示例#1
0
文件: game.go 项目: porty/experiments
func draw(c event.Config) {
	secondsFromStart := time.Since(startTime) * 60 / time.Second
	now := clock.Time(secondsFromStart)

	currentBottomRight := geom.Point{c.Width, c.Height}
	if bottomRight == nil || currentBottomRight != *bottomRight {
		bottomRight = &currentBottomRight

		log.Printf("Device Sizing: %vx%v PixelsPerPt:%v",
			c.Width,
			c.Height,
			c.PixelsPerPt,
		)
	}

	if fullScene == nil {
		fullScene = setupScene(c.Width, c.Height, secondsFromStart)
	}

	gl.ClearColor(0, 0, 0, 0)
	gl.Clear(gl.COLOR_BUFFER_BIT)

	eng.Render(fullScene, now, c)
	debug.DrawFPS(c)
}
示例#2
0
func onPaint(c size.Event) {
	gl.ClearColor(0, 0.3, 0.3, 1)
	gl.Clear(gl.COLOR_BUFFER_BIT)

	gl.UseProgram(program)

	green += direction
	if green > 1 {
		green = 1
		direction = -direction
	}
	if green < 0.4 {
		green = 0.4
		direction = -direction
	}
	gl.Uniform4f(color, 0, green, 0, 1)

	gl.Uniform2f(offset, touchX/float32(c.WidthPx), touchY/float32(c.HeightPx))

	gl.BindBuffer(gl.ARRAY_BUFFER, buf)

	gl.BufferData(gl.ARRAY_BUFFER, triangleData, gl.STATIC_DRAW) // ?

	gl.EnableVertexAttribArray(position)
	gl.VertexAttribPointer(position, coordsPerVertex, gl.FLOAT, false, 0, 0)
	gl.DrawArrays(gl.TRIANGLES, 0, vertexCount)
	gl.DisableVertexAttribArray(position)

	debug.DrawFPS(c)
}
示例#3
0
func onPaint(c size.Event) {
	//清场
	gl.ClearColor(1, 1, 1, 1) //设置背景颜色
	gl.Clear(gl.COLOR_BUFFER_BIT)

	//使用program
	gl.UseProgram(program)

	gl.Uniform4f(color, 0, 0.5, 0.8, 1) //设置color对象值,设置4个浮点数.
	//offset有两个值X,Y,窗口左上角为(0,0),右下角为(1,1)
	//gl.Uniform4f(offset,5.0,1.0,1.0,1.0 )
	//gl.Uniform2f(offset,offsetx,offsety )//为2参数的uniform变量赋值
	//log.Println("offset:",offsetx,offsety, 0, 0)
	gl.UniformMatrix4fv(scan, []float32{
		float32(touchLoc.X/c.WidthPt*4 - 2), 0, 0, 0,
		0, float32(touchLoc.Y/c.HeightPt*4 - 2), 0, 0,
		0, 0, 0, 0,
		0, 0, 0, 1,
	})
	gl.BindBuffer(gl.ARRAY_BUFFER, buf)
	gl.EnableVertexAttribArray(position)
	/*glVertexAttribPointer 指定了渲染时索引值为 index 的顶点属性数组的数据格式和位置。调用gl.vertexAttribPointer()方法,把顶点着色器中某个属性相对应的通用属性索引连接到绑定的webGLBUffer对象上。
	  index 指定要修改的顶点属性的索引值
	  size    指定每个顶点属性的组件数量。必须为1、2、3或者4。初始值为4。(如position是由3个(x,y,z)组成,而颜色是4个(r,g,b,a))
	  type    指定数组中每个组件的数据类型。可用的符号常量有GL_BYTE, GL_UNSIGNED_BYTE, GL_SHORT,GL_UNSIGNED_SHORT, GL_FIXED, 和 GL_FLOAT,初始值为GL_FLOAT。
	  normalized  指定当被访问时,固定点数据值是否应该被归一化(GL_TRUE)或者直接转换为固定点值(GL_FALSE)。
	  stride  指定连续顶点属性之间的偏移量。如果为0,那么顶点属性会被理解为:它们是紧密排列在一起的。初始值为0。
	  pointer 指定第一个组件在数组的第一个顶点属性中的偏移量。该数组与GL_ARRAY_BUFFER绑定,储存于缓冲区中。初始值为0;
	*/
	gl.VertexAttribPointer(position, coordsPerVertex, gl.FLOAT, false, 0, 0) //更新position值
	gl.DrawArrays(gl.TRIANGLES, 0, vertexCount)
	gl.DisableVertexAttribArray(position)

	debug.DrawFPS(c)
}
示例#4
0
func onDraw(c config.Event) {
	gl.ClearColor(1, 0, 0, 1)
	gl.Clear(gl.COLOR_BUFFER_BIT)

	debug.DrawFPS(c)
	DrawResult(c, <-speed_rate)
}
示例#5
0
文件: main.go 项目: handong890/mobile
func draw(c event.Config) {
	if scene == nil {
		loadScene(c)
	}
	gl.ClearColor(1, 1, 1, 1)
	gl.Clear(gl.COLOR_BUFFER_BIT)
	now := clock.Time(time.Since(startTime) * 60 / time.Second)
	eng.Render(scene, now, c)
	debug.DrawFPS(c)
}
示例#6
0
文件: main.go 项目: tendermint/mobile
func onPaint() {
	if scene == nil {
		loadScene()
	}
	gl.ClearColor(1, 1, 1, 1)
	gl.Clear(gl.COLOR_BUFFER_BIT)
	now := clock.Time(time.Since(startTime) * 60 / time.Second)
	eng.Render(scene, now, cfg)
	debug.DrawFPS(cfg)
}
示例#7
0
func (e *Engine) Draw(c size.Event) {

	gl.Enable(gl.DEPTH_TEST)
	gl.DepthFunc(gl.LESS)

	gl.ClearColor(0.2, 0.2, 0.2, 1)
	gl.Clear(gl.COLOR_BUFFER_BIT)
	gl.Clear(gl.DEPTH_BUFFER_BIT)

	gl.UseProgram(e.shader.program)

	m := mgl32.Perspective(0.785, float32(c.WidthPt/c.HeightPt), 0.1, 10.0)
	gl.UniformMatrix4fv(e.shader.projection, m[:])

	eye := mgl32.Vec3{0, 0, 8}
	center := mgl32.Vec3{0, 0, 0}
	up := mgl32.Vec3{0, 1, 0}

	m = mgl32.LookAtV(eye, center, up)
	gl.UniformMatrix4fv(e.shader.view, m[:])

	m = mgl32.HomogRotate3D(float32(e.touchLoc.X/c.WidthPt-0.5)*3.14*2, mgl32.Vec3{0, 1, 0})
	gl.UniformMatrix4fv(e.shader.modelx, m[:])

	m = mgl32.HomogRotate3D(float32(e.touchLoc.Y/c.HeightPt-0.5)*3.14, mgl32.Vec3{1, 0, 0})
	gl.UniformMatrix4fv(e.shader.modely, m[:])

	coordsPerVertex := 3
	for _, obj := range e.shape.Objs {
		gl.BindBuffer(gl.ARRAY_BUFFER, obj.coord)
		gl.EnableVertexAttribArray(e.shader.vertCoord)

		gl.VertexAttribPointer(e.shader.vertCoord, coordsPerVertex, gl.FLOAT, false, 12, 0)

		if obj.useuv == true {
			gl.Uniform1i(e.shader.useuv, 1)
			texCoordsPerVertex := 2
			gl.BindBuffer(gl.ARRAY_BUFFER, obj.uvcoord)
			gl.EnableVertexAttribArray(e.shader.vertTexCoord)
			gl.VertexAttribPointer(e.shader.vertTexCoord, texCoordsPerVertex, gl.FLOAT, false, 8, 0)

			gl.BindTexture(gl.TEXTURE_2D, obj.tex)
		} else {
			gl.Uniform1i(e.shader.useuv, 0)
			gl.Uniform4f(e.shader.color, obj.color[0], obj.color[1], obj.color[2], obj.color[3])
		}
		gl.DrawArrays(gl.TRIANGLES, 0, obj.vcount)
		if obj.useuv {
			gl.DisableVertexAttribArray(e.shader.vertTexCoord)
		}
		gl.DisableVertexAttribArray(e.shader.vertCoord)
	}

	debug.DrawFPS(c)
}
示例#8
0
func (e *Engine) Draw(c size.Event) {

	gl.Enable(gl.DEPTH_TEST)
	gl.DepthFunc(gl.LESS)

	gl.ClearColor(0.5, 0.8, 0.8, 1)
	gl.Clear(gl.COLOR_BUFFER_BIT)
	gl.Clear(gl.DEPTH_BUFFER_BIT)

	gl.UseProgram(e.shader.program)

	gl.Uniform3fv(e.shader.lightdir, []float32{0.5, 0.6, 0.7})

	m := mgl32.Perspective(1.3, float32(c.WidthPt/c.HeightPt), 0.1, 10.0)
	gl.UniformMatrix4fv(e.shader.projectionmatrix, m[:])

	eye := mgl32.Vec3{0, 0, 0.2}
	center := mgl32.Vec3{0, 0, 0}
	up := mgl32.Vec3{0, 1, 0}

	m = mgl32.LookAtV(eye, center, up)
	gl.UniformMatrix4fv(e.shader.viewmatrix, m[:])

	m = mgl32.HomogRotate3D((e.touchx/float32(c.WidthPt)-0.5)*6.28, mgl32.Vec3{0, 1, 0})
	gl.UniformMatrix4fv(e.shader.modelmatrix, m[:])

	m = mgl32.HomogRotate3D((e.touchx/float32(c.WidthPt)-0.5)*6.28, mgl32.Vec3{0, -1, 0})
	gl.UniformMatrix4fv(e.shader.lightmatrix, m[:])

	coordsPerVertex := 3
	for _, obj := range e.shape.Objs {
		gl.BindBuffer(gl.ARRAY_BUFFER, obj.coord)
		gl.EnableVertexAttribArray(e.shader.vertCoord)
		gl.VertexAttribPointer(e.shader.vertCoord, coordsPerVertex, gl.FLOAT, false, 12, 0)

		texCoordsPerVertex := 2
		gl.BindBuffer(gl.ARRAY_BUFFER, obj.uvcoord)
		gl.EnableVertexAttribArray(e.shader.texcoord)
		gl.VertexAttribPointer(e.shader.texcoord, texCoordsPerVertex, gl.FLOAT, false, 8, 0)

		gl.BindBuffer(gl.ARRAY_BUFFER, obj.normal)
		gl.EnableVertexAttribArray(e.shader.normal)
		gl.VertexAttribPointer(e.shader.normal, 3, gl.FLOAT, false, 12, 0)

		gl.BindTexture(gl.TEXTURE_2D, obj.tex)

		gl.DrawArrays(gl.TRIANGLES, 0, obj.vcount)

		gl.DisableVertexAttribArray(e.shader.texcoord)
		gl.DisableVertexAttribArray(e.shader.normal)
		gl.DisableVertexAttribArray(e.shader.vertCoord)
	}

	debug.DrawFPS(c)
}
示例#9
0
文件: main.go 项目: shazow/linerage3d
func (e *Engine) Draw(c config.Event) {
	now := time.Now()
	interval := now.Sub(e.lastTick)
	e.lastTick = now

	// Handle key presses
	var camDelta mgl.Vec3
	if e.bindings.Pressed(KeyCamForward) {
		camDelta[2] -= moveSpeed
	}
	if e.bindings.Pressed(KeyCamReverse) {
		camDelta[2] += moveSpeed
	}
	if e.bindings.Pressed(KeyCamLeft) {
		camDelta[0] -= moveSpeed
	}
	if e.bindings.Pressed(KeyCamRight) {
		camDelta[0] += moveSpeed
	}
	if e.bindings.Pressed(KeyCamUp) {
		e.camera.MoveTo(e.camera.Position().Add(mgl.Vec3{0, moveSpeed, 0}))
	}
	if e.bindings.Pressed(KeyCamDown) {
		e.camera.MoveTo(e.camera.Position().Add(mgl.Vec3{0, -moveSpeed, 0}))
	}
	if camDelta[0]+camDelta[1]+camDelta[2] != 0 {
		e.following = false
		e.camera.Move(camDelta)
	} else if e.following {
		pos := e.world.Focus().Position()
		e.camera.Lerp(pos.Add(e.followOffset), pos, 0.1)
	}

	gl.ClearColor(0, 0, 0, 1)
	//gl.Clear(gl.COLOR_BUFFER_BIT)
	gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
	gl.Enable(gl.DEPTH_TEST)

	//gl.Disable(gl.CULL_FACE)
	//gl.DepthFunc(gl.LESS)
	//gl.SampleCoverage(4.0, false)

	if !e.paused {
		err := e.world.Tick(interval)
		if err != nil {
			e.paused = true
			e.gameover = true
		}
	}
	e.scene.Draw(e.camera)

	gl.Disable(gl.DEPTH_TEST)
	debug.DrawFPS(c)
}
示例#10
0
文件: main.go 项目: acsellers/ofs
func onPaint(e size.Event) {
	if scene == nil {
		loadScene()
	}
	gl.ClearColor(1, 1, 1, 1)
	gl.Clear(gl.COLOR_BUFFER_BIT)
	now := clock.Time(time.Since(start) * 60 / time.Second)
	eng.Render(scene, now, e)
	if *dbg {
		debug.DrawFPS(e)
	}
}
示例#11
0
文件: main.go 项目: guanhuihui/mobile
func draw(c event.Config) {
	select {
	case <-determined:
		if ok {
			gl.ClearColor(0, 1, 0, 1)
		} else {
			gl.ClearColor(1, 0, 0, 1)
		}
	default:
		gl.ClearColor(0, 0, 0, 1)
	}
	gl.Clear(gl.COLOR_BUFFER_BIT)

	debug.DrawFPS(c)
}
示例#12
0
文件: main.go 项目: rockxcn/mobile
func onDraw(sz size.Event) {
	select {
	case <-determined:
		if ok {
			gl.ClearColor(0, 1, 0, 1)
		} else {
			gl.ClearColor(1, 0, 0, 1)
		}
	default:
		gl.ClearColor(0, 0, 0, 1)
	}
	gl.Clear(gl.COLOR_BUFFER_BIT)

	debug.DrawFPS(sz)
}
示例#13
0
func onPaint(c config.Event) {
	if !started {
		touchLoc = geom.Point{c.Width / 2, c.Height / 2}
		started = true
	}
	if scene == nil {
		loadScene()
	}
	gl.ClearColor(242/255.0, 240/255.0, 217/255.0, 1) // gophercon bg color
	gl.Clear(gl.COLOR_BUFFER_BIT)

	now := clock.Time(time.Since(startClock) * 60 / time.Second)
	eng.Render(scene, now, c)
	debug.DrawFPS(c)
}
示例#14
0
func (e *Engine) Draw(c size.Event) {
	since := time.Now().Sub(e.started)
	//gl.Enable()

	gl.Enable(gl.DEPTH_TEST)
	gl.DepthFunc(gl.LESS)

	gl.ClearColor(0, 0, 0, 1)
	gl.Clear(gl.COLOR_BUFFER_BIT)
	gl.Clear(gl.DEPTH_BUFFER_BIT)

	gl.UseProgram(e.shader.program)

	m := mgl32.Perspective(0.785, float32(c.WidthPt/c.HeightPt), 0.1, 10.0)
	gl.UniformMatrix4fv(e.shader.projection, m[:])

	eye := mgl32.Vec3{3, 3, 3}
	center := mgl32.Vec3{0, 0, 0}
	up := mgl32.Vec3{0, 1, 0}

	m = mgl32.LookAtV(eye, center, up)
	gl.UniformMatrix4fv(e.shader.view, m[:])

	m = mgl32.HomogRotate3D(float32(since.Seconds()), mgl32.Vec3{0, 1, 0})
	gl.UniformMatrix4fv(e.shader.model, m[:])

	gl.BindBuffer(gl.ARRAY_BUFFER, e.shape.buf)

	coordsPerVertex := 3
	texCoordsPerVertex := 2
	vertexCount := len(cubeData) / (coordsPerVertex + texCoordsPerVertex)

	gl.EnableVertexAttribArray(e.shader.vertCoord)
	gl.VertexAttribPointer(e.shader.vertCoord, coordsPerVertex, gl.FLOAT, false, 20, 0) // 4 bytes in float, 5 values per vertex

	gl.EnableVertexAttribArray(e.shader.vertTexCoord)
	gl.VertexAttribPointer(e.shader.vertTexCoord, texCoordsPerVertex, gl.FLOAT, false, 20, 12)

	gl.BindTexture(gl.TEXTURE_2D, e.shape.texture)

	gl.DrawArrays(gl.TRIANGLES, 0, vertexCount)

	gl.DisableVertexAttribArray(e.shader.vertCoord)

	debug.DrawFPS(c)
}
示例#15
0
func (e *Engine) Draw(c size.Event) {

	gl.Enable(gl.DEPTH_TEST)
	gl.DepthFunc(gl.LESS)

	gl.ClearColor(0, 0, 0, 1)
	gl.Clear(gl.COLOR_BUFFER_BIT)
	gl.Clear(gl.DEPTH_BUFFER_BIT)

	gl.UseProgram(e.shader.program)

	m := mgl32.Perspective(0.785, float32(c.WidthPt/c.HeightPt), 0.1, 10.0)
	gl.UniformMatrix4fv(e.shader.projection, m[:])

	eye := mgl32.Vec3{0, 3, 3}
	center := mgl32.Vec3{0, 0, 0}
	up := mgl32.Vec3{0, 1, 0}

	m = mgl32.LookAtV(eye, center, up)
	gl.UniformMatrix4fv(e.shader.view, m[:])

	m = mgl32.HomogRotate3D(float32(e.touchLocX*5/c.WidthPt), mgl32.Vec3{0, 1, 0})
	gl.UniformMatrix4fv(e.shader.modelx, m[:])

	m = mgl32.HomogRotate3D(float32(e.touchLocY*5/c.HeightPt), mgl32.Vec3{1, 0, 0})
	gl.UniformMatrix4fv(e.shader.modely, m[:])

	gl.BindBuffer(gl.ARRAY_BUFFER, e.shape.buf)
	gl.EnableVertexAttribArray(e.shader.vertCoord)
	gl.VertexAttribPointer(e.shader.vertCoord, coordsPerVertex, gl.FLOAT, false, 0, 0)

	gl.BindBuffer(gl.ARRAY_BUFFER, e.shape.colorbuf)
	gl.EnableVertexAttribArray(e.shader.color)
	gl.VertexAttribPointer(e.shader.color, colorsPerVertex, gl.FLOAT, false, 0, 0) //更新color值

	gl.DrawArrays(gl.TRIANGLES, 0, vertexCount)

	gl.DisableVertexAttribArray(e.shader.vertCoord)
	gl.DisableVertexAttribArray(e.shader.color)

	debug.DrawFPS(c)
}
示例#16
0
func (e *Engine) Draw(c size.Event) {

	gl.Enable(gl.DEPTH_TEST)
	gl.DepthFunc(gl.LESS)

	gl.ClearColor(0.2, 0.2, 0.2, 1)
	gl.Clear(gl.COLOR_BUFFER_BIT)
	gl.Clear(gl.DEPTH_BUFFER_BIT)

	gl.UseProgram(e.shader.program)

	m := mgl32.Perspective(0.785, float32(c.WidthPt/c.HeightPt), 0.1, 10.0)
	gl.UniformMatrix4fv(e.shader.projection, m[:])

	eye := mgl32.Vec3{0, 0, 5}
	center := mgl32.Vec3{0, 0, 0}
	up := mgl32.Vec3{0, 1, 0}

	m = mgl32.LookAtV(eye, center, up)
	gl.UniformMatrix4fv(e.shader.view, m[:])

	m = mgl32.HomogRotate3D(float32(e.touchLoc.X*10/c.WidthPt), mgl32.Vec3{0, 1, 0})
	gl.UniformMatrix4fv(e.shader.modelx, m[:])

	m = mgl32.HomogRotate3D(float32(e.touchLoc.Y*10/c.HeightPt), mgl32.Vec3{1, 0, 0})
	gl.UniformMatrix4fv(e.shader.modely, m[:])

	coordsPerVertex := 3
	for _, buf := range e.shape.bufs {
		gl.BindBuffer(gl.ARRAY_BUFFER, buf.coord)
		gl.EnableVertexAttribArray(e.shader.vertCoord)
		gl.VertexAttribPointer(e.shader.vertCoord, coordsPerVertex, gl.FLOAT, false, 0, 0)
		gl.Uniform4f(e.shader.color, buf.color[0], buf.color[1], buf.color[2], buf.color[3])
		gl.DrawArrays(gl.TRIANGLES, 0, buf.vcount)

		gl.DisableVertexAttribArray(e.shader.vertCoord)
	}

	debug.DrawFPS(c)
}
示例#17
0
func onDraw(c config.Event) {
	gl.ClearColor(1, 0, 0, 1)
	gl.Clear(gl.COLOR_BUFFER_BIT)

	gl.UseProgram(program)

	green += 0.01
	if green > 1 {
		green = 0
	}
	gl.Uniform4f(color, 0, green, 0, 1)

	gl.Uniform2f(offset, float32(touchLoc.X/c.Width), float32(touchLoc.Y/c.Height))

	gl.BindBuffer(gl.ARRAY_BUFFER, buf)
	gl.EnableVertexAttribArray(position)
	gl.VertexAttribPointer(position, coordsPerVertex, gl.FLOAT, false, 0, 0)
	gl.DrawArrays(gl.TRIANGLES, 0, vertexCount)
	gl.DisableVertexAttribArray(position)

	debug.DrawFPS(c)
}
示例#18
0
文件: main.go 项目: paulhankin/mobile
func onPaint(sz size.Event) {
	gl.ClearColor(1, 0, 0, 1)
	gl.Clear(gl.COLOR_BUFFER_BIT)

	gl.UseProgram(program)

	green += 0.01
	if green > 1 {
		green = 0
	}
	gl.Uniform4f(color, 0, green, 0, 1)

	gl.Uniform2f(offset, touchX/float32(sz.WidthPx), touchY/float32(sz.HeightPx))

	gl.BindBuffer(gl.ARRAY_BUFFER, buf)
	gl.EnableVertexAttribArray(position)
	gl.VertexAttribPointer(position, coordsPerVertex, gl.FLOAT, false, 0, 0)
	gl.DrawArrays(gl.TRIANGLES, 0, vertexCount)
	gl.DisableVertexAttribArray(position)

	debug.DrawFPS(sz)
}
示例#19
0
文件: game.go 项目: joho/experiments
func draw(c config.Event) {
	secondsFromStart := time.Since(startTime) * 60 / time.Second
	now := clock.Time(secondsFromStart)

	if screenWidth == nil || *screenWidth != c.WidthPt {
		screenWidth = &c.WidthPt

		log.Printf("Device Sizing: %vx%v PixelsPerPt:%v",
			c.WidthPt,
			c.HeightPt,
			c.PixelsPerPt,
		)
	}

	if fullScene == nil {
		fullScene = setupScene(c.WidthPt, c.HeightPt, secondsFromStart)
	}

	gl.ClearColor(0, 0, 0, 0)
	gl.Clear(gl.COLOR_BUFFER_BIT)

	eng.Render(fullScene, now, c)
	debug.DrawFPS(c)
}
示例#20
0
文件: main.go 项目: pdxjohnny/mobile
func onDraw(sz size.Event) {
	gl.ClearColor(0, 0, 0, 1)
	gl.Clear(gl.COLOR_BUFFER_BIT)
	debug.DrawFPS(sz)
}