本文整理汇总了Golang中gl.Translatef函数的典型用法代码示例。如果您正苦于以下问题:Golang Translatef函数的具体用法?Golang Translatef怎么用?Golang Translatef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Translatef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: main
func main() {
var err os.Error
if err = glfw.Init(); err != nil {
fmt.Fprintf(os.Stderr, "%v\n", err)
return
}
defer glfw.Terminate()
// Open window with FSAA samples (if possible).
glfw.OpenWindowHint(glfw.FsaaSamples, 4)
if err = glfw.OpenWindow(400, 400, 0, 0, 0, 0, 0, 0, glfw.Windowed); err != nil {
fmt.Fprintf(os.Stderr, "%v\n", err)
return
}
defer glfw.CloseWindow()
glfw.SetWindowTitle("Aliasing Detector")
glfw.SetSwapInterval(1)
if samples := glfw.WindowParam(glfw.FsaaSamples); samples != 0 {
fmt.Fprintf(os.Stdout, "Context reports FSAA is supported with %d samples\n", samples)
} else {
fmt.Fprintf(os.Stdout, "Context reports FSAA is unsupported\n")
}
gl.MatrixMode(gl.PROJECTION)
glu.Perspective(0, 1, 0, 1)
for glfw.WindowParam(glfw.Opened) == 1 {
time := float32(glfw.Time())
gl.Clear(gl.COLOR_BUFFER_BIT)
gl.LoadIdentity()
gl.Translatef(0.5, 0, 0)
gl.Rotatef(time, 0, 0, 1)
gl.Enable(GL_MULTISAMPLE_ARB)
gl.Color3f(1, 1, 1)
gl.Rectf(-0.25, -0.25, 0.25, 0.25)
gl.LoadIdentity()
gl.Translatef(-0.5, 0, 0)
gl.Rotatef(time, 0, 0, 1)
gl.Disable(GL_MULTISAMPLE_ARB)
gl.Color3f(1, 1, 1)
gl.Rectf(-0.25, -0.25, 0.25, 0.25)
glfw.SwapBuffers()
}
}
开发者ID:skelterjohn,项目名称:glfw,代码行数:54,代码来源:main.go
示例2: drawGLScene
// Here goes our drawing code
func drawGLScene() {
// Clear the screen and depth buffer
gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
// Move left 1.5 units and into the screen 6.0 units.
gl.LoadIdentity()
gl.Translatef(-1.5, 0.0, -6.0)
gl.Rotatef(float32(rtri), 0.0, 1.0, 0.0) // Rotate the triangle on the Y axis
gl.Begin(gl.TRIANGLES) // Draw triangles
gl.Color3f(1.0, 0.0, 0.0) // Set The Color To Red
gl.Vertex3f(0.0, 1.0, 0.0) // top
gl.Color3f(0.0, 1.0, 0.0) // Set The Color To Red
gl.Vertex3f(-1.0, -1.0, 0.0) // bottom left
gl.Color3f(0.0, 0.0, 1.0) // Set The Color To Red
gl.Vertex3f(1.0, -1.0, 0.0) // bottom right
gl.End() // finish drawing the triangle
// Move right 3 units
gl.LoadIdentity()
gl.Translatef(1.5, 0.0, -6.0)
gl.Color3f(0.5, 0.5, 1.0) // Set The Color To Blue One Time Only
gl.Rotatef(float32(rquad), 1.0, 0.0, 0.0) // rotate the quad on the X axis
gl.Begin(gl.QUADS) // draw quads
gl.Vertex3f(-1.0, 1.0, 0.0) // top left
gl.Vertex3f(1.0, 1.0, 0.0) // top right
gl.Vertex3f(1.0, -1.0, 0.0) // bottom right
gl.Vertex3f(-1.0, -1.0, 0.0) // bottom left
gl.End() // done drawing the quad
// Draw to the screen
sdl.GL_SwapBuffers()
rtri += 0.2 // Increase The Rotation Variable For The Triangle
rquad -= 0.15 // Decrease The Rotation Variable For The Quad
// Gather our frames per second
frames++
t := sdl.GetTicks()
if t-t0 >= 5000 {
seconds := (t - t0) / 1000.0
fps := frames / seconds
fmt.Println(frames, "frames in", seconds, "seconds =", fps, "FPS")
t0 = t
frames = 0
}
}
开发者ID:PragmaticCypher,项目名称:opengl-go-tutorials,代码行数:49,代码来源:lesson04.go
示例3: 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()
// Banthar's glu doesn't have this right now.
// 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.) /* 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:brownman,项目名称:Go-GLUT,代码行数:30,代码来源:fontdemo.go
示例4: drawShip
func drawShip(angle gl.GLfloat) {
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(
gl.GLfloat(2.3*math.Cos(2*float64(rad)/math.Pi)+0.2),
gl.GLfloat(2.0*math.Sin(2*float64(rad)/math.Pi)))
}
gl.End()
}
gl.PopMatrix()
}
开发者ID:brownman,项目名称:Go-GLUT,代码行数:32,代码来源:asteroids.go
示例5: stroke_output
func stroke_output(x, y gl.GLfloat, 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:brownman,项目名称:Go-GLUT,代码行数:9,代码来源:fontdemo.go
示例6: reshape
func reshape(w, h int) {
gl.Viewport(0, 0, gl.GLsizei(w), gl.GLsizei(h))
gl.MatrixMode(gl.PROJECTION)
gl.LoadIdentity()
gl.Ortho(0, gl.GLdouble(w), 0, gl.GLdouble(h), -1, 1)
gl.Scalef(1, -1, 1)
gl.Translatef(0, gl.GLfloat(-h), 0)
gl.MatrixMode(gl.MODELVIEW)
}
开发者ID:brownman,项目名称:Go-GLUT,代码行数:9,代码来源:fontdemo.go
示例7: reshape
func reshape(w, h int) {
gl.Viewport(0, 0, w, h)
gl.MatrixMode(gl.PROJECTION)
gl.LoadIdentity()
gl.Ortho(0, float64(w), 0, float64(h), -1, 1)
gl.Scalef(1, -1, 1)
gl.Translatef(0, float32(-h), 0)
gl.MatrixMode(gl.MODELVIEW)
}
开发者ID:awpr,项目名称:Go-GLUT,代码行数:9,代码来源:fontdemo.go
示例8: Setup
func (self *Camera) Setup() {
d := self.Distance
Angle := self.Angle
Angle360 := Angle.Scale(1 / math.Pi * 180)
TargetPos := self.Target.Pos
gl.MatrixMode(gl.PROJECTION)
gl.LoadIdentity()
gl.Viewport(0, 0, 800, 600)
gl.Frustum(-1, 1, -1, 1, 4, 1000)
gl.MatrixMode(gl.MODELVIEW)
gl.LoadIdentity()
gl.Translatef(0, 0, -d)
gl.Rotatef(Angle360.Y, 1, 0, 0)
gl.Rotatef(Angle360.X, 0, 1, 0)
gl.Translatef(-TargetPos.X, -TargetPos.Y, -TargetPos.Z)
}
开发者ID:rolfrm,项目名称:boxworld,代码行数:19,代码来源:graphics.go
示例9: reshape
/* new window size or exposure */
func reshape(width int, height int) {
h := float64(height) / float64(width)
gl.Viewport(0, 0, width, height)
gl.MatrixMode(gl.PROJECTION)
gl.LoadIdentity()
gl.Frustum(-1.0, 1.0, -h, h, 5.0, 60.0)
gl.MatrixMode(gl.MODELVIEW)
gl.LoadIdentity()
gl.Translatef(0.0, 0.0, -40.0)
}
开发者ID:DeedleFake,项目名称:Go-OpenGL,代码行数:13,代码来源:gogears.go
示例10: draw
func draw() {
xtrans := -xpos
ztrans := -zpos
ytrans := -walkbias - 0.25
scenroty := 360.0 - yrot
// Clear the screen and depth buffer
gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
// reset the view
gl.LoadIdentity()
// Rotate up and down to look up and down
gl.Rotatef(lookupdown, 1.0, 0.0, 0.0)
// Rotate depending on direction player is facing
gl.Rotatef(scenroty, 0.0, 1.0, 0.0)
// translate the scene based on player position
gl.Translatef(xtrans, ytrans-1.75, ztrans)
for _, chunk := range chunks {
for y := 0; y < 16; y++ {
for x := 0; x < 16; x++ {
for z := 0; z <= 16; z++ {
if len(chunk.Data[y][x]) > z && chunk.Data[y][x][z] != "" {
gl.PushMatrix()
gl.Translated(
float64(16*chunk.X+x),
float64(z),
float64(16*chunk.Y+y))
gl.CallList(cubes[chunk.Data[y][x][z]])
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:yohcop,项目名称:cubopolis.go,代码行数:53,代码来源:main.go
示例11: drawGLScene
// Here goes our drawing code
func drawGLScene() {
// Clear the screen and depth buffer
gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
// Move left 1.5 units and into the screen 6.0 units.
gl.LoadIdentity()
gl.Translatef(-1.5, 0.0, -6.0)
gl.Begin(gl.TRIANGLES) // Draw triangles
gl.Vertex3f(0.0, 1.0, 0.0) // top
gl.Vertex3f(-1.0, -1.0, 0.0) // bottom left
gl.Vertex3f(1.0, -1.0, 0.0) // bottom right
gl.End() // finish drawing the triangle
// Move right 3 units
gl.Translatef(3.0, 0.0, 0.0)
gl.Begin(gl.QUADS) // draw quads
gl.Vertex3f(-1.0, 1.0, 0.0) // top left
gl.Vertex3f(1.0, 1.0, 0.0) // top right
gl.Vertex3f(1.0, -1.0, 0.0) // bottom right
gl.Vertex3f(-1.0, -1.0, 0.0) // bottom left
gl.End() // done drawing the quad
// Draw to the screen
sdl.GL_SwapBuffers()
// Gather our frames per second
frames++
t := sdl.GetTicks()
if t-t0 >= 5000 {
seconds := (t - t0) / 1000.0
fps := frames / seconds
fmt.Println(frames, "frames in", seconds, "seconds =", fps, "FPS")
t0 = t
frames = 0
}
}
开发者ID:shogg,项目名称:opengl-go-tutorials,代码行数:39,代码来源:lesson02.go
示例12: reshape
func reshape(w, h int) {
/* Because Gil specified "screen coordinates" (presumably with an
upper-left origin), this short bit of code sets up the coordinate
system to correspond to actual window coodrinates. This code
wouldn't be required if you chose a (more typical in 3D) abstract
coordinate system. */
gl.Viewport(0, 0, w, 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. */
}
开发者ID:awpr,项目名称:Go-GLUT,代码行数:14,代码来源:simple.go
示例13: resetZoom
func resetZoom() {
// Reset viewport
gl.LoadIdentity()
gl.MatrixMode(gl.PROJECTION)
gl.LoadIdentity()
// Reset ortho view
gl.Ortho(left, right, bottom, top, 1, -1)
gl.Rotatef(180, 0, 0, 0)
gl.Translatef(float32(-*cx), float32(-*cy), 0)
gl.MatrixMode(gl.MODELVIEW)
gl.Disable(gl.DEPTH_TEST)
gl.LoadIdentity()
}
开发者ID:nightkidfifa,项目名称:poly2tri.golang,代码行数:14,代码来源:main.go
示例14: drawGLScene
// Here goes our drawing code
func drawGLScene(sector Sector) {
xtrans := gl.GLfloat(-xpos)
ztrans := gl.GLfloat(-zpos)
ytrans := gl.GLfloat(-walkbias - 0.25)
scenroty := gl.GLfloat(360.0 - yrot)
// Clear the screen and depth buffer
gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
// reset the view
gl.LoadIdentity()
// Rotate up and down to look up and down
gl.Rotatef(float32(lookupdown), 1.0, 0.0, 0.0)
// Rotate depending on direction player is facing
gl.Rotatef(float32(scenroty), 0.0, 1.0, 0.0)
// translate the scene based on player position
gl.Translatef(float32(xtrans), float32(ytrans), float32(ztrans))
gl.BindTexture(gl.TEXTURE_2D, uint(textures[filter]))
for _, vertices := range sector {
gl.Begin(gl.TRIANGLES)
for _, triangle := range *vertices {
gl.Normal3f(0.0, 0.0, 1.0)
gl.TexCoord2f(float32(triangle.u), float32(triangle.v))
gl.Vertex3f(float32(triangle.x), float32(triangle.y), float32(triangle.z))
}
gl.End()
}
// Draw to the screen
sdl.GL_SwapBuffers()
// Gather our frames per second
frames++
t := sdl.GetTicks()
if t-t0 >= 5000 {
seconds := (t - t0) / 1000.0
fps := frames / seconds
fmt.Println(frames, "frames in", seconds, "seconds =", fps, "FPS")
t0 = t
frames = 0
}
}
开发者ID:PragmaticCypher,项目名称:opengl-go-tutorials,代码行数:46,代码来源:lesson10.go
示例15: reshape
func reshape(w, h int) {
/* Because Gil specified "screen coordinates" (presumably with an
upper-left origin), this short bit of code sets up the coordinate
system to correspond to actual window coodrinates. This code
wouldn't be required if you chose a (more typical in 3D) abstract
coordinate system. */
gl.ClearColor(1, 1, 1, 1)
//fmt.Println(gl.GetString(gl.EXTENSIONS))
gl.Viewport(0, 0, w, 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:xushiwei,项目名称:draw2d,代码行数:19,代码来源:draw2dgl.go
示例16: drawMass
func drawMass(m *phys.Mass, dsz gl.GLfloat) {
gl.LoadIdentity()
// gl.Translatef( -1.5, 0.0, -6.0 )
v := m.Pos
gl.Translatef(gl.GLfloat(v.X), gl.GLfloat(v.Y), gl.GLfloat(v.Z))
/* Rotate The Triangle On The Y axis ( NEW ) */
// gl.Rotatef( rtri, 0.0, 1.0, 0.0 );
gl.Begin(gl.TRIANGLES) /* Drawing Using Triangles */
gl.Color3f(dsz, 0.0, 0.0) /* Red */
gl.Vertex3f(0.0, dsz, 0.0) /* Top Of Triangle (Front) */
gl.Color3f(0.0, dsz, 0.0) /* Green */
gl.Vertex3f(-dsz, -dsz, dsz) /* Left Of Triangle (Front) */
gl.Color3f(0.0, 0.0, dsz) /* Blue */
gl.Vertex3f(dsz, -dsz, dsz) /* Right Of Triangle (Front) */
gl.Color3f(dsz, 0.0, 0.0) /* Red */
gl.Vertex3f(0.0, dsz, 0.0) /* Top Of Triangle (Right) */
gl.Color3f(0.0, 0.0, dsz) /* Blue */
gl.Vertex3f(dsz, -dsz, dsz) /* Left Of Triangle (Right) */
gl.Color3f(0.0, dsz, 0.0) /* Green */
gl.Vertex3f(dsz, -dsz, -dsz) /* Right Of Triangle (Right) */
gl.Color3f(dsz, 0.0, 0.0) /* Red */
gl.Vertex3f(0.0, dsz, 0.0) /* Top Of Triangle (Back) */
gl.Color3f(0.0, dsz, 0.0) /* Green */
gl.Vertex3f(dsz, -dsz, -dsz) /* Left Of Triangle (Back) */
gl.Color3f(0.0, 0.0, dsz) /* Blue */
gl.Vertex3f(-dsz, -dsz, -dsz) /* Right Of Triangle (Back) */
gl.Color3f(dsz, 0.0, 0.0) /* Red */
gl.Vertex3f(0.0, dsz, 0.0) /* Top Of Triangle (Left) */
gl.Color3f(0.0, 0.0, dsz) /* Blue */
gl.Vertex3f(-dsz, -dsz, -dsz) /* Left Of Triangle (Left) */
gl.Color3f(0.0, dsz, 0.0) /* Green */
gl.Vertex3f(-dsz, -dsz, dsz) /* Right Of Triangle (Left) */
gl.End() /* Finished Drawing The Triangle */
}
开发者ID:jcd,项目名称:go-gamelib,代码行数:42,代码来源:draw.go
示例17: drawCube
func drawCube(v *Vector3) {
gl.LoadIdentity()
// gl.Translatef( -1.5, 0.0, -6.0 )
gl.Translatef(gl.GLfloat(v.X), gl.GLfloat(v.Y), gl.GLfloat(v.Z))
/* Rotate The Triangle On The Y axis ( NEW ) */
// gl.Rotatef( rtri, 0.0, 1.0, 0.0 );
gl.Begin(gl.TRIANGLES) /* Drawing Using Triangles */
gl.Color3f(1.0, 0.0, 0.0) /* Red */
gl.Vertex3f(0.0, 1.0, 0.0) /* Top Of Triangle (Front) */
gl.Color3f(0.0, 1.0, 0.0) /* Green */
gl.Vertex3f(-1.0, -1.0, 1.0) /* Left Of Triangle (Front) */
gl.Color3f(0.0, 0.0, 1.0) /* Blue */
gl.Vertex3f(1.0, -1.0, 1.0) /* Right Of Triangle (Front) */
gl.Color3f(1.0, 0.0, 0.0) /* Red */
gl.Vertex3f(0.0, 1.0, 0.0) /* Top Of Triangle (Right) */
gl.Color3f(0.0, 0.0, 1.0) /* Blue */
gl.Vertex3f(1.0, -1.0, 1.0) /* Left Of Triangle (Right) */
gl.Color3f(0.0, 1.0, 0.0) /* Green */
gl.Vertex3f(1.0, -1.0, -1.0) /* Right Of Triangle (Right) */
gl.Color3f(1.0, 0.0, 0.0) /* Red */
gl.Vertex3f(0.0, 1.0, 0.0) /* Top Of Triangle (Back) */
gl.Color3f(0.0, 1.0, 0.0) /* Green */
gl.Vertex3f(1.0, -1.0, -1.0) /* Left Of Triangle (Back) */
gl.Color3f(0.0, 0.0, 1.0) /* Blue */
gl.Vertex3f(-1.0, -1.0, -1.0) /* Right Of Triangle (Back) */
gl.Color3f(1.0, 0.0, 0.0) /* Red */
gl.Vertex3f(0.0, 1.0, 0.0) /* Top Of Triangle (Left) */
gl.Color3f(0.0, 0.0, 1.0) /* Blue */
gl.Vertex3f(-1.0, -1.0, -1.0) /* Left Of Triangle (Left) */
gl.Color3f(0.0, 1.0, 0.0) /* Green */
gl.Vertex3f(-1.0, -1.0, 1.0) /* Right Of Triangle (Left) */
gl.End() /* Finished Drawing The Triangle */
rtri = rtri + 0.2
}
开发者ID:jcd,项目名称:go-gamelib,代码行数:42,代码来源:draw.go
示例18: DrawText3D
func (f *Font) DrawText3D(pos Vector3, color [3]byte, scale float, txt string) (endw int, endh int) {
gl.LoadIdentity()
// gl.Translatef(gl.GLfloat(pos.X), gl.GLfloat(pos.Y), gl.GLfloat(-4.99));
gl.Translatef(gl.GLfloat(pos.X), gl.GLfloat(pos.Y), gl.GLfloat(-4.99))
gl.Scalef(gl.GLfloat(1.0/64.0*scale), gl.GLfloat(1.0/64.0*scale), gl.GLfloat(1.0))
gl.Disable(gl.DEPTH_TEST)
texture, initial, intermediarya, intermediary, w, h := f.setupTextRendering(color, txt)
wi := gl.GLfloat(w)
he := gl.GLfloat(h)
locX := gl.GLfloat(0) - wi*0.5
locY := gl.GLfloat(0) - he*0.5
/* Draw a quad at location */
gl.Begin(gl.QUADS)
/* Recall that the origin is in the lower-left corner
That is why the TexCoords specify different corners
than the Vertex coors seem to. */
gl.Color4f(1.0, 1.0, 0.0, 1.0)
gl.TexCoord2f(0.0, 1.0)
gl.Vertex3f(locX, locY, 0.0)
gl.TexCoord2f(1.0, 1.0)
gl.Vertex3f(locX+wi, locY, 0.0)
gl.TexCoord2f(1.0, 0.0)
gl.Vertex3f(locX+wi, locY+he, 0.0)
gl.TexCoord2f(0.0, 0.0)
gl.Vertex3f(locX, locY+he, 0.0)
gl.End()
endw, endh = f.teardownTextRendering(texture, initial, intermediarya, intermediary)
gl.Enable(gl.DEPTH_TEST)
return
}
开发者ID:jcd,项目名称:go-gamelib,代码行数:38,代码来源:draw_font.go
示例19: drawCircle
func drawCircle(t *trigger) {
radius := float64(t.Size)
pos := t.Pos
gl.LoadIdentity()
gl.Color4f(gl.GLfloat(t.Col[0]), gl.GLfloat(t.Col[1]), gl.GLfloat(t.Col[2]), gl.GLfloat(t.Col[3]))
gl.LineWidth(2.0)
gl.Translatef(gl.GLfloat(pos.X), gl.GLfloat(pos.Y), gl.GLfloat(pos.Z))
gl.Enable(gl.BLEND)
gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
gl.Begin(gl.POLYGON)
for i := 0; i < 360; i++ {
var degInRad float64 = float64(i) * DEG2RAD
gl.Vertex3f(gl.GLfloat(math.Cos(degInRad)*radius), gl.GLfloat(math.Sin(degInRad)*radius), gl.GLfloat(0.0))
}
gl.End()
gl.Disable(gl.BLEND)
}
开发者ID:jcd,项目名称:go-gamelib,代码行数:24,代码来源:chain-reaction.go
示例20: drawGLScene
// Here goes our drawing code
func drawGLScene() {
// Clear the screen and depth buffer
gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
// Move left 1.5 units and into the screen 6.0 units.
gl.LoadIdentity()
gl.Translatef(0.0, 0.0, -7.0)
gl.Rotatef(float32(xrot), 1.0, 0.0, 0.0) /* Rotate On The X Axis */
gl.Rotatef(float32(yrot), 0.0, 1.0, 0.0) /* Rotate On The Y Axis */
gl.Rotatef(float32(zrot), 0.0, 0.0, 1.0) /* Rotate On The Z Axis */
/* Select Our Texture */
gl.BindTexture(gl.TEXTURE_2D, uint(texture))
gl.Begin(gl.QUADS) // Draw a quad
/* Front Face */
gl.TexCoord2f(0.0, 1.0)
gl.Vertex3f(-1.0, -1.0, 1.0) // Bottom left
gl.TexCoord2f(1.0, 1.0)
gl.Vertex3f(1.0, -1.0, 1.0) // Bottom right
gl.TexCoord2f(1.0, 0.0)
gl.Vertex3f(1.0, 1.0, 1.0) // Top right
gl.TexCoord2f(0.0, 0.0)
gl.Vertex3f(-1.0, 1.0, 1.0) // Top left
/* Back Face */
gl.TexCoord2f(0.0, 0.0)
gl.Vertex3f(-1.0, -1.0, -1.0) // Bottom right
gl.TexCoord2f(0.0, 1.0)
gl.Vertex3f(-1.0, 1.0, -1.0) // Top right
gl.TexCoord2f(1.0, 1.0)
gl.Vertex3f(1.0, 1.0, -1.0) // Top left
gl.TexCoord2f(1.0, 0.0)
gl.Vertex3f(1.0, -1.0, -1.0) // Bottom left
/* Top Face */
gl.TexCoord2f(1.0, 1.0)
gl.Vertex3f(-1.0, 1.0, -1.0) // Top left
gl.TexCoord2f(1.0, 0.0)
gl.Vertex3f(-1.0, 1.0, 1.0) // Bottom left
gl.TexCoord2f(0.0, 0.0)
gl.Vertex3f(1.0, 1.0, 1.0) // Bottom right
gl.TexCoord2f(0.0, 1.0)
gl.Vertex3f(1.0, 1.0, -1.0) // Top right
/* Bottom Face */
gl.TexCoord2f(0.0, 1.0)
gl.Vertex3f(-1.0, -1.0, -1.0) // Top right
gl.TexCoord2f(1.0, 1.0)
gl.Vertex3f(1.0, -1.0, -1.0) // Top left
gl.TexCoord2f(1.0, 0.0)
gl.Vertex3f(1.0, -1.0, 1.0) // Bottom left
gl.TexCoord2f(0.0, 0.0)
gl.Vertex3f(-1.0, -1.0, 1.0) // Bottom right
/* Right face */
gl.TexCoord2f(0.0, 0.0)
gl.Vertex3f(1.0, -1.0, -1.0) // Bottom right
gl.TexCoord2f(0.0, 1.0)
gl.Vertex3f(1.0, 1.0, -1.0) // Top right
gl.TexCoord2f(1.0, 1.0)
gl.Vertex3f(1.0, 1.0, 1.0) // Top left
gl.TexCoord2f(1.0, 0.0)
gl.Vertex3f(1.0, -1.0, 1.0) // Bottom left
/* Left Face */
gl.TexCoord2f(1.0, 0.0)
gl.Vertex3f(-1.0, -1.0, -1.0) // Bottom left
gl.TexCoord2f(0.0, 0.0)
gl.Vertex3f(-1.0, -1.0, 1.0) // Bottom right
gl.TexCoord2f(0.0, 1.0)
gl.Vertex3f(-1.0, 1.0, 1.0) // Top right
gl.TexCoord2f(1.0, 1.0)
gl.Vertex3f(-1.0, 1.0, -1.0) // Top left
gl.End() // done drawing the quad
// Draw to the screen
sdl.GL_SwapBuffers()
xrot += 0.3 /* X Axis Rotation */
yrot += 0.2 /* Y Axis Rotation */
zrot += 0.4 /* Z Axis Rotation */
// Gather our frames per second
frames++
t := sdl.GetTicks()
if t-t0 >= 5000 {
seconds := (t - t0) / 1000.0
fps := frames / seconds
fmt.Println(frames, "frames in", seconds, "seconds =", fps, "FPS")
t0 = t
frames = 0
}
}
开发者ID:shogg,项目名称:opengl-go-tutorials,代码行数:96,代码来源:lesson06.go
注:本文中的gl.Translatef函数示例由纯净天空整理自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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