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Golang Context.Clear方法代码示例

本文整理汇总了Golang中golang.org/x/mobile/gl.Context.Clear方法的典型用法代码示例。如果您正苦于以下问题:Golang Context.Clear方法的具体用法?Golang Context.Clear怎么用?Golang Context.Clear使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在golang.org/x/mobile/gl.Context的用法示例。


在下文中一共展示了Context.Clear方法的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: onPaint

func onPaint(glctx gl.Context, sz size.Event) {
	glctx.ClearColor(0, 0, 0, 1)
	glctx.Clear(gl.COLOR_BUFFER_BIT)
	now := clock.Time(time.Since(startTime) * 60 / time.Second)
	eng.Render(scene, now, sz)
	log.Draw(sz)
}
开发者ID:viru,项目名称:berrybot,代码行数:7,代码来源:main.go

示例2: onPaint

func onPaint(glctx gl.Context, sz size.Event) {
	glctx.ClearColor(1, 1, 1, 1)
	glctx.Clear(gl.COLOR_BUFFER_BIT)
	now := clock.Time(time.Since(startTime) * 60 / time.Second)
	game.Update(now)
	eng.Render(scene, now, sz)
}
开发者ID:Christeefym,项目名称:lantern,代码行数:7,代码来源:main.go

示例3: onPaint

func onPaint(glctx gl.Context, sz size.Event) {

	glctx.ClearColor(236, 240, 241, 1)
	glctx.Clear(gl.COLOR_BUFFER_BIT)

	columnOffset := (sz.WidthPt / 2) - ((geom.Pt(gridColumnsCount) * tileSize) / 2)
	rowOffset := (sz.HeightPt / 2) - ((geom.Pt(gridrowsCount) * tileSize) / 2)

	for c := 0; c < gridColumnsCount; c++ {

		for r := 0; r < gridrowsCount; r++ {

			t := &grid[((c+1)*(r+1))-1]

			t.columnOffset = columnOffset
			t.rowOffset = rowOffset
			t.x = geom.Pt(c) * tileSize
			t.y = geom.Pt(r) * tileSize
			t.Draw(sz)

		}

	}

}
开发者ID:plixul,项目名称:figura,代码行数:25,代码来源:main.go

示例4: onPaint

func onPaint(glctx gl.Context, sz size.Event) {
	glctx.ClearColor(1, 1, 1, 1) // white background
	glctx.Clear(gl.COLOR_BUFFER_BIT)
	now := clock.Time(time.Since(startTime) * 60 / time.Second)
	eng.Render(scene, now, sz)
	fps.Draw(sz)
}
开发者ID:pankona,项目名称:gomobile_sprite_test,代码行数:7,代码来源:main.go

示例5: onPaint

func onPaint(glctx gl.Context, sz size.Event) {

	glctx.Viewport(0, 0, sz.WidthPx, sz.HeightPx)
	glctx.ClearColor(0.5, 0.5, 0.5, 1)
	glctx.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)

	glctx.UseProgram(program)

	projectionMtx = mgl32.Perspective(45, float32(width)/float32(height), 0.1, 100)

	arcBallMtx := arcball.getMtx()

	glctx.UniformMatrix4fv(projection, projectionMtx[:])

	glctx.UniformMatrix4fv(view, arcBallMtx[:])

	glctx.BindBuffer(gl.ARRAY_BUFFER, triBuf)
	glctx.EnableVertexAttribArray(position)
	glctx.EnableVertexAttribArray(color)
	glctx.EnableVertexAttribArray(normals)

	vertSize := 4 * (coordsPerVertex + colorPerVertex + normalsPerVertex)

	glctx.VertexAttribPointer(position, coordsPerVertex, gl.FLOAT, false, vertSize, 0)
	glctx.VertexAttribPointer(color, colorPerVertex, gl.FLOAT, false, vertSize, 4*coordsPerVertex)
	glctx.VertexAttribPointer(normals, normalsPerVertex, gl.FLOAT, false, vertSize, 4*(coordsPerVertex+colorPerVertex))

	glctx.DepthMask(true)

	glctx.Uniform3fv(lightPos, light.Pos[:])
	glctx.Uniform3fv(lightIntensity, light.Intensities[:])

	for _, k := range piano.Keys {
		glctx.Uniform4fv(tint, k.Color[:])

		mtx := k.GetMtx()
		normMat := mtx.Mat3().Inv().Transpose()
		glctx.UniformMatrix3fv(normalMatrix, normMat[:])
		glctx.UniformMatrix4fv(model, mtx[:])
		glctx.DrawArrays(gl.TRIANGLES, 0, len(triangleData)/vertSize)
	}

	modelMtx := mgl32.Ident4()
	modelMtx = modelMtx.Mul4(mgl32.Translate3D(worldPos.X(), worldPos.Y(), worldPos.Z()))
	modelMtx = modelMtx.Mul4(mgl32.Scale3D(0.5, 0.5, 0.5))

	/*
		glctx.Uniform4fv(tint, red[:])
		// Disable depthmask so we dont get the pixel depth of the cursor cube
		glctx.DepthMask(false)
		glctx.UniformMatrix4fv(model, modelMtx[:])
		glctx.DepthMask(true)
	*/

	glctx.DisableVertexAttribArray(position)
	glctx.DisableVertexAttribArray(color)
	glctx.DisableVertexAttribArray(normals)

	fps.Draw(sz)
}
开发者ID:rakyll,项目名称:GCSolutions,代码行数:60,代码来源:main.go

示例6: onPaint

func onPaint(glctx gl.Context, sz size.Event) {
	glctx.ClearColor(1, 1, 1, 1)                                // クリアする色
	glctx.Clear(gl.COLOR_BUFFER_BIT)                            // 塗りつぶし?
	now := clock.Time(time.Since(startTime) * 60 / time.Second) // 60FramePerSecで計算し、現在のフレームを計算する
	game.Update(now)
	eng.Render(scene, now, sz)
}
开发者ID:toohsk,项目名称:gomobile-study,代码行数:7,代码来源:main.go

示例7: StartSample

func (buf *TextureFramebuffer) StartSample(ctx gl.Context) {
	buf.fbo.Bind(ctx, buf.withtex)
	ctx.GetIntegerv(int32v4, gl.VIEWPORT)
	ctx.Viewport(0, 0, buf.w, buf.h)
	ctx.ClearColor(0, 0, 0, 0)
	ctx.Clear(gl.COLOR_BUFFER_BIT)
}
开发者ID:dskinner,项目名称:material,代码行数:7,代码来源:glutil.go

示例8: onPaint

func onPaint(ctx gl.Context) {
	ctx.ClearColor(material.BlueGrey100.RGBA())
	ctx.Clear(gl.COLOR_BUFFER_BIT)
	env.Draw(ctx)
	now := time.Now()
	fps = int(time.Second / now.Sub(lastpaint))
	lastpaint = now
}
开发者ID:dskinner,项目名称:material,代码行数:8,代码来源:main.go

示例9: onPaint

func onPaint(glctx gl.Context, sz size.Event) {
	glctx.ClearColor(0.2, 0.2, 0.2, 0.5)
	glctx.Clear(gl.DEPTH_BUFFER_BIT)
	glctx.Clear(gl.COLOR_BUFFER_BIT)

	glctx.UseProgram(program)

	board.Draw()
}
开发者ID:rakyll,项目名称:GCSolutions,代码行数:9,代码来源:main.go

示例10: draw

func (vs *viewState) draw(glctx gl.Context, sz size.Event) {
	now := time.Now()
	diff := now.Sub(vs.lastDraw)
	vs.percentColor -= float32(diff.Seconds() * 0.5)
	if vs.percentColor < .25 {
		vs.percentColor = .25
	}
	vs.lastDraw = now

	select {
	case change := <-vs.tc:
		vs.touchChange = change
	default:
	}

	switch vs.touchChange.Type {
	case touch.TypeMove:
	case touch.TypeBegin:
		now := time.Now()
		if vs.lastTouch.Add(time.Millisecond * 1000).Before(now) {
			vs.lastTouch = now
			vs.percentColor = 0.5
			select {
			default:
			case vs.toggle <- now:
			}
		}
	case touch.TypeEnd:
	}

	var pingOk bool
	var connErr error
	vs.mu.RLock()
	pingOk = vs.pingOk
	connErr = vs.connErr
	vs.mu.RUnlock()

	var r, g, b = vs.percentColor, vs.percentColor, vs.percentColor
	if pingOk {
		r, b = 0, 0
	} else {
		g, b = 0, 0
	}

	glctx.ClearColor(r, g, b, 1)
	glctx.Clear(gl.COLOR_BUFFER_BIT)

	msg := "Tap to toggle garage door"
	if connErr != nil {
		msg = connErr.Error()
	}

	vs.sq.Draw(glctx, sz, "Garage door opener", msg)
}
开发者ID:kardianos,项目名称:garage,代码行数:54,代码来源:main.go

示例11: onTouch

func onTouch(glctx gl.Context, e touch.Event) {
	touchX = e.X
	touchY = e.Y

	// When touch occurs we need to figure out which key is pressed.
	// Using color picking for this.
	// That is, scene is redrawn with each key given a unique color.
	// And then the color is read on the touched pixel to figure out which key
	// is pressed or if a key is pressed at all.

	glctx.ClearColor(0.73, 0.5, 0.75, 0.5)
	glctx.Clear(gl.DEPTH_BUFFER_BIT)
	glctx.Clear(gl.COLOR_BUFFER_BIT)
	glctx.UseProgram(program)

	board.DrawI() // Draw the board with each key in a unique color

	c := make([]byte, 12, 12)

	glctx.ReadPixels(c, int(e.X), int(e.Y), 1, 1, gl.RGB, gl.UNSIGNED_BYTE)
	// gl.RGB, gl.UNSIGNED_BYTE is the combination that is preffered by my Android
	// phone. And is said to be the one preffered by many.

	r := (float32(c[0]) / 255) * 100                 // Convert byte to float
	out := float32(math.Floor(float64(r)+0.5)) / 100 // and round up
	key, ok := board.idColorKey[out]

	if !ok {
		curKey, ok := keystate[e.Sequence] //stop already playing sound
		if ok {
			StopSound(curKey)
		}
		return
	}

	if e.Type == touch.TypeBegin {
		keystate[e.Sequence] = key
		PlaySound(key)
	} else if e.Type == touch.TypeEnd {
		delete(keystate, e.Sequence)
		StopSound(key)
	} else if e.Type == touch.TypeMove {
		if keystate[e.Sequence] != key {
			// Drag has moved out of initial key
			curKey, ok := keystate[e.Sequence] //stop already playing sound
			if ok {
				StopSound(curKey)
			}
			PlaySound(key) // play new key's sound
			keystate[e.Sequence] = key
		}
	}
}
开发者ID:rakyll,项目名称:GCSolutions,代码行数:53,代码来源:main.go

示例12: onDraw

func onDraw(glctx gl.Context, sz size.Event) {
	select {
	case <-determined:
		if ok {
			glctx.ClearColor(0, 1, 0, 1)
		} else {
			glctx.ClearColor(1, 0, 0, 1)
		}
	default:
		glctx.ClearColor(0, 0, 0, 1)
	}
	glctx.Clear(gl.COLOR_BUFFER_BIT)
}
开发者ID:Christeefym,项目名称:lantern,代码行数:13,代码来源:main.go

示例13: onPaint

func onPaint(glctx gl.Context, sz size.Event, u *uistate.UIState) {
	if u.CurView == uistate.None {
		u.ScanChan = make(chan bool)
		go sync.ScanForSG(u.Ctx, u.ScanChan, u)
		view.LoadDiscoveryView(u)
	}
	glctx.ClearColor(1, 1, 1, 1)
	glctx.Clear(gl.COLOR_BUFFER_BIT)
	now := clock.Time(time.Since(u.StartTime) * 60 / time.Second)
	u.Eng.Render(u.Scene, now, sz)
	if u.Debug {
		fps.Draw(sz)
	}
}
开发者ID:vanadium,项目名称:croupier,代码行数:14,代码来源:main.go

示例14: onPaint

func onPaint(glctx gl.Context, sz size.Event) {
	//gl.Enable(gl.DEPTH_TEST)
	//gl.DepthFunc(gl.LESS)
	//清场
	glctx.ClearColor(1, 1, 1, 1) //设置背景颜色
	glctx.Clear(gl.COLOR_BUFFER_BIT)
	glctx.Clear(gl.DEPTH_BUFFER_BIT)

	//使用program
	glctx.UseProgram(program)

	//gl.Uniform4f(color, 0, 0.5, 0.8, 1)//设置color对象值,设置4个浮点数.
	//offset有两个值X,Y,窗口左上角为(0,0),右下角为(1,1)
	//gl.Uniform4f(offset,5.0,1.0,1.0,1.0 )
	//gl.Uniform2f(offset,offsetx,offsety )//为2参数的uniform变量赋值
	//log.Println("offset:",offsetx,offsety, 0, 0)
	glctx.UniformMatrix4fv(scan, []float32{
		touchLocX/float32(sz.WidthPt)*4 - 2, 0, 0, 0,
		0, touchLocY/float32(sz.HeightPt)*4 - 2, 0, 0,
		0, 0, 0, 0,
		0, 0, 0, 1,
	})
	/*glVertexAttribPointer 指定了渲染时索引值为 index 的顶点属性数组的数据格式和位置。调用gl.vertexAttribPointer()方法,
		把顶点着色器中某个属性相对应的通用属性索引连接到绑定的webGLBUffer对象上。
	index 指定要修改的顶点属性的索引值
	size    指定每个顶点属性的组件数量。必须为1、2、3或者4。初始值为4。(如position是由3个(x,y,z)组成,而颜色是4个(r,g,b,a))
	type    指定数组中每个组件的数据类型。可用的符号常量有GL_BYTE, GL_UNSIGNED_BYTE, GL_SHORT,GL_UNSIGNED_SHORT, GL_FIXED,
		和 GL_FLOAT,初始值为GL_FLOAT。
	normalized  指定当被访问时,固定点数据值是否应该被归一化(GL_TRUE)或者直接转换为固定点值(GL_FALSE)。
	stride  指定连续顶点属性之间的偏移量。如果为0,那么顶点属性会被理解为:它们是紧密排列在一起的。初始值为0。
	pointer 指定第一个组件在数组的第一个顶点属性中的偏移量。该数组与GL_ARRAY_BUFFER绑定,储存于缓冲区中。初始值为0;
	*/

	glctx.BindBuffer(gl.ARRAY_BUFFER, positionbuf)
	glctx.EnableVertexAttribArray(position)
	defer glctx.DisableVertexAttribArray(position)//必须全部缓存导入完成后再关闭
	glctx.VertexAttribPointer(position, coordsPerVertex, gl.FLOAT, false, 0, 0) //导入position缓存
	glctx.DrawArrays(gl.TRIANGLES, 0, vertexCount)

	glctx.BindBuffer(gl.ARRAY_BUFFER, colorbuf)
	glctx.EnableVertexAttribArray(color)
	defer glctx.DisableVertexAttribArray(color)//必须全部缓存导入完成后再关闭
	glctx.VertexAttribPointer(color, colorsPerVertex, gl.FLOAT, false, 0, 0) //导入color缓存
	glctx.DrawArrays(gl.TRIANGLES, 0, vertexCount)



	fps.Draw(sz)
}
开发者ID:lomoalbert,项目名称:gomobileapp,代码行数:49,代码来源:main.go

示例15: onPaint

func onPaint(glctx gl.Context, sz size.Event) {
	glctx.ClearColor(0.5, 0.5, 0.5, 1)
	glctx.Clear(gl.COLOR_BUFFER_BIT)

	glctx.UseProgram(frameData.Program)

	glctx.Uniform4f(frameData.Color, 0.5, 0.5, 0.5, 1)

	// Put ourselves in the +x/+y quadrant (upper right quadrant)
	glctx.Uniform2f(frameData.Offset, 0.0, 1.0)

	glctx.EnableVertexAttribArray(frameData.Position)
	manager.PaintLayers(sz, frameData)
	// End drawing
	glctx.DisableVertexAttribArray(frameData.Position)

}
开发者ID:rakyll,项目名称:GCSolutions,代码行数:17,代码来源:main.go


注:本文中的golang.org/x/mobile/gl.Context.Clear方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。