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Golang gl.BlendFunc函数代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了Golang中github.com/go-gl/gl/v2/1/gl.BlendFunc函数的典型用法代码示例。如果您正苦于以下问题:Golang BlendFunc函数的具体用法?Golang BlendFunc怎么用?Golang BlendFunc使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。



在下文中一共展示了BlendFunc函数的20个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的Golang代码示例。

示例1: draw

// 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()
	}
}
开发者ID:TheZeroSlave,项目名称:chipmunk,代码行数:33,代码来源:bouncing_balls.go


示例2: init

func (c *Context) init() {
	if err := gl.Init(); err != nil {
		panic(err)
	}
	// Textures' pixel formats are alpha premultiplied.
	gl.Enable(gl.BLEND)
	gl.BlendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA)
}
开发者ID:DrJosh9000,项目名称:ebiten,代码行数:8,代码来源:context.go


示例3: main

func main() {
	err := glfw.Init()
	if err != nil {
		panic(err)
	}
	defer glfw.Terminate()
	fp, err := os.Open("example.tmx")
	if err != nil {
		panic(err)
	}

	m, err := tmx.NewMap(fp)
	if err != nil {
		panic(err)
	}

	var monitor *glfw.Monitor
	window, err := glfw.CreateWindow(screenWidth, screenHeight, "Map Renderer", monitor, nil)
	if err != nil {
		panic(err)
	}

	window.MakeContextCurrent()

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

	width, height := window.GetFramebufferSize()
	gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
	gl.ClearColor(1.0, 1.0, 1.0, 1.0)
	gl.Viewport(0, 0, int32(width), int32(height))
	gl.MatrixMode(gl.PROJECTION)
	gl.LoadIdentity()
	gl.Ortho(0, float64(width), float64(height), 0, -1, 1)
	gl.Enable(gl.BLEND)
	gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
	canvas := newOpenGLCanvas(width, height, float32(width)/float32(screenWidth), float32(height)/float32(screenHeight))
	renderer := tmx.NewRenderer(*m, canvas)
	fps := 0
	startTime := time.Now().UnixNano()
	timer := tmx.CreateTimer()
	timer.Start()
	for !window.ShouldClose() {
		elapsed := float64(timer.GetElapsedTime()) / (1000 * 1000)
		renderer.Render(int64(math.Ceil(elapsed)))
		fps++
		if time.Now().UnixNano()-startTime > 1000*1000*1000 {
			log.Println(fps)
			startTime = time.Now().UnixNano()
			fps = 0
		}

		window.SwapBuffers()
		glfw.PollEvents()
		timer.UpdateTime()
	}
}
开发者ID:manyminds,项目名称:tmx,代码行数:58,代码来源:opengl.go


示例4: BlendFunc

func (c *Context) BlendFunc(mode CompositeMode) {
	_ = c.runOnContextThread(func() error {
		if c.lastCompositeMode == mode {
			return nil
		}
		c.lastCompositeMode = mode
		s, d := operations(mode)
		gl.BlendFunc(uint32(s), uint32(d))
		return nil
	})
}
开发者ID:hajimehoshi,项目名称:ebiten,代码行数:11,代码来源:context_desktop.go


示例5: draw

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()
}
开发者ID:jhautefeuille,项目名称:hellochipmunk,代码行数:54,代码来源:glfwtest.go


示例6: main

func main() {
	runtime.LockOSThread()

	if err := glfw.Init(); err != nil {
		panic(err)
	}
	defer glfw.Terminate()

	window, err := glfw.CreateWindow(800, 600, "fontstash example", nil, nil)
	if err != nil {
		panic(err)
	}

	window.MakeContextCurrent()
	glfw.SwapInterval(1)
	gl.Init()

	data, err := ioutil.ReadFile(filepath.Join("..", "ClearSans-Regular.ttf"))
	if err != nil {
		panic(err)
	}

	gl.Enable(gl.TEXTURE_2D)

	tmpBitmap := make([]byte, 512*512)
	cdata, err, _, tmpBitmap := truetype.BakeFontBitmap(data, 0, 32, tmpBitmap, 512, 512, 32, 96)
	var ftex uint32
	gl.GenTextures(1, &ftex)
	gl.BindTexture(gl.TEXTURE_2D, ftex)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
	gl.TexImage2D(gl.TEXTURE_2D, 0, gl.ALPHA, 512, 512, 0,
		gl.ALPHA, gl.UNSIGNED_BYTE, unsafe.Pointer(&tmpBitmap[0]))

	gl.ClearColor(0.3, 0.3, 0.32, 1.)

	for !window.ShouldClose() {
		gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
		gl.MatrixMode(gl.PROJECTION)
		gl.LoadIdentity()
		gl.Ortho(0, 800, 600, 0, 0, 1)
		gl.MatrixMode(gl.MODELVIEW)
		gl.LoadIdentity()
		gl.Disable(gl.DEPTH_TEST)
		gl.Color4ub(255, 255, 255, 255)
		gl.Enable(gl.BLEND)
		gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)

		my_print(100, 100, "The quick brown fox jumps over the fence", ftex, cdata)

		window.SwapBuffers()
		glfw.PollEvents()
	}
}
开发者ID:shibukawa,项目名称:fontstash.go,代码行数:54,代码来源:truetype.go


示例7: setModelViewOptions

func setModelViewOptions() {
	gl.Enable(gl.TEXTURE_2D)
	gl.Disable(gl.LIGHTING)
	gl.Disable(gl.DITHER)
	gl.Enable(gl.CULL_FACE)
	gl.CullFace(gl.FRONT)
	gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
	gl.Enable(gl.BLEND)
	gl.Enable(gl.ALPHA_TEST)
	gl.DepthFunc(gl.LEQUAL)
	gl.Disable(gl.DEPTH_TEST)
}
开发者ID:fmd,项目名称:gogol,代码行数:12,代码来源:window.go


示例8: reshape

func reshape(window *glfw.Window, w, h int) {
	gl.ClearColor(1, 1, 1, 1)
	//fmt.Println(gl.GetString(gl.EXTENSIONS))
	gl.Viewport(0, 0, int32(w), int32(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
}
开发者ID:zzn01,项目名称:draw2d,代码行数:14,代码来源:postscriptgl.go


示例9: draw

// 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()
}
开发者ID:jhautefeuille,项目名称:hellochipmunk,代码行数:50,代码来源:main.go


示例10: onDisplay

func onDisplay(program uint32, coords uint32) {
	gl.ClearColor(1.0, 1.0, 1.0, 1.0)
	gl.Clear(gl.COLOR_BUFFER_BIT)

	gl.Enable(gl.BLEND)
	gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)

	gl.UseProgram(program)
	gl.EnableVertexAttribArray(coords)

	gl.VertexAttribPointer(coords, 2, gl.FLOAT, false, 0, nil)
	gl.DrawArrays(gl.TRIANGLES, 0, 3)
	gl.DisableVertexAttribArray(coords)

}
开发者ID:eklitzke,项目名称:go-opengl-tutorial,代码行数:15,代码来源:main.go


示例11: Draw

func (atlas *FontAtlas) Draw(text string, b Bounds) {
	atlas.LoadGlyphs(text)

	gl.Enable(gl.BLEND)
	defer gl.Disable(gl.BLEND)
	gl.BlendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA)

	gl.Enable(gl.TEXTURE_2D)
	defer gl.Disable(gl.TEXTURE_2D)
	gl.BindTexture(gl.TEXTURE_2D, atlas.Texture)

	x := b.Min.X + atlas.drawPadding
	y := (b.Max.Y+b.Min.Y)/2 + (ceilPxf(atlas.maxBounds.Min.Y)+ceilPxf(atlas.maxBounds.Max.Y))/2

	p := rune(0)
	for _, r := range text {
		glyph := atlas.Rendered[r]

		dx := float32(glyph.Loc.Dx())
		dy := float32(glyph.Loc.Dy())

		px := x + ceilPxf(glyph.Bounds.Min.X) - glyphPadding
		py := y + ceilPxf(glyph.Bounds.Min.Y) - glyphPadding

		// this is not the ideal way of positioning the letters
		// will create positioning artifacts
		// but it the result is more
		px = float32(math.Trunc(float64(px)))
		py = float32(math.Trunc(float64(py)))

		gl.Begin(gl.QUADS)
		{
			gl.TexCoord2f(glyph.RelLoc.Min.X, glyph.RelLoc.Min.Y)
			gl.Vertex2f(px, py)
			gl.TexCoord2f(glyph.RelLoc.Max.X, glyph.RelLoc.Min.Y)
			gl.Vertex2f(px+dx, py)
			gl.TexCoord2f(glyph.RelLoc.Max.X, glyph.RelLoc.Max.Y)
			gl.Vertex2f(px+dx, py+dy)
			gl.TexCoord2f(glyph.RelLoc.Min.X, glyph.RelLoc.Max.Y)
			gl.Vertex2f(px, py+dy)
		}
		gl.End()

		k := atlas.Face.Kern(p, r)
		p = r
		x += ceilPxf(glyph.Advance + k)
	}
}
开发者ID:egonelbre,项目名称:spector,代码行数:48,代码来源:fontatlas.go


示例12: draw

func (atlas *FontAtlas) draw(rendered *image.RGBA, b Bounds) {
	var texture uint32
	gl.Enable(gl.TEXTURE_2D)
	gl.GenTextures(1, &texture)
	gl.BindTexture(gl.TEXTURE_2D, texture)

	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE)

	gl.TexImage2D(
		gl.TEXTURE_2D,
		0,
		gl.RGBA,
		int32(rendered.Bounds().Dx()),
		int32(rendered.Bounds().Dy()),
		0,
		gl.RGBA,
		gl.UNSIGNED_BYTE,
		gl.Ptr(rendered.Pix))

	gl.Enable(gl.BLEND)
	gl.BlendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA)

	gl.Begin(gl.QUADS)
	{
		gl.TexCoord2f(0, 0)
		gl.Vertex2f(b.Min.X, b.Min.Y)
		gl.TexCoord2f(1, 0)
		gl.Vertex2f(b.Max.X, b.Min.Y)
		gl.TexCoord2f(1, 1)
		gl.Vertex2f(b.Max.X, b.Max.Y)
		gl.TexCoord2f(0, 1)
		gl.Vertex2f(b.Min.X, b.Max.Y)
	}
	gl.End()

	gl.Disable(gl.BLEND)

	gl.DeleteTextures(1, &texture)
	gl.Disable(gl.TEXTURE_2D)
}
开发者ID:egonelbre,项目名称:spector,代码行数:43,代码来源:fontatlas_slow.go


示例13: init

func (g *graphics) init() error {
	if err := g.loadImages(); err != nil {
		return err
	}

	gl.ClearColor(0, 0, 0.7, 1)
	gl.Enable(gl.BLEND)
	gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)

	g.fontStash = fontstash.New(512, 512)
	fontID, err := g.fontStash.AddFont(resourcePath("MorrisRoman-Black.ttf"))
	if err != nil {
		return err
	}
	g.fontStash.SetYInverted(true)
	g.font = NewGLFont(g.fontStash, fontID, 45, [4]float32{0, 0, 0, 1})

	return nil
}
开发者ID:gonutz,项目名称:settlers,代码行数:19,代码来源:graphics.go


示例14: List

func List(width, height int, list *draw.List) {
	gl.Enable(gl.BLEND)
	gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)

	gl.Enable(gl.SCISSOR_TEST)
	defer gl.Disable(gl.SCISSOR_TEST)

	gl.EnableClientState(gl.VERTEX_ARRAY)
	defer gl.DisableClientState(gl.VERTEX_ARRAY)

	gl.EnableClientState(gl.COLOR_ARRAY)
	defer gl.DisableClientState(gl.COLOR_ARRAY)

	gl.EnableClientState(gl.TEXTURE_COORD_ARRAY)
	defer gl.DisableClientState(gl.TEXTURE_COORD_ARRAY)

	gl.VertexPointer(2, gl.FLOAT, vertexStride, unsafe.Pointer(&(list.Vertices[0].P)))
	gl.TexCoordPointer(2, gl.FLOAT, vertexStride, unsafe.Pointer(&(list.Vertices[0].UV)))
	gl.ColorPointer(4, gl.UNSIGNED_BYTE, vertexStride, unsafe.Pointer(&(list.Vertices[0].Color)))

	offset := 0
	for _, cmd := range list.Commands {
		if cmd.Count == 0 {
			continue
		}
		if cmd.Texture == 0 {
			gl.Disable(gl.TEXTURE_2D)
		} else {
			gl.Enable(gl.TEXTURE_2D)
			gl.BindTexture(gl.TEXTURE_2D, uint32(cmd.Texture))
		}

		x, y, w, h := cmd.Clip.AsInt32()
		gl.Scissor(x, int32(height)-y-h, w, h)
		gl.DrawElements(gl.TRIANGLES, int32(cmd.Count), indexType, gl.Ptr(list.Indicies[offset:]))
		offset += int(cmd.Count)
	}
}
开发者ID:egonelbre,项目名称:spector,代码行数:38,代码来源:render.go


示例15: BlendFunc

func (c *Context) BlendFunc(src, dst int) {
	gl.BlendFunc(uint32(src), uint32(dst))
}
开发者ID:EngoEngine,项目名称:gl,代码行数:3,代码来源:gl_gl2.go


示例16: main

func main() {
	runtime.LockOSThread()

	if err := glfw.Init(); err != nil {
		panic(err)
	}
	defer glfw.Terminate()

	window, err := glfw.CreateWindow(800, 600, "fontstash example", nil, nil)
	if err != nil {
		panic(err)
	}

	window.MakeContextCurrent()
	glfw.SwapInterval(1)
	gl.Init()

	stash := fontstash.New(512, 512)

	clearSansRegular, err := stash.AddFont(filepath.Join("..", "ClearSans-Regular.ttf"))
	if err != nil {
		panic(err)
	}

	clearSansItalic, err := stash.AddFont(filepath.Join("..", "ClearSans-Italic.ttf"))
	if err != nil {
		panic(err)
	}

	clearSansBold, err := stash.AddFont(filepath.Join("..", "ClearSans-Bold.ttf"))
	if err != nil {
		panic(err)
	}

	droidJapanese, err := stash.AddFont(filepath.Join("..", "DroidSansJapanese.ttf"))
	if err != nil {
		panic(err)
	}

	gl.ClearColor(0.3, 0.3, 0.32, 1.)

	for !window.ShouldClose() {
		gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
		gl.MatrixMode(gl.PROJECTION)
		gl.LoadIdentity()
		gl.Ortho(0, 800, 0, 600, -1, 1)
		gl.MatrixMode(gl.MODELVIEW)
		gl.LoadIdentity()
		gl.Disable(gl.DEPTH_TEST)
		gl.Color4ub(255, 255, 255, 255)
		gl.Enable(gl.BLEND)
		gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)

		gl.Disable(gl.TEXTURE_2D)
		gl.Begin(gl.QUADS)
		gl.Vertex2i(0, -5)
		gl.Vertex2i(5, -5)
		gl.Vertex2i(5, -11)
		gl.Vertex2i(0, -11)
		gl.End()

		sx := float64(100)
		sy := float64(250)

		stash.BeginDraw()

		dx := sx
		dy := sy
		dx = stash.DrawText(clearSansRegular, 24, dx, dy, "The quick ", [4]float32{0, 0, 0, 1})
		dx = stash.DrawText(clearSansItalic, 48, dx, dy, "brown ", [4]float32{1, 1, 0.5, 1})
		dx = stash.DrawText(clearSansRegular, 24, dx, dy, "fox ", [4]float32{0, 1, 0.5, 1})
		_, _, lh := stash.VMetrics(clearSansItalic, 24)
		dx = sx
		dy -= lh * 1.2
		dx = stash.DrawText(clearSansItalic, 24, dx, dy, "jumps over ", [4]float32{0, 1, 1, 1})
		dx = stash.DrawText(clearSansBold, 24, dx, dy, "the lazy ", [4]float32{1, 0, 1, 1})
		dx = stash.DrawText(clearSansRegular, 24, dx, dy, "dog.", [4]float32{0, 1, 0, 1})
		dx = sx
		dy -= lh * 1.2
		dx = stash.DrawText(clearSansRegular, 12, dx, dy, "Now is the time for all good men to come to the aid of the party.", [4]float32{0, 0, 1, 1})
		_, _, lh = stash.VMetrics(clearSansItalic, 12)
		dx = sx
		dy -= lh * 1.2 * 2
		dx = stash.DrawText(clearSansItalic, 18, dx, dy, "Ég get etið gler án þess að meiða mig.", [4]float32{1, 0, 0, 1})
		_, _, lh = stash.VMetrics(clearSansItalic, 18)
		dx = sx
		dy -= lh * 1.2
		stash.DrawText(droidJapanese, 18, dx, dy, "どこかに置き忘れた、サングラスと打ち明け話。", [4]float32{1, 1, 1, 1})

		stash.EndDraw()
		gl.Enable(gl.DEPTH_TEST)

		window.SwapBuffers()
		glfw.PollEvents()
	}
}
开发者ID:shibukawa,项目名称:fontstash.go,代码行数:96,代码来源:fontstash.go


示例17: main

func main() {
	if err := glfw.Init(); err != nil {
		fmt.Println("glfw.Init():", err)
		return
	}
	defer glfw.Terminate()

	glfw.WindowHint(glfw.Decorated, glfw.True)
	glfw.WindowHint(glfw.ContextVersionMajor, 1)
	glfw.WindowHint(glfw.ContextVersionMinor, 0)
	glfw.WindowHint(glfw.Resizable, glfw.True)

	window, err := glfw.CreateWindow(10, 10, "Settlers", nil, nil)
	if err != nil {
		fmt.Println("glfw.CreateWindow():", err)
		return
	}
	window.MakeContextCurrent()

	if err := gl.Init(); err != nil {
		fmt.Println("gl.Init():", err)
		return
	}

	stash := fontstash.New(512, 512)
	fontID, err := stash.AddFont(resourcePath("MorrisRoman-Black.ttf"))
	if err != nil {
		fmt.Println(err)
		return
	}
	stash.SetYInverted(true)
	font := &font{stash, fontID, 35}

	gl.Enable(gl.BLEND)
	gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
	gl.MatrixMode(gl.MODELVIEW)
	gl.LoadIdentity()

	rand.Seed(time.Now().UnixNano())
	g := game.New([]game.Color{game.Red, game.White, game.Blue}, rand.Int())

	var lines []string
	window.SetCharCallback(func(_ *glfw.Window, r rune) {
		if len(lines) == 0 {
			lines = []string{""}
		}
		lines[len(lines)-1] += string(r)
	})
	window.SetCharModsCallback(func(_ *glfw.Window, r rune, _ glfw.ModifierKey) {
	})
	window.SetKeyCallback(func(_ *glfw.Window, key glfw.Key, _ int, action glfw.Action, _ glfw.ModifierKey) {
		if action == glfw.Release {
			return
		}
		if key == glfw.KeyEscape {
			window.SetShouldClose(true)
		}
		if key == glfw.Key1 {
			g.CurrentPlayer = 0
		}
		if key == glfw.Key2 {
			g.CurrentPlayer = 1
		}
		if key == glfw.Key3 {
			g.CurrentPlayer = 2
		}
		if key == glfw.Key4 {
			g.CurrentPlayer = 3
		}
		if key == glfw.KeyR {
			state = buildingRoad
		}
		if key == glfw.KeyS {
			state = buildingSettlement
		}
		if key == glfw.KeyKP2 {
			g.DealResources(2)
		}
		if key == glfw.KeyKP3 {
			g.DealResources(3)
		}
		if key == glfw.KeyKP4 {
			g.DealResources(4)
		}
		if key == glfw.KeyKP5 {
			g.DealResources(5)
		}
		if key == glfw.KeyKP6 {
			g.DealResources(6)
		}
		if key == glfw.KeyKP8 {
			g.DealResources(8)
		}
		if key == glfw.KeyKP9 {
			g.DealResources(9)
		}
		if key == glfw.KeyKP0 {
			g.DealResources(10)
		}
		if key == glfw.KeyKP1 {
//.........这里部分代码省略.........
开发者ID:gonutz,项目名称:settlers,代码行数:101,代码来源:main_glfw.go


示例18: BlendFunc

func (*backend) BlendFunc(sfactor, dfactor gg.Enum) {
	gl.BlendFunc(uint32(sfactor), uint32(dfactor))
}
开发者ID:dmac,项目名称:gg,代码行数:3,代码来源:gg.go


示例19: main

func main() {
	if err := glfw.Init(nopContextWatcher{}); err != nil {
		panic(err)
	}
	defer glfw.Terminate()

	glfw.WindowHint(glfw.Samples, 8) // Anti-aliasing.

	window, err := glfw.CreateWindow(400, 400, "", nil, nil)
	if err != nil {
		panic(err)
	}
	window.MakeContextCurrent()

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

	glfw.SwapInterval(1) // Vsync.

	InitFont()
	defer DeinitFont()

	framebufferSizeCallback := func(w *glfw.Window, framebufferSize0, framebufferSize1 int) {
		gl.Viewport(0, 0, int32(framebufferSize0), int32(framebufferSize1))

		var windowSize [2]int
		windowSize[0], windowSize[1] = w.GetSize()

		// Update the projection matrix.
		gl.MatrixMode(gl.PROJECTION)
		gl.LoadIdentity()
		gl.Ortho(0, float64(windowSize[0]), float64(windowSize[1]), 0, -1, 1)
		gl.MatrixMode(gl.MODELVIEW)
	}
	{
		var framebufferSize [2]int
		framebufferSize[0], framebufferSize[1] = window.GetFramebufferSize()
		framebufferSizeCallback(window, framebufferSize[0], framebufferSize[1])
	}
	window.SetFramebufferSizeCallback(framebufferSizeCallback)

	var inputEventQueue []events.InputEvent
	mousePointer = &events.Pointer{VirtualCategory: events.POINTING}

	window.SetMouseMovementCallback(func(w *glfw.Window, xpos, ypos, xdelta, ydelta float64) {
		inputEvent := events.InputEvent{
			Pointer:    mousePointer,
			EventTypes: map[events.EventType]struct{}{events.SLIDER_EVENT: {}},
			InputId:    0,
			Buttons:    nil,
			Sliders:    []float64{xdelta, ydelta},
		}
		if w.GetInputMode(glfw.CursorMode) != glfw.CursorDisabled {
			inputEvent.EventTypes[events.AXIS_EVENT] = struct{}{}
			inputEvent.Axes = []float64{xpos, ypos}
		}
		inputEventQueue = events.EnqueueInputEvent(inputEventQueue, inputEvent)
	})

	window.SetMouseButtonCallback(func(w *glfw.Window, button glfw.MouseButton, action glfw.Action, mods glfw.ModifierKey) {
		inputEvent := events.InputEvent{
			Pointer:     mousePointer,
			EventTypes:  map[events.EventType]struct{}{events.BUTTON_EVENT: {}},
			InputId:     uint16(button),
			Buttons:     []bool{action != glfw.Release},
			Sliders:     nil,
			Axes:        nil,
			ModifierKey: uint8(mods),
		}
		inputEventQueue = events.EnqueueInputEvent(inputEventQueue, inputEvent)
	})

	go func() {
		<-time.After(5 * time.Second)
		log.Println("trigger!")
		boxUpdated = true

		glfw.PostEmptyEvent()
	}()

	gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) // For font.

	gl.ClearColor(247.0/255, 247.0/255, 247.0/255, 1)

	var spinner int

	var widgets []events.Widgeter

	widgets = append(widgets, NewButtonWidget(mgl64.Vec2{50, 200}, func() { fmt.Println("button triggered") }))

	for !window.ShouldClose() && glfw.Press != window.GetKey(glfw.KeyEscape) {
		glfw.WaitEvents()

		// Process Input.
		inputEventQueue = events.ProcessInputEventQueue(inputEventQueue, widgets[0])

		gl.Clear(gl.COLOR_BUFFER_BIT)
		gl.LoadIdentity()

//.........这里部分代码省略.........
开发者ID:rexposadas,项目名称:gx,代码行数:101,代码来源:main.go


示例20: draw

// 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()
	}
}
开发者ID:hatajoe,项目名称:go-procedural-dungeon-generation,代码行数:67,代码来源:main.go



注:本文中的github.com/go-gl/gl/v2/1/gl.BlendFunc函数示例整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。


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