本文整理汇总了Golang中github.com/banthar/gl.ClearColor函数的典型用法代码示例。如果您正苦于以下问题:Golang ClearColor函数的具体用法?Golang ClearColor怎么用?Golang ClearColor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ClearColor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: initGL
func (this *Window) initGL() {
runtime.LockOSThread()
if gl.Init() != 0 {
panic("gl init error")
}
gl.ShadeModel(gl.SMOOTH)
gl.CullFace(gl.BACK)
gl.FrontFace(gl.CCW)
gl.Enable(gl.CULL_FACE)
gl.Enable(gl.DEPTH_TEST)
gl.Enable(gl.LIGHTING)
gl.Enable(gl.BLEND)
gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
gl.Enable(gl.TEXTURE_2D)
gl.TexEnvf(gl.TEXTURE_ENV, gl.TEXTURE_ENV_MODE, gl.MODULATE)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT)
var magFilter, minFilter = gl.LINEAR, gl.LINEAR
if globals.CreateMipmaps {
minFilter = gl.LINEAR_MIPMAP_LINEAR
}
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, magFilter)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, minFilter)
gl.Enable(gl.NORMALIZE)
gl.ClearColor(.1, .1, .1, 1)
this.setGLViewport()
}
开发者ID:swantescholz,项目名称:coding,代码行数:30,代码来源:window.go
示例2: initGL
func (this *Window) initGL() {
gl.ShadeModel(gl.SMOOTH) //SMOOTH or FLAT
gl.CullFace(gl.BACK)
gl.FrontFace(gl.CCW)
gl.Enable(gl.CULL_FACE)
gl.Enable(gl.DEPTH_TEST)
gl.Enable(gl.LIGHTING)
gl.Enable(gl.BLEND)
gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
/*gl.Enable(gl.FOG)
gl.Fogi(gl.FOG_MODE, gl.EXP)
gl.Fogfv(gl.FOG_COLOR, []float32{0.5,0.5,0.5,1.0})
gl.Fogf(gl.FOG_DENSITY, 0.0035)
gl.Hint(gl.FOG_HINT, gl.DONT_CARE)
gl.Fogf(gl.FOG_START, 1.0)
gl.Fogf(gl.FOG_END , 5000.0)//*/
gl.Enable(gl.TEXTURE_2D)
gl.TexEnvf(gl.TEXTURE_ENV, gl.TEXTURE_ENV_MODE, gl.MODULATE) //before: decal, std: modulate
//gl.TexParameteri(gl.TEXTURE_2D, gl.GENERATE_MIPMAP, true) //mipmaps (dont use it!, its bad!)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR) //GL_LINEAR or GL_NEAREST, no mipmap here
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_LINEAR) //*/
gl.ClearColor(.1, .1, .1, 1)
//gl.Enable(gl.PRIMITIVE_RESTART)
//gl.PrimitiveRestartIndex()
this.setGLViewport()
}
开发者ID:swantescholz,项目名称:go,代码行数:28,代码来源:window.go
示例3: main
func main() {
var err error
if err = glfw.Init(); err != nil {
fmt.Fprintf(os.Stderr, "[e] %v\n", err)
return
}
defer glfw.Terminate()
if err = glfw.OpenWindow(Width, Height, 8, 8, 8, 8, 0, 8, glfw.Windowed); err != nil {
fmt.Fprintf(os.Stderr, "[e] %v\n", err)
return
}
defer glfw.CloseWindow()
glfw.SetSwapInterval(1)
glfw.SetWindowTitle(Title)
glfw.SetWindowSizeCallback(onResize)
glfw.SetKeyCallback(onKey)
gl.ShadeModel(gl.SMOOTH)
gl.ClearColor(0, 0, 0, 0)
gl.ClearDepth(1)
gl.Enable(gl.TEXTURE_2D)
for running && glfw.WindowParam(glfw.Opened) == 1 {
update()
draw()
}
}
开发者ID:samnardoni,项目名称:ca,代码行数:30,代码来源:ca.go
示例4: OpenWindow
// OpenWindow opens a new window with the given size.
func OpenWindow(w, h int) error {
glfw.OpenWindowHint(glfw.WindowNoResize, 1)
r, g, b := 0, 0, 0 // defaults
a := 8 // 8-bit alpha channel
d, s := 0, 0 // no depth or stencil buffers
m := glfw.Windowed
if err := glfw.OpenWindow(w, h, r, g, b, a, d, s, m); err != nil {
return err
}
if gl.Init() != 0 {
return errors.New("Failed to initialize OpenGL")
}
gl.Enable(gl.TEXTURE_2D)
gl.Enable(gl.BLEND)
gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
gl.ClearColor(0.0, 0.0, 0.0, 0.0)
gl.MatrixMode(gl.PROJECTION)
gl.LoadIdentity()
gl.Ortho(0, float64(w), 0, float64(-h), -1, 1)
gl.MatrixMode(gl.MODELVIEW)
gl.LoadIdentity()
gl.Translated(0, float64(-h), 0)
return nil
}
开发者ID:vivounicorn,项目名称:eaburns,代码行数:28,代码来源:ui.go
示例5: main
func main() {
glfw.Init()
defer glfw.Terminate()
glfw.OpenWindow(640, 480, 8, 8, 8, 8, 0, 0, glfw.Windowed)
defer glfw.CloseWindow()
glfw.SetWindowTitle("Tile test")
glfw.Enable(glfw.StickyKeys)
glfw.SetSwapInterval(1)
glfw.SetKeyCallback(inputCallback)
gl.MatrixMode(gl.PROJECTION)
gl.LoadIdentity()
gl.Ortho(0, GridWidth, GridHeight, 0, -1, 1)
gl.MatrixMode(gl.MODELVIEW)
gl.Disable(gl.DEPTH_TEST)
gl.Enable(gl.TEXTURE_2D)
gl.Enable(gl.BLEND)
gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
gl.ClearColor(0.0, 0.0, 0.0, 1.0)
initResources()
initWorld()
for Running {
if (time.Since(DT).Nanoseconds() / 1000000) > 15 { //don't loop faster than every 15ms
DT = time.Now()
gl.Clear(gl.COLOR_BUFFER_BIT)
player.update()
renderScene()
glfw.SwapBuffers()
}
}
}
开发者ID:remirisque,项目名称:miniworld,代码行数:35,代码来源:main.go
示例6: initScreen
func initScreen() {
sdl.Init(sdl.INIT_VIDEO)
const (
resx int = 640
resy int = 480
)
var (
screen = sdl.SetVideoMode(resx, resy, 16, sdl.OPENGL)
)
if screen == nil {
sdl.Quit()
panic("Couldn't set GL video mode: " + sdl.GetError() + "\n")
}
if gl.Init() != 0 {
panic("gl error")
}
gl.MatrixMode(gl.PROJECTION)
//gl.MatrixMode(gl.MODELVIEW)
gl.Viewport(0, 0, int(screen.W), int(screen.H))
gl.LoadIdentity()
gl.Ortho(0, float64(screen.W), float64(screen.H), 0, -1.0, 1.0)
//gl.DepthRange(-1, 1)
gl.ClearColor(0, 0, 0, 0)
gl.Clear(gl.COLOR_BUFFER_BIT)
}
开发者ID:charlieb,项目名称:gostrange,代码行数:30,代码来源:main.go
示例7: initGL
func initGL() {
gl.ShadeModel(gl.SMOOTH)
gl.ClearColor(0, 0, 0, 0)
gl.ClearDepth(1)
gl.Enable(gl.DEPTH_TEST)
gl.DepthFunc(gl.LEQUAL)
gl.Hint(gl.PERSPECTIVE_CORRECTION_HINT, gl.NICEST)
}
开发者ID:sycoso,项目名称:glfw,代码行数:8,代码来源:main.go
示例8: onResize
func onResize(w, h int) {
gl.MatrixMode(gl.PROJECTION)
gl.LoadIdentity()
gl.Viewport(0, 0, w, h)
gl.Ortho(0, float64(w), float64(h), 0, -1.0, 1.0)
gl.ClearColor(1, 1, 1, 0)
gl.Clear(gl.COLOR_BUFFER_BIT)
gl.MatrixMode(gl.MODELVIEW)
gl.LoadIdentity()
}
开发者ID:sycoso,项目名称:glfw,代码行数:10,代码来源:main.go
示例9: initGL
func initGL() {
gl.EnableClientState(gl.VERTEX_ARRAY)
gl.ShadeModel(gl.SMOOTH)
gl.ClearColor(0, 0, 0, 0)
gl.ClearDepth(1)
gl.DepthFunc(gl.LEQUAL)
gl.Hint(gl.PERSPECTIVE_CORRECTION_HINT, gl.NICEST)
gl.Enable(gl.DEPTH_TEST)
gl.Enable(gl.BLEND)
gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
}
开发者ID:ftrvxmtrx,项目名称:gochipmunk,代码行数:11,代码来源:main.go
示例10: initGL
// general OpenGL initialization
func initGL() {
LoadGLTexture("data/star.bmp")
gl.Enable(gl.TEXTURE_2D)
gl.Enable(gl.BLEND)
gl.BlendFunc(gl.SRC_ALPHA, gl.ONE)
gl.ShadeModel(gl.SMOOTH)
gl.ClearColor(0.0, 0.0, 0.0, 0.5)
gl.ClearDepth(1.0)
gl.Hint(gl.PERSPECTIVE_CORRECTION_HINT, gl.NICEST)
}
开发者ID:navneet1v,项目名称:opengl-go-tutorials,代码行数:12,代码来源:lesson09.go
示例11: main
func main() {
glut.InitDisplayMode(glut.SINGLE | glut.RGB)
glut.InitWindowSize(465, 250)
glut.CreateWindow("GLUT bitmap & stroke font example")
gl.ClearColor(1.0, 1.0, 1.0, 1.0)
gl.Color3f(0, 0, 0)
gl.LineWidth(3.0)
glut.DisplayFunc(display)
glut.ReshapeFunc(reshape)
glut.MainLoop()
}
开发者ID:tmc,项目名称:glut,代码行数:11,代码来源:fontdemo.go
示例12: main
func main() {
sdl.Init(sdl.INIT_VIDEO)
var screen = sdl.SetVideoMode(640, 480, 32, sdl.OPENGL)
if screen == nil {
panic("sdl error")
}
if gl.Init() != 0 {
panic("gl error")
}
pen := Pen{}
gl.MatrixMode(gl.PROJECTION)
gl.Viewport(0, 0, int(screen.W), int(screen.H))
gl.LoadIdentity()
gl.Ortho(0, float64(screen.W), float64(screen.H), 0, -1.0, 1.0)
gl.ClearColor(1, 1, 1, 0)
gl.Clear(gl.COLOR_BUFFER_BIT)
var running = true
for running {
for e := sdl.PollEvent(); e != nil; e = sdl.PollEvent() {
switch ev := e.(type) {
case *sdl.QuitEvent:
running = false
case *sdl.KeyboardEvent:
if ev.Keysym.Sym == sdl.K_ESCAPE {
running = false
}
case *sdl.MouseMotionEvent:
if ev.State != 0 {
pen.lineTo(Point{int(ev.X), int(ev.Y)})
} else {
pen.moveTo(Point{int(ev.X), int(ev.Y)})
}
}
}
sdl.GL_SwapBuffers()
sdl.Delay(25)
}
sdl.Quit()
}
开发者ID:nkostelnik,项目名称:gl,代码行数:53,代码来源:draw.go
示例13: initGL
func initGL() (err error) {
if err = loadTextures(); err != nil {
return
}
gl.ShadeModel(gl.SMOOTH)
gl.ClearColor(0, 0, 0, 0)
gl.ClearDepth(1)
gl.DepthFunc(gl.LEQUAL)
gl.Hint(gl.PERSPECTIVE_CORRECTION_HINT, gl.NICEST)
gl.Enable(gl.DEPTH_TEST)
gl.Enable(gl.TEXTURE_2D)
return
}
开发者ID:andrebq,项目名称:glfw,代码行数:14,代码来源:main.go
示例14: loop
func loop() {
e := initTriangleShaders()
if e != nil {
log.Fatalln(e.Error())
}
for esc {
gl.ClearColor(0.0, 0.0, 0.0, 0.0)
gl.Clear(gl.COLOR_BUFFER_BIT)
drawTriangle()
glfw.SwapBuffers()
timeSince()
}
}
开发者ID:simonz05,项目名称:draw,代码行数:15,代码来源:draw.go
示例15: initGL
// general OpenGL initialization
func initGL() {
gl.Enable(gl.TEXTURE_2D)
gl.ShadeModel(gl.SMOOTH)
gl.ClearColor(0.0, 0.0, 0.0, 0.5)
gl.ClearDepth(1.0)
gl.Enable(gl.DEPTH_TEST)
gl.DepthFunc(gl.LEQUAL)
gl.Hint(gl.PERSPECTIVE_CORRECTION_HINT, gl.NICEST)
// Setup the light
gl.Lightfv(gl.LIGHT1, gl.AMBIENT, lightAmbient[:]) // ambient lighting
gl.Lightfv(gl.LIGHT1, gl.DIFFUSE, lightDiffuse[:]) // make it diffuse
gl.Lightfv(gl.LIGHT1, gl.POSITION, lightPosition[:]) // and place it
gl.Enable(gl.LIGHT1) // and finally turn it on.
gl.Color4f(1.0, 1.0, 1.0, 0.5) // Full Brightness, 50% Alpha ( NEW )
gl.BlendFunc(gl.SRC_ALPHA, gl.ONE) // Blending Function For Translucency Based On Source Alpha Value ( NEW )
}
开发者ID:navneet1v,项目名称:opengl-go-tutorials,代码行数:19,代码来源:lesson08.go
示例16: InitUI
func InitUI() *UI {
ui := &UI{
running: false,
}
if sdl.Init(sdl.INIT_EVERYTHING) != 0 {
panic(sdl.GetError())
}
if ttf.Init() != 0 {
panic(sdl.GetError())
}
ui.screen = sdl.SetVideoMode(300, 300, 32, sdl.OPENGL)
if ui.screen == nil {
panic("sdl error")
}
if gl.Init() != 0 {
panic("gl error")
}
gl.MatrixMode(gl.PROJECTION)
gl.Viewport(0, 0, int(ui.screen.W), int(ui.screen.H))
gl.LoadIdentity()
gl.Ortho(0, float64(ui.screen.W), float64(ui.screen.H), 0, -1.0, 1.0)
gl.ClearColor(1, 1, 1, 0)
gl.Clear(gl.COLOR_BUFFER_BIT)
// TTF
sdl.EnableUNICODE(1)
ui.font = ttf.OpenFont("FontinSans.otf", 20)
ui.font.SetStyle(ttf.STYLE_UNDERLINE)
if ui.font == nil {
panic(sdl.GetError())
}
ui.running = true
return ui
}
开发者ID:erikmuttersbach,项目名称:PotentialFieldGL,代码行数:44,代码来源:ui.go
示例17: initGL
// general OpenGL initialization
func initGL() {
LoadGLTextures("data/mud.bmp")
gl.Enable(gl.TEXTURE_2D)
gl.ShadeModel(gl.SMOOTH)
gl.ClearColor(0.0, 0.0, 0.0, 0.0)
gl.ClearDepth(1.0)
gl.Enable(gl.DEPTH_TEST)
gl.DepthFunc(gl.LEQUAL)
gl.Hint(gl.PERSPECTIVE_CORRECTION_HINT, gl.NICEST)
gl.Lightfv(gl.LIGHT1, gl.AMBIENT, lightAmbient[:])
gl.Lightfv(gl.LIGHT1, gl.DIFFUSE, lightDiffuse[:])
gl.Lightfv(gl.LIGHT1, gl.POSITION, lightPosition[:])
gl.Enable(gl.LIGHT1)
gl.Color4f(1.0, 1.0, 1.0, 0.5)
gl.BlendFunc(gl.SRC_ALPHA, gl.ONE)
}
开发者ID:navneet1v,项目名称:opengl-go-tutorials,代码行数:20,代码来源:lesson10.go
示例18: initGL
// general OpenGL initialization
func initGL() {
// enable smooth shading
gl.ShadeModel(gl.SMOOTH)
// Set the background to black
gl.ClearColor(0.0, 0.0, 0.0, 0.0)
// Depth buffer setup
gl.ClearDepth(1.0)
// Enable depth testing
gl.Enable(gl.DEPTH_TEST)
// The type of test
gl.DepthFunc(gl.LEQUAL)
// Nicest perspective correction
gl.Hint(gl.PERSPECTIVE_CORRECTION_HINT, gl.NICEST)
}
开发者ID:navneet1v,项目名称:opengl-go-tutorials,代码行数:20,代码来源:lesson01.go
示例19: setup_opengl
func setup_opengl(width, height int) {
ratio := float64(width) / float64(height)
gl.ShadeModel(gl.SMOOTH)
gl.CullFace(gl.BACK)
gl.FrontFace(gl.CCW)
gl.Enable(gl.CULL_FACE)
gl.ClearColor(0, 0, 0, 0)
gl.Viewport(0, 0, width, height)
gl.MatrixMode(gl.PROJECTION)
gl.LoadIdentity()
gluPerspective := func(fovy, aspect, zNear, zFar float64) {
top := math.Tan(fovy*0.5) * zNear
bottom := -top
left := aspect * bottom
right := -left
gl.Frustum(left, right, bottom, top, zNear, zFar)
}
gluPerspective(60.0, ratio, 1.0, 1024.0)
}
开发者ID:glenn-brown,项目名称:aima,代码行数:20,代码来源:sdldoc.go
示例20: initGL
// general OpenGL initialization
func initGL() {
gl.Enable(gl.TEXTURE_2D)
gl.ShadeModel(gl.SMOOTH)
gl.ClearColor(0.0, 0.0, 0.0, 0.5)
gl.ClearDepth(1.0)
gl.Enable(gl.DEPTH_TEST)
gl.DepthFunc(gl.LEQUAL)
gl.Hint(gl.PERSPECTIVE_CORRECTION_HINT, gl.NICEST)
// Setup the light
gl.Lightfv(gl.LIGHT1, gl.AMBIENT, lightAmbient1[:]) // ambient lighting
gl.Lightfv(gl.LIGHT1, gl.DIFFUSE, lightDiffuse1[:]) // make it diffuse
gl.Lightfv(gl.LIGHT1, gl.POSITION, lightPosition1[:]) // and place it
gl.Enable(gl.LIGHT1) // and finally turn it on.
gl.Lightfv(gl.LIGHT2, gl.AMBIENT, lightAmbient2[:]) // ambient lighting
gl.Lightfv(gl.LIGHT2, gl.DIFFUSE, lightDiffuse2[:]) // make it diffuse
gl.Lightfv(gl.LIGHT2, gl.POSITION, lightPosition2[:]) // and place it
gl.Enable(gl.LIGHT2) // and finally turn it on.
}
开发者ID:navneet1v,项目名称:opengl-go-tutorials,代码行数:21,代码来源:lesson07.go
注:本文中的github.com/banthar/gl.ClearColor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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