0.0, 0.0) // Rotate depending on direction player is facing gl.Rotatef(scenroty, 0.0, 1.0, 0.0) // translate the scene based on player position gl.Translatef(xtrans, ytrans-1.75, ztrans) for _, chunk := range chunks { for y := 0; y < 16; y++ { for x := 0; x < 16; x++ { for z := 0; z <= 16; z++ { if len(chunk.Data[y][x]) > z && chunk.Data[y][x][z] != "" { gl.PushMatrix() gl.Translated( float64(16*chunk.X+x), float64(z), float64(16*chunk.Y+y)) gl.CallList(cubes[chunk.Data[y][x][z]]) gl.PopMatrix() } } } } } gl.PopMatrix() sdl.GL_SwapBuffers() Frames++ { t := sdl.GetTicks() if t-T0 >= 5000 { seconds := (t - T0) / 1000.0 fps := Frames / seconds print(Frames, " frames in ", seconds, " seconds = ", fps, " FPS\n") T0 = t Frames = 0 } } }
func main() { sdl.Init(sdl.INIT_VIDEO) var screen = sdl.SetVideoMode(640, 480, 32, sdl.OPENGL) if screen == nil { panic("sdl error") } if gl.Init() != 0 { panic("gl error") } pen := Pen{} gl.MatrixMode(gl.PROJECTION) gl.Viewport(0, 0, int(screen.W), int(screen.H)) gl.LoadIdentity() gl.Ortho(0, float64(screen.W), float64(screen.H), 0, -1.0, 1.0) gl.ClearColor(1, 1, 1, 0) gl.Clear(gl.COLOR_BUFFER_BIT) var running = true for running { for e := sdl.PollEvent(); e != nil; e = sdl.PollEvent() { switch ev := e.(type) { case *sdl.QuitEvent: running = false case *sdl.KeyboardEvent: if ev.Keysym.Sym == sdl.K_ESCAPE { running = false } case *sdl.MouseMotionEvent: if ev.State != 0 { pen.lineTo(Point{int(ev.X), int(ev.Y)}) } else { pen.moveTo(Point{int(ev.X), int(ev.Y)}) } } } sdl.GL_SwapBuffers() sdl.Delay(25) } sdl.Quit() }
func reshape(w, h int) { /* Because Gil specified "screen coordinates" (presumably with an upper-left origin), this short bit of code sets up the coordinate system to correspond to actual window coodrinates. This code wouldn't be required if you chose a (more typical in 3D) abstract coordinate system. */ gl.Viewport(0, 0, w, h) /* Establish viewing area to cover entire window. */ gl.MatrixMode(gl.PROJECTION) /* Start modifying the projection matrix. */ gl.LoadIdentity() /* Reset project matrix. */ gl.Ortho(0, float64(w), 0, float64(h), -1, 1) /* Map abstract coords directly to window coords. */ gl.Scalef(1, -1, 1) /* Invert Y axis so increasing Y goes down. */ gl.Translatef(0, float32(-h), 0) /* Shift origin up to upper-left corner. */ }
func ResizeWindow(w int32, h int32) { // resizeWindow gl.MatrixMode(gl.PROJECTION) gl.Viewport(0, 0, gl.GLsizei(w), gl.GLsizei(h)) gl.LoadIdentity() // glu.Perspective( 45.0, ratio, 0.1, 100.0) aspect := gl.GLdouble(w) / gl.GLdouble(h) zNear := gl.GLdouble(0.1) zFar := gl.GLdouble(100.0) gl.Frustum(-NearHeight*aspect, NearHeight*aspect, -NearHeight, NearHeight, zNear, zFar) gl.MatrixMode(gl.MODELVIEW) gl.LoadIdentity() WinW = int(w) WinH = int(h) }
// Here goes our drawing code func drawGLScene(sector Sector) { xtrans := gl.GLfloat(-xpos) ztrans := gl.GLfloat(-zpos) ytrans := gl.GLfloat(-walkbias - 0.25) scenroty := gl.GLfloat(360.0 - yrot) // Clear the screen and depth buffer gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) // reset the view gl.LoadIdentity() // Rotate up and down to look up and down gl.Rotatef(float32(lookupdown), 1.0, 0.0, 0.0) // Rotate depending on direction player is facing gl.Rotatef(float32(scenroty), 0.0, 1.0, 0.0) // translate the scene based on player position gl.Translatef(float32(xtrans), float32(ytrans), float32(ztrans)) gl.BindTexture(gl.TEXTURE_2D, uint(textures[filter])) for _, vertices := range sector { gl.Begin(gl.TRIANGLES) for _, triangle := range *vertices { gl.Normal3f(0.0, 0.0, 1.0) gl.TexCoord2f(float32(triangle.u), float32(triangle.v)) gl.Vertex3f(float32(triangle.x), float32(triangle.y), float32(triangle.z)) } gl.End() } // Draw to the screen sdl.GL_SwapBuffers() // Gather our frames per second frames++ t := sdl.GetTicks() if t-t0 >= 5000 { seconds := (t - t0) / 1000.0 fps := frames / seconds fmt.Println(frames, "frames in", seconds, "seconds =", fps, "FPS") t0 = t frames = 0 } }
func initWindow() { glut.IgnoreKeyRepeat(1) glut.DisplayFunc(display) glut.VisibilityFunc(visible) glut.KeyboardFunc(key) glut.KeyboardUpFunc(keyup) glut.SpecialFunc(special) glut.SpecialUpFunc(specialup) glut.JoystickFunc(joystick, 100) gl.MatrixMode(gl.PROJECTION) gl.LoadIdentity() gl.Ortho(0, 40, 0, 40, 0, 40) gl.MatrixMode(gl.MODELVIEW) gl.PointSize(3.0) currentWindow = glut.GetWindow() }
func reshape(w, h int) { /* Because Gil specified "screen coordinates" (presumably with an upper-left origin), this short bit of code sets up the coordinate system to correspond to actual window coodrinates. This code wouldn't be required if you chose a (more typical in 3D) abstract coordinate system. */ gl.ClearColor(1, 1, 1, 1) //fmt.Println(gl.GetString(gl.EXTENSIONS)) gl.Viewport(0, 0, w, h) /* Establish viewing area to cover entire window. */ gl.MatrixMode(gl.PROJECTION) /* Start modifying the projection matrix. */ gl.LoadIdentity() /* Reset project matrix. */ gl.Ortho(0, float64(w), 0, float64(h), -1, 1) /* Map abstract coords directly to window coords. */ gl.Scalef(1, -1, 1) /* Invert Y axis so increasing Y goes down. */ gl.Translatef(0, float32(-h), 0) /* Shift origin up to upper-left corner. */ gl.Enable(gl.BLEND) gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) gl.Disable(gl.DEPTH_TEST) width, height = w, h }
func drawMass(m *phys.Mass, dsz gl.GLfloat) { gl.LoadIdentity() // gl.Translatef( -1.5, 0.0, -6.0 ) v := m.Pos gl.Translatef(gl.GLfloat(v.X), gl.GLfloat(v.Y), gl.GLfloat(v.Z)) /* Rotate The Triangle On The Y axis ( NEW ) */ // gl.Rotatef( rtri, 0.0, 1.0, 0.0 ); gl.Begin(gl.TRIANGLES) /* Drawing Using Triangles */ gl.Color3f(dsz, 0.0, 0.0) /* Red */ gl.Vertex3f(0.0, dsz, 0.0) /* Top Of Triangle (Front) */ gl.Color3f(0.0, dsz, 0.0) /* Green */ gl.Vertex3f(-dsz, -dsz, dsz) /* Left Of Triangle (Front) */ gl.Color3f(0.0, 0.0, dsz) /* Blue */ gl.Vertex3f(dsz, -dsz, dsz) /* Right Of Triangle (Front) */ gl.Color3f(dsz, 0.0, 0.0) /* Red */ gl.Vertex3f(0.0, dsz, 0.0) /* Top Of Triangle (Right) */ gl.Color3f(0.0, 0.0, dsz) /* Blue */ gl.Vertex3f(dsz, -dsz, dsz) /* Left Of Triangle (Right) */ gl.Color3f(0.0, dsz, 0.0) /* Green */ gl.Vertex3f(dsz, -dsz, -dsz) /* Right Of Triangle (Right) */ gl.Color3f(dsz, 0.0, 0.0) /* Red */ gl.Vertex3f(0.0, dsz, 0.0) /* Top Of Triangle (Back) */ gl.Color3f(0.0, dsz, 0.0) /* Green */ gl.Vertex3f(dsz, -dsz, -dsz) /* Left Of Triangle (Back) */ gl.Color3f(0.0, 0.0, dsz) /* Blue */ gl.Vertex3f(-dsz, -dsz, -dsz) /* Right Of Triangle (Back) */ gl.Color3f(dsz, 0.0, 0.0) /* Red */ gl.Vertex3f(0.0, dsz, 0.0) /* Top Of Triangle (Left) */ gl.Color3f(0.0, 0.0, dsz) /* Blue */ gl.Vertex3f(-dsz, -dsz, -dsz) /* Left Of Triangle (Left) */ gl.Color3f(0.0, dsz, 0.0) /* Green */ gl.Vertex3f(-dsz, -dsz, dsz) /* Right Of Triangle (Left) */ gl.End() /* Finished Drawing The Triangle */ }
func drawCube(v *Vector3) { gl.LoadIdentity() // gl.Translatef( -1.5, 0.0, -6.0 ) gl.Translatef(gl.GLfloat(v.X), gl.GLfloat(v.Y), gl.GLfloat(v.Z)) /* Rotate The Triangle On The Y axis ( NEW ) */ // gl.Rotatef( rtri, 0.0, 1.0, 0.0 ); gl.Begin(gl.TRIANGLES) /* Drawing Using Triangles */ gl.Color3f(1.0, 0.0, 0.0) /* Red */ gl.Vertex3f(0.0, 1.0, 0.0) /* Top Of Triangle (Front) */ gl.Color3f(0.0, 1.0, 0.0) /* Green */ gl.Vertex3f(-1.0, -1.0, 1.0) /* Left Of Triangle (Front) */ gl.Color3f(0.0, 0.0, 1.0) /* Blue */ gl.Vertex3f(1.0, -1.0, 1.0) /* Right Of Triangle (Front) */ gl.Color3f(1.0, 0.0, 0.0) /* Red */ gl.Vertex3f(0.0, 1.0, 0.0) /* Top Of Triangle (Right) */ gl.Color3f(0.0, 0.0, 1.0) /* Blue */ gl.Vertex3f(1.0, -1.0, 1.0) /* Left Of Triangle (Right) */ gl.Color3f(0.0, 1.0, 0.0) /* Green */ gl.Vertex3f(1.0, -1.0, -1.0) /* Right Of Triangle (Right) */ gl.Color3f(1.0, 0.0, 0.0) /* Red */ gl.Vertex3f(0.0, 1.0, 0.0) /* Top Of Triangle (Back) */ gl.Color3f(0.0, 1.0, 0.0) /* Green */ gl.Vertex3f(1.0, -1.0, -1.0) /* Left Of Triangle (Back) */ gl.Color3f(0.0, 0.0, 1.0) /* Blue */ gl.Vertex3f(-1.0, -1.0, -1.0) /* Right Of Triangle (Back) */ gl.Color3f(1.0, 0.0, 0.0) /* Red */ gl.Vertex3f(0.0, 1.0, 0.0) /* Top Of Triangle (Left) */ gl.Color3f(0.0, 0.0, 1.0) /* Blue */ gl.Vertex3f(-1.0, -1.0, -1.0) /* Left Of Triangle (Left) */ gl.Color3f(0.0, 1.0, 0.0) /* Green */ gl.Vertex3f(-1.0, -1.0, 1.0) /* Right Of Triangle (Left) */ gl.End() /* Finished Drawing The Triangle */ rtri = rtri + 0.2 }
// Here goes our drawing code func drawGLScene() { // Clear the screen and depth buffer gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) // reset the view gl.LoadIdentity() // Draw to the screen sdl.GL_SwapBuffers() // Gather our frames per second frames++ t := sdl.GetTicks() if t-t0 >= 5000 { seconds := (t - t0) / 1000.0 fps := frames / seconds fmt.Println(frames, "frames in", seconds, "seconds =", fps, "FPS") t0 = t frames = 0 } }
func drawWin(d float) { gl.LoadIdentity() // gl.LineWidth(5.0) // gl.Enable(gl.POINT_SMOOTH) // gl.Enable(gl.LINE_SMOOTH) gl.Enable(gl.BLEND) gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) if d > 1.0 { d = 1.0 } c := WinColor gl.Color4f(gl.GLfloat(c[0]), gl.GLfloat(c[1]), gl.GLfloat(c[2]), gl.GLfloat(d)) m := PlayArea * 4 t := 1.0 * m b := -1.0 * m r := 1.0 * m l := -1.0 * m gl.Begin(gl.POLYGON) zo := -10.0 gl.Vertex3f(gl.GLfloat(l), gl.GLfloat(t), gl.GLfloat(zo)) gl.Vertex3f(gl.GLfloat(r), gl.GLfloat(t), gl.GLfloat(zo)) gl.Vertex3f(gl.GLfloat(r), gl.GLfloat(b), gl.GLfloat(zo)) gl.Vertex3f(gl.GLfloat(l), gl.GLfloat(b), gl.GLfloat(zo)) gl.Vertex3f(gl.GLfloat(l), gl.GLfloat(t), gl.GLfloat(zo)) gl.End() gl.Disable(gl.BLEND) }
func (f *Font) DrawText3D(pos Vector3, color [3]byte, scale float, txt string) (endw int, endh int) { gl.LoadIdentity() // gl.Translatef(gl.GLfloat(pos.X), gl.GLfloat(pos.Y), gl.GLfloat(-4.99)); gl.Translatef(gl.GLfloat(pos.X), gl.GLfloat(pos.Y), gl.GLfloat(-4.99)) gl.Scalef(gl.GLfloat(1.0/64.0*scale), gl.GLfloat(1.0/64.0*scale), gl.GLfloat(1.0)) gl.Disable(gl.DEPTH_TEST) texture, initial, intermediarya, intermediary, w, h := f.setupTextRendering(color, txt) wi := gl.GLfloat(w) he := gl.GLfloat(h) locX := gl.GLfloat(0) - wi*0.5 locY := gl.GLfloat(0) - he*0.5 /* Draw a quad at location */ gl.Begin(gl.QUADS) /* Recall that the origin is in the lower-left corner That is why the TexCoords specify different corners than the Vertex coors seem to. */ gl.Color4f(1.0, 1.0, 0.0, 1.0) gl.TexCoord2f(0.0, 1.0) gl.Vertex3f(locX, locY, 0.0) gl.TexCoord2f(1.0, 1.0) gl.Vertex3f(locX+wi, locY, 0.0) gl.TexCoord2f(1.0, 0.0) gl.Vertex3f(locX+wi, locY+he, 0.0) gl.TexCoord2f(0.0, 0.0) gl.Vertex3f(locX, locY+he, 0.0) gl.End() endw, endh = f.teardownTextRendering(texture, initial, intermediarya, intermediary) gl.Enable(gl.DEPTH_TEST) return }
// Here goes our drawing code func drawGLScene() { // Clear the screen and depth buffer gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) // Move left 1.5 units and into the screen 6.0 units. gl.LoadIdentity() gl.Translatef(-1.5, 0.0, -6.0) gl.Begin(gl.TRIANGLES) // Draw triangles gl.Vertex3f(0.0, 1.0, 0.0) // top gl.Vertex3f(-1.0, -1.0, 0.0) // bottom left gl.Vertex3f(1.0, -1.0, 0.0) // bottom right gl.End() // finish drawing the triangle // Move right 3 units gl.Translatef(3.0, 0.0, 0.0) gl.Begin(gl.QUADS) // draw quads gl.Vertex3f(-1.0, 1.0, 0.0) // top left gl.Vertex3f(1.0, 1.0, 0.0) // top right gl.Vertex3f(1.0, -1.0, 0.0) // bottom right gl.Vertex3f(-1.0, -1.0, 0.0) // bottom left gl.End() // done drawing the quad // Draw to the screen sdl.GL_SwapBuffers() // Gather our frames per second frames++ t := sdl.GetTicks() if t-t0 >= 5000 { seconds := (t - t0) / 1000.0 fps := frames / seconds fmt.Println(frames, "frames in", seconds, "seconds =", fps, "FPS") t0 = t frames = 0 } }
func drawCircle(t *trigger) { radius := float64(t.Size) pos := t.Pos gl.LoadIdentity() gl.Color4f(gl.GLfloat(t.Col[0]), gl.GLfloat(t.Col[1]), gl.GLfloat(t.Col[2]), gl.GLfloat(t.Col[3])) gl.LineWidth(2.0) gl.Translatef(gl.GLfloat(pos.X), gl.GLfloat(pos.Y), gl.GLfloat(pos.Z)) gl.Enable(gl.BLEND) gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) gl.Begin(gl.POLYGON) for i := 0; i < 360; i++ { var degInRad float64 = float64(i) * DEG2RAD gl.Vertex3f(gl.GLfloat(math.Cos(degInRad)*radius), gl.GLfloat(math.Sin(degInRad)*radius), gl.GLfloat(0.0)) } gl.End() gl.Disable(gl.BLEND) }
func main() { runtime.LockOSThread() flag.Parse() buildPalette() sdl.Init(sdl.INIT_VIDEO) defer sdl.Quit() sdl.GL_SetAttribute(sdl.GL_SWAP_CONTROL, 1) if sdl.SetVideoMode(512, 512, 32, sdl.OPENGL) == nil { panic("sdl error") } if gl.Init() != 0 { panic("gl error") } sdl.WM_SetCaption("Gomandel", "Gomandel") gl.Enable(gl.TEXTURE_2D) gl.Viewport(0, 0, 512, 512) gl.MatrixMode(gl.PROJECTION) gl.LoadIdentity() gl.Ortho(0, 512, 512, 0, -1, 1) gl.ClearColor(0, 0, 0, 0) //----------------------------------------------------------------------------- var dndDragging bool = false var dndStart Point var dndEnd Point var tex gl.Texture var tc TexCoords var lastProgress int initialRect := Rect{-1.5, -1.5, 3, 3} rect := initialRect rc := new(MandelbrotRequest) rc.MakeRequest(512, 512, rect) rc.WaitFor(Small, &tex, &tc) running := true e := new(sdl.Event) for running { for e.Poll() { switch e.Type { case sdl.QUIT: running = false case sdl.MOUSEBUTTONDOWN: dndDragging = true sdl.GetMouseState(&dndStart.X, &dndStart.Y) dndEnd = dndStart case sdl.MOUSEBUTTONUP: dndDragging = false sdl.GetMouseState(&dndEnd.X, &dndEnd.Y) if e.MouseButton().Button == 3 { rect = initialRect } else { rect = rectFromSelection(dndStart, dndEnd, 512, 512, rect) tc = texCoordsFromSelection(dndStart, dndEnd, 512, 512, tc) } // make request rc.MakeRequest(512, 512, rect) case sdl.MOUSEMOTION: if dndDragging { sdl.GetMouseState(&dndEnd.X, &dndEnd.Y) } } } // if we're waiting for a result, check if it's ready p := rc.Update(&tex, &tc) if p != -1 { lastProgress = p } gl.Clear(gl.COLOR_BUFFER_BIT) tex.Bind(gl.TEXTURE_2D) drawQuad(0, 0, 512, 512, tc.TX, tc.TY, tc.TX2, tc.TY2) gl.BindTexture(gl.TEXTURE_2D, 0) if dndDragging { drawSelection(dndStart, dndEnd) } drawProgress(512, 512, lastProgress, rc.Pending) sdl.GL_SwapBuffers() } }
// Here goes our drawing code func drawGLScene() { // Clear the screen and depth buffer gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) // Move left 1.5 units and into the screen 6.0 units. gl.LoadIdentity() gl.Translatef(0.0, 0.0, -7.0) gl.Rotatef(float32(xrot), 1.0, 0.0, 0.0) /* Rotate On The X Axis */ gl.Rotatef(float32(yrot), 0.0, 1.0, 0.0) /* Rotate On The Y Axis */ gl.Rotatef(float32(zrot), 0.0, 0.0, 1.0) /* Rotate On The Z Axis */ /* Select Our Texture */ gl.BindTexture(gl.TEXTURE_2D, uint(texture)) gl.Begin(gl.QUADS) // Draw a quad /* Front Face */ gl.TexCoord2f(0.0, 1.0) gl.Vertex3f(-1.0, -1.0, 1.0) // Bottom left gl.TexCoord2f(1.0, 1.0) gl.Vertex3f(1.0, -1.0, 1.0) // Bottom right gl.TexCoord2f(1.0, 0.0) gl.Vertex3f(1.0, 1.0, 1.0) // Top right gl.TexCoord2f(0.0, 0.0) gl.Vertex3f(-1.0, 1.0, 1.0) // Top left /* Back Face */ gl.TexCoord2f(0.0, 0.0) gl.Vertex3f(-1.0, -1.0, -1.0) // Bottom right gl.TexCoord2f(0.0, 1.0) gl.Vertex3f(-1.0, 1.0, -1.0) // Top right gl.TexCoord2f(1.0, 1.0) gl.Vertex3f(1.0, 1.0, -1.0) // Top left gl.TexCoord2f(1.0, 0.0) gl.Vertex3f(1.0, -1.0, -1.0) // Bottom left /* Top Face */ gl.TexCoord2f(1.0, 1.0) gl.Vertex3f(-1.0, 1.0, -1.0) // Top left gl.TexCoord2f(1.0, 0.0) gl.Vertex3f(-1.0, 1.0, 1.0) // Bottom left gl.TexCoord2f(0.0, 0.0) gl.Vertex3f(1.0, 1.0, 1.0) // Bottom right gl.TexCoord2f(0.0, 1.0) gl.Vertex3f(1.0, 1.0, -1.0) // Top right /* Bottom Face */ gl.TexCoord2f(0.0, 1.0) gl.Vertex3f(-1.0, -1.0, -1.0) // Top right gl.TexCoord2f(1.0, 1.0) gl.Vertex3f(1.0, -1.0, -1.0) // Top left gl.TexCoord2f(1.0, 0.0) gl.Vertex3f(1.0, -1.0, 1.0) // Bottom left gl.TexCoord2f(0.0, 0.0) gl.Vertex3f(-1.0, -1.0, 1.0) // Bottom right /* Right face */ gl.TexCoord2f(0.0, 0.0) gl.Vertex3f(1.0, -1.0, -1.0) // Bottom right gl.TexCoord2f(0.0, 1.0) gl.Vertex3f(1.0, 1.0, -1.0) // Top right gl.TexCoord2f(1.0, 1.0) gl.Vertex3f(1.0, 1.0, 1.0) // Top left gl.TexCoord2f(1.0, 0.0) gl.Vertex3f(1.0, -1.0, 1.0) // Bottom left /* Left Face */ gl.TexCoord2f(1.0, 0.0) gl.Vertex3f(-1.0, -1.0, -1.0) // Bottom left gl.TexCoord2f(0.0, 0.0) gl.Vertex3f(-1.0, -1.0, 1.0) // Bottom right gl.TexCoord2f(0.0, 1.0) gl.Vertex3f(-1.0, 1.0, 1.0) // Top right gl.TexCoord2f(1.0, 1.0) gl.Vertex3f(-1.0, 1.0, -1.0) // Top left gl.End() // done drawing the quad // Draw to the screen sdl.GL_SwapBuffers() xrot += 0.3 /* X Axis Rotation */ yrot += 0.2 /* Y Axis Rotation */ zrot += 0.4 /* Z Axis Rotation */ // Gather our frames per second frames++ t := sdl.GetTicks() if t-t0 >= 5000 { seconds := (t - t0) / 1000.0 fps := frames / seconds fmt.Println(frames, "frames in", seconds, "seconds =", fps, "FPS") t0 = t frames = 0 } }