本文整理汇总了Golang中github.com/go-gl/gl.Vertex3f函数的典型用法代码示例。如果您正苦于以下问题:Golang Vertex3f函数的具体用法?Golang Vertex3f怎么用?Golang Vertex3f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Vertex3f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
// 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()
}
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()
}
}
示例4: 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()
}
示例5: 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()
}
示例6: 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
}
}
}
示例7: drawCircle
// drawCircle draws a circle for the specified radius, rotation angle, and the specified number of sides
func drawCircle(radius float64, sides int) {
gl.Begin(gl.LINE_LOOP)
for a := 0.0; a < 2*math.Pi; a += (2 * math.Pi / float64(sides)) {
gl.Vertex2d(math.Sin(a)*radius, math.Cos(a)*radius)
}
gl.Vertex3f(0, 0, 0)
gl.End()
}
示例8: 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
}
}
}
示例9: draw
func draw() { // 从这里开始进行所有的绘制
gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) // 清除屏幕和深度缓存
gl.LoadIdentity() // 重置当前的模型观察矩阵
gl.Translatef(-1.5, 0.0, -6.0) // 左移 1.5 单位,并移入屏幕 6.0
gl.Rotatef(rtri, 0.0, 1.0, 0.0) // 绕Y轴旋转三角形
gl.Begin(gl.TRIANGLES) // 绘制三角形
gl.Color3f(1.0, 0.0, 0.0) // 设置当前色为红色
gl.Vertex3f(0.0, 1.0, 0.0) // 上顶点
gl.Color3f(0.0, 1.0, 0.0) // 设置当前色为绿色
gl.Vertex3f(-1.0, -1.0, 0.0) // 左下
gl.Color3f(0.0, 0.0, 1.0) // 设置当前色为蓝色
gl.Vertex3f(1.0, -1.0, 0.0) // 右下
gl.End() // 三角形绘制结束
gl.LoadIdentity() // 重置当前的模型观察矩阵
gl.Translatef(1.5, 0.0, -6.0) // 右移1.5单位,并移入屏幕 6.0
gl.Rotatef(rquad, 1.0, 0.0, 0.0) // 绕X轴旋转四边形
gl.Color3f(0.5, 0.5, 1.0) // 一次性将当前色设置为蓝色
gl.Begin(gl.QUADS) // 绘制正方形
gl.Vertex3f(-1.0, 1.0, 0.0) // 左上
gl.Vertex3f(1.0, 1.0, 0.0) // 右上
gl.Vertex3f(1.0, -1.0, 0.0) // 左下
gl.Vertex3f(-1.0, -1.0, 0.0) // 右下
gl.End()
rtri += 0.2 // 增加三角形的旋转变量
rquad -= 0.15 // 减少四边形的旋转变量
}
示例10: drawScene
func drawScene() {
gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
gl.LoadIdentity()
gl.Translatef(-1.5, 0, -6)
gl.Rotatef(trisAngle, 0, 1, 0)
gl.Begin(gl.TRIANGLES)
gl.Color3f(1, 0, 0)
gl.Vertex3f(0, 1, 0)
gl.Color3f(0, 1, 0)
gl.Vertex3f(-1, -1, 0)
gl.Color3f(0, 0, 1)
gl.Vertex3f(1, -1, 0)
gl.End()
gl.LoadIdentity()
gl.Translatef(1.5, 0, -6)
gl.Rotatef(quadAngle, 1, 0, 0)
gl.Color3f(0.5, 0.5, 1.0)
gl.Begin(gl.QUADS)
gl.Vertex3f(-1, 1, 0)
gl.Vertex3f(1, 1, 0)
gl.Vertex3f(1, -1, 0)
gl.Vertex3f(-1, -1, 0)
gl.End()
trisAngle += 0.2
quadAngle -= 0.15
glfw.SwapBuffers()
}
示例11: drawScene
func drawScene() {
gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) /// 清除屏幕及深度缓存
gl.LoadIdentity() /// 重置模型观察矩阵
gl.Translatef(-1.5, 0, -6) /// 左移 1.5 单位,并移入屏幕 6.0
gl.Begin(gl.TRIANGLES) /// 绘制三角形
gl.Color3f(1, 0, 0) /// 设置当前色为红色
gl.Vertex3f(0, 1, 0) ///上顶点
gl.Color3f(0, 1, 0) /// 设置当前色为绿色
gl.Vertex3f(-1, -1, 0) /// 左下
gl.Color3f(0, 0, 1) ///设置当前色为蓝色
gl.Vertex3f(1, -1, 0) ///右下
gl.End() ///三角形绘制结束,三角形将被填充。
//但是因为每个顶点有不同的颜色,因此看起来颜色从每个角喷出,并刚好在三角形的中心汇合,三种颜色相互混合。这就是平滑着色。
gl.Translatef(3, 0, 0) ///右移3单位
gl.Color3f(0.5, 0.5, 1.0) ///一次性将当前色设置为蓝色
/// @note 顺时针绘制的正方形意味着我们所看见的是四边形的背面
gl.Begin(gl.QUADS) ///绘制正方形
gl.Vertex3f(-1, 1, 0) /// 左上
gl.Vertex3f(1, 1, 0) /// 右上
gl.Vertex3f(1, -1, 0) /// 右下
gl.Vertex3f(-1, -1, 0) /// 左下
gl.End() ///正方形绘制结束
glfw.SwapBuffers() ///必须交换显示区才能展现
}
示例12: Draw
// Draws the contents of the framebuffer at the requested width and height.
func (fb *Framebuffer) Draw(w int, h int) {
gl.Viewport(0, 0, w, h)
gl.MatrixMode(gl.PROJECTION)
gl.LoadIdentity()
gl.Ortho(0, 1, 0, 1, 1, -1)
gl.Enable(gl.TEXTURE_2D)
fb.Texture.Bind(gl.TEXTURE_2D)
gl.MatrixMode(gl.MODELVIEW)
gl.LoadIdentity()
gl.Begin(gl.QUADS)
gl.TexCoord2d(0, 0)
gl.Vertex3f(0.0, 0.0, 0)
gl.TexCoord2d(1, 0)
gl.Vertex3f(1.0, 0.0, 0)
gl.TexCoord2d(1, 1)
gl.Vertex3f(1.0, 1.0, 0)
gl.TexCoord2d(0, 1)
gl.Vertex3f(0.0, 1.0, 0)
gl.End()
gl.Flush()
}
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()
}
示例14: vertex
// vertex draws vertices.
// Used in classic render mode.
func (a *Attr) vertex(i int) {
i *= a.size
switch a.size {
case 2:
switch v := a.data.(type) {
case []int16:
gl.Vertex2s(v[i], v[i+1])
case []int32:
gl.Vertex2i(int(v[i]), int(v[i+1]))
case []float32:
gl.Vertex2f(v[i], v[i+1])
case []float64:
gl.Vertex2d(v[i], v[i+1])
}
case 3:
switch v := a.data.(type) {
case []int16:
gl.Vertex3s(v[i], v[i+1], v[i+2])
case []int32:
gl.Vertex3i(int(v[i]), int(v[i+1]), int(v[i+2]))
case []float32:
gl.Vertex3f(v[i], v[i+1], v[i+2])
case []float64:
gl.Vertex3d(v[i], v[i+1], v[i+2])
}
case 4:
switch v := a.data.(type) {
case []int16:
gl.Vertex4s(v[i], v[i+1], v[i+2], v[i+3])
case []int32:
gl.Vertex4i(int(v[i]), int(v[i+1]), int(v[i+2]), int(v[i+3]))
case []float32:
gl.Vertex4f(v[i], v[i+1], v[i+2], v[i+3])
case []float64:
gl.Vertex4d(v[i], v[i+1], v[i+2], v[i+3])
}
}
}
示例15: draw
func draw() { // 从这里开始进行所有的绘制
gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) // 清除屏幕和深度缓存
gl.LoadIdentity() // 重置当前的模型观察矩阵
gl.Translatef(-1.5, 0.0, -6.0) // 左移 1.5 单位,并移入屏幕 6.0
gl.Begin(gl.TRIANGLES) // 绘制三角形
gl.Vertex3f(0.0, 1.0, 0.0) // 上顶点
gl.Vertex3f(-1.0, -1.0, 0.0) // 左下
gl.Vertex3f(1.0, -1.0, 0.0) // 右下
gl.End() // 三角形绘制结束
gl.Translatef(3.0, 0.0, 0.0) // 右移3单位
gl.Begin(gl.QUADS) // 绘制正方形
gl.Vertex3f(-1.0, 1.0, 0.0) // 左上
gl.Vertex3f(1.0, 1.0, 0.0) // 右上
gl.Vertex3f(1.0, -1.0, 0.0) // 左下
gl.Vertex3f(-1.0, -1.0, 0.0) // 右下
gl.End()
}