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Golang gl.ClearColor函數代碼示例

本文整理匯總了Golang中github.com/banthar/gl.ClearColor函數的典型用法代碼示例。如果您正苦於以下問題:Golang ClearColor函數的具體用法?Golang ClearColor怎麽用?Golang ClearColor使用的例子?那麽, 這裏精選的函數代碼示例或許可以為您提供幫助。


在下文中一共展示了ClearColor函數的15個代碼示例,這些例子默認根據受歡迎程度排序。您可以為喜歡或者感覺有用的代碼點讚,您的評價將有助於係統推薦出更棒的Golang代碼示例。

示例1: initGL

func (this *Window) initGL() {

	runtime.LockOSThread()

	if gl.Init() != 0 {
		panic("gl init error")
	}

	gl.ShadeModel(gl.SMOOTH)
	gl.CullFace(gl.BACK)
	gl.FrontFace(gl.CCW)
	gl.Enable(gl.CULL_FACE)
	gl.Enable(gl.DEPTH_TEST)
	gl.Enable(gl.LIGHTING)
	gl.Enable(gl.BLEND)
	gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
	gl.Enable(gl.TEXTURE_2D)
	gl.TexEnvf(gl.TEXTURE_ENV, gl.TEXTURE_ENV_MODE, gl.MODULATE)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT)
	var magFilter, minFilter = gl.LINEAR, gl.LINEAR
	if globals.CreateMipmaps {
		minFilter = gl.LINEAR_MIPMAP_LINEAR
	}
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, magFilter)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, minFilter)
	gl.Enable(gl.NORMALIZE)
	gl.ClearColor(.1, .1, .1, 1)
	this.setGLViewport()
}
開發者ID:swantescholz,項目名稱:coding,代碼行數:30,代碼來源:window.go

示例2: initGL

func (this *Window) initGL() {
	gl.ShadeModel(gl.SMOOTH) //SMOOTH or FLAT
	gl.CullFace(gl.BACK)
	gl.FrontFace(gl.CCW)
	gl.Enable(gl.CULL_FACE)
	gl.Enable(gl.DEPTH_TEST)
	gl.Enable(gl.LIGHTING)
	gl.Enable(gl.BLEND)
	gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
	/*gl.Enable(gl.FOG)
	gl.Fogi(gl.FOG_MODE, gl.EXP)
	gl.Fogfv(gl.FOG_COLOR, []float32{0.5,0.5,0.5,1.0})
	gl.Fogf(gl.FOG_DENSITY, 0.0035)
	gl.Hint(gl.FOG_HINT, gl.DONT_CARE)
	gl.Fogf(gl.FOG_START, 1.0)
	gl.Fogf(gl.FOG_END  , 5000.0)//*/
	gl.Enable(gl.TEXTURE_2D)
	gl.TexEnvf(gl.TEXTURE_ENV, gl.TEXTURE_ENV_MODE, gl.MODULATE) //before: decal, std: modulate
	//gl.TexParameteri(gl.TEXTURE_2D, gl.GENERATE_MIPMAP, true) //mipmaps (dont use it!, its bad!)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)               //GL_LINEAR or GL_NEAREST, no mipmap here
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_LINEAR) //*/
	gl.ClearColor(.1, .1, .1, 1)
	//gl.Enable(gl.PRIMITIVE_RESTART)
	//gl.PrimitiveRestartIndex()
	this.setGLViewport()
}
開發者ID:swantescholz,項目名稱:go,代碼行數:28,代碼來源:window.go

示例3: main

func main() {
	var err error

	if err = glfw.Init(); err != nil {
		fmt.Fprintf(os.Stderr, "[e] %v\n", err)
		return
	}
	defer glfw.Terminate()

	if err = glfw.OpenWindow(Width, Height, 8, 8, 8, 8, 0, 8, glfw.Windowed); err != nil {
		fmt.Fprintf(os.Stderr, "[e] %v\n", err)
		return
	}
	defer glfw.CloseWindow()

	glfw.SetSwapInterval(1)
	glfw.SetWindowTitle(Title)
	glfw.SetWindowSizeCallback(onResize)
	glfw.SetKeyCallback(onKey)

	gl.ShadeModel(gl.SMOOTH)
	gl.ClearColor(0, 0, 0, 0)
	gl.ClearDepth(1)
	gl.Enable(gl.TEXTURE_2D)

	for running && glfw.WindowParam(glfw.Opened) == 1 {
		update()
		draw()
	}
}
開發者ID:samnardoni,項目名稱:ca,代碼行數:30,代碼來源:ca.go

示例4: OpenWindow

// OpenWindow opens a new window with the given size.
func OpenWindow(w, h int) error {
	glfw.OpenWindowHint(glfw.WindowNoResize, 1)

	r, g, b := 0, 0, 0 // defaults
	a := 8             // 8-bit alpha channel
	d, s := 0, 0       // no depth or stencil buffers
	m := glfw.Windowed
	if err := glfw.OpenWindow(w, h, r, g, b, a, d, s, m); err != nil {
		return err
	}

	if gl.Init() != 0 {
		return errors.New("Failed to initialize OpenGL")
	}

	gl.Enable(gl.TEXTURE_2D)
	gl.Enable(gl.BLEND)
	gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
	gl.ClearColor(0.0, 0.0, 0.0, 0.0)
	gl.MatrixMode(gl.PROJECTION)
	gl.LoadIdentity()
	gl.Ortho(0, float64(w), 0, float64(-h), -1, 1)
	gl.MatrixMode(gl.MODELVIEW)
	gl.LoadIdentity()
	gl.Translated(0, float64(-h), 0)
	return nil
}
開發者ID:vivounicorn,項目名稱:eaburns,代碼行數:28,代碼來源:ui.go

示例5: main

func main() {
	glfw.Init()
	defer glfw.Terminate()

	glfw.OpenWindow(640, 480, 8, 8, 8, 8, 0, 0, glfw.Windowed)
	defer glfw.CloseWindow()

	glfw.SetWindowTitle("Tile test")
	glfw.Enable(glfw.StickyKeys)
	glfw.SetSwapInterval(1)
	glfw.SetKeyCallback(inputCallback)

	gl.MatrixMode(gl.PROJECTION)
	gl.LoadIdentity()
	gl.Ortho(0, GridWidth, GridHeight, 0, -1, 1)
	gl.MatrixMode(gl.MODELVIEW)
	gl.Disable(gl.DEPTH_TEST)
	gl.Enable(gl.TEXTURE_2D)
	gl.Enable(gl.BLEND)
	gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)

	gl.ClearColor(0.0, 0.0, 0.0, 1.0)
	initResources()
	initWorld()

	for Running {
		if (time.Since(DT).Nanoseconds() / 1000000) > 15 { //don't loop faster than every 15ms
			DT = time.Now()
			gl.Clear(gl.COLOR_BUFFER_BIT)
			player.update()
			renderScene()
			glfw.SwapBuffers()
		}
	}
}
開發者ID:remirisque,項目名稱:miniworld,代碼行數:35,代碼來源:main.go

示例6: initScreen

func initScreen() {
	sdl.Init(sdl.INIT_VIDEO)
	const (
		resx int = 640
		resy int = 480
	)
	var (
		screen = sdl.SetVideoMode(resx, resy, 16, sdl.OPENGL)
	)

	if screen == nil {
		sdl.Quit()
		panic("Couldn't set GL video mode: " + sdl.GetError() + "\n")
	}

	if gl.Init() != 0 {
		panic("gl error")
	}

	gl.MatrixMode(gl.PROJECTION)
	//gl.MatrixMode(gl.MODELVIEW)

	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.DepthRange(-1, 1)

	gl.ClearColor(0, 0, 0, 0)
	gl.Clear(gl.COLOR_BUFFER_BIT)
}
開發者ID:charlieb,項目名稱:gostrange,代碼行數:30,代碼來源:main.go

示例7: initGL

func initGL() {
	gl.ShadeModel(gl.SMOOTH)
	gl.ClearColor(0, 0, 0, 0)
	gl.ClearDepth(1)
	gl.Enable(gl.DEPTH_TEST)
	gl.DepthFunc(gl.LEQUAL)
	gl.Hint(gl.PERSPECTIVE_CORRECTION_HINT, gl.NICEST)
}
開發者ID:sycoso,項目名稱:glfw,代碼行數:8,代碼來源:main.go

示例8: onResize

func onResize(w, h int) {
	gl.MatrixMode(gl.PROJECTION)
	gl.LoadIdentity()
	gl.Viewport(0, 0, w, h)
	gl.Ortho(0, float64(w), float64(h), 0, -1.0, 1.0)
	gl.ClearColor(1, 1, 1, 0)
	gl.Clear(gl.COLOR_BUFFER_BIT)
	gl.MatrixMode(gl.MODELVIEW)
	gl.LoadIdentity()
}
開發者ID:sycoso,項目名稱:glfw,代碼行數:10,代碼來源:main.go

示例9: initGL

func initGL() {
	gl.EnableClientState(gl.VERTEX_ARRAY)
	gl.ShadeModel(gl.SMOOTH)
	gl.ClearColor(0, 0, 0, 0)
	gl.ClearDepth(1)
	gl.DepthFunc(gl.LEQUAL)
	gl.Hint(gl.PERSPECTIVE_CORRECTION_HINT, gl.NICEST)
	gl.Enable(gl.DEPTH_TEST)
	gl.Enable(gl.BLEND)
	gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
}
開發者ID:ftrvxmtrx,項目名稱:gochipmunk,代碼行數:11,代碼來源:main.go

示例10: initGL

// general OpenGL initialization
func initGL() {
	LoadGLTexture("data/star.bmp")

	gl.Enable(gl.TEXTURE_2D)
	gl.Enable(gl.BLEND)
	gl.BlendFunc(gl.SRC_ALPHA, gl.ONE)
	gl.ShadeModel(gl.SMOOTH)
	gl.ClearColor(0.0, 0.0, 0.0, 0.5)
	gl.ClearDepth(1.0)
	gl.Hint(gl.PERSPECTIVE_CORRECTION_HINT, gl.NICEST)
}
開發者ID:navneet1v,項目名稱:opengl-go-tutorials,代碼行數:12,代碼來源:lesson09.go

示例11: main

func main() {
	glut.InitDisplayMode(glut.SINGLE | glut.RGB)
	glut.InitWindowSize(465, 250)
	glut.CreateWindow("GLUT bitmap & stroke font example")
	gl.ClearColor(1.0, 1.0, 1.0, 1.0)
	gl.Color3f(0, 0, 0)
	gl.LineWidth(3.0)
	glut.DisplayFunc(display)
	glut.ReshapeFunc(reshape)
	glut.MainLoop()
}
開發者ID:tmc,項目名稱:glut,代碼行數:11,代碼來源:fontdemo.go

示例12: 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()

}
開發者ID:nkostelnik,項目名稱:gl,代碼行數:53,代碼來源:draw.go

示例13: initGL

func initGL() (err error) {
	if err = loadTextures(); err != nil {
		return
	}

	gl.ShadeModel(gl.SMOOTH)
	gl.ClearColor(0, 0, 0, 0)
	gl.ClearDepth(1)
	gl.DepthFunc(gl.LEQUAL)
	gl.Hint(gl.PERSPECTIVE_CORRECTION_HINT, gl.NICEST)
	gl.Enable(gl.DEPTH_TEST)
	gl.Enable(gl.TEXTURE_2D)
	return
}
開發者ID:andrebq,項目名稱:glfw,代碼行數:14,代碼來源:main.go

示例14: loop

func loop() {
	e := initTriangleShaders()

	if e != nil {
		log.Fatalln(e.Error())
	}

	for esc {
		gl.ClearColor(0.0, 0.0, 0.0, 0.0)
		gl.Clear(gl.COLOR_BUFFER_BIT)
		drawTriangle()
		glfw.SwapBuffers()
		timeSince()
	}
}
開發者ID:simonz05,項目名稱:draw,代碼行數:15,代碼來源:draw.go

示例15: initGL

// general OpenGL initialization
func initGL() {
	gl.Enable(gl.TEXTURE_2D)
	gl.ShadeModel(gl.SMOOTH)
	gl.ClearColor(0.0, 0.0, 0.0, 0.5)
	gl.ClearDepth(1.0)
	gl.Enable(gl.DEPTH_TEST)
	gl.DepthFunc(gl.LEQUAL)
	gl.Hint(gl.PERSPECTIVE_CORRECTION_HINT, gl.NICEST)

	// Setup the light
	gl.Lightfv(gl.LIGHT1, gl.AMBIENT, lightAmbient[:])   // ambient lighting
	gl.Lightfv(gl.LIGHT1, gl.DIFFUSE, lightDiffuse[:])   // make it diffuse
	gl.Lightfv(gl.LIGHT1, gl.POSITION, lightPosition[:]) // and place it
	gl.Enable(gl.LIGHT1)                                 // and finally turn it on.

	gl.Color4f(1.0, 1.0, 1.0, 0.5)     // Full Brightness, 50% Alpha ( NEW )
	gl.BlendFunc(gl.SRC_ALPHA, gl.ONE) // Blending Function For Translucency Based On Source Alpha Value ( NEW )
}
開發者ID:navneet1v,項目名稱:opengl-go-tutorials,代碼行數:19,代碼來源:lesson08.go


注:本文中的github.com/banthar/gl.ClearColor函數示例由純淨天空整理自Github/MSDocs等開源代碼及文檔管理平台,相關代碼片段篩選自各路編程大神貢獻的開源項目,源碼版權歸原作者所有,傳播和使用請參考對應項目的License;未經允許,請勿轉載。