本文整理汇总了Golang中github.com/go-gl/mathgl/mgl32.HomogRotate3D函数的典型用法代码示例。如果您正苦于以下问题:Golang HomogRotate3D函数的具体用法?Golang HomogRotate3D怎么用?Golang HomogRotate3D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HomogRotate3D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
func (e *Engine) Draw(c size.Event) {
gl.Enable(gl.DEPTH_TEST)
gl.DepthFunc(gl.LESS)
gl.ClearColor(0.5, 0.8, 0.8, 1)
gl.Clear(gl.COLOR_BUFFER_BIT)
gl.Clear(gl.DEPTH_BUFFER_BIT)
gl.UseProgram(e.shader.program)
gl.Uniform3fv(e.shader.lightdir, []float32{0.5, 0.6, 0.7})
m := mgl32.Perspective(1.3, float32(c.WidthPt/c.HeightPt), 0.1, 10.0)
gl.UniformMatrix4fv(e.shader.projectionmatrix, m[:])
eye := mgl32.Vec3{0, 0, 0.2}
center := mgl32.Vec3{0, 0, 0}
up := mgl32.Vec3{0, 1, 0}
m = mgl32.LookAtV(eye, center, up)
gl.UniformMatrix4fv(e.shader.viewmatrix, m[:])
m = mgl32.HomogRotate3D((e.touchx/float32(c.WidthPt)-0.5)*6.28, mgl32.Vec3{0, 1, 0})
gl.UniformMatrix4fv(e.shader.modelmatrix, m[:])
m = mgl32.HomogRotate3D((e.touchx/float32(c.WidthPt)-0.5)*6.28, mgl32.Vec3{0, -1, 0})
gl.UniformMatrix4fv(e.shader.lightmatrix, m[:])
coordsPerVertex := 3
for _, obj := range e.shape.Objs {
gl.BindBuffer(gl.ARRAY_BUFFER, obj.coord)
gl.EnableVertexAttribArray(e.shader.vertCoord)
gl.VertexAttribPointer(e.shader.vertCoord, coordsPerVertex, gl.FLOAT, false, 12, 0)
texCoordsPerVertex := 2
gl.BindBuffer(gl.ARRAY_BUFFER, obj.uvcoord)
gl.EnableVertexAttribArray(e.shader.texcoord)
gl.VertexAttribPointer(e.shader.texcoord, texCoordsPerVertex, gl.FLOAT, false, 8, 0)
gl.BindBuffer(gl.ARRAY_BUFFER, obj.normal)
gl.EnableVertexAttribArray(e.shader.normal)
gl.VertexAttribPointer(e.shader.normal, 3, gl.FLOAT, false, 12, 0)
gl.BindTexture(gl.TEXTURE_2D, obj.tex)
gl.DrawArrays(gl.TRIANGLES, 0, obj.vcount)
gl.DisableVertexAttribArray(e.shader.texcoord)
gl.DisableVertexAttribArray(e.shader.normal)
gl.DisableVertexAttribArray(e.shader.vertCoord)
}
debug.DrawFPS(c)
}
示例2: Draw
func (e *Engine) Draw(c size.Event) {
gl.Enable(gl.DEPTH_TEST)
gl.DepthFunc(gl.LESS)
gl.ClearColor(0.2, 0.2, 0.2, 1)
gl.Clear(gl.COLOR_BUFFER_BIT)
gl.Clear(gl.DEPTH_BUFFER_BIT)
gl.UseProgram(e.shader.program)
m := mgl32.Perspective(0.785, float32(c.WidthPt/c.HeightPt), 0.1, 10.0)
gl.UniformMatrix4fv(e.shader.projection, m[:])
eye := mgl32.Vec3{0, 0, 8}
center := mgl32.Vec3{0, 0, 0}
up := mgl32.Vec3{0, 1, 0}
m = mgl32.LookAtV(eye, center, up)
gl.UniformMatrix4fv(e.shader.view, m[:])
m = mgl32.HomogRotate3D(float32(e.touchLoc.X/c.WidthPt-0.5)*3.14*2, mgl32.Vec3{0, 1, 0})
gl.UniformMatrix4fv(e.shader.modelx, m[:])
m = mgl32.HomogRotate3D(float32(e.touchLoc.Y/c.HeightPt-0.5)*3.14, mgl32.Vec3{1, 0, 0})
gl.UniformMatrix4fv(e.shader.modely, m[:])
coordsPerVertex := 3
for _, obj := range e.shape.Objs {
gl.BindBuffer(gl.ARRAY_BUFFER, obj.coord)
gl.EnableVertexAttribArray(e.shader.vertCoord)
gl.VertexAttribPointer(e.shader.vertCoord, coordsPerVertex, gl.FLOAT, false, 12, 0)
if obj.useuv == true {
gl.Uniform1i(e.shader.useuv, 1)
texCoordsPerVertex := 2
gl.BindBuffer(gl.ARRAY_BUFFER, obj.uvcoord)
gl.EnableVertexAttribArray(e.shader.vertTexCoord)
gl.VertexAttribPointer(e.shader.vertTexCoord, texCoordsPerVertex, gl.FLOAT, false, 8, 0)
gl.BindTexture(gl.TEXTURE_2D, obj.tex)
} else {
gl.Uniform1i(e.shader.useuv, 0)
gl.Uniform4f(e.shader.color, obj.color[0], obj.color[1], obj.color[2], obj.color[3])
}
gl.DrawArrays(gl.TRIANGLES, 0, obj.vcount)
if obj.useuv {
gl.DisableVertexAttribArray(e.shader.vertTexCoord)
}
gl.DisableVertexAttribArray(e.shader.vertCoord)
}
debug.DrawFPS(c)
}
示例3: GetMtx
func (k PianoKey) GetMtx() mgl32.Mat4 {
axis := mgl32.Vec3{1, 0, 0}
keyLen := float32(2.0)
if !k.white {
keyLen = 1.0
}
modelMtx := mgl32.Ident4()
modelMtx = modelMtx.Mul4(mgl32.Translate3D(k.Pos[0], k.Pos[1], k.Pos[2]-2))
modelMtx = modelMtx.Mul4(mgl32.HomogRotate3D(k.Angle, axis))
modelMtx = modelMtx.Mul4(mgl32.Translate3D(0, 0, keyLen))
modelMtx = modelMtx.Mul4(mgl32.Scale3D(0.5, 0.5, keyLen))
return modelMtx
}
示例4: Draw
func (e *Engine) Draw(c event.Config) {
since := time.Now().Sub(e.started)
gl.Enable(gl.DEPTH_TEST)
gl.DepthFunc(gl.LESS)
gl.ClearColor(0, 0, 0, 1)
gl.Clear(gl.COLOR_BUFFER_BIT)
gl.Clear(gl.DEPTH_BUFFER_BIT)
gl.UseProgram(e.shader.program)
// Setup MVP
var m mgl.Mat4
m = mgl.Perspective(0.785, float32(c.Width/c.Height), 0.1, 10.0)
gl.UniformMatrix4fv(e.shader.projection, m[:])
m = mgl.LookAtV(
mgl.Vec3{3, 3, 3}, // eye
mgl.Vec3{0, 0, 0}, // center
mgl.Vec3{0, 1, 0}, // up
)
gl.UniformMatrix4fv(e.shader.view, m[:])
m = mgl.HomogRotate3D(float32(since.Seconds()), mgl.Vec3{0, 1, 0})
gl.UniformMatrix4fv(e.shader.model, m[:])
// Draw our shape
gl.BindBuffer(gl.ARRAY_BUFFER, e.shape.buf)
gl.EnableVertexAttribArray(e.shader.vertCoord)
gl.VertexAttribPointer(e.shader.vertCoord, e.shape.coordsPerVertex, gl.FLOAT, false, 20, 0) // 4 bytes in float, 5 values per vertex
gl.EnableVertexAttribArray(e.shader.vertTexCoord)
gl.VertexAttribPointer(e.shader.vertTexCoord, e.shape.texCoordsPerVertex, gl.FLOAT, false, 20, 12)
gl.ActiveTexture(gl.TEXTURE0)
gl.BindTexture(gl.TEXTURE_2D, e.shape.texture)
gl.DrawArrays(gl.TRIANGLES, 0, e.shape.vertexCount)
gl.DisableVertexAttribArray(e.shader.vertCoord)
//debug.DrawFPS(c)
}
示例5: Loop
func Loop() bool {
if !llgl.EventLoop() {
return false
}
ratio := llgl.ResizeViewport()
if ratio != 0 {
state.projection = mgl.Perspective(mgl.DegToRad(45.0), ratio, 0.1, 10.0)
glstate.projectionUL.SetMat4(state.projection)
}
state.angle += 0.001
state.model = mgl.HomogRotate3D(float32(state.angle), mgl.Vec3{1, 0, 0})
glstate.modelUL.SetMat4(state.model)
llgl.Clear()
for i := 0; i < 1*10; i++ {
llgl.DrawTriangleArray(0, int32(len(state.data)/5))
}
fpsCounter.TickAndLog()
llgl.SwapBuffers()
return true
}
示例6: Update
// Update updates the model
func (m *Model) Update(elapsed float64) {
m.angle += elapsed
m.model = mgl32.HomogRotate3D(float32(m.angle), mgl32.Vec3{0, 1, 0})
}
示例7: Rotate
func (camera *Camera) Rotate(angle float32, axis mgl32.Vec3) {
camera.Model = camera.Model.Mul4(mgl32.HomogRotate3D(angle, axis))
}
示例8: SetQuatRotate
//SetQuatRotate will reset this transform to represent the rotation represented by this (angle,quat).
func (t *Transform) SetQuatRotate(angle float32, axis glm.Vec3) {
t.LocalToWorld = glm.HomogRotate3D(angle, axis)
}
示例9: QuatRotate
//QuatRotate add the rotation represented by this (angle,quat) to the current transform.
func (t *Transform) QuatRotate(angle float32, axis glm.Vec3) {
t.LocalToWorld = t.LocalToWorld.Mul4(glm.HomogRotate3D(angle, axis))
}
示例10: Rotate
func (cylinder *Cylinder) Rotate(angle float32, axis mgl32.Vec3) {
cylinder.Model = cylinder.Model.Mul4(mgl32.HomogRotate3D(angle, axis))
}
示例11: Rotate
func (sphere *Sphere) Rotate(angle float32, axis mgl32.Vec3) {
sphere.Model = sphere.Model.Mul4(mgl32.HomogRotate3D(angle, axis))
}
示例12: Rotate
func (objectLoader *WavefrontObject) Rotate(angle float32, axis mgl32.Vec3) {
for index, _ := range objectLoader.Objects {
objectLoader.Objects[index].Model = objectLoader.Objects[index].Model.Mul4(mgl32.HomogRotate3D(angle, axis))
}
}
示例13: Rotate
func (terrain *Terrain) Rotate(angle float32, axis mgl32.Vec3) {
terrain.Model = terrain.Model.Mul4(mgl32.HomogRotate3D(angle, axis))
}
示例14: main
func main() {
if err := glfw.Init(); err != nil {
log.Fatalln("failed to initialize glfw:", err)
}
defer glfw.Terminate()
glfw.WindowHint(glfw.Resizable, glfw.False)
glfw.WindowHint(glfw.ContextVersionMajor, 4)
glfw.WindowHint(glfw.ContextVersionMinor, 1)
glfw.WindowHint(glfw.OpenGLProfile, glfw.OpenGLCoreProfile)
glfw.WindowHint(glfw.OpenGLForwardCompatible, glfw.True)
window, err := glfw.CreateWindow(windowWidth, windowHeight, "Cube", nil, nil)
if err != nil {
panic(err)
}
window.MakeContextCurrent()
// Initialize Glow
if err := gl.Init(); err != nil {
panic(err)
}
version := gl.GoStr(gl.GetString(gl.VERSION))
fmt.Println("OpenGL version", version)
// Configure the vertex and fragment shaders
program, err := newProgram(vertexShader, fragmentShader)
if err != nil {
panic(err)
}
gl.UseProgram(program)
projection := mgl32.Perspective(mgl32.DegToRad(45.0), float32(windowWidth)/windowHeight, 0.1, 10.0)
projectionUniform := gl.GetUniformLocation(program, gl.Str("projection\x00"))
gl.UniformMatrix4fv(projectionUniform, 1, false, &projection[0])
camera := mgl32.LookAtV(mgl32.Vec3{3, 3, 3}, mgl32.Vec3{0, 0, 0}, mgl32.Vec3{0, 1, 0})
cameraUniform := gl.GetUniformLocation(program, gl.Str("camera\x00"))
gl.UniformMatrix4fv(cameraUniform, 1, false, &camera[0])
model := mgl32.Ident4()
modelUniform := gl.GetUniformLocation(program, gl.Str("model\x00"))
gl.UniformMatrix4fv(modelUniform, 1, false, &model[0])
textureUniform := gl.GetUniformLocation(program, gl.Str("tex\x00"))
gl.Uniform1i(textureUniform, 0)
gl.BindFragDataLocation(program, 0, gl.Str("outputColor\x00"))
// Load the texture
texture, err := newTexture("square.png")
if err != nil {
panic(err)
}
// Configure the vertex data
var vao uint32
gl.GenVertexArrays(1, &vao)
gl.BindVertexArray(vao)
var vbo uint32
gl.GenBuffers(1, &vbo)
gl.BindBuffer(gl.ARRAY_BUFFER, vbo)
gl.BufferData(gl.ARRAY_BUFFER, len(cubeVertices)*4, gl.Ptr(cubeVertices), gl.STATIC_DRAW)
vertAttrib := uint32(gl.GetAttribLocation(program, gl.Str("vert\x00")))
gl.EnableVertexAttribArray(vertAttrib)
gl.VertexAttribPointer(vertAttrib, 3, gl.FLOAT, false, 5*4, gl.PtrOffset(0))
texCoordAttrib := uint32(gl.GetAttribLocation(program, gl.Str("vertTexCoord\x00")))
gl.EnableVertexAttribArray(texCoordAttrib)
gl.VertexAttribPointer(texCoordAttrib, 2, gl.FLOAT, false, 5*4, gl.PtrOffset(3*4))
// Configure global settings
gl.Enable(gl.DEPTH_TEST)
gl.DepthFunc(gl.LESS)
gl.ClearColor(1.0, 1.0, 1.0, 1.0)
angle := 0.0
previousTime := glfw.GetTime()
for !window.ShouldClose() {
gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
// Update
time := glfw.GetTime()
elapsed := time - previousTime
previousTime = time
angle += elapsed
model = mgl32.HomogRotate3D(float32(angle), mgl32.Vec3{0, 1, 0})
// Render
gl.UseProgram(program)
gl.UniformMatrix4fv(modelUniform, 1, false, &model[0])
gl.BindVertexArray(vao)
//.........这里部分代码省略.........
示例15: main
//.........这里部分代码省略.........
}
// Note that it is possible to use GL functions spanning multiple versions
if err := gl4.Init(); err != nil {
fmt.Printf("Could not initialize GL 4.4 (non-fatal)")
}
if gl.ARB_debug_output {
gl.Enable(gl.DEBUG_OUTPUT_SYNCHRONOUS_ARB)
gl.DebugMessageCallbackARB(gl.DebugProc(glDebugCallback), gl.Ptr(nil))
// Trigger an error to demonstrate debug output
gl.Enable(gl.CONTEXT_FLAGS)
}
version := gl.GoStr(gl.GetString(gl.VERSION))
fmt.Println("OpenGL version", version)
// Configure the vertex and fragment shaders
program, err := newProgram(vertexShader, fragmentShader)
if err != nil {
panic(err)
}
gl.UseProgram(program)
projection := mgl32.Perspective(70.0, float32(WindowWidth)/WindowHeight, 0.1, 10.0)
projectionUniform := gl.GetUniformLocation(program, gl.Str("projection\x00"))
gl.UniformMatrix4fv(projectionUniform, 1, false, &projection[0])
camera := mgl32.LookAtV(mgl32.Vec3{3, 3, 3}, mgl32.Vec3{0, 0, 0}, mgl32.Vec3{0, 1, 0})
cameraUniform := gl.GetUniformLocation(program, gl.Str("camera\x00"))
gl.UniformMatrix4fv(cameraUniform, 1, false, &camera[0])
model := mgl32.Ident4()
modelUniform := gl.GetUniformLocation(program, gl.Str("model\x00"))
gl.UniformMatrix4fv(modelUniform, 1, false, &model[0])
textureUniform := gl.GetUniformLocation(program, gl.Str("tex\x00"))
gl.Uniform1i(textureUniform, 0)
gl.BindFragDataLocation(program, 0, gl.Str("outputColor\x00"))
// Load the texture
texture, err := newTexture("square.png")
if err != nil {
panic(err)
}
// Configure the vertex data
var vao uint32
gl.GenVertexArrays(1, &vao)
gl.BindVertexArray(vao)
var vbo uint32
gl.GenBuffers(1, &vbo)
gl.BindBuffer(gl.ARRAY_BUFFER, vbo)
gl.BufferData(gl.ARRAY_BUFFER, len(cubeVertices)*4, gl.Ptr(cubeVertices), gl.STATIC_DRAW)
vertAttrib := uint32(gl.GetAttribLocation(program, gl.Str("vert\x00")))
gl.EnableVertexAttribArray(vertAttrib)
gl.VertexAttribPointer(vertAttrib, 3, gl.FLOAT, false, 5*4, gl.PtrOffset(0))
texCoordAttrib := uint32(gl.GetAttribLocation(program, gl.Str("vertTexCoord\x00")))
gl.EnableVertexAttribArray(texCoordAttrib)
gl.VertexAttribPointer(texCoordAttrib, 2, gl.FLOAT, false, 5*4, gl.PtrOffset(3*4))
// Configure global settings
gl.Enable(gl.DEPTH_TEST)
gl.DepthFunc(gl.LESS)
gl.ClearColor(1.0, 1.0, 1.0, 1.0)
angle := 0.0
previousTime := glfw.GetTime()
for !window.ShouldClose() {
gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
// Update
time := glfw.GetTime()
elapsed := time - previousTime
previousTime = time
angle += elapsed
model = mgl32.HomogRotate3D(float32(angle), mgl32.Vec3{0, 1, 0})
// Render
gl.UseProgram(program)
gl.UniformMatrix4fv(modelUniform, 1, false, &model[0])
gl.BindVertexArray(vao)
gl.ActiveTexture(gl.TEXTURE0)
gl.BindTexture(gl.TEXTURE_2D, texture)
gl.DrawArrays(gl.TRIANGLES, 0, 6*2*3)
// Maintenance
window.SwapBuffers()
glfw.PollEvents()
}
}