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Golang gl.TexCoord2f函数代码示例

本文整理汇总了Golang中github.com/go-gl/gl.TexCoord2f函数的典型用法代码示例。如果您正苦于以下问题:Golang TexCoord2f函数的具体用法?Golang TexCoord2f怎么用?Golang TexCoord2f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TexCoord2f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: Draw

//Draws all the sprites in the supplied slice
func (sheet SpriteSheet) Draw(sprites []*Sprite) {
	gl.Enable(gl.TEXTURE_2D)
	sheet.texture.Bind(gl.TEXTURE_2D)

	for _, sprite := range sprites {
		gl.Begin(gl.TRIANGLE_STRIP)
		{
			gl.TexCoord2f(sprite.left, sprite.bottom)
			gl.Vertex2f(sprite.X, sprite.Y)

			gl.TexCoord2f(sprite.left, sprite.top)
			gl.Vertex2f(sprite.X, sprite.Y+sprite.H)

			gl.TexCoord2f(sprite.right, sprite.bottom)
			gl.Vertex2f(sprite.X+sprite.W, sprite.Y)

			gl.TexCoord2f(sprite.right, sprite.top)
			gl.Vertex2f(sprite.X+sprite.W, sprite.Y+sprite.H)
		}
		gl.End()
	}

	sheet.texture.Unbind(gl.TEXTURE_2D)
	gl.Disable(gl.TEXTURE_2D)
}
开发者ID:akovaski,项目名称:glSpriteSheet,代码行数:26,代码来源:SpriteSheet.go

示例2: PreloadRender

func (t *Texture) PreloadRender() {
	t.Bind()
	gl.Begin(gl.QUADS)
	gl.TexCoord2f(0, 1)
	gl.Vertex3f(0, 0, 1)
	gl.TexCoord2f(1, 1)
	gl.Vertex3f(0, 0, 1)
	gl.TexCoord2f(1, 0)
	gl.Vertex3f(0, 0, 1)
	gl.TexCoord2f(0, 0)
	gl.Vertex3f(0, 0, 1)
	gl.End()
}
开发者ID:gulinfang,项目名称:GarageEngine,代码行数:13,代码来源:Texture.go

示例3: drawScene

func drawScene() {
	gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
	gl.LoadIdentity() // 重置当前矩阵

	texture.Bind(gl.TEXTURE_2D)

	var x_m, y_m, z_m, u_m, v_m float32
	xtrans := -xpos
	ztrans := -zpos
	ytrans := -walkbias - 0.25
	sceneroty := 360.0 - yrot

	var numtriangles int

	gl.Rotatef(lookupdown, 1.0, 0, 0)
	gl.Rotatef(sceneroty, 0, 1.0, 0)

	gl.Translatef(xtrans, ytrans, ztrans)

	numtriangles = sector1.numtriangles

	// Process Each Triangle
	for loop_m := 0; loop_m < numtriangles; loop_m++ {
		gl.Begin(gl.TRIANGLES)
		gl.Normal3f(0.0, 0.0, 1.0)
		x_m = sector1.triangles[loop_m].vertex[0].x
		y_m = sector1.triangles[loop_m].vertex[0].y
		z_m = sector1.triangles[loop_m].vertex[0].z
		u_m = sector1.triangles[loop_m].vertex[0].u
		v_m = sector1.triangles[loop_m].vertex[0].v
		gl.TexCoord2f(u_m, v_m)
		gl.Vertex3f(x_m, y_m, z_m)

		x_m = sector1.triangles[loop_m].vertex[1].x
		y_m = sector1.triangles[loop_m].vertex[1].y
		z_m = sector1.triangles[loop_m].vertex[1].z
		u_m = sector1.triangles[loop_m].vertex[1].u
		v_m = sector1.triangles[loop_m].vertex[1].v
		gl.TexCoord2f(u_m, v_m)
		gl.Vertex3f(x_m, y_m, z_m)

		x_m = sector1.triangles[loop_m].vertex[2].x
		y_m = sector1.triangles[loop_m].vertex[2].y
		z_m = sector1.triangles[loop_m].vertex[2].z
		u_m = sector1.triangles[loop_m].vertex[2].u
		v_m = sector1.triangles[loop_m].vertex[2].v
		gl.TexCoord2f(u_m, v_m)
		gl.Vertex3f(x_m, y_m, z_m)
		gl.End()
	}
}
开发者ID:nzlov,项目名称:gogl,代码行数:51,代码来源:10.go

示例4: Render

func (cube *Cube) Render() {
	x, y, z := cube.Position.X, cube.Position.Y, cube.Position.Z

	gl.Begin(gl.QUADS)

	gl.Color3d(0.5-(x/50), 0.5-(y/50), 0.5-(z/50))

	// Front Side
	gl.TexCoord2f(0, 0)
	gl.Vertex3d(x-0.5, y-0.5, z+0.5)
	gl.TexCoord2f(1, 0)
	gl.Vertex3d(x+0.5, y-0.5, z+0.5)
	gl.TexCoord2f(1, 1)
	gl.Vertex3d(x+0.5, y+0.5, z+0.5)
	gl.TexCoord2f(0, 1)
	gl.Vertex3d(x-0.5, y+0.5, z+0.5)

	// Left Side
	gl.Color3d(0.5-(x/20), 0.5-(y/20), 0.5-(z/20))
	gl.TexCoord2f(0, 0)
	gl.Vertex3d(x-0.5, y-0.5, z-0.5)
	gl.TexCoord2f(1, 0)
	gl.Vertex3d(x-0.5, y-0.5, z+0.5)
	gl.TexCoord2f(1, 1)
	gl.Vertex3d(x-0.5, y+0.5, z+0.5)
	gl.TexCoord2f(0, 1)
	gl.Vertex3d(x-0.5, y+0.5, z-0.5)

	gl.End()
}
开发者ID:Bunkerbewohner,项目名称:gamelisp,代码行数:30,代码来源:graphics.go

示例5: RenderAtlas

func RenderAtlas(a Atlas) {
	a.Bind()
	xratio := float32(a.Width()) / float32(a.Height())
	gl.Begin(gl.QUADS)
	gl.TexCoord2f(0, 1)
	gl.Vertex3f(-0.5, -0.5, 1)
	gl.TexCoord2f(1, 1)
	gl.Vertex3f((xratio)-0.5, -0.5, 1)
	gl.TexCoord2f(1, 0)
	gl.Vertex3f((xratio)-0.5, 0.5, 1)
	gl.TexCoord2f(0, 0)
	gl.Vertex3f(-0.5, 0.5, 1)
	gl.End()
}
开发者ID:gulinfang,项目名称:GarageEngine,代码行数:14,代码来源:Atlas.go

示例6: Render

func (t *Texture) Render() {
	t.Bind()
	xratio := float32(t.width) / float32(t.height)
	gl.Begin(gl.QUADS)
	gl.TexCoord2f(0, 1)
	gl.Vertex3f(-0.5, -0.5, 1)
	gl.TexCoord2f(1, 1)
	gl.Vertex3f((xratio)-0.5, -0.5, 1)
	gl.TexCoord2f(1, 0)
	gl.Vertex3f((xratio)-0.5, 0.5, 1)
	gl.TexCoord2f(0, 0)
	gl.Vertex3f(-0.5, 0.5, 1)
	gl.End()
}
开发者ID:gulinfang,项目名称:GarageEngine,代码行数:14,代码来源:Texture.go

示例7: drawScene

func drawScene() {
	gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)

	texture.Bind(gl.TEXTURE_2D)

	for loop = 0; loop < num; loop++ {
		gl.LoadIdentity()                            // 绘制每颗星星之前,重置模型观察矩阵
		gl.Translatef(0.0, 0.0, zoom)                // 深入屏幕里面
		gl.Rotatef(tilt, 1.0, 0.0, 0.0)              // 倾斜视角
		gl.Rotatef(ztilt, 0.0, 0.0, 1.0)             // 倾斜视角
		gl.Rotatef(star[loop].angle, 0.0, 1.0, 0.0)  // 旋转至当前所画星星的角度
		gl.Translatef(star[loop].dist, 0.0, 0.0)     // 沿X轴正向移动
		gl.Rotatef(-star[loop].angle, 0.0, 1.0, 0.0) // 取消当前星星的角度
		gl.Rotatef(-ztilt, 0.0, 0.0, 1.0)            // 取消屏幕倾斜
		gl.Rotatef(-tilt, 1.0, 0.0, 0.0)             // 取消屏幕倾斜
		if twinkle {                                 // 启用闪烁效果
			// 使用byte型数值指定一个颜色
			gl.Color4ub(star[(num-loop)-1].r, star[(num-loop)-1].g, star[(num-loop)-1].b, 255)
			gl.Begin(gl.QUADS) // 开始绘制纹理映射过的四边形
			gl.TexCoord2f(0.0, 0.0)
			gl.Vertex3f(-1.0, -1.0, 0.0)
			gl.TexCoord2f(1.0, 0.0)
			gl.Vertex3f(1.0, -1.0, 0.0)
			gl.TexCoord2f(1.0, 1.0)
			gl.Vertex3f(1.0, 1.0, 0.0)
			gl.TexCoord2f(0.0, 1.0)
			gl.Vertex3f(-1.0, 1.0, 0.0)
			gl.End() // 四边形绘制结束

		}
		gl.Rotatef(spin, 0.0, 0.0, 1.0) // 绕z轴旋转星星
		// 使用byte型数值指定一个颜色
		gl.Color4ub(star[loop].r, star[loop].g, star[loop].b, 255)
		gl.Begin(gl.QUADS) // 开始绘制纹理映射过的四边形
		gl.TexCoord2f(0.0, 0.0)
		gl.Vertex3f(-1.0, -1.0, 0.0)
		gl.TexCoord2f(1.0, 0.0)
		gl.Vertex3f(1.0, -1.0, 0.0)
		gl.TexCoord2f(1.0, 1.0)
		gl.Vertex3f(1.0, 1.0, 0.0)
		gl.TexCoord2f(0.0, 1.0)
		gl.Vertex3f(-1.0, 1.0, 0.0)
		gl.End() // 四边形绘制结束

		spin += 0.01                            // 星星的公转
		star[loop].angle += float32(loop) / num // 改变星星的自转角度
		star[loop].dist -= 0.01                 // 改变星星离中心的距离
		if star[loop].dist < 0.0 {              // 星星到达中心了么
			star[loop].dist += 5 // 往外移5个单位
			//fmt.Println(loop, star[loop].dist)
			star[loop].r = uint8(rand.Int() % 256) // 赋一个新红色分量
			star[loop].g = uint8(rand.Int() % 256) // 赋一个新绿色分量
			star[loop].b = uint8(rand.Int() % 256) // 赋一个新蓝色分量
		}
	}
}
开发者ID:nzlov,项目名称:gogl,代码行数:56,代码来源:09.go

示例8: drawQuad

func drawQuad(x, y, w, h int, u, v, u2, v2 float32) {
	gl.Begin(gl.QUADS)

	gl.TexCoord2f(float32(u), float32(v))
	gl.Vertex2i(int(x), int(y))

	gl.TexCoord2f(float32(u2), float32(v))
	gl.Vertex2i(int(x+w), int(y))

	gl.TexCoord2f(float32(u2), float32(v2))
	gl.Vertex2i(int(x+w), int(y+h))

	gl.TexCoord2f(float32(u), float32(v2))
	gl.Vertex2i(int(x), int(y+h))

	gl.End()
}
开发者ID:jayschwa,项目名称:examples,代码行数:17,代码来源:main.go

示例9: Render

func (h *Hex) Render(alpha float32, drawFromCenter bool) {
	gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
	if h.Kind == HexFlower {
		gl.TexEnvf(gl.TEXTURE_ENV, gl.TEXTURE_ENV_MODE, gl.REPLACE)
		starTex.Bind(gl.TEXTURE_2D)
	} else {
		gl.TexEnvf(gl.TEXTURE_ENV, gl.TEXTURE_ENV_MODE, gl.MODULATE)
		hexTex.Bind(gl.TEXTURE_2D)
		gl.GetError()
		var r, g, b uint8
		r = uint8(colors.Colors[h.Kind-1][0])
		g = uint8(colors.Colors[h.Kind-1][1])
		b = uint8(colors.Colors[h.Kind-1][2])
		if alpha < 1 {
			gl.Color4ub(r, g, b, uint8(alpha*255))
		} else {
			gl.Color3ub(r, g, b)
		}
	}
	gl.Begin(gl.QUADS)
	gl.TexCoord2f(0, 0)
	if drawFromCenter {
		gl.Vertex2i(HEX_WIDTH/2, HEX_HEIGHT/2)
	} else {
		gl.Vertex2i(HEX_WIDTH, HEX_HEIGHT)
	}
	gl.TexCoord2f(0, 1)
	if drawFromCenter {
		gl.Vertex2i(HEX_WIDTH/2, -HEX_HEIGHT/2)
	} else {
		gl.Vertex2i(HEX_WIDTH, 0)
	}
	gl.TexCoord2f(1, 1)
	if drawFromCenter {
		gl.Vertex2i(-HEX_WIDTH/2, -HEX_HEIGHT/2)
	} else {
		gl.Vertex2i(0, 0)
	}
	gl.TexCoord2f(1, 0)
	if drawFromCenter {
		gl.Vertex2i(-HEX_WIDTH/2, HEX_HEIGHT/2)
	} else {
		gl.Vertex2i(0, HEX_HEIGHT)
	}
	gl.End()
}
开发者ID:TheOnly92,项目名称:gexic,代码行数:46,代码来源:hex.go

示例10: Render

func (v *Video) Render() {
	for running {
		select {
		case dimensions := <-v.resize:
			v.ResizeEvent(dimensions[0], dimensions[1])
		case val := <-v.tick:
			slice := make([]uint8, len(val)*3)
			for i := 0; i < len(val); i = i + 1 {
				slice[i*3+0] = (uint8)((val[i] >> 16) & 0xff)
				slice[i*3+1] = (uint8)((val[i] >> 8) & 0xff)
				slice[i*3+2] = (uint8)((val[i]) & 0xff)
			}

			gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)

			v.tex.Bind(gl.TEXTURE_2D)

			if ppu.OverscanEnabled {
				gl.TexImage2D(gl.TEXTURE_2D, 0, 3, 240, 224, 0, gl.RGB, gl.UNSIGNED_BYTE, slice)
			} else {
				gl.TexImage2D(gl.TEXTURE_2D, 0, 3, 256, 240, 0, gl.RGB, gl.UNSIGNED_BYTE, slice)
			}

			gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
			gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)

			gl.Begin(gl.QUADS)
			gl.TexCoord2f(0.0, 1.0)
			gl.Vertex3f(-1.0, -1.0, 0.0)
			gl.TexCoord2f(1.0, 1.0)
			gl.Vertex3f(1.0, -1.0, 0.0)
			gl.TexCoord2f(1.0, 0.0)
			gl.Vertex3f(1.0, 1.0, 0.0)
			gl.TexCoord2f(0.0, 0.0)
			gl.Vertex3f(-1.0, 1.0, 0.0)
			gl.End()

			if v.screen != nil {
				sdl.GL_SwapBuffers()
			}

			v.frametick <- true
		}
	}
}
开发者ID:richardjoo,项目名称:Fergulator,代码行数:45,代码来源:video.go

示例11: drawHex

func drawHex(x, y, kind int, alpha float32) {
	if kind == 6 {
		gl.TexEnvf(gl.TEXTURE_ENV, gl.TEXTURE_ENV_MODE, gl.REPLACE)
		starTex.Bind(gl.TEXTURE_2D)
		gl.Begin(gl.QUADS)
		gl.TexCoord2f(0, 0)
		gl.Vertex2i(x, y)
		gl.TexCoord2f(0, 1)
		gl.Vertex2i(x, y+HEX_HEIGHT)
		gl.TexCoord2f(1, 1)
		gl.Vertex2i(x+HEX_WIDTH, y+HEX_HEIGHT)
		gl.TexCoord2f(1, 0)
		gl.Vertex2i(x+HEX_WIDTH, y)
		gl.End()
	} else {
		gl.TexEnvf(gl.TEXTURE_ENV, gl.TEXTURE_ENV_MODE, gl.MODULATE)
		gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
		var r, g, b float32
		switch kind {
		case 0:
			r = 1
		case 1:
			g = 1
		case 2:
			b = 1
		case 3:
			r = 1
			g = 1
		case 4:
			r = 1
			b = 1
		case 5:
			g = 1 - 222/255
			b = 1
		}
		hexTex.Bind(gl.TEXTURE_2D)
		gl.Begin(gl.QUADS)
		if alpha < 1 {
			gl.Color4f(r, g, b, alpha)
		} else {
			gl.Color3f(r, g, b)
		}
		gl.TexCoord2f(0, 0)
		gl.Vertex2i(x, y)
		gl.TexCoord2f(0, 1)
		gl.Vertex2i(x, y+HEX_HEIGHT)
		gl.TexCoord2f(1, 1)
		gl.Vertex2i(x+HEX_WIDTH, y+HEX_HEIGHT)
		gl.TexCoord2f(1, 0)
		gl.Vertex2i(x+HEX_WIDTH, y)
		gl.End()
	}
}
开发者ID:TheOnly92,项目名称:gexic,代码行数:53,代码来源:main.go

示例12: TexturedQuad

func TexturedQuad(t *glh.Texture, x, y, w, h int) {
	glh.With(t, func() {
		gl.Enable(gl.BLEND)
		gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
		gl.Color4f(255.0, 255.0, 255.0, 1.0)
		gl.Begin(gl.TRIANGLE_FAN)

		gl.TexCoord2f(0, 0)
		gl.Vertex2i(x, y)
		gl.TexCoord2f(1, 0)
		gl.Vertex2i(x+w, y)
		gl.TexCoord2f(1, 1)
		gl.Vertex2i(x+w, y+h)
		gl.TexCoord2f(0, 1)
		gl.Vertex2i(x, y+h)

		gl.End()
	})
}
开发者ID:Tohie,项目名称:GoFlappyBird,代码行数:19,代码来源:tex.go

示例13: Render

func (v *Video) Render(frame []byte, frame_w int, frame_h int) {
	gl.Clear(gl.COLOR_BUFFER_BIT)
	v.Texture.Bind(gl.TEXTURE_2D)

	gl.TexImage2D(gl.TEXTURE_2D, 0, 3, frame_w, frame_h, 0, gl.RGB, gl.UNSIGNED_BYTE, frame)

	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)

	gl.Begin(gl.QUADS)
	gl.TexCoord2f(0.0, 1.0)
	gl.Vertex3f(-1.0, -1.0, 0.0)
	gl.TexCoord2f(1.0, 1.0)
	gl.Vertex3f(1.0, -1.0, 0.0)
	gl.TexCoord2f(1.0, 0.0)
	gl.Vertex3f(1.0, 1.0, 0.0)
	gl.TexCoord2f(0.0, 0.0)
	gl.Vertex3f(-1.0, 1.0, 0.0)
	gl.End()

	glfw.SwapBuffers()
}
开发者ID:samfoo,项目名称:gones,代码行数:22,代码来源:video.go

示例14: texcoord

// texcoord defines vertex texture coordinates.
// Used in classic render mode.
func (a *Attr) texcoord(i int) {
	i *= a.size

	switch a.size {
	case 1:
		switch v := a.data.(type) {
		case []int16:
			gl.TexCoord1s(v[i])
		case []int32:
			gl.TexCoord1i(int(v[i]))
		case []float32:
			gl.TexCoord1f(v[i])
		case []float64:
			gl.TexCoord1d(v[i])
		}
	case 2:
		switch v := a.data.(type) {
		case []int16:
			gl.TexCoord2s(v[i], v[i+1])
		case []int32:
			gl.TexCoord2i(int(v[i]), int(v[i+1]))
		case []float32:
			gl.TexCoord2f(v[i], v[i+1])
		case []float64:
			gl.TexCoord2d(v[i], v[i+1])
		}
	case 3:
		switch v := a.data.(type) {
		case []int16:
			gl.TexCoord3s(v[i], v[i+1], v[i+2])
		case []int32:
			gl.TexCoord3i(int(v[i]), int(v[i+1]), int(v[i+2]))
		case []float32:
			gl.TexCoord3f(v[i], v[i+1], v[i+2])
		case []float64:
			gl.TexCoord3d(v[i], v[i+1], v[i+2])
		}
	case 4:
		switch v := a.data.(type) {
		case []int16:
			gl.TexCoord4s(v[i], v[i+1], v[i+2], v[i+3])
		case []int32:
			gl.TexCoord4i(int(v[i]), int(v[i+1]), int(v[i+2]), int(v[i+3]))
		case []float32:
			gl.TexCoord4f(v[i], v[i+1], v[i+2], v[i+3])
		case []float64:
			gl.TexCoord4d(v[i], v[i+1], v[i+2], v[i+3])
		}
	}

}
开发者ID:nobonobo,项目名称:glh,代码行数:53,代码来源:meshattr.go

示例15: main

func main() {
	err := initGL()
	if err != nil {
		log.Printf("InitGL: %v", err)
		return
	}

	defer glfw.Terminate()

	// Create our texture atlas.
	atlas := glh.NewTextureAtlas(AtlasSize, AtlasSize, 4)
	defer atlas.Release()

	// Fill the altas with image data.
	fillAtlas(atlas)

	// Display the atlas texture on a quad, so we can see
	// what it looks like.
	for glfw.WindowParam(glfw.Opened) > 0 {
		gl.Clear(gl.COLOR_BUFFER_BIT)

		// Bind the atlas texture and render a quad with it.
		atlas.Bind(gl.TEXTURE_2D)
		gl.Begin(gl.QUADS)
		gl.TexCoord2f(0, 0)
		gl.Vertex2f(0, 0)
		gl.TexCoord2f(1, 0)
		gl.Vertex2f(AtlasSize, 0)
		gl.TexCoord2f(1, 1)
		gl.Vertex2f(AtlasSize, AtlasSize)
		gl.TexCoord2f(0, 1)
		gl.Vertex2f(0, AtlasSize)
		gl.End()
		atlas.Unbind(gl.TEXTURE_2D)

		glfw.SwapBuffers()
	}
}
开发者ID:jayschwa,项目名称:examples,代码行数:38,代码来源:main.go


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