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Golang gl.PopMatrix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/banthar/gl.PopMatrix函数的典型用法代码示例。如果您正苦于以下问题:Golang PopMatrix函数的具体用法?Golang PopMatrix怎么用?Golang PopMatrix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PopMatrix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: 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:tmc,项目名称:glut,代码行数:29,代码来源:fontdemo.go


示例2: drawDigits

func drawDigits(x, y int, digits []int8) {

	s := sdl.GetVideoSurface()
	lft, rgt, btm, top := 0.0, float64(s.W), float64(s.H), 0.0

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

	gl.MatrixMode(gl.PROJECTION)
	gl.PushMatrix()
	gl.LoadIdentity()
	gl.Ortho(lft, rgt, btm, top, 0.0, 1.0)
	gl.MatrixMode(gl.MODELVIEW)
	gl.PushMatrix()
	gl.LoadIdentity()

	w := digitImages[0].Rect.Dx()
	for i := 0; i < len(digits); i++ {
		img := digitImages[digits[i]]
		drawImage(x-w*i-i, y, img)
	}

	gl.MatrixMode(gl.MODELVIEW)
	gl.PopMatrix()

	gl.MatrixMode(gl.PROJECTION)
	gl.PopMatrix()
}
开发者ID:shogg,项目名称:glfps,代码行数:28,代码来源:glfps.go


示例3: Draw

func Draw() {
	gl.Clear(gl.COLOR_BUFFER_BIT)

	gl.PushMatrix()
	defer gl.PopMatrix()

	gl.Color4f(0, 1, 0, .5)
	DrawCircle(vect.Vect{ScreenSize.X / 2, ScreenSize.Y / 2}, ScreenSize.Y/2.0-5.0, false)

	if Settings.Paused {
		gl.Color3f(1, 1, 1)
		RenderFontAt("Paused", 20, 30)
	}

	//draw collision objects

	gl.PushMatrix()

	gl.Translated(ScreenSize.X/2, ScreenSize.Y/2, 0)
	gl.Scaled(Settings.Scale, Settings.Scale, 1)

	DrawDebugData(space)

	gl.PopMatrix()
}
开发者ID:githubnemo,项目名称:mater,代码行数:25,代码来源:render.go


示例4: general_render

func general_render(s *list.List, c *camera) {
	gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
	gl.PushMatrix()
	//gl.Translatef(float32(c.X), float32(c.Y), float32(c.Z))
	glu.LookAt(c.pos.X, c.pos.Y, c.pos.Z, c.front.X, c.front.Y, c.front.Z, c.top.X, c.top.Y, c.top.Z)

	for e := s.Front(); e != nil; e = e.Next() {
		gl.PushMatrix()
		v := e.Value.(*sprite)
		v.render()
		gl.PopMatrix()
	}
	gl.PopMatrix()
}
开发者ID:esnowkropla,项目名称:dep,代码行数:14,代码来源:render.go


示例5: Draw

func (self *Wolf) Draw(center Vectorf, selectedBlockFace *BlockFace) {
	gl.PushMatrix()
	gl.Translatef(float32(self.position[XAXIS]), float32(self.position[YAXIS]), float32(self.position[ZAXIS]))
	gl.Rotated(self.Heading(), 0.0, 1.0, 0.0)
	WolfModel.GLDraw()
	gl.PopMatrix()
}
开发者ID:Cyberdada,项目名称:amberfell,代码行数:7,代码来源:wolf.go


示例6: DrawItemSlot

func (self *Inventory) DrawItemSlot(t int64, r Rect) {
	gl.PushMatrix()
	gl.LoadIdentity()

	gl.Color4ub(16, 16, 16, 255)
	gl.Begin(gl.QUADS)
	gl.Vertex2d(r.x, r.y)
	gl.Vertex2d(r.x+r.sizex, r.y)
	gl.Vertex2d(r.x+r.sizex, r.y+r.sizey)
	gl.Vertex2d(r.x, r.y+r.sizey)
	gl.End()

	gl.Color4ub(6, 6, 6, 255)
	gl.Begin(gl.LINES)
	gl.Vertex2d(r.x, r.y)
	gl.Vertex2d(r.x+r.sizex, r.y)
	gl.Vertex2d(r.x, r.y)
	gl.Vertex2d(r.x, r.y+r.sizey)
	gl.End()

	gl.Color4ub(64, 64, 64, 255)
	gl.Begin(gl.LINES)
	gl.Vertex2d(r.x+r.sizex, r.y)
	gl.Vertex2d(r.x+r.sizex, r.y+r.sizey)
	gl.Vertex2d(r.x, r.y+r.sizey)
	gl.Vertex2d(r.x+r.sizex, r.y+r.sizey)
	gl.End()

	gl.PopMatrix()
}
开发者ID:uriel,项目名称:amberfell,代码行数:30,代码来源:inventory.go


示例7: Render

func (x spinner) Render(w, h, d float64) {
	gl.PushMatrix()
	t := time.Now().Sub(x.start).Seconds()
	gl.Rotated(120*surge(t), w, h, d)
	x.child.Render(w, h, d)
	gl.PopMatrix()
}
开发者ID:glenn-brown,项目名称:vu,代码行数:7,代码来源:layout.go


示例8: Draw

func (self *Pause) Draw(t int64) {
	gl.MatrixMode(gl.MODELVIEW)
	gl.PushMatrix()
	gl.LoadIdentity()

	gl.Disable(gl.DEPTH_TEST)
	gl.Disable(gl.LIGHTING)
	gl.Disable(gl.LIGHT0)
	gl.Disable(gl.LIGHT1)

	gl.Color4ub(0, 0, 0, 240)

	gl.Begin(gl.QUADS)
	gl.Vertex2f(float32(viewport.lplane), float32(viewport.bplane))
	gl.Vertex2f(float32(viewport.rplane), float32(viewport.bplane))
	gl.Vertex2f(float32(viewport.rplane), float32(viewport.tplane))
	gl.Vertex2f(float32(viewport.lplane), float32(viewport.tplane))
	gl.End()

	str := "paused"
	h, w := pauseFont.Measure(str)

	// x := (viewport.rplane - viewport.lplane - w) / 2
	// y := (viewport.tplane - viewport.bplane - h) / 2
	gl.Translated(-w/2, -h/2, 0)
	pauseFont.Print(str)

	gl.PopMatrix()

}
开发者ID:codygman,项目名称:amberfell,代码行数:30,代码来源:pause.go


示例9: DrawPlayerItems

func (self *Picker) DrawPlayerItems(t int64) {

	gl.PushMatrix()
	gl.LoadIdentity()

	for i := 0; i < 5; i++ {

		item := ThePlayer.equippedItems[i]
		if item != ITEM_NONE {
			angle := -(float64(i) + 1.5) * math.Pi / 4
			gl.LoadIdentity()
			x := self.x - self.actionItemRadius*float32(math.Sin(angle))
			y := self.y + self.actionItemRadius*float32(math.Cos(angle))
			gl.Translatef(x, y, 0)

			gl.Rotatef(360*float32(math.Sin(float64(t)/1e10+float64(i))), 1.0, 0.0, 0.0)
			gl.Rotatef(360*float32(math.Cos(float64(t)/1e10+float64(i))), 0.0, 1.0, 0.0)
			gl.Rotatef(360*float32(math.Sin(float64(t)/1e10+float64(i))), 0.0, 0.0, 1.0)
			gl.Scalef(blockscale, blockscale, blockscale)
			gVertexBuffer.Reset()
			TerrainCube(gVertexBuffer, 0, 0, 0, [18]uint16{}, item, FACE_NONE)
			gVertexBuffer.RenderDirect(false)

			gl.LoadIdentity()
			gl.Translatef(x-17*PIXEL_SCALE, y-19*PIXEL_SCALE, 20)
			consoleFont.Print(fmt.Sprintf("%d", ThePlayer.inventory[item]))

		}
	}
	gl.PopMatrix()

}
开发者ID:Cyberdada,项目名称:amberfell,代码行数:32,代码来源:picker.go


示例10: Draw

func (self *Picker) Draw(t int64) {

	gl.MatrixMode(gl.MODELVIEW)
	gl.PushMatrix()

	gl.LoadIdentity()

	gl.Disable(gl.DEPTH_TEST)
	gl.Disable(gl.LIGHTING)
	gl.Disable(gl.LIGHT0)
	gl.Disable(gl.LIGHT1)

	gl.Begin(gl.TRIANGLE_FAN)
	gl.Color4ub(0, 0, 0, 128)
	gl.Vertex2f(self.x, self.y)
	for angle := float64(0); angle <= 2*math.Pi; angle += math.Pi / 2 / 10 {
		gl.Vertex2f(self.x-float32(math.Sin(angle))*self.radius, self.y+float32(math.Cos(angle))*self.radius)
	}
	gl.End()

	self.DrawItemHighlight(t, ThePlayer.currentAction)
	self.DrawPlayerItems(t, true)

	gl.PopMatrix()

}
开发者ID:codygman,项目名称:amberfell,代码行数:26,代码来源:picker.go


示例11: DrawItem

func (self *Inventory) DrawItem(t int64, quantity uint16, itemid ItemId, x float64, y float64) {
	gl.PushMatrix()
	gl.LoadIdentity()

	// angle := -90.0
	const blocksize = float32(0.3)

	gl.Translated(x, y, 0)

	//gl.Rotated(angle, 1.0, 0.0, 0.0)
	gl.Rotated(90, 1.0, 0.0, 0.0)
	gl.Rotated(30*math.Sin(float64(t)/1e9+float64(itemid)/2), 0.0, 1.0, 0.0)
	gl.Scalef(blocksize, blocksize, blocksize)
	self.drawBuffer.Reset()

	if itemid < 256 {
		TerrainCube(self.drawBuffer, Vectori{}, [18]BlockId{BLOCK_DIRT, BLOCK_DIRT, BLOCK_DIRT, BLOCK_DIRT, BLOCK_AIR, BLOCK_DIRT, BLOCK_AIR, BLOCK_AIR, BLOCK_AIR, BLOCK_AIR, BLOCK_AIR, BLOCK_AIR, BLOCK_AIR, BLOCK_AIR, BLOCK_AIR, BLOCK_AIR, BLOCK_AIR}, NewBlockDefault(BlockId(itemid)), FACE_NONE)
	} else {
		RenderItemFlat(self.drawBuffer, Vectori{}, BlockId(itemid))
	}
	self.drawBuffer.RenderDirect(false)

	gl.LoadIdentity()
	gl.Translated(x+2*PIXEL_SCALE-48*PIXEL_SCALE*float64(blocksize), y-7*PIXEL_SCALE-48*PIXEL_SCALE*float64(blocksize), 0)
	inventoryItemFont.Print(fmt.Sprintf("%d", quantity))

	gl.PopMatrix()

}
开发者ID:codygman,项目名称:amberfell,代码行数:29,代码来源:inventory.go


示例12: drawShip

func drawShip(angle float32) {
	gl.PushMatrix()
	gl.Translatef(x, y, 0.0)
	gl.Rotatef(angle, 0.0, 0.0, 1.0)
	if thrust {
		gl.Color3f(1.0, 0.0, 0.0)
		gl.Begin(gl.LINE_STRIP)
		gl.Vertex2f(-0.75, -0.5)
		gl.Vertex2f(-1.75, 0)
		gl.Vertex2f(-0.75, 0.5)
		gl.End()
	}
	gl.Color3f(1.0, 1.0, 0.0)
	gl.Begin(gl.LINE_LOOP)
	gl.Vertex2f(2.0, 0.0)
	gl.Vertex2f(-1.0, -1.0)
	gl.Vertex2f(-0.5, 0.0)
	gl.Vertex2f(-1.0, 1.0)
	gl.Vertex2f(2.0, 0.0)
	gl.End()
	if shield {
		gl.Color3f(0.1, 0.1, 1.0)
		gl.Begin(gl.LINE_LOOP)
		for rad := 0.0; rad < 12.0; rad += 1.0 {
			gl.Vertex2f(
				float32(2.3*math.Cos(2*float64(rad)/math.Pi)+0.2),
				float32(2.0*math.Sin(2*float64(rad)/math.Pi)))
		}
		gl.End()
	}
	gl.PopMatrix()
}
开发者ID:tmc,项目名称:glut,代码行数:32,代码来源:asteroids.go


示例13: stroke_output

func stroke_output(x, y float32, str string, font glut.StrokeFont) {
	gl.PushMatrix()
	gl.Translatef(x, y, 0)
	gl.Scalef(0.005, 0.005, 0.005)
	for _, ch := range str {
		font.Character(ch)
	}
	gl.PopMatrix()
}
开发者ID:tmc,项目名称:glut,代码行数:9,代码来源:fontdemo.go


示例14: RenderFontAt

func RenderFontAt(text string, x, y float64) {
	gl.PushMatrix()

	gl.RasterPos2d(x, y)

	Font.Render(text)

	gl.PopMatrix()
}
开发者ID:githubnemo,项目名称:mater,代码行数:9,代码来源:render.go


示例15: Draw

func (self *Console) Draw(t int64) {
	gl.MatrixMode(gl.MODELVIEW)
	gl.PushMatrix()
	gl.LoadIdentity()

	gl.Disable(gl.DEPTH_TEST)
	gl.Disable(gl.LIGHTING)
	gl.Disable(gl.LIGHT0)
	gl.Disable(gl.LIGHT1)

	h := float32(consoleFont.height) * PIXEL_SCALE
	margin := float32(3.0) * PIXEL_SCALE
	consoleHeight := 3 * h

	gl.MatrixMode(gl.MODELVIEW)

	gl.LoadIdentity()
	gl.Color4ub(0, 0, 0, 208)

	gl.Begin(gl.QUADS)
	gl.Vertex2f(float32(viewport.lplane), float32(viewport.bplane)+consoleHeight+margin*2) // Bottom Left Of The Texture and Quad
	gl.Vertex2f(float32(viewport.rplane), float32(viewport.bplane)+consoleHeight+margin*2) // Bottom Right Of The Texture and Quad
	gl.Vertex2f(float32(viewport.rplane), float32(viewport.bplane))                        // Top Right Of The Texture and Quad
	gl.Vertex2f(float32(viewport.lplane), float32(viewport.bplane))                        // Top Left Of The Texture and Quad
	gl.End()

	gl.Translatef(float32(viewport.lplane)+margin, float32(viewport.bplane)+consoleHeight+margin-h, 0)
	consoleFont.Print(fmt.Sprintf("FPS: %5.2f V: %d (%d) CH: %d M: %d", self.fps, self.vertices, self.culledVertices, len(TheWorld.chunks), len(TheWorld.mobs)))
	gl.LoadIdentity()
	gl.Translatef(float32(viewport.lplane)+margin, float32(viewport.bplane)+consoleHeight+margin-2*h, 0)

	consoleFont.Print(fmt.Sprintf("X: %5.2f Y: %4.2f Z: %5.2f H: %5.2f (%s) D: %0.1f (%d)", ThePlayer.position[XAXIS], ThePlayer.position[YAXIS], ThePlayer.position[ZAXIS], ThePlayer.heading, HeadingToCompass(ThePlayer.heading), ThePlayer.distanceTravelled, ThePlayer.distanceFromStart))

	gl.LoadIdentity()
	gl.Translatef(float32(viewport.lplane)+margin, float32(viewport.bplane)+consoleHeight+margin-3*h, 0)

	numgc := uint32(0)
	avggc := float64(0)
	var last3 [3]float64
	if self.mem.NumGC > 3 {
		numgc = self.mem.NumGC
		avggc = float64(self.mem.PauseTotalNs) / float64(self.mem.NumGC) / 1e6
		index := int(numgc) - 1
		if index > 255 {
			index = 255
		}

		last3[0] = float64(self.mem.PauseNs[index]) / 1e6
		last3[1] = float64(self.mem.PauseNs[index-1]) / 1e6
		last3[2] = float64(self.mem.PauseNs[index-2]) / 1e6
	}

	consoleFont.Print(fmt.Sprintf("Mem: %.1f/%.1f   GC: %.1fms [%d: %.1f, %.1f, %.1f] ChGen: %.1fms | Sc: %.1f TOD: %.1f", float64(self.mem.Alloc)/(1024*1024), float64(self.mem.Sys)/(1024*1024), avggc, numgc, last3[0], last3[1], last3[2], float64(self.chunkGenerationTime)/1e6, viewport.scale, timeOfDay))

	gl.PopMatrix()
}
开发者ID:caustin,项目名称:amberfell,代码行数:56,代码来源:console.go


示例16: draw

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()

	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
		}
	}
}
开发者ID:nkostelnik,项目名称:gl,代码行数:43,代码来源:sdlgears.go


示例17: draw

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()

	glfw.SwapBuffers()

	Frames++
	{
		t := glfw.Time()
		if t-T0 >= 5 {
			seconds := (t - T0)
			fps := float64(Frames) / seconds
			print(Frames, " frames in ", int(seconds), " seconds = ", int(fps), " FPS\n")
			T0 = t
			Frames = 0
		}
	}
}
开发者ID:nkostelnik,项目名称:gl,代码行数:43,代码来源:glfwgears.go


示例18: Render

func (m *Model) Render() {
	if globals.UseShader {
		program.SetModelMatrix(m.Mat)
		m.data.Render()
	} else {
		gl.PushMatrix()
		gl.MultMatrixf(m.Mat.Ptr32())
		m.data.Render()
		gl.PopMatrix()
	}
}
开发者ID:swantescholz,项目名称:coding,代码行数:11,代码来源:model.go


示例19: Render

func (t *Nurbs) Render() {
	t.vbo.Enable()
	if globals.UseShader {
		program.SetModelMatrix(mat4.Identity())
		t.vbo.Draw(gl.TRIANGLES)
	} else {
		gl.PushMatrix()
		gl.MultMatrixf(mat4.Identity().Ptr32())
		t.vbo.Draw(gl.TRIANGLES)
		gl.PopMatrix()
	}
	t.vbo.Disable()
}
开发者ID:swantescholz,项目名称:coding,代码行数:13,代码来源:nurbs.go


示例20: drawCircle

func drawCircle(s CircleShape) {
	center := s.Center()
	radius := s.Radius()
	angle := s.Body().Angle()

	gl.VertexPointer(2, 0, circleVerts)
	gl.PushMatrix()
	gl.Translated(center.X, center.Y, 0.0)
	gl.Rotated(angle*180.0/math.Pi, 0.0, 0.0, 1.0)
	gl.Scaled(radius, radius, 1.0)
	gl.DrawArrays(gl.LINE_STRIP, 0, len(circleVerts)/2)
	gl.PopMatrix()
}
开发者ID:ftrvxmtrx,项目名称:gochipmunk,代码行数:13,代码来源:main.go



注:本文中的github.com/banthar/gl.PopMatrix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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Golang gl.PushMatrix函数代码示例发布时间:2022-05-24
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