本文整理汇总了Golang中golang.org/x/mobile/gl.Context.ClearColor方法的典型用法代码示例。如果您正苦于以下问题:Golang Context.ClearColor方法的具体用法?Golang Context.ClearColor怎么用?Golang Context.ClearColor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类golang.org/x/mobile/gl.Context
的用法示例。
在下文中一共展示了Context.ClearColor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)
}
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)
}
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)
}
}
}
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)
}
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)
}
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)
}
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)
}
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
}
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()
}
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)
}
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
}
}
}
示例12: 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)
}
}
示例13: 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)
}
示例14: 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)
}
示例15: draw
func (m *Module) draw(glctx gl.Context, sz size.Event, images *glutil.Images) {
serverResponse := m.Network.Response()
glctx.ClearColor(1, 1, 1, 1)
glctx.Clear(gl.COLOR_BUFFER_BIT)
var display render.Display
display.Loaded = m.loaded
if len(serverResponse.Predictions) > 0 {
display.NextOK = true
display.NextTrainMinutes = serverResponse.Predictions[0].Minutes
display.TransitRouteName = fmt.Sprintf("%s (%s)", serverResponse.Stop.Route, serverResponse.Stop.Direction)
if len(serverResponse.Predictions) > 1 {
display.NextNextOK = true
display.NextNextTrainMinutes = serverResponse.Predictions[1].Minutes
}
display.UpdatedSecondsAgo = int(time.Now().Sub(serverResponse.LastRefresh).Seconds())
display.PredictionSource = serverResponse.Predictions[0].Source
}
m.Render.Display(display, sz, glctx, images)
}