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Golang gl.MatrixMode函數代碼示例

本文整理匯總了Golang中github.com/banthar/gl.MatrixMode函數的典型用法代碼示例。如果您正苦於以下問題:Golang MatrixMode函數的具體用法?Golang MatrixMode怎麽用?Golang MatrixMode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MatrixMode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: 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

}
開發者ID:codygman,項目名稱:amberfell,代碼行數:28,代碼來源:viewport.go

示例2: SetProjection2D

func (this *Window) SetProjection2D() {
	gl.MatrixMode(gl.PROJECTION)
	gl.Viewport(0, 0, int(this.Width()), int(this.Height()))
	gl.LoadIdentity()
	gl.Ortho(0, float64(this.Width()), 0, float64(this.Height()), -1.0, 1.0)
	gl.MatrixMode(gl.MODELVIEW)
}
開發者ID:swantescholz,項目名稱:coding,代碼行數:7,代碼來源:window.go

示例3: 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()
}
開發者ID:shogg,項目名稱:glfps,代碼行數:28,代碼來源:glfps.go

示例4: 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5: 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6: 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)
}
開發者ID:bombless,項目名稱:Fergulator,代碼行數:33,代碼來源:video.go

示例7: 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

}
開發者ID:uriel,項目名稱:amberfell,代碼行數:28,代碼來源:viewport.go

示例8: 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)
}
開發者ID:glenn-brown,項目名稱:vu,代碼行數:27,代碼來源:window.go

示例9: 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()
}
開發者ID:navneet1v,項目名稱:opengl-go-tutorials,代碼行數:35,代碼來源:lesson08.go

示例10: 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()
	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, 0.0) /* 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()
}
開發者ID:tmc,項目名稱:glut,代碼行數:29,代碼來源:fontdemo.go

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()
}
開發者ID:andrebq,項目名稱:tinygl,代碼行數:9,代碼來源:triangle.go

示例12: 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)
}
開發者ID:tmc,項目名稱:glut,代碼行數:9,代碼來源:fontdemo.go

示例13: 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()
}
開發者ID:caustin,項目名稱:amberfell,代碼行數:56,代碼來源:console.go

示例14: 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15: initialize

func initialize(WIDTH, HEIGHT int) {

	gl.MatrixMode(gl.PROJECTION)

	gl.LoadIdentity()

	gl.Ortho(0, float64(WIDTH), float64(HEIGHT), 0, 0, 1)

	gl.MatrixMode(gl.MODELVIEW)

	gl.Disable(gl.DEPTH_TEST)
}
開發者ID:reiver,項目名稱:lifepack,代碼行數:12,代碼來源:main.go


注:本文中的github.com/banthar/gl.MatrixMode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。