本文整理汇总了Golang中github.com/go-gl/gl.TexCoord2f函数的典型用法代码示例。如果您正苦于以下问题:Golang TexCoord2f函数的具体用法?Golang TexCoord2f怎么用?Golang TexCoord2f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TexCoord2f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
//Draws all the sprites in the supplied slice
func (sheet SpriteSheet) Draw(sprites []*Sprite) {
gl.Enable(gl.TEXTURE_2D)
sheet.texture.Bind(gl.TEXTURE_2D)
for _, sprite := range sprites {
gl.Begin(gl.TRIANGLE_STRIP)
{
gl.TexCoord2f(sprite.left, sprite.bottom)
gl.Vertex2f(sprite.X, sprite.Y)
gl.TexCoord2f(sprite.left, sprite.top)
gl.Vertex2f(sprite.X, sprite.Y+sprite.H)
gl.TexCoord2f(sprite.right, sprite.bottom)
gl.Vertex2f(sprite.X+sprite.W, sprite.Y)
gl.TexCoord2f(sprite.right, sprite.top)
gl.Vertex2f(sprite.X+sprite.W, sprite.Y+sprite.H)
}
gl.End()
}
sheet.texture.Unbind(gl.TEXTURE_2D)
gl.Disable(gl.TEXTURE_2D)
}
开发者ID:akovaski,项目名称:glSpriteSheet,代码行数:26,代码来源:SpriteSheet.go
示例2: PreloadRender
func (t *Texture) PreloadRender() {
t.Bind()
gl.Begin(gl.QUADS)
gl.TexCoord2f(0, 1)
gl.Vertex3f(0, 0, 1)
gl.TexCoord2f(1, 1)
gl.Vertex3f(0, 0, 1)
gl.TexCoord2f(1, 0)
gl.Vertex3f(0, 0, 1)
gl.TexCoord2f(0, 0)
gl.Vertex3f(0, 0, 1)
gl.End()
}
开发者ID:gulinfang,项目名称:GarageEngine,代码行数:13,代码来源:Texture.go
示例3: drawScene
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()
}
}
开发者ID:nzlov,项目名称:gogl,代码行数:51,代码来源:10.go
示例4: Render
func (cube *Cube) Render() {
x, y, z := cube.Position.X, cube.Position.Y, cube.Position.Z
gl.Begin(gl.QUADS)
gl.Color3d(0.5-(x/50), 0.5-(y/50), 0.5-(z/50))
// Front Side
gl.TexCoord2f(0, 0)
gl.Vertex3d(x-0.5, y-0.5, z+0.5)
gl.TexCoord2f(1, 0)
gl.Vertex3d(x+0.5, y-0.5, z+0.5)
gl.TexCoord2f(1, 1)
gl.Vertex3d(x+0.5, y+0.5, z+0.5)
gl.TexCoord2f(0, 1)
gl.Vertex3d(x-0.5, y+0.5, z+0.5)
// Left Side
gl.Color3d(0.5-(x/20), 0.5-(y/20), 0.5-(z/20))
gl.TexCoord2f(0, 0)
gl.Vertex3d(x-0.5, y-0.5, z-0.5)
gl.TexCoord2f(1, 0)
gl.Vertex3d(x-0.5, y-0.5, z+0.5)
gl.TexCoord2f(1, 1)
gl.Vertex3d(x-0.5, y+0.5, z+0.5)
gl.TexCoord2f(0, 1)
gl.Vertex3d(x-0.5, y+0.5, z-0.5)
gl.End()
}
开发者ID:Bunkerbewohner,项目名称:gamelisp,代码行数:30,代码来源:graphics.go
示例5: RenderAtlas
func RenderAtlas(a Atlas) {
a.Bind()
xratio := float32(a.Width()) / float32(a.Height())
gl.Begin(gl.QUADS)
gl.TexCoord2f(0, 1)
gl.Vertex3f(-0.5, -0.5, 1)
gl.TexCoord2f(1, 1)
gl.Vertex3f((xratio)-0.5, -0.5, 1)
gl.TexCoord2f(1, 0)
gl.Vertex3f((xratio)-0.5, 0.5, 1)
gl.TexCoord2f(0, 0)
gl.Vertex3f(-0.5, 0.5, 1)
gl.End()
}
开发者ID:gulinfang,项目名称:GarageEngine,代码行数:14,代码来源:Atlas.go
示例6: Render
func (t *Texture) Render() {
t.Bind()
xratio := float32(t.width) / float32(t.height)
gl.Begin(gl.QUADS)
gl.TexCoord2f(0, 1)
gl.Vertex3f(-0.5, -0.5, 1)
gl.TexCoord2f(1, 1)
gl.Vertex3f((xratio)-0.5, -0.5, 1)
gl.TexCoord2f(1, 0)
gl.Vertex3f((xratio)-0.5, 0.5, 1)
gl.TexCoord2f(0, 0)
gl.Vertex3f(-0.5, 0.5, 1)
gl.End()
}
开发者ID:gulinfang,项目名称:GarageEngine,代码行数:14,代码来源:Texture.go
示例7: drawScene
func drawScene() {
gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
texture.Bind(gl.TEXTURE_2D)
for loop = 0; loop < num; loop++ {
gl.LoadIdentity() // 绘制每颗星星之前,重置模型观察矩阵
gl.Translatef(0.0, 0.0, zoom) // 深入屏幕里面
gl.Rotatef(tilt, 1.0, 0.0, 0.0) // 倾斜视角
gl.Rotatef(ztilt, 0.0, 0.0, 1.0) // 倾斜视角
gl.Rotatef(star[loop].angle, 0.0, 1.0, 0.0) // 旋转至当前所画星星的角度
gl.Translatef(star[loop].dist, 0.0, 0.0) // 沿X轴正向移动
gl.Rotatef(-star[loop].angle, 0.0, 1.0, 0.0) // 取消当前星星的角度
gl.Rotatef(-ztilt, 0.0, 0.0, 1.0) // 取消屏幕倾斜
gl.Rotatef(-tilt, 1.0, 0.0, 0.0) // 取消屏幕倾斜
if twinkle { // 启用闪烁效果
// 使用byte型数值指定一个颜色
gl.Color4ub(star[(num-loop)-1].r, star[(num-loop)-1].g, star[(num-loop)-1].b, 255)
gl.Begin(gl.QUADS) // 开始绘制纹理映射过的四边形
gl.TexCoord2f(0.0, 0.0)
gl.Vertex3f(-1.0, -1.0, 0.0)
gl.TexCoord2f(1.0, 0.0)
gl.Vertex3f(1.0, -1.0, 0.0)
gl.TexCoord2f(1.0, 1.0)
gl.Vertex3f(1.0, 1.0, 0.0)
gl.TexCoord2f(0.0, 1.0)
gl.Vertex3f(-1.0, 1.0, 0.0)
gl.End() // 四边形绘制结束
}
gl.Rotatef(spin, 0.0, 0.0, 1.0) // 绕z轴旋转星星
// 使用byte型数值指定一个颜色
gl.Color4ub(star[loop].r, star[loop].g, star[loop].b, 255)
gl.Begin(gl.QUADS) // 开始绘制纹理映射过的四边形
gl.TexCoord2f(0.0, 0.0)
gl.Vertex3f(-1.0, -1.0, 0.0)
gl.TexCoord2f(1.0, 0.0)
gl.Vertex3f(1.0, -1.0, 0.0)
gl.TexCoord2f(1.0, 1.0)
gl.Vertex3f(1.0, 1.0, 0.0)
gl.TexCoord2f(0.0, 1.0)
gl.Vertex3f(-1.0, 1.0, 0.0)
gl.End() // 四边形绘制结束
spin += 0.01 // 星星的公转
star[loop].angle += float32(loop) / num // 改变星星的自转角度
star[loop].dist -= 0.01 // 改变星星离中心的距离
if star[loop].dist < 0.0 { // 星星到达中心了么
star[loop].dist += 5 // 往外移5个单位
//fmt.Println(loop, star[loop].dist)
star[loop].r = uint8(rand.Int() % 256) // 赋一个新红色分量
star[loop].g = uint8(rand.Int() % 256) // 赋一个新绿色分量
star[loop].b = uint8(rand.Int() % 256) // 赋一个新蓝色分量
}
}
}
开发者ID:nzlov,项目名称:gogl,代码行数:56,代码来源:09.go
示例8: drawQuad
func drawQuad(x, y, w, h int, u, v, u2, v2 float32) {
gl.Begin(gl.QUADS)
gl.TexCoord2f(float32(u), float32(v))
gl.Vertex2i(int(x), int(y))
gl.TexCoord2f(float32(u2), float32(v))
gl.Vertex2i(int(x+w), int(y))
gl.TexCoord2f(float32(u2), float32(v2))
gl.Vertex2i(int(x+w), int(y+h))
gl.TexCoord2f(float32(u), float32(v2))
gl.Vertex2i(int(x), int(y+h))
gl.End()
}
开发者ID:jayschwa,项目名称:examples,代码行数:17,代码来源:main.go
示例9: Render
func (h *Hex) Render(alpha float32, drawFromCenter bool) {
gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
if h.Kind == HexFlower {
gl.TexEnvf(gl.TEXTURE_ENV, gl.TEXTURE_ENV_MODE, gl.REPLACE)
starTex.Bind(gl.TEXTURE_2D)
} else {
gl.TexEnvf(gl.TEXTURE_ENV, gl.TEXTURE_ENV_MODE, gl.MODULATE)
hexTex.Bind(gl.TEXTURE_2D)
gl.GetError()
var r, g, b uint8
r = uint8(colors.Colors[h.Kind-1][0])
g = uint8(colors.Colors[h.Kind-1][1])
b = uint8(colors.Colors[h.Kind-1][2])
if alpha < 1 {
gl.Color4ub(r, g, b, uint8(alpha*255))
} else {
gl.Color3ub(r, g, b)
}
}
gl.Begin(gl.QUADS)
gl.TexCoord2f(0, 0)
if drawFromCenter {
gl.Vertex2i(HEX_WIDTH/2, HEX_HEIGHT/2)
} else {
gl.Vertex2i(HEX_WIDTH, HEX_HEIGHT)
}
gl.TexCoord2f(0, 1)
if drawFromCenter {
gl.Vertex2i(HEX_WIDTH/2, -HEX_HEIGHT/2)
} else {
gl.Vertex2i(HEX_WIDTH, 0)
}
gl.TexCoord2f(1, 1)
if drawFromCenter {
gl.Vertex2i(-HEX_WIDTH/2, -HEX_HEIGHT/2)
} else {
gl.Vertex2i(0, 0)
}
gl.TexCoord2f(1, 0)
if drawFromCenter {
gl.Vertex2i(-HEX_WIDTH/2, HEX_HEIGHT/2)
} else {
gl.Vertex2i(0, HEX_HEIGHT)
}
gl.End()
}
开发者ID:TheOnly92,项目名称:gexic,代码行数:46,代码来源:hex.go
示例10: Render
func (v *Video) Render() {
for running {
select {
case dimensions := <-v.resize:
v.ResizeEvent(dimensions[0], dimensions[1])
case val := <-v.tick:
slice := make([]uint8, len(val)*3)
for i := 0; i < len(val); i = i + 1 {
slice[i*3+0] = (uint8)((val[i] >> 16) & 0xff)
slice[i*3+1] = (uint8)((val[i] >> 8) & 0xff)
slice[i*3+2] = (uint8)((val[i]) & 0xff)
}
gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
v.tex.Bind(gl.TEXTURE_2D)
if ppu.OverscanEnabled {
gl.TexImage2D(gl.TEXTURE_2D, 0, 3, 240, 224, 0, gl.RGB, gl.UNSIGNED_BYTE, slice)
} else {
gl.TexImage2D(gl.TEXTURE_2D, 0, 3, 256, 240, 0, gl.RGB, gl.UNSIGNED_BYTE, slice)
}
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
gl.Begin(gl.QUADS)
gl.TexCoord2f(0.0, 1.0)
gl.Vertex3f(-1.0, -1.0, 0.0)
gl.TexCoord2f(1.0, 1.0)
gl.Vertex3f(1.0, -1.0, 0.0)
gl.TexCoord2f(1.0, 0.0)
gl.Vertex3f(1.0, 1.0, 0.0)
gl.TexCoord2f(0.0, 0.0)
gl.Vertex3f(-1.0, 1.0, 0.0)
gl.End()
if v.screen != nil {
sdl.GL_SwapBuffers()
}
v.frametick <- true
}
}
}
开发者ID:richardjoo,项目名称:Fergulator,代码行数:45,代码来源:video.go
示例11: drawHex
func drawHex(x, y, kind int, alpha float32) {
if kind == 6 {
gl.TexEnvf(gl.TEXTURE_ENV, gl.TEXTURE_ENV_MODE, gl.REPLACE)
starTex.Bind(gl.TEXTURE_2D)
gl.Begin(gl.QUADS)
gl.TexCoord2f(0, 0)
gl.Vertex2i(x, y)
gl.TexCoord2f(0, 1)
gl.Vertex2i(x, y+HEX_HEIGHT)
gl.TexCoord2f(1, 1)
gl.Vertex2i(x+HEX_WIDTH, y+HEX_HEIGHT)
gl.TexCoord2f(1, 0)
gl.Vertex2i(x+HEX_WIDTH, y)
gl.End()
} else {
gl.TexEnvf(gl.TEXTURE_ENV, gl.TEXTURE_ENV_MODE, gl.MODULATE)
gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
var r, g, b float32
switch kind {
case 0:
r = 1
case 1:
g = 1
case 2:
b = 1
case 3:
r = 1
g = 1
case 4:
r = 1
b = 1
case 5:
g = 1 - 222/255
b = 1
}
hexTex.Bind(gl.TEXTURE_2D)
gl.Begin(gl.QUADS)
if alpha < 1 {
gl.Color4f(r, g, b, alpha)
} else {
gl.Color3f(r, g, b)
}
gl.TexCoord2f(0, 0)
gl.Vertex2i(x, y)
gl.TexCoord2f(0, 1)
gl.Vertex2i(x, y+HEX_HEIGHT)
gl.TexCoord2f(1, 1)
gl.Vertex2i(x+HEX_WIDTH, y+HEX_HEIGHT)
gl.TexCoord2f(1, 0)
gl.Vertex2i(x+HEX_WIDTH, y)
gl.End()
}
}
开发者ID:TheOnly92,项目名称:gexic,代码行数:53,代码来源:main.go
示例12: TexturedQuad
func TexturedQuad(t *glh.Texture, x, y, w, h int) {
glh.With(t, func() {
gl.Enable(gl.BLEND)
gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
gl.Color4f(255.0, 255.0, 255.0, 1.0)
gl.Begin(gl.TRIANGLE_FAN)
gl.TexCoord2f(0, 0)
gl.Vertex2i(x, y)
gl.TexCoord2f(1, 0)
gl.Vertex2i(x+w, y)
gl.TexCoord2f(1, 1)
gl.Vertex2i(x+w, y+h)
gl.TexCoord2f(0, 1)
gl.Vertex2i(x, y+h)
gl.End()
})
}
开发者ID:Tohie,项目名称:GoFlappyBird,代码行数:19,代码来源:tex.go
示例13: Render
func (v *Video) Render(frame []byte, frame_w int, frame_h int) {
gl.Clear(gl.COLOR_BUFFER_BIT)
v.Texture.Bind(gl.TEXTURE_2D)
gl.TexImage2D(gl.TEXTURE_2D, 0, 3, frame_w, frame_h, 0, gl.RGB, gl.UNSIGNED_BYTE, frame)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
gl.Begin(gl.QUADS)
gl.TexCoord2f(0.0, 1.0)
gl.Vertex3f(-1.0, -1.0, 0.0)
gl.TexCoord2f(1.0, 1.0)
gl.Vertex3f(1.0, -1.0, 0.0)
gl.TexCoord2f(1.0, 0.0)
gl.Vertex3f(1.0, 1.0, 0.0)
gl.TexCoord2f(0.0, 0.0)
gl.Vertex3f(-1.0, 1.0, 0.0)
gl.End()
glfw.SwapBuffers()
}
开发者ID:samfoo,项目名称:gones,代码行数:22,代码来源:video.go
示例14: texcoord
// texcoord defines vertex texture coordinates.
// Used in classic render mode.
func (a *Attr) texcoord(i int) {
i *= a.size
switch a.size {
case 1:
switch v := a.data.(type) {
case []int16:
gl.TexCoord1s(v[i])
case []int32:
gl.TexCoord1i(int(v[i]))
case []float32:
gl.TexCoord1f(v[i])
case []float64:
gl.TexCoord1d(v[i])
}
case 2:
switch v := a.data.(type) {
case []int16:
gl.TexCoord2s(v[i], v[i+1])
case []int32:
gl.TexCoord2i(int(v[i]), int(v[i+1]))
case []float32:
gl.TexCoord2f(v[i], v[i+1])
case []float64:
gl.TexCoord2d(v[i], v[i+1])
}
case 3:
switch v := a.data.(type) {
case []int16:
gl.TexCoord3s(v[i], v[i+1], v[i+2])
case []int32:
gl.TexCoord3i(int(v[i]), int(v[i+1]), int(v[i+2]))
case []float32:
gl.TexCoord3f(v[i], v[i+1], v[i+2])
case []float64:
gl.TexCoord3d(v[i], v[i+1], v[i+2])
}
case 4:
switch v := a.data.(type) {
case []int16:
gl.TexCoord4s(v[i], v[i+1], v[i+2], v[i+3])
case []int32:
gl.TexCoord4i(int(v[i]), int(v[i+1]), int(v[i+2]), int(v[i+3]))
case []float32:
gl.TexCoord4f(v[i], v[i+1], v[i+2], v[i+3])
case []float64:
gl.TexCoord4d(v[i], v[i+1], v[i+2], v[i+3])
}
}
}
开发者ID:nobonobo,项目名称:glh,代码行数:53,代码来源:meshattr.go
示例15: main
func main() {
err := initGL()
if err != nil {
log.Printf("InitGL: %v", err)
return
}
defer glfw.Terminate()
// Create our texture atlas.
atlas := glh.NewTextureAtlas(AtlasSize, AtlasSize, 4)
defer atlas.Release()
// Fill the altas with image data.
fillAtlas(atlas)
// Display the atlas texture on a quad, so we can see
// what it looks like.
for glfw.WindowParam(glfw.Opened) > 0 {
gl.Clear(gl.COLOR_BUFFER_BIT)
// Bind the atlas texture and render a quad with it.
atlas.Bind(gl.TEXTURE_2D)
gl.Begin(gl.QUADS)
gl.TexCoord2f(0, 0)
gl.Vertex2f(0, 0)
gl.TexCoord2f(1, 0)
gl.Vertex2f(AtlasSize, 0)
gl.TexCoord2f(1, 1)
gl.Vertex2f(AtlasSize, AtlasSize)
gl.TexCoord2f(0, 1)
gl.Vertex2f(0, AtlasSize)
gl.End()
atlas.Unbind(gl.TEXTURE_2D)
glfw.SwapBuffers()
}
}
开发者ID:jayschwa,项目名称:examples,代码行数:38,代码来源:main.go
示例16: drawBorderAtXY
func drawBorderAtXY(x, y float32, reverse int) {
if x <= 80 || y <= 80 {
return
}
gl.PushMatrix()
gl.Translatef(x, y, 0)
if reverse == 1 {
gl.Rotatef(60, 0, 0, 1)
}
gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
gl.TexEnvf(gl.TEXTURE_ENV, gl.TEXTURE_ENV_MODE, gl.REPLACE)
borderTex.Bind(gl.TEXTURE_2D)
gl.Begin(gl.QUADS)
gl.TexCoord2f(0, 0)
gl.Vertex2i(-38, -38)
gl.TexCoord2f(0, 1)
gl.Vertex2i(-38, 38)
gl.TexCoord2f(1, 1)
gl.Vertex2i(38, 38)
gl.TexCoord2f(1, 0)
gl.Vertex2i(38, -38)
gl.End()
gl.PopMatrix()
}
开发者ID:TheOnly92,项目名称:gexic,代码行数:24,代码来源:main.go
示例17: Render
func (r *RenderTarget) Render(verts []Vertex, primType PrimitiveType, states RenderStates) {
// Nothing to draw?
if len(verts) == 0 {
return
}
// First set the persistent OpenGL states if it's the very first call
if !r.glStatesSet {
r.resetGlStates()
}
// Check if the vertex count is low enough so that we can pre-transform them
useVertexCache := len(verts) <= vertexCacheSize
if useVertexCache {
// Pre-transform the vertices and store them into the vertex cache
for i := 0; i < len(verts); i++ {
r.vpCache[i] = states.Transform.TransformPoint(verts[i].Pos)
r.vcCache[i] = verts[i].Color
r.vtCache[i] = verts[i].TexCoords
}
// Since vertices are transformed, we must use an identity transform to render them
if !r.useVertexCache {
r.applyTransform(IdentityTransform())
}
} else {
r.applyTransform(states.Transform)
}
// Apply the view
if r.viewChanged {
r.applyCurrentView()
}
// Apply the blend mode
if states.BlendMode != r.lastBlendMode {
r.applyBlendMode(states.BlendMode)
}
// Apply the texture
var textureId uint64
if states.Texture != nil {
textureId = states.Texture.cacheId
}
if textureId != r.lastTextureId {
r.applyTexture(states.Texture)
}
// Apply the shader
// TODO
/*if states.shader {
applyShader(states.shader);
}*/
// #########################################
if !useVertexCache {
// Find the OpenGL primitive type
modes := [...]gl.GLenum{gl.POINTS, gl.LINES, gl.LINE_STRIP, gl.TRIANGLES,
gl.TRIANGLE_STRIP, gl.TRIANGLE_FAN, gl.QUADS}
mode := modes[primType]
gl.Begin(mode)
for i, _ := range verts {
gl.TexCoord2f(verts[i].TexCoords.X, verts[i].TexCoords.Y)
gl.Color4f(float32(verts[i].Color.R)/255, float32(verts[i].Color.G)/255,
float32(verts[i].Color.B)/255, float32(verts[i].Color.A)/255)
gl.Vertex2f(verts[i].Pos.X, verts[i].Pos.Y)
}
gl.End()
}
// #########################################
// Setup the pointers to the vertices' components
// ... and if we already used it previously, we don't need to set the pointers again
if useVertexCache {
if !r.useVertexCache {
gl.VertexPointer(2, gl.FLOAT, 0, r.vpCache[:])
gl.ColorPointer(4, gl.UNSIGNED_BYTE, 0, r.vcCache[:])
gl.TexCoordPointer(2, gl.FLOAT, 0, r.vtCache[:])
}
// Find the OpenGL primitive type
modes := [...]gl.GLenum{gl.POINTS, gl.LINES, gl.LINE_STRIP, gl.TRIANGLES,
gl.TRIANGLE_STRIP, gl.TRIANGLE_FAN, gl.QUADS}
mode := modes[primType]
// Draw the primitives
gl.DrawArrays(mode, 0, len(verts))
}
// Unbind the shader, if any
// TODO
/*if (states.shader) {
r.applyShader(nil)
}*/
//.........这里部分代码省略.........
开发者ID:BrunoAssis,项目名称:gosfml,代码行数:101,代码来源:rendertarget.go
示例18: drawScene
func drawScene() {
gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) /// 清除屏幕及深度缓存
gl.LoadIdentity() /// 重置模型观察矩阵
gl.Translatef(0, 0, -5) /// 并移入屏幕 5.0
gl.Rotatef(rotation[0], 1, 0, 0) ///以x为轴旋转 参数:角度,X,Y,Z
gl.Rotatef(rotation[1], 0, 1, 0)
gl.Rotatef(rotation[2], 0, 0, 1)
rotation[0] += 0.3
rotation[1] += 0.2
rotation[2] += 0.4
/*
选择我们使用的纹理。如果您在您的场景中使用多个纹理,
应该使用来 glBindTexture(GL_TEXTURE_2D, texture[ 所使用纹理对应的数字 ]) 选择要绑定的纹理。
当想改变纹理时,应该绑定新的纹理。有一点值得指出的是,您不能在 glBegin() 和 glEnd() 之间绑定纹理,
必须在 glBegin() 之前或 glEnd() 之后绑定。注意在后面是如何使用 glBindTexture 来指定和绑定纹理的。
*/
textures[0].Bind(gl.TEXTURE_2D) ///选择纹理
/*
为了将纹理正确的映射到四边形上,必须将纹理的右上角映射到四边形的右上角,纹理的左上角映射到四边形的左上角,
纹理的右下角映射到四边形的右下角,纹理的左下角映射到四边形的左下角。
如果映射错误的话,图像显示时可能上下颠倒,侧向一边或者什么都不是。
glTexCoord2f 的第一个参数是X坐标。 0.0f 是纹理的左侧。 0.5f 是纹理的中点, 1.0f 是纹理的右侧。
glTexCoord2f 的第二个参数是Y坐标。 0.0f 是纹理的底部。 0.5f 是纹理的中点, 1.0f 是纹理的顶部。
所以纹理的左上坐标是 X:0.0f,Y:1.0f ,四边形的左上顶点是 X: -1.0f,Y:1.0f 。其余三点依此类推。
*/
gl.Begin(gl.QUADS) ///绘制正方形
gl.TexCoord2f(0, 0) ///前面
gl.Vertex3f(-1, -1, 1) ///左下
gl.TexCoord2f(1, 0)
gl.Vertex3f(1, -1, 1) ///右下
gl.TexCoord2f(1, 1)
gl.Vertex3f(1, 1, 1) ///右上
gl.TexCoord2f(0, 1)
gl.Vertex3f(-1, 1, 1) ///左上
gl.TexCoord2d(1, 0) ///后面
gl.Vertex3f(-1, -1, -1) ///右下
gl.TexCoord2d(1, 1)
gl.Vertex3f(-1, 1, -1) ///右上
gl.TexCoord2d(0, 1)
gl.Vertex3f(1, 1, -1) ///左上
gl.TexCoord2d(0, 0)
gl.Vertex3f(1, -1, -1) //左下
gl.TexCoord2d(0, 1) ///上面
gl.Vertex3f(-1, 1, -1)
gl.TexCoord2d(0, 0)
gl.Vertex3f(-1, 1, 1)
gl.TexCoord2d(1, 0)
gl.Vertex3f(1, 1, 1)
gl.TexCoord2d(1, 1)
gl.Vertex3f(1, 1, -1)
gl.TexCoord2d(1, 1) ///下面
gl.Vertex3f(-1, -1, -1)
gl.TexCoord2d(0, 1)
gl.Vertex3f(1, -1, -1)
gl.TexCoord2d(0, 0)
gl.Vertex3f(1, -1, 1)
gl.TexCoord2d(1, 0)
gl.Vertex3f(-1, -1, -1)
gl.TexCoord2d(1, 0) ///右面
gl.Vertex3f(1, -1, -1)
gl.TexCoord2d(1, 1)
gl.Vertex3f(1, 1, -1)
gl.TexCoord2d(0, 1)
gl.Vertex3f(1, 1, 1)
gl.TexCoord2d(0, 0)
gl.Vertex3f(1, -1, 1)
gl.TexCoord2d(0, 0) ///左面
gl.Vertex3f(-1, -1, -1)
gl.TexCoord2d(1, 0)
gl.Vertex3f(-1, -1, 1)
gl.TexCoord2d(1, 1)
gl.Vertex3f(-1, 1, 1)
gl.TexCoord2d(0, 1)
gl.Vertex3f(-1, 1, -1)
gl.End() ///正方形绘制结束
glfw.SwapBuffers() ///必须交换显示区才能展现
}
开发者ID:bonly,项目名称:exercise,代码行数:89,代码来源:20110517_nehe06.go
示例19: main
func main() {
sys := Make()
sys.Startup()
defer sys.Shutdown()
// InitQueue()
sys.CreateWindow(1024, 768, "Gexic")
gl.ClearColor(1, 1, 1, 0.)
initGL()
prevSelectPos = []int{0, 0, 0}
// PurgeQueue()
// genHexMap()
hexMap2 = GenHexMap()
// for matches := checkHexMap(); len(matches) > 0; matches = checkHexMap() {
// removeHexAndGenNew(matches)
// }
glfw.SetMouseButtonCallback(MouseButtonCallback)
glfw.SetCharCallback(charCallback)
glfw.SetMousePosCallback(MousePosCallback)
currExX = -1
currExY = -1
for sys.CheckExitMainLoop() {
start := glfw.Time()
wait := float64(1) / float64(30)
gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
gl.Enable(gl.TEXTURE_2D)
gl.Enable(gl.BLEND)
gl.Disable(gl.DEPTH_TEST)
// renderHexMap()
wallpaper.Bind(gl.TEXTURE_2D)
gl.TexEnvf(gl.TEXTURE_ENV, gl.TEXTURE_ENV_MODE, gl.REPLACE)
gl.Begin(gl.QUADS)
gl.TexCoord2f(0, 0)
gl.Vertex2i(0, 0)
gl.TexCoord2f(0, 1)
gl.Vertex2i(0, 768)
gl.TexCoord2f(1, 1)
gl.Vertex2i(1024, 768)
gl.TexCoord2f(1, 0)
gl.Vertex2i(1024, 0)
gl.End()
hexMap2.Render()
hexRotate.AnimateAndExecute()
hexShrink.AnimateAndExecute()
hexFall.AnimateAndExecute()
if !mouse.locked {
x, y := mouse.GetXY()
hexMap2.CalcClosestCenter(x, y)
}
gl.Flush()
gl.Disable(gl.TEXTURE_2D)
gl.Disable(gl.BLEND)
sys.Refresh()
diff := glfw.Time() - start
if diff < wait {
glfw.Sleep(wait - diff)
}
}
}
开发者ID:TheOnly92,项目名称:gexic,代码行数:62,代码来源:main.go
示例20: drawScene
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()
}
开发者ID:pwaller,项目名称:examples,代码行数:79,代码来源:main.go
注:本文中的github.com/go-gl/gl.TexCoord2f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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