本文整理汇总了Golang中gl.MatrixMode函数的典型用法代码示例。如果您正苦于以下问题:Golang MatrixMode函数的具体用法?Golang MatrixMode怎么用?Golang MatrixMode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MatrixMode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: resizeWindow
// reset our viewport after a window resize
func resizeWindow(width, height int) {
// protect against a divide by zero
if height == 0 {
height = 1
}
// Setup our viewport
gl.Viewport(0, 0, width, height)
// change to the projection matrix and set our viewing volume.
gl.MatrixMode(gl.PROJECTION)
gl.LoadIdentity()
// aspect ratio
aspect := gl.GLdouble(width / height)
// Set our perspective.
// This code is equivalent to using gluPerspective as in the original tutorial.
var fov, near, far gl.GLdouble
fov = 45.0
near = 0.1
far = 100.0
top := gl.GLdouble(math.Tan(float64(fov*math.Pi/360.0))) * near
bottom := -top
left := aspect * bottom
right := aspect * top
gl.Frustum(float64(left), float64(right), float64(bottom), float64(top), float64(near), float64(far))
// Make sure we're changing the model view and not the projection
gl.MatrixMode(gl.MODELVIEW)
// Reset the view
gl.LoadIdentity()
}
示例2: display
func display() {
gl.Clear(gl.COLOR_BUFFER_BIT)
bitmap_output(40, 35, "This is written in a GLUT bitmap font.", glut.BITMAP_TIMES_ROMAN_24)
bitmap_output(30, 210, "More bitmap text is a fixed 9 by 15 font.", glut.BITMAP_9_BY_15)
bitmap_output(70, 240, " Helvetica is yet another bitmap font.", glut.BITMAP_HELVETICA_18)
gl.MatrixMode(gl.PROJECTION)
gl.PushMatrix()
gl.LoadIdentity()
glu.Perspective(40.0, 1.0, 0.1, 20.0)
gl.MatrixMode(gl.MODELVIEW)
gl.PushMatrix()
// Banthar's glu doesn't have this right now.
// glu.LookAt(0.0, 0.0, 4.0, /* eye is at (0,0,30) */
// 0.0, 0.0, 0.0, /* center is at (0,0,0) */
// 0.0, 1.0, 0.) /* up is in postivie Y direction */
gl.PushMatrix()
gl.Translatef(0, 0, -4)
gl.Rotatef(50, 0, 1, 0)
stroke_output(-2.5, 1.1, " This is written in a", glut.STROKE_ROMAN)
stroke_output(-2.5, 0, " GLUT stroke font.", glut.STROKE_ROMAN)
stroke_output(-2.5, -1.1, "using 3D perspective.", glut.STROKE_ROMAN)
gl.PopMatrix()
gl.MatrixMode(gl.MODELVIEW)
gl.PopMatrix()
gl.MatrixMode(gl.PROJECTION)
gl.PopMatrix()
gl.MatrixMode(gl.MODELVIEW)
gl.Flush()
}
示例3: reshape
func reshape(w, h int) {
gl.Viewport(0, 0, gl.GLsizei(w), gl.GLsizei(h))
gl.MatrixMode(gl.PROJECTION)
gl.LoadIdentity()
gl.Ortho(0, gl.GLdouble(w), 0, gl.GLdouble(h), -1, 1)
gl.Scalef(1, -1, 1)
gl.Translatef(0, gl.GLfloat(-h), 0)
gl.MatrixMode(gl.MODELVIEW)
}
示例4: reshape
func reshape(w, h int) {
gl.Viewport(0, 0, w, h)
gl.MatrixMode(gl.PROJECTION)
gl.LoadIdentity()
gl.Ortho(0, float64(w), 0, float64(h), -1, 1)
gl.Scalef(1, -1, 1)
gl.Translatef(0, float32(-h), 0)
gl.MatrixMode(gl.MODELVIEW)
}
示例5: reshape
func reshape(w, h int) {
if h == 0 {
h = 1
}
gl.Viewport(0, 0, w, h)
gl.MatrixMode(gl.PROJECTION)
gl.LoadIdentity()
glu.Perspective(45.0, float64(w)/float64(h), 0.1, 100.0)
gl.MatrixMode(gl.MODELVIEW)
gl.LoadIdentity()
resetZoom()
}
示例6: reshape
/* new window size or exposure */
func reshape(width int, height int) {
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, 60.0)
gl.MatrixMode(gl.MODELVIEW)
gl.LoadIdentity()
gl.Translatef(0.0, 0.0, -40.0)
}
示例7: SetMatrix
func (gd *openGLGraphicsDevice) SetMatrix(mtype int, m *Matrix4x4) {
switch mtype {
case MatrixProjection:
gl.MatrixMode(gl.PROJECTION)
case MatrixModelView:
gl.MatrixMode(gl.MODELVIEW)
default:
panic("invalid matrix type")
}
//TODO: use glLoadTransposeMatrix for correct memory layout
tm := m.Transposed()
gl.LoadMatrixf(&tm.M11)
}
示例8: resetZoom
func resetZoom() {
// Reset viewport
gl.LoadIdentity()
gl.MatrixMode(gl.PROJECTION)
gl.LoadIdentity()
// Reset ortho view
gl.Ortho(left, right, bottom, top, 1, -1)
gl.Rotatef(180, 0, 0, 0)
gl.Translatef(float32(-*cx), float32(-*cy), 0)
gl.MatrixMode(gl.MODELVIEW)
gl.Disable(gl.DEPTH_TEST)
gl.LoadIdentity()
}
示例9: glEnable2D
func glEnable2D() {
var vPort [4]gl.GLint
gl.GetIntegerv(gl.VIEWPORT, &vPort[0])
gl.MatrixMode(gl.PROJECTION)
gl.PushMatrix()
gl.LoadIdentity()
gl.Ortho(0.0, gl.GLdouble(vPort[2]), 0.0, gl.GLdouble(vPort[3]), -1.0, 1.0)
gl.MatrixMode(gl.MODELVIEW)
gl.PushMatrix()
gl.LoadIdentity()
}
示例10: main
func main() {
sdl.Init(sdl.INIT_VIDEO)
var screen = sdl.SetVideoMode(640, 480, 32, sdl.OPENGL)
if screen == nil {
panic("sdl error")
}
if gl.Init() != 0 {
panic("glew error")
}
pen := Pen{}
gl.MatrixMode(gl.PROJECTION)
gl.Viewport(0, 0, gl.GLsizei(screen.W), gl.GLsizei(screen.H))
gl.LoadIdentity()
gl.Ortho(0, gl.GLdouble(screen.W), gl.GLdouble(screen.H), 0, -1.0, 1.0)
gl.ClearColor(1, 1, 1, 0)
gl.Clear(gl.COLOR_BUFFER_BIT)
var running = true
for running {
e := &sdl.Event{}
for e.Poll() {
switch e.Type {
case sdl.QUIT:
running = false
break
case sdl.KEYDOWN:
running = false
break
case sdl.MOUSEMOTION:
me := e.MouseMotion()
if me.State != 0 {
pen.lineTo(Point{int(me.X), int(me.Y)})
} else {
pen.moveTo(Point{int(me.X), int(me.Y)})
}
break
}
}
sdl.GL_SwapBuffers()
sdl.Delay(25)
}
sdl.Quit()
}
示例11: initWindow
func initWindow() {
glut.IgnoreKeyRepeat(1)
glut.DisplayFunc(display)
glut.VisibilityFunc(visible)
glut.KeyboardFunc(key)
glut.KeyboardUpFunc(keyup)
glut.SpecialFunc(special)
glut.SpecialUpFunc(specialup)
glut.JoystickFunc(joystick, 100)
gl.MatrixMode(gl.PROJECTION)
gl.LoadIdentity()
gl.Ortho(0, 40, 0, 40, 0, 40)
gl.MatrixMode(gl.MODELVIEW)
gl.PointSize(3.0)
currentWindow = glut.GetWindow()
}
示例12: Setup
func (self *Camera) Setup() {
d := self.Distance
Angle := self.Angle
Angle360 := Angle.Scale(1 / math.Pi * 180)
TargetPos := self.Target.Pos
gl.MatrixMode(gl.PROJECTION)
gl.LoadIdentity()
gl.Viewport(0, 0, 800, 600)
gl.Frustum(-1, 1, -1, 1, 4, 1000)
gl.MatrixMode(gl.MODELVIEW)
gl.LoadIdentity()
gl.Translatef(0, 0, -d)
gl.Rotatef(Angle360.Y, 1, 0, 0)
gl.Rotatef(Angle360.X, 0, 1, 0)
gl.Translatef(-TargetPos.X, -TargetPos.Y, -TargetPos.Z)
}
示例13: main
func main() {
var err os.Error
if err = glfw.Init(); err != nil {
fmt.Fprintf(os.Stderr, "%v\n", err)
return
}
defer glfw.Terminate()
// Open window with FSAA samples (if possible).
glfw.OpenWindowHint(glfw.FsaaSamples, 4)
if err = glfw.OpenWindow(400, 400, 0, 0, 0, 0, 0, 0, glfw.Windowed); err != nil {
fmt.Fprintf(os.Stderr, "%v\n", err)
return
}
defer glfw.CloseWindow()
glfw.SetWindowTitle("Aliasing Detector")
glfw.SetSwapInterval(1)
if samples := glfw.WindowParam(glfw.FsaaSamples); samples != 0 {
fmt.Fprintf(os.Stdout, "Context reports FSAA is supported with %d samples\n", samples)
} else {
fmt.Fprintf(os.Stdout, "Context reports FSAA is unsupported\n")
}
gl.MatrixMode(gl.PROJECTION)
glu.Perspective(0, 1, 0, 1)
for glfw.WindowParam(glfw.Opened) == 1 {
time := float32(glfw.Time())
gl.Clear(gl.COLOR_BUFFER_BIT)
gl.LoadIdentity()
gl.Translatef(0.5, 0, 0)
gl.Rotatef(time, 0, 0, 1)
gl.Enable(GL_MULTISAMPLE_ARB)
gl.Color3f(1, 1, 1)
gl.Rectf(-0.25, -0.25, 0.25, 0.25)
gl.LoadIdentity()
gl.Translatef(-0.5, 0, 0)
gl.Rotatef(time, 0, 0, 1)
gl.Disable(GL_MULTISAMPLE_ARB)
gl.Color3f(1, 1, 1)
gl.Rectf(-0.25, -0.25, 0.25, 0.25)
glfw.SwapBuffers()
}
}
示例14: main
func main() {
sdl.Init(sdl.INIT_VIDEO)
var screen = sdl.SetVideoMode(640, 480, 32, sdl.OPENGL)
if screen == nil {
panic("sdl error")
}
if gl.Init() != 0 {
panic("gl error")
}
pen := Pen{}
gl.MatrixMode(gl.PROJECTION)
gl.Viewport(0, 0, int(screen.W), int(screen.H))
gl.LoadIdentity()
gl.Ortho(0, float64(screen.W), float64(screen.H), 0, -1.0, 1.0)
gl.ClearColor(1, 1, 1, 0)
gl.Clear(gl.COLOR_BUFFER_BIT)
var running = true
for running {
for e := sdl.PollEvent(); e != nil; e = sdl.PollEvent() {
switch ev := e.(type) {
case *sdl.QuitEvent:
running = false
case *sdl.KeyboardEvent:
if ev.Keysym.Sym == sdl.K_ESCAPE {
running = false
}
case *sdl.MouseMotionEvent:
if ev.State != 0 {
pen.lineTo(Point{int(ev.X), int(ev.Y)})
} else {
pen.moveTo(Point{int(ev.X), int(ev.Y)})
}
}
}
sdl.GL_SwapBuffers()
sdl.Delay(25)
}
sdl.Quit()
}
示例15: reshape
func reshape(w, h int) {
/* Because Gil specified "screen coordinates" (presumably with an
upper-left origin), this short bit of code sets up the coordinate
system to correspond to actual window coodrinates. This code
wouldn't be required if you chose a (more typical in 3D) abstract
coordinate system. */
gl.Viewport(0, 0, w, h) /* Establish viewing area to cover entire window. */
gl.MatrixMode(gl.PROJECTION) /* Start modifying the projection matrix. */
gl.LoadIdentity() /* Reset project matrix. */
gl.Ortho(0, float64(w), 0, float64(h), -1, 1) /* Map abstract coords directly to window coords. */
gl.Scalef(1, -1, 1) /* Invert Y axis so increasing Y goes down. */
gl.Translatef(0, float32(-h), 0) /* Shift origin up to upper-left corner. */
}