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Golang gl.Translatef函數代碼示例

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

}
開發者ID:Cyberdada,項目名稱:amberfell,代碼行數:32,代碼來源:picker.go

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()
}
開發者ID:sycoso,項目名稱:glfw,代碼行數:33,代碼來源:main.go

示例3: 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4: 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()
	}
}
開發者ID:sycoso,項目名稱:glfw,代碼行數:54,代碼來源:main.go

示例5: drawGLScene

// Here goes our drawing code
func drawGLScene() {
	// Clear the screen and depth buffer
	gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)

	// Move left 1.5 units and into the screen 6.0 units.
	gl.LoadIdentity()
	gl.Translatef(-1.5, 0.0, -6.0)
	gl.Rotatef(float32(rtri), 0.0, 1.0, 0.0) // Rotate the triangle on the Y axis

	gl.Begin(gl.TRIANGLES)       // Draw triangles
	gl.Color3f(1.0, 0.0, 0.0)    // Set The Color To Red
	gl.Vertex3f(0.0, 1.0, 0.0)   // top
	gl.Color3f(0.0, 1.0, 0.0)    // Set The Color To Red
	gl.Vertex3f(-1.0, -1.0, 0.0) // bottom left
	gl.Color3f(0.0, 0.0, 1.0)    // Set The Color To Red
	gl.Vertex3f(1.0, -1.0, 0.0)  // bottom right
	gl.End()                     // finish drawing the triangle

	// Move right 3 units
	gl.LoadIdentity()
	gl.Translatef(1.5, 0.0, -6.0)
	gl.Color3f(0.5, 0.5, 1.0)                 // Set The Color To Blue One Time Only
	gl.Rotatef(float32(rquad), 1.0, 0.0, 0.0) // rotate the quad on the X axis

	gl.Begin(gl.QUADS)           // draw quads
	gl.Vertex3f(-1.0, 1.0, 0.0)  // top left
	gl.Vertex3f(1.0, 1.0, 0.0)   // top right
	gl.Vertex3f(1.0, -1.0, 0.0)  // bottom right
	gl.Vertex3f(-1.0, -1.0, 0.0) // bottom left
	gl.End()                     // done drawing the quad

	// Draw to the screen
	sdl.GL_SwapBuffers()

	rtri += 0.2   // Increase The Rotation Variable For The Triangle
	rquad -= 0.15 // Decrease The Rotation Variable For The Quad

	// Gather our frames per second
	frames++
	t := sdl.GetTicks()
	if t-t0 >= 5000 {
		seconds := (t - t0) / 1000.0
		fps := frames / seconds
		fmt.Println(frames, "frames in", seconds, "seconds =", fps, "FPS")
		t0 = t
		frames = 0
	}
}
開發者ID:navneet1v,項目名稱:opengl-go-tutorials,代碼行數:49,代碼來源:lesson04.go

示例6: Draw

func (self *Wolf) Draw(center Vectorf, selectedBlockFace *BlockFace) {
	gl.PushMatrix()
	gl.Translatef(float32(self.position[XAXIS]), float32(self.position[YAXIS]), float32(self.position[ZAXIS]))
	gl.Rotated(self.Heading(), 0.0, 1.0, 0.0)
	WolfModel.GLDraw()
	gl.PopMatrix()
}
開發者ID:Cyberdada,項目名稱:amberfell,代碼行數:7,代碼來源:wolf.go

示例7: 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8: Draw

func (s *Sprite) Draw(x, y, angle, scale float32, blend bool) {
	gl.Enable(gl.TEXTURE_2D)
	gl.Disable(gl.COLOR_MATERIAL)
	if blend {
		gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
		gl.Enable(gl.BLEND)
	} else {
		gl.Disable(gl.BLEND)
		gl.BlendFunc(gl.ONE, gl.ZERO)
	}

	gl.MatrixMode(gl.MODELVIEW)
	gl.LoadIdentity()
	gl.Translatef(x, y, 0)
	gl.Rotatef(angle*360/(2*math.Pi), 0, 0, 1)
	gl.Scalef(scale, scale, 1)
	s.tex.Bind(gl.TEXTURE_2D)
	gl.Begin(gl.QUADS)
	gl.Color3f(1, 1, 1)
	gl.TexCoord2d(0, 0)
	gl.Vertex3f(-0.5*s.width, -0.5*s.height, 0)
	gl.TexCoord2d(1, 0)
	gl.Vertex3f(0.5*s.width, -0.5*s.height, 0)
	gl.TexCoord2d(1, 1)
	gl.Vertex3f(0.5*s.width, 0.5*s.height, 0)
	gl.TexCoord2d(0, 1)
	gl.Vertex3f(-0.5*s.width, 0.5*s.height, 0)
	gl.End()
	gl.Disable(gl.TEXTURE_2D)
	gl.Disable(gl.BLEND)
}
開發者ID:mfpi,項目名稱:lecture-hall-games,代碼行數:31,代碼來源:utils.go

示例9: drawShip

func drawShip(angle float32) {
	gl.PushMatrix()
	gl.Translatef(x, y, 0.0)
	gl.Rotatef(angle, 0.0, 0.0, 1.0)
	if thrust {
		gl.Color3f(1.0, 0.0, 0.0)
		gl.Begin(gl.LINE_STRIP)
		gl.Vertex2f(-0.75, -0.5)
		gl.Vertex2f(-1.75, 0)
		gl.Vertex2f(-0.75, 0.5)
		gl.End()
	}
	gl.Color3f(1.0, 1.0, 0.0)
	gl.Begin(gl.LINE_LOOP)
	gl.Vertex2f(2.0, 0.0)
	gl.Vertex2f(-1.0, -1.0)
	gl.Vertex2f(-0.5, 0.0)
	gl.Vertex2f(-1.0, 1.0)
	gl.Vertex2f(2.0, 0.0)
	gl.End()
	if shield {
		gl.Color3f(0.1, 0.1, 1.0)
		gl.Begin(gl.LINE_LOOP)
		for rad := 0.0; rad < 12.0; rad += 1.0 {
			gl.Vertex2f(
				float32(2.3*math.Cos(2*float64(rad)/math.Pi)+0.2),
				float32(2.0*math.Sin(2*float64(rad)/math.Pi)))
		}
		gl.End()
	}
	gl.PopMatrix()
}
開發者ID:tmc,項目名稱:glut,代碼行數:32,代碼來源:asteroids.go

示例10: 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11: stroke_output

func stroke_output(x, y float32, str string, font glut.StrokeFont) {
	gl.PushMatrix()
	gl.Translatef(x, y, 0)
	gl.Scalef(0.005, 0.005, 0.005)
	for _, ch := range str {
		font.Character(ch)
	}
	gl.PopMatrix()
}
開發者ID:tmc,項目名稱:glut,代碼行數:9,代碼來源:fontdemo.go

示例12: 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)
}
開發者ID:nkostelnik,項目名稱:gl,代碼行數:13,代碼來源:glfwgears.go

示例13: drawGLScene

// Here goes our drawing code
func drawGLScene() {
	// Clear the screen and depth buffer
	gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)

	// Move left 1.5 units and into the screen 6.0 units.
	gl.LoadIdentity()
	gl.Translatef(-1.5, 0.0, -6.0)

	gl.Begin(gl.TRIANGLES)       // Draw triangles
	gl.Vertex3f(0.0, 1.0, 0.0)   // top
	gl.Vertex3f(-1.0, -1.0, 0.0) // bottom left
	gl.Vertex3f(1.0, -1.0, 0.0)  // bottom right
	gl.End()                     // finish drawing the triangle

	// Move right 3 units
	gl.Translatef(3.0, 0.0, 0.0)

	gl.Begin(gl.QUADS)           // draw quads
	gl.Vertex3f(-1.0, 1.0, 0.0)  // top left
	gl.Vertex3f(1.0, 1.0, 0.0)   // top right
	gl.Vertex3f(1.0, -1.0, 0.0)  // bottom right
	gl.Vertex3f(-1.0, -1.0, 0.0) // bottom left
	gl.End()                     // done drawing the quad

	// Draw to the screen
	sdl.GL_SwapBuffers()

	// Gather our frames per second
	frames++
	t := sdl.GetTicks()
	if t-t0 >= 5000 {
		seconds := (t - t0) / 1000.0
		fps := frames / seconds
		fmt.Println(frames, "frames in", seconds, "seconds =", fps, "FPS")
		t0 = t
		frames = 0
	}
}
開發者ID:navneet1v,項目名稱:opengl-go-tutorials,代碼行數:39,代碼來源:lesson02.go

示例14: DrawPlayerItems

func (self *Picker) DrawPlayerItems(t int64, drawQuantities bool) {

	gl.PushMatrix()
	gl.LoadIdentity()

	for i := 0; i < 5; i++ {

		itemid := ThePlayer.equippedItems[i]
		if itemid != 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.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(BLOCK_SCALE, BLOCK_SCALE, BLOCK_SCALE)
			gGuiBuffer.Reset()
			if itemid < 256 {
				TerrainCube(gGuiBuffer, 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(gGuiBuffer, Vectori{}, BlockId(itemid))
			}
			gGuiBuffer.RenderDirect(false)

			if drawQuantities {
				gl.LoadIdentity()
				gl.Translatef(x-17*PIXEL_SCALE, y-19*PIXEL_SCALE, 20)
				consoleFont.Print(fmt.Sprintf("%d", ThePlayer.inventory[itemid]))
			}

		}
	}
	gl.PopMatrix()

}
開發者ID:codygman,項目名稱:amberfell,代碼行數:38,代碼來源:picker.go

示例15: reshape

func reshape(w, h int) {
	/* Because Gil specified "screen coordinates" (presumably with an
	   upper-left origin), this short bit of code sets up the coordinate
	   system to correspond to actual window coodrinates.  This code
	   wouldn't be required if you chose a (more typical in 3D) abstract
	   coordinate system. */

	gl.Viewport(0, 0, w, h)                       /* Establish viewing area to cover entire window. */
	gl.MatrixMode(gl.PROJECTION)                  /* Start modifying the projection matrix. */
	gl.LoadIdentity()                             /* Reset project matrix. */
	gl.Ortho(0, float64(w), 0, float64(h), -1, 1) /* Map abstract coords directly to window coords. */
	gl.Scalef(1, -1, 1)                           /* Invert Y axis so increasing Y goes down. */
	gl.Translatef(0, float32(-h), 0)              /* Shift origin up to upper-left corner. */
}
開發者ID:tmc,項目名稱:glut,代碼行數:14,代碼來源:simple.go


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