本文整理汇总了Golang中github.com/go-gl/gl.Enable函数的典型用法代码示例。如果您正苦于以下问题:Golang Enable函数的具体用法?Golang Enable怎么用?Golang Enable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Enable函数的15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
// initGL initializes GLFW and OpenGL.
func initGL() error {
err := glfw.Init()
if err != nil {
return err
}
err = glfw.OpenWindow(AtlasSize, AtlasSize, 8, 8, 8, 8, 0, 0, glfw.Windowed)
if err != nil {
glfw.Terminate()
return err
}
glfw.SetWindowTitle("Texture atlas example")
glfw.SetSwapInterval(1)
glfw.SetWindowSizeCallback(onResize)
glfw.SetKeyCallback(onKey)
gl.Init()
if err = glh.CheckGLError(); err != nil {
return err
}
gl.Disable(gl.DEPTH_TEST)
gl.Disable(gl.LIGHTING)
gl.Enable(gl.TEXTURE_2D)
gl.Enable(gl.BLEND)
gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
gl.ClearColor(0.2, 0.2, 0.23, 1.0)
return nil
}
示例2: NewRenderer
// NewRenderer creates a new Renderer with the given window size and title.
func NewRenderer(window *Window) (*Renderer, error) {
logger.Debug("Initializing GLEW")
// Init glew
if gl.Init() != 0 {
return nil, errors.New("Could not initialise glew.")
}
gl.GetError()
if window.Settings.ClearColor != nil {
color := window.Settings.ClearColor
gl.ClearColor(
gl.GLclampf(color.R()),
gl.GLclampf(color.G()),
gl.GLclampf(color.B()),
0.,
)
}
gl.Enable(gl.DEPTH_TEST)
gl.DepthFunc(gl.LESS)
gl.Enable(gl.CULL_FACE)
// Vertex buffers
vertexArray := gl.GenVertexArray()
vertexArray.Bind()
renderer := Renderer{
vertexArray: vertexArray,
window: window,
}
return &renderer, nil
}
示例3: Draw
func (m *Map) Draw() {
// gl.Enable(gl.PRIMITIVE_RESTART)
// gl.PrimitiveRestartIndex(PRIMITIVE_RESTART)
gl.EnableClientState(gl.VERTEX_ARRAY)
gl.Translatef(float32(m.gridSize/2), float32(m.gridSize/2), 0)
if m.renderSmooth {
gl.Enable(gl.BLEND)
gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
gl.Enable(gl.POLYGON_SMOOTH)
gl.Hint(gl.POLYGON_SMOOTH_HINT, gl.NICEST)
}
if m.renderMode == 1 {
gl.LineWidth(1)
gl.VertexPointer(2, gl.FLOAT, 0, m.gridLines)
gl.Color3f(0.2, 0.2, 0.2)
gl.DrawArrays(gl.LINES, 0, len(m.gridLines)/2)
gl.PolygonMode(gl.FRONT_AND_BACK, gl.LINE)
}
for _, vl := range m.vl {
if len(vl.vertices) > 0 {
gl.VertexPointer(2, gl.FLOAT, 0, vl.vertices)
gl.Color3f(vl.colors[0], vl.colors[1], vl.colors[2])
gl.DrawElements(gl.TRIANGLES, len(vl.indices), gl.UNSIGNED_INT, vl.indices)
}
}
}
示例4: resetGlStates
func (r *RenderTarget) resetGlStates() {
// Define the default OpenGL states
gl.Disable(gl.CULL_FACE)
gl.Disable(gl.LIGHTING)
gl.Disable(gl.DEPTH_TEST)
gl.Disable(gl.ALPHA_TEST)
gl.Enable(gl.TEXTURE_2D)
gl.Enable(gl.BLEND)
gl.MatrixMode(gl.MODELVIEW)
gl.EnableClientState(gl.VERTEX_ARRAY)
gl.EnableClientState(gl.COLOR_ARRAY)
gl.EnableClientState(gl.TEXTURE_COORD_ARRAY)
r.glStatesSet = true
// Apply the default SFML states
r.applyBlendMode(BlendAlpha)
r.applyTransform(IdentityTransform())
r.applyTexture(nil)
/*if (Shader::isAvailable()){
r.applyShader(nil)
}*/
r.useVertexCache = false
// Set the default view
r.SetView(r.View())
}
示例5: lineTo
func (pen *Pen) lineTo(x, y int) {
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.Color4f(0.0, 0.0, 0.0, 0.1)
gl.Begin(gl.LINES)
var p [2]int
for i := range pen.points {
p = pen.points[i]
if p[0] == 0 && p[1] == 0 {
continue
}
if distanceTo(x, y, p[0], p[1]) < 10.0 {
gl.Vertex2i(x, y)
gl.Vertex2i(p[0], p[1])
}
}
gl.End()
pen.n = (pen.n + 1) % len(pen.points)
pen.points[pen.n][0] = x
pen.points[pen.n][1] = y
pen.moveTo(x, y)
}
示例6: initGL
func initGL() (err error) {
goph, err := os.Open(texturefiles[0])
if err != nil {
panic(err)
}
defer goph.Close()
texture, err = createTexture(goph)
gl.ShadeModel(gl.SMOOTH)
gl.ClearColor(0, 0, 0, 0.5)
gl.ClearDepth(1)
gl.Hint(gl.PERSPECTIVE_CORRECTION_HINT, gl.NICEST)
gl.BlendFunc(gl.SRC_ALPHA, gl.ONE) // 设置混色函数取得半透明效果
gl.Enable(gl.BLEND)
gl.Enable(gl.TEXTURE_2D)
rand.Seed(time.Now().Unix())
for loop = 0; loop < num; loop++ {
star[loop].angle = 0.0
star[loop].dist = float32(loop) / num * 5
//fmt.Println(loop, star[loop].dist)
star[loop].r = uint8(rand.Int() % 256)
star[loop].g = uint8(rand.Int() % 256)
star[loop].b = uint8(rand.Int() % 256)
}
return
}
示例7: initGL
// initGL initializes GLFW and OpenGL.
func initGL(c *cpu.CPU, width, height int) error {
err := glfw.Init()
if err != nil {
return err
}
glfw.OpenWindowHint(glfw.WindowNoResize, 1)
err = glfw.OpenWindow(width, height, 8, 8, 8, 8, 8, 0, glfw.Windowed)
if err != nil {
glfw.Terminate()
return err
}
glfw.SetWindowTitle("DCPU")
glfw.SetSwapInterval(1)
glfw.SetWindowSizeCallback(onResize)
gl.Init()
err = glh.CheckGLError()
if err != nil {
return err
}
gl.Disable(gl.LIGHTING)
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, 1)
return err
}
示例8: initScene
func initScene() (err error) {
gl.Enable(gl.TEXTURE_2D)
gl.Enable(gl.DEPTH_TEST)
gl.Enable(gl.LIGHTING)
gl.ClearColor(0.5, 0.5, 0.5, 0.0)
gl.ClearDepth(1)
gl.DepthFunc(gl.LEQUAL)
gl.Lightfv(gl.LIGHT0, gl.AMBIENT, ambient)
gl.Lightfv(gl.LIGHT0, gl.DIFFUSE, diffuse)
gl.Lightfv(gl.LIGHT0, gl.POSITION, lightpos)
gl.Enable(gl.LIGHT0)
gl.Viewport(0, 0, Width, Height)
gl.MatrixMode(gl.PROJECTION)
gl.LoadIdentity()
gl.Frustum(-1, 1, -1, 1, 1.0, 10.0)
gl.MatrixMode(gl.MODELVIEW)
gl.LoadIdentity()
goph, err := os.Open("../../data/gopher.png")
if err != nil {
panic(err)
}
defer goph.Close()
texture, err = createTexture(goph)
return
}
示例9: Open
// Opens a new window.
func (c *Controller) Open(win *Window) (err error) {
c.Win = win
mode := glfw.Windowed
if win.Fullscreen {
mode = glfw.Fullscreen
}
if win.Resize == false {
glfw.OpenWindowHint(glfw.WindowNoResize, 1)
}
if err = glfw.OpenWindow(win.Width, win.Height, 0, 0, 0, 0, 0, 0, mode); err != nil {
return
}
gl.Init()
gl.Enable(gl.TEXTURE_2D)
gl.Enable(gl.BLEND)
gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
v1, v2, v3 := glfw.GLVersion()
log.Printf("OpenGL version: %v %v %v\n", v1, v2, v3)
fb_supported := glfw.ExtensionSupported("GL_EXT_framebuffer_object")
log.Printf("Framebuffer supported: %v\n", fb_supported)
c.SetClearColor(0, 0, 0, 0)
if win.VSync == true {
glfw.SetSwapInterval(1) // Limit to refresh
}
glfw.SetWindowTitle(win.Title)
glfw.SetWindowSizeCallback(func(w, h int) {
log.Printf("Resizing window to %v, %v\n", w, h)
c.resize()
})
err = c.resize()
return
}
示例10: draw
func (s *System) draw() {
s.cmds <- func() {
gl.Enable(gl.DEPTH_TEST)
gl.Enable(gl.BLEND)
gl.DepthFunc(gl.LEQUAL)
gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
gl.PolygonMode(gl.FRONT_AND_BACK, gl.FILL)
//s.shader.Use()
//s.shader.AssignUniforms(uniforms)
}
for _, _ = range s.meshes.layouts {
s.submit(renderState{})
}
for i := range s.buckets {
list := &s.buckets[i]
list.sort()
s.cmds <- list.execute
}
return
/*
s.cmds <- func() {
for _, geom := range geoms {
// gl state
// texture units
// uniforms
//shader.AssignUniforms()
shader.SetGeometry(&geom)
shader.Draw()
}
}
*/
}
示例11: 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.TEXTURE_2D)
gl.Enable(gl.DEPTH_TEST)
//alpha通道的值为 0.0意味着物体材质是完全透明的。1.0 则意味着完全不透明
//以全亮度绘制此物体,并对其进行50%的alpha混合(半透明)。
//当混合选项打开时,此物体将会产生50%的透明效果
gl.Color4f(1, 1, 1, 0.5) //全亮度, 50% Alpha 混合
gl.BlendFunc(gl.SRC_ALPHA, gl.ONE) //基于源象素alpha通道值的半透明混合函数
gl.Lightfv(gl.LIGHT1, gl.AMBIENT, ambient)
gl.Lightfv(gl.LIGHT1, gl.AMBIENT, diffuse)
gl.Lightfv(gl.LIGHT1, gl.POSITION, lightpos)
gl.Enable(gl.LIGHT1)
return
}
示例12: initGL
func initGL() (err error) {
if err = loadTextures(); err != nil {
return
}
gl.ShadeModel(gl.SMOOTH) /// 启用阴影平滑,设置平滑着色,阴影平滑通过多边形精细的混合色彩,并对外部光进行平滑
/*
色彩值的范围从0.0f到1.0f。0.0f代表最黑的情况,1.0f就是最亮的情况。
glClearColor 后的第一个参数是Red Intensity(红色分量),第二个是绿色,第三个是蓝色。最大值也是1.0f,代表特定颜色分量的最亮情况。
最后一个参数是Alpha值。当它用来清除屏幕的时候,我们不用关心第四个数字。现在让它为0.0f.
*/
gl.ClearColor(0, 0, 0, 0) ///设置清除屏幕时所用的颜色,黑色背景
/*
接下来的三行必须做的是关于depth buffer(深度缓存)的。将深度缓存设想为屏幕后面的层。
深度缓存不断的对物体进入屏幕内部有多深进行跟踪。
本程序其实没有真正使用深度缓存,但几乎所有在屏幕上显示3D场景OpenGL程序都使用深度缓存。
它的排序决定那个物体先画。这样您就不会将一个圆形后面的正方形画到圆形上来。深度缓存是OpenGL十分重要的部分。
*/
gl.ClearDepth(1) ///设置深度缓存
gl.DepthFunc(gl.LEQUAL) ///所作深度测试的类型
gl.Hint(gl.PERSPECTIVE_CORRECTION_HINT, gl.NICEST) ///告诉系统对透视进行修正,这会十分轻微的影响性能。但使得透视图看起来好一点
gl.Enable(gl.DEPTH_TEST) ///启用深度测试
gl.Enable(gl.TEXTURE_2D) ///启用纹理映射
return
}
示例13: 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()
}
}
示例14: Bind
// Binds the framebuffer for drawing.
func (fb *Framebuffer) Bind() {
fb.Buffer.Bind()
gl.Viewport(0, 0, fb.Width, fb.Height)
gl.Enable(gl.TEXTURE_2D)
gl.Disable(gl.DEPTH_TEST)
gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
gl.Enable(gl.BLEND)
}
示例15: main
func main() {
_ = fmt.Sprint()
if !glfw.Init() {
panic("Can't init glfw!")
}
defer glfw.Terminate()
// antialiasing
//glfw.WindowHint(glfw.Samples, 4)
window, err = glfw.CreateWindow(WindowWidth, WindowHeight, "Mozaik", nil, nil)
if err != nil {
panic(err)
}
defer window.Destroy()
// Ensure thread context
window.MakeContextCurrent()
//glfw.SwapInterval(1)
window.SetKeyCallback(keyCb)
window.SetMouseButtonCallback(mouseCb)
gl.Init()
gl.ClearColor(0.9, 0.85, 0.46, 0.0)
// useless in 2D
gl.Disable(gl.DEPTH_TEST)
// antialiasing
gl.Enable(gl.BLEND)
gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
gl.Enable(gl.LINE_SMOOTH)
for i := int32(32); i < 72; i++ {
font := loadFonts(i)
defer font.Release()
fonts = append(fonts, font)
}
// Compute window radius
windowRadius = math.Sqrt(math.Pow(WindowHeight, 2) + math.Pow(WindowWidth, 2))
// Use window coordinates
gl.MatrixMode(gl.PROJECTION)
gl.LoadIdentity()
gl.Ortho(0, WindowWidth, WindowHeight, 0, 0, 1)
gl.MatrixMode(gl.MODELVIEW)
gl.LoadIdentity()
g = NewGame()
g.Start()
go eventLoop(g)
go renderLoop(g)
Main()
g.Stop()
}