本文整理汇总了Golang中C.SDL_GL_SetAttribute函数的典型用法代码示例。如果您正苦于以下问题:Golang SDL_GL_SetAttribute函数的具体用法?Golang SDL_GL_SetAttribute怎么用?Golang SDL_GL_SetAttribute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SDL_GL_SetAttribute函数的11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,您的评价将有助于系统推荐出更棒的Golang代码示例。
示例1: InitGL
func InitGL(width, height, msaa int, fullscreen bool) {
C.SDL_Init(C.SDL_INIT_VIDEO)
C.SDL_VideoInit( /*nil*/ C.SDL_GetVideoDriver(0))
C.SDL_GL_SetAttribute(C.SDL_GL_CONTEXT_MAJOR_VERSION, 3)
C.SDL_GL_SetAttribute(C.SDL_GL_CONTEXT_MINOR_VERSION, 2)
if msaa != 0 {
C.SDL_GL_SetAttribute(C.SDL_GL_MULTISAMPLEBUFFERS, 1)
C.SDL_GL_SetAttribute(C.SDL_GL_MULTISAMPLESAMPLES, C.int(msaa))
}
C.SDL_GL_SetAttribute(C.SDL_GL_DEPTH_SIZE, 16)
//win = C.SDL_CreateWindow(nil, C.SDL_WINDOWPOS_CENTERED, C.SDL_WINDOWPOS_CENTERED,C.int(width), C.int(height), C.SDL_WINDOW_OPENGL)
if fullscreen {
win = C.SDL_CreateWindow(nil, C.SDL_WINDOWPOS_CENTERED, C.SDL_WINDOWPOS_CENTERED, C.int(width), C.int(height), C.SDL_WINDOW_OPENGL|C.SDL_WINDOW_FULLSCREEN_DESKTOP)
} else {
win = C.SDL_CreateWindow(nil, C.SDL_WINDOWPOS_CENTERED, C.SDL_WINDOWPOS_CENTERED, C.int(width), C.int(height), C.SDL_WINDOW_OPENGL)
}
C.SDL_ShowWindow(win)
wat := C.SDL_GL_CreateContext(win)
fmt.Println(C.GoString(C.SDL_GetVideoDriver(0)))
C.SDL_GL_MakeCurrent(win, wat)
//C.SDL_GL_SetSwapInterval(1)
C.glEnable(C.GL_DEPTH_TEST)
C.glDepthFunc(C.GL_LEQUAL)
C.glClearColor(0.3, 0.5, 1, 0)
C.glClear(C.GL_COLOR_BUFFER_BIT | C.GL_DEPTH_BUFFER_BIT)
printerr("failed to initialize openGL")
}
示例2: New
// New returns a newly created Screen
func New(width int, height int, fullscreen bool, FSAA int, name string) *Screen {
window := &Screen{}
C.SDL_Init(C.SDL_INIT_VIDEO)
C.setGlContextAttributes()
C.SDL_GL_SetAttribute(C.SDL_GL_DOUBLEBUFFER, 1)
// Force hardware accel
C.SDL_GL_SetAttribute(C.SDL_GL_ACCELERATED_VISUAL, 1)
if FSAA > 0 {
// FSAA (Fullscreen antialiasing)
C.SDL_GL_SetAttribute(C.SDL_GL_MULTISAMPLEBUFFERS, 1)
C.SDL_GL_SetAttribute(C.SDL_GL_MULTISAMPLESAMPLES, C.int(FSAA)) // 2, 4, 8
}
flags := C.SDL_WINDOW_OPENGL | C.SDL_RENDERER_ACCELERATED
if fullscreen {
flags = flags | C.SDL_WINDOW_FULLSCREEN
}
C.SDL_CreateWindowAndRenderer(C.int(width), C.int(height), C.Uint32(flags), &window.sdlWindow, &window.renderer)
C.SDL_SetWindowTitle(window.sdlWindow, C.CString(name))
C.SDL_GL_CreateContext(window.sdlWindow)
if err := gl.Init(); err != nil {
panic(err)
}
version := gl.GoStr(gl.GetString(gl.VERSION))
fmt.Println("OpenGL version", version)
// Configure global settings
gl.Enable(gl.BLEND)
gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
gl.ClearColor(0.0, 0.0, 0.0, 1.0)
gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
window.Width = width
window.Height = height
window.name = name
window.shouldClose = false
C.SDL_GL_SwapWindow(window.sdlWindow)
window.startTime = time.Now()
window.frameTime = time.Now()
C.SDL_GL_SetSwapInterval(1)
window.vsync = true
return window
}
示例3: GL_SetAttribute
func GL_SetAttribute(attr GLattr, val int) error {
if C.SDL_GL_SetAttribute(C.SDL_GLattr(attr), C.int(val)) != 0 {
return getError()
}
return nil
}
示例4: OpenDisplay
//Opens a window.
//Returns an indicator of success.
func OpenDisplay(width, height int, fullscreen bool) bool {
if C.SDL_Init(C.SDL_INIT_VIDEO) != 0 {
return false
}
C.TTF_Init()
var flags C.Uint32 = C.SDL_DOUBLEBUF
flags |= C.SDL_SWSURFACE
flags |= C.SDL_HWACCEL
if fullscreen {
screen = C.openDisplayFullscreen(C.int(width), C.int(height))
} else {
screen = C.openDisplay(C.int(width), C.int(height))
}
if screen == nil {
return false
}
C.SDL_WM_SetCaption(C.CString(displayTitle), C.CString(""))
C.SDL_GL_SetAttribute(C.SDL_GL_SWAP_CONTROL, 1)
return true
}
示例5: GL_SetAttribute
func GL_SetAttribute(attr int, value int) int {
GlobalMutex.Lock()
status := int(C.SDL_GL_SetAttribute(C.SDL_GLattr(attr), C.int(value)))
GlobalMutex.Unlock()
return status
}
示例6: GL_SetAttribute
func GL_SetAttribute(attr int, value int) int {
return int(C.SDL_GL_SetAttribute(C.SDL_GLattr(attr), C.int(value)))
}
示例7: GL_SetAttribute
func GL_SetAttribute(attribute GLattr, value int) (err error) {
if C.SDL_GL_SetAttribute(C.SDL_GLattr(attribute), C.int(value)) != 0 {
return errors.New(C.GoString(C.SDL_GetError()))
}
return nil
}
示例8: GL_SetAttribute
func GL_SetAttribute(attr int, value int) int {
status := int(C.SDL_GL_SetAttribute(C.SDL_GLattr(attr), C.int(value)))
return status
}
示例9: GL_SetAttribute
func GL_SetAttribute(attribute uint32, value int) int {
_attribute := (C.SDL_GLattr)(attribute)
_value := (C.int)(value)
return (int)(C.SDL_GL_SetAttribute(_attribute, _value))
}
示例10: GL_SetAttribute
// GL_SetAttribute (https://wiki.libsdl.org/SDL_GL_SetAttribute)
func GL_SetAttribute(attr GLattr, value int) error {
if C.SDL_GL_SetAttribute(attr.c(), C.int(value)) != 0 {
return GetError()
}
return nil
}
示例11: GL_SetAttribute
func GL_SetAttribute(attr GLattr, value int) int {
return int(C.SDL_GL_SetAttribute(attr.c(), C.int(value)))
}