本文整理匯總了Golang中github.com/banthar/gl.LoadIdentity函數的典型用法代碼示例。如果您正苦於以下問題:Golang LoadIdentity函數的具體用法?Golang LoadIdentity怎麽用?Golang LoadIdentity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LoadIdentity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: 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
}
示例2: drawScene
func drawScene() {
gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
gl.LoadIdentity()
gl.Translatef(-1.5, 0, -6)
gl.Rotatef(trisAngle, 0, 1, 0)
gl.Begin(gl.TRIANGLES)
gl.Color3f(1, 0, 0)
gl.Vertex3f(0, 1, 0)
gl.Color3f(0, 1, 0)
gl.Vertex3f(-1, -1, 0)
gl.Color3f(0, 0, 1)
gl.Vertex3f(1, -1, 0)
gl.End()
gl.LoadIdentity()
gl.Translatef(1.5, 0, -6)
gl.Rotatef(quadAngle, 1, 0, 0)
gl.Color3f(0.5, 0.5, 1.0)
gl.Begin(gl.QUADS)
gl.Vertex3f(-1, 1, 0)
gl.Vertex3f(1, 1, 0)
gl.Vertex3f(1, -1, 0)
gl.Vertex3f(-1, -1, 0)
gl.End()
trisAngle += 0.2
quadAngle -= 0.15
glfw.SwapBuffers()
}
示例3: DrawPlayerItems
func (self *Picker) DrawPlayerItems(t int64) {
gl.PushMatrix()
gl.LoadIdentity()
for i := 0; i < 5; i++ {
item := ThePlayer.equippedItems[i]
if item != ITEM_NONE {
angle := -(float64(i) + 1.5) * math.Pi / 4
gl.LoadIdentity()
x := self.x - self.actionItemRadius*float32(math.Sin(angle))
y := self.y + self.actionItemRadius*float32(math.Cos(angle))
gl.Translatef(x, y, 0)
gl.Rotatef(360*float32(math.Sin(float64(t)/1e10+float64(i))), 1.0, 0.0, 0.0)
gl.Rotatef(360*float32(math.Cos(float64(t)/1e10+float64(i))), 0.0, 1.0, 0.0)
gl.Rotatef(360*float32(math.Sin(float64(t)/1e10+float64(i))), 0.0, 0.0, 1.0)
gl.Scalef(blockscale, blockscale, blockscale)
gVertexBuffer.Reset()
TerrainCube(gVertexBuffer, 0, 0, 0, [18]uint16{}, item, FACE_NONE)
gVertexBuffer.RenderDirect(false)
gl.LoadIdentity()
gl.Translatef(x-17*PIXEL_SCALE, y-19*PIXEL_SCALE, 20)
consoleFont.Print(fmt.Sprintf("%d", ThePlayer.inventory[item]))
}
}
gl.PopMatrix()
}
示例4: drawDigits
func drawDigits(x, y int, digits []int8) {
s := sdl.GetVideoSurface()
lft, rgt, btm, top := 0.0, float64(s.W), float64(s.H), 0.0
gl.Enable(gl.BLEND)
gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
gl.MatrixMode(gl.PROJECTION)
gl.PushMatrix()
gl.LoadIdentity()
gl.Ortho(lft, rgt, btm, top, 0.0, 1.0)
gl.MatrixMode(gl.MODELVIEW)
gl.PushMatrix()
gl.LoadIdentity()
w := digitImages[0].Rect.Dx()
for i := 0; i < len(digits); i++ {
img := digitImages[digits[i]]
drawImage(x-w*i-i, y, img)
}
gl.MatrixMode(gl.MODELVIEW)
gl.PopMatrix()
gl.MatrixMode(gl.PROJECTION)
gl.PopMatrix()
}
示例5: reshape
// Handle the window being resized.
func reshape(width int, height int) {
// Render into the entire window.
gl.Viewport(0, 0, width, height)
gl.MatrixMode(gl.PROJECTION)
gl.LoadIdentity()
// Configure the Frustrum so the front face of the rendering
// volume fills the screen.
w := float64(width)
h := float64(height)
depth := (w + h) / 2
near := depth / 2.0
right := w / 4.0
top := h / 4.0
far := 4 * depth
gl.Frustum(-right, right, -top, top, near, far)
gl.MatrixMode(gl.MODELVIEW)
gl.LoadIdentity()
// Center the rendering volume in the viewport. Its origin
// is at the far lower left corner.
gl.Translated(-w/2, -h/2, -2*depth)
}
示例6: Reshape
/* new window size or exposure */
func (self *Viewport) Reshape(width int, height int) {
self.selectionDirty = false
self.screenWidth = width
self.screenHeight = height
gl.Viewport(0, 0, width, height)
viewWidth := float64(self.screenWidth) / float64(SCREEN_SCALE)
viewHeight := float64(self.screenHeight) / float64(SCREEN_SCALE)
self.lplane = -viewWidth / 2
self.rplane = viewWidth / 2
self.bplane = -viewHeight / 4
self.tplane = 3 * viewHeight / 4
println("self.lplane:", self.lplane, "self.rplane", self.rplane)
gl.MatrixMode(gl.PROJECTION)
gl.LoadIdentity()
gl.Ortho(self.lplane, self.rplane, self.bplane, self.tplane, -60, 60)
gl.MatrixMode(gl.MODELVIEW)
gl.LoadIdentity()
picker.x = float32(viewport.rplane) - picker.radius + blockscale*0.5
picker.y = float32(viewport.bplane) + picker.radius - blockscale*0.5
}
示例7: Reshape
func (v *Video) Reshape(width int, height int) {
x_offset := 0
y_offset := 0
r := ((float64)(height)) / ((float64)(width))
if r > 0.9375 { // Height taller than ratio
h := (int)(math.Floor((float64)(0.9375 * (float64)(width))))
y_offset = (height - h) / 2
height = h
} else if r < 0.9375 { // Width wider
var scrW, scrH float64
if ppu.OverscanEnabled {
scrW = 240.0
scrH = 224.0
} else {
scrW = 256.0
scrH = 240.0
}
w := (int)(math.Floor((float64)((scrH / scrW) * (float64)(height))))
x_offset = (width - w) / 2
width = w
}
gl.Viewport(x_offset, y_offset, width, height)
gl.MatrixMode(gl.PROJECTION)
gl.LoadIdentity()
gl.Ortho(-1, 1, -1, 1, -1, 1)
gl.MatrixMode(gl.MODELVIEW)
gl.LoadIdentity()
gl.Disable(gl.DEPTH_TEST)
}
示例8: 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, int(width), int(height))
// change to the projection matrix and set our viewing volume.
gl.MatrixMode(gl.PROJECTION)
gl.LoadIdentity()
// aspect ratio
aspect := gl.GLdouble(gl.GLfloat(width) / gl.GLfloat(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9: DrawItem
func (self *Inventory) DrawItem(t int64, quantity uint16, itemid ItemId, x float64, y float64) {
gl.PushMatrix()
gl.LoadIdentity()
// angle := -90.0
const blocksize = float32(0.3)
gl.Translated(x, y, 0)
//gl.Rotated(angle, 1.0, 0.0, 0.0)
gl.Rotated(90, 1.0, 0.0, 0.0)
gl.Rotated(30*math.Sin(float64(t)/1e9+float64(itemid)/2), 0.0, 1.0, 0.0)
gl.Scalef(blocksize, blocksize, blocksize)
self.drawBuffer.Reset()
if itemid < 256 {
TerrainCube(self.drawBuffer, Vectori{}, [18]BlockId{BLOCK_DIRT, BLOCK_DIRT, BLOCK_DIRT, BLOCK_DIRT, BLOCK_AIR, BLOCK_DIRT, BLOCK_AIR, BLOCK_AIR, BLOCK_AIR, BLOCK_AIR, BLOCK_AIR, BLOCK_AIR, BLOCK_AIR, BLOCK_AIR, BLOCK_AIR, BLOCK_AIR, BLOCK_AIR}, NewBlockDefault(BlockId(itemid)), FACE_NONE)
} else {
RenderItemFlat(self.drawBuffer, Vectori{}, BlockId(itemid))
}
self.drawBuffer.RenderDirect(false)
gl.LoadIdentity()
gl.Translated(x+2*PIXEL_SCALE-48*PIXEL_SCALE*float64(blocksize), y-7*PIXEL_SCALE-48*PIXEL_SCALE*float64(blocksize), 0)
inventoryItemFont.Print(fmt.Sprintf("%d", quantity))
gl.PopMatrix()
}
示例10: Reshape
/* new window size or exposure */
func (self *Viewport) Reshape(width int, height int) {
self.selectionDirty = false
self.screenWidth = width
self.screenHeight = height
gl.Viewport(0, 0, width, height)
viewWidth := float64(self.screenWidth) / float64(SCREEN_SCALE)
viewHeight := float64(self.screenHeight) / float64(SCREEN_SCALE)
self.lplane = -viewWidth / 2
self.rplane = viewWidth / 2
self.bplane = -viewHeight / 4
self.tplane = 3 * viewHeight / 4
gl.MatrixMode(gl.PROJECTION)
gl.LoadIdentity()
gl.Ortho(self.lplane, self.rplane, self.bplane, self.tplane, -60, 60)
// self.Perspective(90, 1, 0.01,1000);
gl.MatrixMode(gl.MODELVIEW)
gl.LoadIdentity()
picker.x = float32(viewport.rplane) - picker.radius + BLOCK_SCALE*0.5
picker.y = float32(viewport.bplane) + picker.radius - BLOCK_SCALE*0.5
}
示例11: InitGLWindow
// Initialize the OpenGL configuration with the information from the current window.
func InitGLWindow(w, h int) {
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()
}
示例12: Draw
func (self *Console) Draw(t int64) {
gl.MatrixMode(gl.MODELVIEW)
gl.PushMatrix()
gl.LoadIdentity()
gl.Disable(gl.DEPTH_TEST)
gl.Disable(gl.LIGHTING)
gl.Disable(gl.LIGHT0)
gl.Disable(gl.LIGHT1)
h := float32(consoleFont.height) * PIXEL_SCALE
margin := float32(3.0) * PIXEL_SCALE
consoleHeight := 3 * h
gl.MatrixMode(gl.MODELVIEW)
gl.LoadIdentity()
gl.Color4ub(0, 0, 0, 208)
gl.Begin(gl.QUADS)
gl.Vertex2f(float32(viewport.lplane), float32(viewport.bplane)+consoleHeight+margin*2) // Bottom Left Of The Texture and Quad
gl.Vertex2f(float32(viewport.rplane), float32(viewport.bplane)+consoleHeight+margin*2) // Bottom Right Of The Texture and Quad
gl.Vertex2f(float32(viewport.rplane), float32(viewport.bplane)) // Top Right Of The Texture and Quad
gl.Vertex2f(float32(viewport.lplane), float32(viewport.bplane)) // Top Left Of The Texture and Quad
gl.End()
gl.Translatef(float32(viewport.lplane)+margin, float32(viewport.bplane)+consoleHeight+margin-h, 0)
consoleFont.Print(fmt.Sprintf("FPS: %5.2f V: %d (%d) CH: %d M: %d", self.fps, self.vertices, self.culledVertices, len(TheWorld.chunks), len(TheWorld.mobs)))
gl.LoadIdentity()
gl.Translatef(float32(viewport.lplane)+margin, float32(viewport.bplane)+consoleHeight+margin-2*h, 0)
consoleFont.Print(fmt.Sprintf("X: %5.2f Y: %4.2f Z: %5.2f H: %5.2f (%s) D: %0.1f (%d)", ThePlayer.position[XAXIS], ThePlayer.position[YAXIS], ThePlayer.position[ZAXIS], ThePlayer.heading, HeadingToCompass(ThePlayer.heading), ThePlayer.distanceTravelled, ThePlayer.distanceFromStart))
gl.LoadIdentity()
gl.Translatef(float32(viewport.lplane)+margin, float32(viewport.bplane)+consoleHeight+margin-3*h, 0)
numgc := uint32(0)
avggc := float64(0)
var last3 [3]float64
if self.mem.NumGC > 3 {
numgc = self.mem.NumGC
avggc = float64(self.mem.PauseTotalNs) / float64(self.mem.NumGC) / 1e6
index := int(numgc) - 1
if index > 255 {
index = 255
}
last3[0] = float64(self.mem.PauseNs[index]) / 1e6
last3[1] = float64(self.mem.PauseNs[index-1]) / 1e6
last3[2] = float64(self.mem.PauseNs[index-2]) / 1e6
}
consoleFont.Print(fmt.Sprintf("Mem: %.1f/%.1f GC: %.1fms [%d: %.1f, %.1f, %.1f] ChGen: %.1fms | Sc: %.1f TOD: %.1f", float64(self.mem.Alloc)/(1024*1024), float64(self.mem.Sys)/(1024*1024), avggc, numgc, last3[0], last3[1], last3[2], float64(self.chunkGenerationTime)/1e6, viewport.scale, timeOfDay))
gl.PopMatrix()
}
示例13: 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()
}
示例14: main
func main() {
var err error
if err = glfw.Init(); err != nil {
fmt.Fprintf(os.Stderr, "[e] %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, "[e] %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15: 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)
}