本文整理汇总了Golang中github.com/go-gl/gl/v2/1/gl.LoadIdentity函数的典型用法代码示例。如果您正苦于以下问题:Golang LoadIdentity函数的具体用法?Golang LoadIdentity怎么用?Golang LoadIdentity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LoadIdentity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: initGraphics
func initGraphics() error {
if err := gl.Init(); err != nil {
return err
}
if err := glfw.Init(); err != nil {
return err
}
glfw.WindowHint(glfw.Resizable, glfw.False)
var err error
window, err = glfw.CreateWindow(64*scaleRatio, 32*scaleRatio, "CHIP-8 Emulator", nil, nil)
if err != nil {
return err
}
window.MakeContextCurrent()
gl.MatrixMode(gl.PROJECTION)
gl.LoadIdentity()
gl.Ortho(0, 64, 32, 0, 0, 1)
gl.MatrixMode(gl.MODELVIEW)
gl.LoadIdentity()
clear()
window.SwapBuffers()
return nil
}
示例2: drawHud
func (ctx *DrawContext) drawHud(o *orrery.Orrery, frametime time.Duration) {
txt, size, err := ctx.createHudTexture(o, frametime)
if err != nil {
log.Fatalf(`can't create texture from text surface: %s`, err)
}
defer gl.DeleteTextures(1, &txt)
gl.MatrixMode(gl.PROJECTION)
gl.PushMatrix()
gl.LoadIdentity()
gl.Ortho(0.0, float64(ctx.width), float64(ctx.height), 0.0, -1.0, 1.0)
gl.MatrixMode(gl.MODELVIEW)
gl.LoadIdentity()
gl.Clear(gl.DEPTH_BUFFER_BIT)
gl.BindTexture(gl.TEXTURE_2D, txt)
gl.Enable(gl.TEXTURE_2D)
defer gl.Disable(gl.TEXTURE_2D)
gl.Color3f(1, 1, 1)
gl.Begin(gl.QUADS)
gl.TexCoord2f(0, 0)
gl.Vertex2f(0.0, 0.0)
gl.TexCoord2f(1, 0)
gl.Vertex2f(float32(size[0]), 0.0)
gl.TexCoord2f(1, 1)
gl.Vertex2f(float32(size[0]), float32(size[1]))
gl.TexCoord2f(0, 1)
gl.Vertex2f(0.0, float32(size[1]))
gl.End()
gl.PopMatrix()
}
示例3: drawScene
func drawScene(w *glfw.Window) {
width, height := w.GetFramebufferSize()
ratio := float32(width) / float32(height)
var x1, x2, y1, y2 float32
if ratio > 1 {
x1, x2, y1, y2 = -ratio, ratio, -1, 1
} else {
x1, x2, y1, y2 = -1, 1, -1/ratio, 1/ratio
}
gl.Viewport(0, 0, int32(width), int32(height))
gl.Clear(gl.COLOR_BUFFER_BIT)
// Applies subsequent matrix operations to the projection matrix stack
gl.MatrixMode(gl.PROJECTION)
gl.LoadIdentity() // replace the current matrix with the identity matrix
gl.Ortho(float64(x1), float64(x2), float64(y1), float64(y2), 1, -1) // multiply the current matrix with an orthographic matrix
// Applies subsequent matrix operations to the modelview matrix stack
gl.MatrixMode(gl.MODELVIEW)
gl.LoadIdentity()
gl.LineWidth(1)
gl.Begin(gl.LINE) // delimit the vertices of a primitive or a group of like primitives
gl.Color3f(0, 0, 0) // set the current color
gl.Vertex3f(0, y1, 0)
gl.Vertex3f(0, y2, 0)
gl.Vertex3f(x1, 0, 0)
gl.Vertex3f(x2, 0, 0)
gl.End()
gl.Rotatef(float32(glfw.GetTime()*50), 0, 0, 1) // multiply the current matrix by a rotation matrix
s := float32(.95)
gl.Begin(gl.TRIANGLES)
gl.Color3f(1, 0, 0) // set the current color
gl.Vertex3f(0, s, 0) // specify a vertex
gl.Color3f(0, 1, 0)
gl.Vertex3f(s*.866, s*-0.5, 0)
gl.Color3f(0, 0, 1)
gl.Vertex3f(s*-.866, s*-0.5, 0)
gl.End()
gl.LineWidth(5)
gl.Begin(gl.LINE_LOOP)
for i := float64(0); i < 2*math.Pi; i += .05 {
r, g, b := hsb2rgb(float32(i/(2*math.Pi)), 1, 1)
gl.Color3f(r, g, b)
gl.Vertex3f(s*float32(math.Sin(i)), s*float32(math.Cos(i)), 0)
}
gl.End()
}
示例4: reshape
/* new window size or exposure */
func reshape(width int32, height int32) {
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, 600.0)
gl.MatrixMode(gl.MODELVIEW)
gl.LoadIdentity()
gl.Translatef(0.0, 0.0, -100)
}
示例5: onResize
// onResize sets up a simple 2d ortho context based on the window size
func onResize(window *glfw.Window, w, h int) {
w, h = window.GetSize() // query window to get screen pixels
width, height := window.GetFramebufferSize()
gl.Viewport(0, 0, int32(width), int32(height))
gl.MatrixMode(gl.PROJECTION)
gl.LoadIdentity()
gl.Ortho(0, float64(w), 0, float64(h), -1, 1)
gl.MatrixMode(gl.MODELVIEW)
gl.LoadIdentity()
gl.ClearColor(1, 1, 1, 1)
}
示例6: main
func main() {
runtime.LockOSThread()
if err := glfw.Init(); err != nil {
panic(err)
}
defer glfw.Terminate()
window, err := glfw.CreateWindow(800, 600, "fontstash example", nil, nil)
if err != nil {
panic(err)
}
window.MakeContextCurrent()
glfw.SwapInterval(1)
gl.Init()
data, err := ioutil.ReadFile(filepath.Join("..", "ClearSans-Regular.ttf"))
if err != nil {
panic(err)
}
gl.Enable(gl.TEXTURE_2D)
tmpBitmap := make([]byte, 512*512)
cdata, err, _, tmpBitmap := truetype.BakeFontBitmap(data, 0, 32, tmpBitmap, 512, 512, 32, 96)
var ftex uint32
gl.GenTextures(1, &ftex)
gl.BindTexture(gl.TEXTURE_2D, ftex)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.ALPHA, 512, 512, 0,
gl.ALPHA, gl.UNSIGNED_BYTE, unsafe.Pointer(&tmpBitmap[0]))
gl.ClearColor(0.3, 0.3, 0.32, 1.)
for !window.ShouldClose() {
gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
gl.MatrixMode(gl.PROJECTION)
gl.LoadIdentity()
gl.Ortho(0, 800, 600, 0, 0, 1)
gl.MatrixMode(gl.MODELVIEW)
gl.LoadIdentity()
gl.Disable(gl.DEPTH_TEST)
gl.Color4ub(255, 255, 255, 255)
gl.Enable(gl.BLEND)
gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
my_print(100, 100, "The quick brown fox jumps over the fence", ftex, cdata)
window.SwapBuffers()
glfw.PollEvents()
}
}
示例7: setupScene
func setupScene(width int, height int) {
gl.Disable(gl.DEPTH_TEST)
gl.Disable(gl.LIGHTING)
gl.ClearColor(0.5, 0.5, 0.5, 0.0)
gl.MatrixMode(gl.PROJECTION)
gl.LoadIdentity()
gl.Ortho(0, float64(width), 0, float64(height), -1, 1)
gl.MatrixMode(gl.MODELVIEW)
gl.LoadIdentity()
}
示例8: drawSpinner
func drawSpinner(spinner int) {
gl.LoadIdentity()
gl.Translatef(30.5, 30.5, 0)
gl.Rotatef(float32(spinner), 0, 0, 1)
gl.Color3d(0, 0, 0)
gl.Rectd(-0.5, -10.5, 0.5, 10.5)
}
示例9: drawSlide
func drawSlide() {
gl.Clear(gl.COLOR_BUFFER_BIT)
gl.MatrixMode(gl.MODELVIEW)
gl.LoadIdentity()
gl.Translatef(0, 0, -3.0)
gl.Begin(gl.QUADS)
//top left
gl.TexCoord2f(0, 0)
gl.Vertex3f(-1, 1, 0)
//top right
gl.TexCoord2f(1, 0)
gl.Vertex3f(1, 1, 0)
//bottom right
gl.TexCoord2f(1, 1)
gl.Vertex3f(1, -1, 0)
//bottom left
gl.TexCoord2f(0, 1)
gl.Vertex3f(-1, -1, 0)
gl.End()
}
示例10: setupScene
func setupScene() {
gl.ClearColor(0, 0, 0, 0)
if texDel {
gl.DeleteTextures(1, tex1)
}
tex1 = newTexture(*slides[selCell].getImage(monWidth, monHeight))
gl.MatrixMode(gl.PROJECTION)
gl.LoadIdentity()
gl.Ortho(-1, 1, -1, 1, 1.0, 10.0)
gl.MatrixMode(gl.MODELVIEW)
gl.LoadIdentity()
texDel = true
}
示例11: 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12: recalcOrthoBorders
func (cam *camera) recalcOrthoBorders() {
const totalW = gameW + leftBorder + rightBorder
const totalH = gameH + topBorder + bottomBorder
const totalRatio = float64(totalW) / totalH
windowRatio := float64(cam.WindowWidth) / float64(cam.WindowHeight)
var horizontalBorder, verticalBorder float64
if windowRatio > totalRatio {
// window is wider than game => borders left and right
horizontalBorder = (windowRatio*totalH - totalW) / 2
} else {
// window is higher than game => borders on top and bottom
verticalBorder = (totalW/windowRatio - totalH) / 2
}
cam.Left = -leftBorder - horizontalBorder
cam.Right = gameW + rightBorder + horizontalBorder
cam.Top = -topBorder - verticalBorder
cam.Bottom = gameH + bottomBorder + verticalBorder
gl.MatrixMode(gl.PROJECTION)
gl.LoadIdentity()
gl.Ortho(cam.Left, cam.Right, cam.Bottom, cam.Top, -1, 1)
gl.MatrixMode(gl.MODELVIEW)
}
示例13: main
func main() {
err := glfw.Init()
if err != nil {
panic(err)
}
defer glfw.Terminate()
fp, err := os.Open("example.tmx")
if err != nil {
panic(err)
}
m, err := tmx.NewMap(fp)
if err != nil {
panic(err)
}
var monitor *glfw.Monitor
window, err := glfw.CreateWindow(screenWidth, screenHeight, "Map Renderer", monitor, nil)
if err != nil {
panic(err)
}
window.MakeContextCurrent()
if err := gl.Init(); err != nil {
panic(err)
}
width, height := window.GetFramebufferSize()
gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
gl.ClearColor(1.0, 1.0, 1.0, 1.0)
gl.Viewport(0, 0, int32(width), int32(height))
gl.MatrixMode(gl.PROJECTION)
gl.LoadIdentity()
gl.Ortho(0, float64(width), float64(height), 0, -1, 1)
gl.Enable(gl.BLEND)
gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
canvas := newOpenGLCanvas(width, height, float32(width)/float32(screenWidth), float32(height)/float32(screenHeight))
renderer := tmx.NewRenderer(*m, canvas)
fps := 0
startTime := time.Now().UnixNano()
timer := tmx.CreateTimer()
timer.Start()
for !window.ShouldClose() {
elapsed := float64(timer.GetElapsedTime()) / (1000 * 1000)
renderer.Render(int64(math.Ceil(elapsed)))
fps++
if time.Now().UnixNano()-startTime > 1000*1000*1000 {
log.Println(fps)
startTime = time.Now().UnixNano()
fps = 0
}
window.SwapBuffers()
glfw.PollEvents()
timer.UpdateTime()
}
}
示例14: draw
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()
//Transform screen to keep player in middle. Added intentation to make obvious the push matrix is like a block
gl.PushMatrix()
// gl.Translatef((1280/2)-float32(player.x), 0, 0.0)
// gl.Begin(gl.LINES)
// gl.Color3f(.2, .5, .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(player.color_r, player.color_g, player.color_b, player.color_a)
//Draw Player
gl.PushMatrix()
rot := player.rot
pos_x := player.x
pos_y := player.y
gl.Translatef(pos_x, pos_y, 0.0)
gl.Rotatef(float32(rot), 0, 0, 1)
drawCircle(float64(BALL_RADIUS), 20)
gl.PopMatrix()
//Draw the grapple
gl.PushMatrix()
gl.Translatef(player.hook.x_end, player.hook.y_end, 0.0)
drawCircle(float64(5), 5)
gl.PopMatrix()
//Grapple Line
gl.LineWidth(2.5)
gl.Color3f(1.0, 0.0, 0.0)
gl.Begin(gl.LINES)
gl.Vertex3f(player.x, player.y, 0.0)
gl.Vertex3f(player.hook.x_end, player.hook.y_end, 0)
gl.End()
//Second Pop
gl.PopMatrix()
}
示例15: Update
func (c *Camera) Update() {
// This has to be called in the GL thread
vx := math.Cos(c.alpha)*10 + c.Pos.X
vy := math.Sin(c.alpha)*10 + c.Pos.Y
vz := math.Sin(c.theta)*10 + c.Pos.Z
c.lookAt(vector.V3{vx, vy, vz})
gl.MatrixMode(gl.PROJECTION)
gl.LoadIdentity()
gl.Frustum(-c.frustum.nearW, c.frustum.nearW, -c.frustum.nearH, c.frustum.nearH, c.frustum.zNear, c.frustum.zFar)
}