本文整理汇总了Golang中github.com/go-gl/gl.Clear函数的典型用法代码示例。如果您正苦于以下问题:Golang Clear函数的具体用法?Golang Clear怎么用?Golang Clear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Clear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: render
func render() {
modelMatrix = trig.MatrixMult(trig.RotateY(math.Pi/360), modelMatrix)
gl.Viewport(0, 0, 768, 768)
gl.ClearColor(0.0, 0.0, 0, 0)
gl.Enable(gl.DEPTH_TEST)
raytraceProgram.Use()
mInput.UniformMatrix4f(false, (*[16]float32)(modelMatrix))
vInput.UniformMatrix4f(false, (*[16]float32)(viewMatrix))
pInput.UniformMatrix4f(false, (*[16]float32)(projMatrix))
glh.With(framebuffer, func() {
framebuffer.UpdateTextures()
gl.DrawBuffer(gl.COLOR_ATTACHMENT0)
gl.Clear(gl.COLOR_BUFFER_BIT)
gl.DepthFunc(gl.GREATER)
gl.CullFace(gl.BACK)
cube.Render(gl.TRIANGLES, raytraceProgram)
gl.DrawBuffer(gl.COLOR_ATTACHMENT1)
gl.Clear(gl.COLOR_BUFFER_BIT)
gl.DepthFunc(gl.LESS)
gl.CullFace(gl.FRONT)
cube.Render(gl.TRIANGLES, raytraceProgram)
})
}
开发者ID:spacetug,项目名称:raytracer,代码行数:28,代码来源:main.go
示例2: draw
// OpenGL draw function & timing
func draw() {
gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
gl.PushMatrix()
gl.Rotated(view_rotx, 1.0, 0.0, 0.0)
gl.Rotated(view_roty, 0.0, 1.0, 0.0)
gl.Rotated(view_rotz, 0.0, 0.0, 1.0)
gl.PushMatrix()
gl.Translated(-3.0, -2.0, 0.0)
gl.Rotated(angle, 0.0, 0.0, 1.0)
gl.CallList(gear1)
gl.PopMatrix()
gl.PushMatrix()
gl.Translated(3.1, -2.0, 0.0)
gl.Rotated(-2.0*angle-9.0, 0.0, 0.0, 1.0)
gl.CallList(gear2)
gl.PopMatrix()
gl.PushMatrix()
gl.Translated(-3.1, 4.2, 0.0)
gl.Rotated(-2.0*angle-25.0, 0.0, 0.0, 1.0)
gl.CallList(gear3)
gl.PopMatrix()
gl.PopMatrix()
}
开发者ID:nzlov,项目名称:examples,代码行数:29,代码来源:gears.go
示例3: gameOverScreen
func gameOverScreen(
screen *sdl.Surface,
score string,
bg *glh.Texture,
font *gltext.Font) bool {
for {
gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
for e := sdl.PollEvent(); e != nil; e = sdl.PollEvent() {
switch e.(type) {
case *sdl.ResizeEvent:
resize(screen, e.(*sdl.ResizeEvent))
case *sdl.QuitEvent:
return true
case *sdl.MouseButtonEvent:
return false
}
}
renderBackground(screen, bg)
font.Printf(110, 50, "Game Over")
font.Printf(110, 100, "Your score: "+score)
font.Printf(110, 150, "Click to play again")
sdl.GL_SwapBuffers()
time.Sleep((1 / 30) * time.Second)
}
return false
}
开发者ID:Tohie,项目名称:GoFlappyBird,代码行数:27,代码来源:flappybird.go
示例4: drawScene
func drawScene(mvp *glm.Matrix4, dt float64) {
gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
program, err := compileProgram(shaderDir, "sample")
if err != nil {
log.Printf("Error reading program. Cause: %v", err)
} else {
defer program.Delete()
}
// lets scale our model by 100, otherwise
// the triangle will be 1 pixel width
// let's make our triangle pulsate
triangleScale += triangleScaleChangeFactor * float32(dt)
if triangleScale >= 200 {
triangleScale = 200
triangleScaleChangeFactor *= -1
} else if triangleScale < 10 {
triangleScale = 10
triangleScaleChangeFactor *= -1
}
scaled := mvp.Scale(glm.Vector3{triangleScale, triangleScale, triangleScale})
loc := program.GetUniformLocation("MVP")
loc.UniformMatrix4f(false, ptrForMatrix(scaled))
theTriangleBuf.Render(gl.TRIANGLES)
}
开发者ID:andrebq,项目名称:exp,代码行数:26,代码来源:main.go
示例5: draw
func draw() { // 从这里开始进行所有的绘制
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(-1.5, 0.0, -6.0) // 左移 1.5 单位,并移入屏幕 6.0
gl.Rotatef(rtri, 0.0, 1.0, 0.0) // 绕Y轴旋转三角形
gl.Begin(gl.TRIANGLES) // 绘制三角形
gl.Color3f(1.0, 0.0, 0.0) // 设置当前色为红色
gl.Vertex3f(0.0, 1.0, 0.0) // 上顶点
gl.Color3f(0.0, 1.0, 0.0) // 设置当前色为绿色
gl.Vertex3f(-1.0, -1.0, 0.0) // 左下
gl.Color3f(0.0, 0.0, 1.0) // 设置当前色为蓝色
gl.Vertex3f(1.0, -1.0, 0.0) // 右下
gl.End() // 三角形绘制结束
gl.LoadIdentity() // 重置当前的模型观察矩阵
gl.Translatef(1.5, 0.0, -6.0) // 右移1.5单位,并移入屏幕 6.0
gl.Rotatef(rquad, 1.0, 0.0, 0.0) // 绕X轴旋转四边形
gl.Color3f(0.5, 0.5, 1.0) // 一次性将当前色设置为蓝色
gl.Begin(gl.QUADS) // 绘制正方形
gl.Vertex3f(-1.0, 1.0, 0.0) // 左上
gl.Vertex3f(1.0, 1.0, 0.0) // 右上
gl.Vertex3f(1.0, -1.0, 0.0) // 左下
gl.Vertex3f(-1.0, -1.0, 0.0) // 右下
gl.End()
rtri += 0.2 // 增加三角形的旋转变量
rquad -= 0.15 // 减少四边形的旋转变量
}
开发者ID:nzlov,项目名称:gogl,代码行数:31,代码来源:04.go
示例6: 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(-1.5, 0, -6) /// 左移 1.5 单位,并移入屏幕 6.0
gl.Begin(gl.TRIANGLES) /// 绘制三角形
gl.Color3f(1, 0, 0) /// 设置当前色为红色
gl.Vertex3f(0, 1, 0) ///上顶点
gl.Color3f(0, 1, 0) /// 设置当前色为绿色
gl.Vertex3f(-1, -1, 0) /// 左下
gl.Color3f(0, 0, 1) ///设置当前色为蓝色
gl.Vertex3f(1, -1, 0) ///右下
gl.End() ///三角形绘制结束,三角形将被填充。
//但是因为每个顶点有不同的颜色,因此看起来颜色从每个角喷出,并刚好在三角形的中心汇合,三种颜色相互混合。这就是平滑着色。
gl.Translatef(3, 0, 0) ///右移3单位
gl.Color3f(0.5, 0.5, 1.0) ///一次性将当前色设置为蓝色
/// @note 顺时针绘制的正方形意味着我们所看见的是四边形的背面
gl.Begin(gl.QUADS) ///绘制正方形
gl.Vertex3f(-1, 1, 0) /// 左上
gl.Vertex3f(1, 1, 0) /// 右上
gl.Vertex3f(1, -1, 0) /// 右下
gl.Vertex3f(-1, -1, 0) /// 左下
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:29,代码来源:20110515_nehe03.go
示例7: draw
func draw() { // 从这里开始进行所有的绘制
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
}
开发者ID:nzlov,项目名称:gogl,代码行数:7,代码来源:01.go
示例8: main
func main() {
if !glfw.Init() {
log.Fatal("glfw failed to initialize")
}
defer glfw.Terminate()
window, err := glfw.CreateWindow(640, 480, "Deformable", nil, nil)
if err != nil {
log.Fatal(err.Error())
}
window.MakeContextCurrent()
glfw.SwapInterval(1)
window.SetMouseButtonCallback(handleMouseButton)
window.SetKeyCallback(handleKeyDown)
window.SetInputMode(glfw.Cursor, glfw.CursorHidden)
gl.Init()
initGL()
i := 16
m = GenerateMap(1600/i, 1200/i, i)
for running && !window.ShouldClose() {
x, y := window.GetCursorPosition()
if drawing != 0 {
m.Add(int(x)+int(camera[0]), int(y)+int(camera[1]), drawing, brushSizes[currentBrushSize])
}
gl.Clear(gl.COLOR_BUFFER_BIT)
gl.LoadIdentity()
gl.PushMatrix()
gl.PushAttrib(gl.CURRENT_BIT | gl.ENABLE_BIT | gl.LIGHTING_BIT | gl.POLYGON_BIT | gl.LINE_BIT)
gl.Translatef(-camera[0], -camera[1], 0)
m.Draw()
gl.PopAttrib()
gl.PopMatrix()
gl.PushAttrib(gl.COLOR_BUFFER_BIT)
gl.LineWidth(2)
gl.Enable(gl.BLEND)
gl.BlendFunc(gl.ONE_MINUS_DST_COLOR, gl.ZERO)
// gl.Enable(gl.LINE_SMOOTH)
// gl.Hint(gl.LINE_SMOOTH_HINT, gl.NICEST)
gl.Translatef(float32(x), float32(y), 0)
gl.EnableClientState(gl.VERTEX_ARRAY)
gl.VertexPointer(2, gl.DOUBLE, 0, cursorVerts)
gl.DrawArrays(gl.LINE_LOOP, 0, 24)
gl.PopAttrib()
window.SwapBuffers()
glfw.PollEvents()
}
}
开发者ID:sixthgear,项目名称:deformable,代码行数:60,代码来源:main.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()
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:niksaak,项目名称:chipmunk,代码行数:33,代码来源:bouncing_balls.go
示例10: ClearAlpha
// Clear the alpha channel in the color buffer
func ClearAlpha(alpha_value gl.GLclampf) {
With(Attrib{gl.COLOR_BUFFER_BIT}, func() {
gl.ColorMask(false, false, false, true)
gl.ClearColor(0, 0, 0, alpha_value)
gl.Clear(gl.COLOR_BUFFER_BIT)
})
}
开发者ID:jasonrpowers,项目名称:glh,代码行数:8,代码来源:util.go
示例11: display
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()
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, 0.0) /* 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()
}
开发者ID:himanshushekhar,项目名称:glut,代码行数:29,代码来源:fontdemo.go
示例12: drawScene
func drawScene() {
gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
gl.LoadIdentity()
gl.Translatef(-1.5, 0, -6)
gl.Rotatef(trisAngle, 0, 1, 0)
gl.Begin(gl.TRIANGLES)
gl.Color3f(1, 0, 0)
gl.Vertex3f(0, 1, 0)
gl.Color3f(0, 1, 0)
gl.Vertex3f(-1, -1, 0)
gl.Color3f(0, 0, 1)
gl.Vertex3f(1, -1, 0)
gl.End()
gl.LoadIdentity()
gl.Translatef(1.5, 0, -6)
gl.Rotatef(quadAngle, 1, 0, 0)
gl.Color3f(0.5, 0.5, 1.0)
gl.Begin(gl.QUADS)
gl.Vertex3f(-1, 1, 0)
gl.Vertex3f(1, 1, 0)
gl.Vertex3f(1, -1, 0)
gl.Vertex3f(-1, -1, 0)
gl.End()
trisAngle += 0.2
quadAngle -= 0.15
glfw.SwapBuffers()
}
开发者ID:jayschwa,项目名称:examples,代码行数:33,代码来源:main.go
示例13: onKey
func onKey(key, state int) {
switch key {
case glfw.KeyEsc:
running = state == 0
case 67: // 'c'
gl.Clear(gl.COLOR_BUFFER_BIT)
}
}
开发者ID:jayschwa,项目名称:examples,代码行数:8,代码来源:main.go
示例14: onKey
func (rw *RenderWindow) onKey(key, state int) {
switch key {
case glfw.KeyEsc:
close(rw.quit)
case 67: // 'c'
gl.Clear(gl.COLOR_BUFFER_BIT)
}
}
开发者ID:jreimers,项目名称:goscilloscope,代码行数:8,代码来源:window.go
示例15: runGameLoop
func runGameLoop(window *glfw.Window) {
for !window.ShouldClose() {
// update objects
updateObjects()
// hit detection
hitDetection()
// ---------------------------------------------------------------
// draw calls
gl.Clear(gl.COLOR_BUFFER_BIT)
drawCurrentScore()
drawHighScore()
if isGameWon() {
drawWinningScreen()
} else if isGameLost() {
drawGameOverScreen()
}
// draw everything 9 times in a 3x3 grid stitched together for seamless clipping
for x := -1.0; x < 2.0; x++ {
for y := -1.0; y < 2.0; y++ {
gl.MatrixMode(gl.MODELVIEW)
gl.PushMatrix()
gl.Translated(gameWidth*x, gameHeight*y, 0)
drawObjects()
gl.PopMatrix()
}
}
gl.Flush()
window.SwapBuffers()
glfw.PollEvents()
// switch resolution
if altEnter {
window.Destroy()
fullscreen = !fullscreen
var err error
window, err = initWindow()
if err != nil {
panic(err)
}
altEnter = false
gl.LineWidth(1)
if fullscreen {
gl.LineWidth(2)
}
}
}
}
开发者ID:JamesClonk,项目名称:asteroids,代码行数:58,代码来源:main.go
示例16: main
func main() {
if err := glfw.Init(); err != nil {
fmt.Fprintf(os.Stderr, "%s\n", err.Error())
return
}
defer glfw.Terminate()
glfw.OpenWindowHint(glfw.FsaaSamples, 4)
glfw.OpenWindowHint(glfw.OpenGLVersionMajor, 3)
glfw.OpenWindowHint(glfw.OpenGLVersionMinor, 3)
glfw.OpenWindowHint(glfw.OpenGLProfile, glfw.OpenGLCoreProfile)
if err := glfw.OpenWindow(1024, 768, 0, 0, 0, 0, 32, 0, glfw.Windowed); err != nil {
fmt.Fprintf(os.Stderr, "%s\n", err.Error())
return
}
gl.Init() // Can't find gl.GLEW_OK or any variation, not sure how to check if this worked
gl.GetError() // Ignore error
glfw.SetWindowTitle("Tutorial 02")
glfw.Enable(glfw.StickyKeys)
gl.ClearColor(0., 0., 0.4, 0.)
prog := helper.MakeProgram("SimpleVertexShader.vertexshader", "SimpleFragmentShader.fragmentshader")
vBufferData := [...]float32{
-1., -1., 0.,
1., -1., 0.,
0., 1., 0.}
vertexArray := gl.GenVertexArray()
vertexArray.Bind()
buffer := gl.GenBuffer()
buffer.Bind(gl.ARRAY_BUFFER)
gl.BufferData(gl.ARRAY_BUFFER, len(vBufferData)*4, &vBufferData, gl.STATIC_DRAW)
// Equivalent to a do... while
for ok := true; ok; ok = (glfw.Key(glfw.KeyEsc) != glfw.KeyPress && glfw.WindowParam(glfw.Opened) == gl.TRUE) {
gl.Clear(gl.COLOR_BUFFER_BIT)
prog.Use()
attribLoc := gl.AttribLocation(0)
attribLoc.EnableArray()
buffer.Bind(gl.ARRAY_BUFFER)
attribLoc.AttribPointer(3, gl.FLOAT, false, 0, nil)
gl.DrawArrays(gl.TRIANGLES, 0, 3)
attribLoc.DisableArray()
glfw.SwapBuffers()
}
}
开发者ID:GlenKelley,项目名称:mathgl,代码行数:58,代码来源:main.go
示例17: Run
func (s *System) Run(ctx *scene.Context) {
s.init(ctx)
defer s.finish()
// TODO: take active camera node
w := float32(s.Width)
h := float32(s.Height)
projM := mathgl.Ortho(0, w, h, 0, -30, 30)
viewM := mathgl.Translate3D(0, 0, 0)
worldM := mathgl.Translate3D(0, 0, 0)
var rect struct {
WVP mathgl.Mat4f `uniform:"WorldViewProjectionM"`
Diffuse *gfx.Sampler2D `uniform:"Diffuse"`
geomobj gfx.Geometry
geom gfx.GeometryLayout
}
rect.WVP = projM.Mul4(viewM).Mul4(worldM)
s.cmds <- func() {
quadbuffer := geometry.NewBuilder(s.shader.VertexFormat())
quadbuffer.Clear()
quadbuffer.P(0, 0, 0).UV(-1, -1).Cf(1, 1, 1, 1)
quadbuffer.P(w/3, 0, 0).UV(-1, -1)
quadbuffer.P(w/3, h/3, 0).UV(-1, -1)
quadbuffer.P(0, h/3, 0).UV(-1, -1)
quadbuffer.Indices(0, 1, 2, 2, 0, 3)
rect.geomobj.Alloc(gfx.StaticDraw)
err := rect.geomobj.CopyFrom(quadbuffer)
if err != nil {
panic(err)
}
s.shader.Use()
rect.geom.Layout(&s.shader, &rect.geomobj)
/*
err = rect.geomobj.CopyFrom(quadbuffer)
if err != nil {
panic(err)
}
*/
whiteImg := image.NewNRGBA(image.Rect(0, 0, 1, 1))
whiteImg.Set(0, 0, color.White)
white, err := gfx.Image(whiteImg)
if err != nil {
panic(err)
}
rect.Diffuse = white
}
for ctx.Step() {
s.cmds <- func() {
gl.Viewport(0, 0, s.Width, s.Height)
gl.ClearColor(0, 0, 0, 1.0)
gl.ClearDepth(1)
gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
}
s.meshes.update(s.cmds, &s.shader)
s.draw()
s.sync()
}
}
开发者ID:james4k,项目名称:exp,代码行数:58,代码来源:system.go
示例18: 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19: Render
// Render renders the OpenGL backend.
func (e *Emu) Render() {
for glfw.WindowParam(glfw.Opened) != 0 {
gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
gl.LoadIdentity()
e.disp.Render()
glfw.SwapBuffers()
}
}
开发者ID:jteeuwen,项目名称:dcpu,代码行数:11,代码来源:emu.go
示例20: onResize
// TODO Dynamically fetch size and render accordingly.
func onResize(w, h int) {
gl.Viewport(0, 0, w, h)
gl.MatrixMode(gl.PROJECTION)
gl.LoadIdentity()
gl.Ortho(0, float64(w), float64(h), 0, -1, 1)
gl.ClearColor(0.255, 0.255, 0.255, 0)
gl.Clear(gl.COLOR_BUFFER_BIT)
gl.MatrixMode(gl.MODELVIEW)
gl.LoadIdentity()
// log.Printf("resized: %dx%d\n", w, h)
}
开发者ID:nightlifelover,项目名称:GoMandelbrot,代码行数:12,代码来源:inputoutput.go
注:本文中的github.com/go-gl/gl.Clear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。 |
请发表评论