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Golang gl21.Int函數代碼示例

本文整理匯總了Golang中github.com/chsc/gogl/gl21.Int函數的典型用法代碼示例。如果您正苦於以下問題:Golang Int函數的具體用法?Golang Int怎麽用?Golang Int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Int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: Draw

func (gw *GameWindow) Draw(region gui.Region, style gui.StyleStack) {
	defer base.StackCatcher()
	defer func() {
		// gl.Translated(gl.Double(gw.region.X), gl.Double(gw.region.Y), 0)
		gl.Disable(gl.TEXTURE_2D)
		gl.Color4ub(255, 255, 255, 255)
		gl.LineWidth(3)
		gl.Begin(gl.LINES)
		bx, by := gl.Int(region.X), gl.Int(region.Y)
		bdx, bdy := gl.Int(region.Dx), gl.Int(region.Dy)
		gl.Vertex2i(bx, by)
		gl.Vertex2i(bx, by+bdy)
		gl.Vertex2i(bx, by+bdy)
		gl.Vertex2i(bx+bdx, by+bdy)
		gl.Vertex2i(bx+bdx, by+bdy)
		gl.Vertex2i(bx+bdx, by)
		gl.Vertex2i(bx+bdx, by)
		gl.Vertex2i(bx, by)
		gl.End()
		gl.LineWidth(1)
	}()

	gw.Engine.Pause()
	game := gw.Engine.GetState().(*Game)
	game.RenderLocal(region, gw.Local)
	gw.Engine.Unpause()
}
開發者ID:runningwild,項目名稱:magnus,代碼行數:27,代碼來源:game.go

示例2: Draw

func (gw *GameWindow) Draw(region g2.Region, style g2.StyleStack) {
	defer base.StackCatcher()
	defer func() {
		// gl.Translated(gl.Double(gw.region.X), gl.Double(gw.region.Y), 0)
		gl.Disable(gl.TEXTURE_2D)
		gl.Color4ub(255, 255, 255, 255)
		gl.LineWidth(3)
		gl.Begin(gl.LINES)
		bx, by := gl.Int(region.X), gl.Int(region.Y)
		bdx, bdy := gl.Int(region.Dx), gl.Int(region.Dy)
		gl.Vertex2i(bx, by)
		gl.Vertex2i(bx, by+bdy)
		gl.Vertex2i(bx, by+bdy)
		gl.Vertex2i(bx+bdx, by+bdy)
		gl.Vertex2i(bx+bdx, by+bdy)
		gl.Vertex2i(bx+bdx, by)
		gl.Vertex2i(bx+bdx, by)
		gl.Vertex2i(bx, by)
		gl.End()
		gl.LineWidth(1)
	}()

	gw.Engine.Pause()
	game := gw.Engine.GetState().(*Game)
	// Note that since we do a READER lock on game.local we cannot do any writes
	// to local data while rendering.
	game.local.RLock()
	game.RenderLocal(region)
	game.local.RUnlock()
	gw.Engine.Unpause()
}
開發者ID:runningwild,項目名稱:jota,代碼行數:31,代碼來源:game_graphics.go

示例3: Render

func (vb *VertexBuffer) Render(position Point3) {
	gl.PushMatrix()
	gl.Translated(
		gl.Double(position.X),
		gl.Double(position.Y),
		gl.Double(position.Z))

	gl.VertexPointer(
		gl.Int(3),
		gl.DOUBLE,
		0,
		gl.Pointer(&vb.VertexData[0]))
	gl.ColorPointer(
		gl.Int(4),
		gl.DOUBLE,
		0,
		gl.Pointer(&vb.ColorData[0]))
	gl.TexCoordPointer(
		gl.Int(2),
		gl.DOUBLE,
		0,
		gl.Pointer(&vb.TexCoordData[0]))

	for i := range vb.RenderSteps {
		rs := &vb.RenderSteps[i]
		gl.DrawElements(
			rs.Mode,
			gl.Sizei(len(rs.Indices)),
			gl.UNSIGNED_INT,
			gl.Pointer(&rs.Indices[0]))
	}
	gl.PopMatrix()
}
開發者ID:runningwild,項目名稱:arkanoid,代碼行數:33,代碼來源:gl-geometry.go

示例4: Draw

func (tsm *ThunderSubMenu) Draw(region Region, style StyleStack) {
	gl.Disable(gl.TEXTURE_2D)
	gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
	gl.Enable(gl.BLEND)
	base.EnableShader("marble")
	offset, ok := style.Get("offset").(linear.Vec2)
	if ok {
		base.SetUniformV2("marble", "offset", offset)
	} else {
		base.SetUniformV2("marble", "offset", linear.Vec2{})
	}
	gl.Color4ub(255, 255, 255, 255)
	gl.Begin(gl.QUADS)
	x := gl.Int(region.X)
	y := gl.Int(region.Y)
	dx := gl.Int(region.Dx)
	dy := gl.Int(region.Dy)
	gl.Vertex2i(x, y)
	gl.Vertex2i(x, y+dy)
	gl.Vertex2i(x+dx, y+dy)
	gl.Vertex2i(x+dx, y)
	gl.End()
	base.EnableShader("")
	for i, option := range tsm.Options {
		region.Dy = tsm.requests[option].Dy
		if i == tsm.selected {
			style.PushStyle(map[string]interface{}{"selected": true})
		} else {
			style.PushStyle(map[string]interface{}{"selected": false})
		}
		option.Draw(region, style)
		style.Pop()
		region.Y += tsm.requests[option].Dy
	}
}
開發者ID:runningwild,項目名稱:magnus,代碼行數:35,代碼來源:thunder_menu.go

示例5: RenderLocalEditor

func (g *Game) RenderLocalEditor(region g2.Region) {
	g.editor.Lock()
	defer g.editor.Unlock()
	g.editor.region = region
	g.editor.camera.regionDims = linear.Vec2{float64(region.Dims.Dx), float64(region.Dims.Dy)}
	levelDims := linear.Vec2{float64(g.Level.Room.Dx), float64(g.Level.Room.Dy)}
	g.editor.camera.StandardRegion(levelDims.Scale(0.5), levelDims)
	g.editor.camera.approachTarget()

	gl.MatrixMode(gl.PROJECTION)
	gl.PushMatrix()
	gl.LoadIdentity()
	defer gl.PopMatrix()

	gl.PushAttrib(gl.VIEWPORT_BIT)
	gl.Viewport(gl.Int(region.X), gl.Int(region.Y), gl.Sizei(region.Dx), gl.Sizei(region.Dy))
	defer gl.PopAttrib()

	current := &g.editor.camera.current
	gl.Ortho(
		gl.Double(current.mid.X-current.dims.X/2),
		gl.Double(current.mid.X+current.dims.X/2),
		gl.Double(current.mid.Y+current.dims.Y/2),
		gl.Double(current.mid.Y-current.dims.Y/2),
		gl.Double(1000),
		gl.Double(-1000),
	)
	defer func() {
		gl.MatrixMode(gl.PROJECTION)
		gl.PopMatrix()
		gl.MatrixMode(gl.MODELVIEW)
	}()
	gl.MatrixMode(gl.MODELVIEW)

	gl.Enable(gl.BLEND)
	gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)

	g.renderWalls()
	g.renderEdges()
	g.renderBases()
	g.renderEntsAndAbilities()
	g.renderProcesses()

	g.editor.renderPathing(&g.Level.Room, g.local.pathingData)

	switch g.editor.action {
	case editorActionNone:
	case editorActionPlaceBlock:
		g.editor.renderPlaceBlock(g)
	default:
		base.Error().Printf("Unexpected editorAction: %v", g.editor.action)
	}
}
開發者ID:runningwild,項目名稱:jota,代碼行數:53,代碼來源:editor_graphics.go

示例6: SetVariable4i

// SetVariable4i sets a specified variable to the four supplied integers to be
// passed into an effect.
func (effect *Effect) SetVariable4i(variable string, val1 int, val2 int, val3 int, val4 int) error {

	var currEffect gl.Int
	gl.GetIntegerv(gl.CURRENT_PROGRAM, &currEffect)
	if gl.Uint(currEffect) != effect.program {
		return errors.New("effect is not currently in use")
	}

	effect.checkUniformVariable(variable)

	gl.Uniform4i(effect.uniforms[variable], gl.Int(val1), gl.Int(val2), gl.Int(val3), gl.Int(val4))
	return nil
}
開發者ID:velovix,項目名稱:paunch,代碼行數:15,代碼來源:effect.go

示例7: shinit

func shinit() gl.Int {
	vs := loadShader(gl.VERTEX_SHADER, vss)
	var sfs string
	if *blend {
		sfs = bfss
	} else {
		sfs = fss
	}
	fs := loadShader(gl.FRAGMENT_SHADER, sfs)
	prg := gl.CreateProgram()
	gl.AttachShader(prg, vs)
	gl.AttachShader(prg, fs)
	gl.LinkProgram(prg)
	var l int
	if *blend {
		l = 6
	} else {
		l = 3
	}
	gl.UseProgram(prg)
	names := []string{"yt1", "cbt1", "crt1", "yt0", "cbt0", "crt0"}
	for i := 0; i < l; i++ {
		loc := gl.GetUniformLocation(prg, gl.GLString(names[i]))
		gl.Uniform1i(loc, gl.Int(i))
	}
	return gl.GetUniformLocation(prg, gl.GLString("factor"))
}
開發者ID:jacereda,項目名稱:webmplay,代碼行數:27,代碼來源:webmplay.go

示例8: DrawFocused

func (c *Console) DrawFocused(region gui.Region) {
	gl.Color4d(0.2, 0, 0.3, 0.8)
	gl.Disable(gl.TEXTURE_2D)
	gl.Begin(gl.QUADS)
	{
		x := gl.Int(region.X)
		y := gl.Int(region.Y)
		x2 := gl.Int(region.X + region.Dx)
		y2 := gl.Int(region.Y + region.Dy)
		gl.Vertex2i(x, y)
		gl.Vertex2i(x, y2)
		gl.Vertex2i(x2, y2)
		gl.Vertex2i(x2, y)
	}
	gl.End()
	gl.Color4d(1, 1, 1, 1)
	y := float64(region.Y) + float64(len(c.lines))*lineHeight
	do_color := func(line string) {
		if strings.HasPrefix(line, "LOG") {
			gl.Color4d(1, 1, 1, 1)
		}
		if strings.HasPrefix(line, "WARN") {
			gl.Color4d(1, 1, 0, 1)
		}
		if strings.HasPrefix(line, "ERROR") {
			gl.Color4d(1, 0, 0, 1)
		}
	}
	if c.start > c.end {
		for i := c.start; i < len(c.lines); i++ {
			do_color(c.lines[i])
			c.dict.RenderString(c.lines[i], c.xscroll, y, 0, lineHeight, gui.Left)
			y -= lineHeight
		}
		for i := 0; i < c.end; i++ {
			do_color(c.lines[i])
			c.dict.RenderString(c.lines[i], c.xscroll, y, 0, lineHeight, gui.Left)
			y -= lineHeight
		}
	} else {
		for i := c.start; i < c.end && i < len(c.lines); i++ {
			do_color(c.lines[i])
			c.dict.RenderString(c.lines[i], c.xscroll, y, 0, lineHeight, gui.Left)
			y -= lineHeight
		}
	}
}
開發者ID:dgthunder,項目名稱:magnus,代碼行數:47,代碼來源:console.go

示例9: Draw

func (p *PosWidget) Draw(region Region, style StyleStack) {
	gl.Disable(gl.TEXTURE_2D)
	gl.Color4ub(0, 255, 0, 255)
	gl.Begin(gl.QUADS)
	x := gl.Int(region.X)
	y := gl.Int(region.Y)
	dx := gl.Int(base.GetDictionary("luxisr").StringWidth(p.text, float64(p.Size)))
	dy := gl.Int(p.Size)
	gl.Vertex2i(x, y)
	gl.Vertex2i(x, y+dy)
	gl.Vertex2i(x+dx, y+dy)
	gl.Vertex2i(x+dx, y)
	gl.End()
	base.Log().Printf("%v %v %v %v", x, y, dx, dy)
	gl.Color4ub(255, 0, 255, 255)
	base.GetDictionary("luxisr").RenderString(p.text, float64(region.X), float64(region.Y), 0, float64(p.Size), gui.Left)
}
開發者ID:runningwild,項目名稱:jota,代碼行數:17,代碼來源:gui.go

示例10: upload

func upload(id gl.Uint, data []byte, stride int, w int, h int) {
	gl.BindTexture(gl.TEXTURE_2D, id)
	gl.PixelStorei(gl.UNPACK_ROW_LENGTH, gl.Int(stride))
	gl.PixelStorei(gl.UNPACK_ALIGNMENT, 1)
	gl.TexImage2D(gl.TEXTURE_2D, 0, gl.LUMINANCE,
		gl.Sizei(w), gl.Sizei(h), 0,
		gl.LUMINANCE, gl.UNSIGNED_BYTE, gl.Pointer(&data[0]))
}
開發者ID:jacereda,項目名稱:webmplay,代碼行數:8,代碼來源:webmplay.go

示例11: renderLosMask

func (g *Game) renderLosMask(local *LocalData) {
	ent := g.Ents[local.moba.currentPlayer.gid]
	if ent == nil {
		return
	}
	walls := g.temp.VisibleWallCache[GidInvadersStart].GetWalls(int(ent.Pos().X), int(ent.Pos().Y))
	gl.Disable(gl.TEXTURE_2D)
	gl.Color4ub(0, 0, 0, 255)
	gl.Begin(gl.TRIANGLES)
	for _, wall := range walls {
		if wall.Right(ent.Pos()) {
			continue
		}
		a := wall.P
		b := ent.Pos().Sub(wall.P).Norm().Scale(-10000.0).Add(wall.P)
		mid := wall.P.Add(wall.Q).Scale(0.5)
		c := ent.Pos().Sub(mid).Norm().Scale(-10000.0).Add(mid)
		d := ent.Pos().Sub(wall.Q).Norm().Scale(-10000.0).Add(wall.Q)
		e := wall.Q
		gl.Vertex2d(gl.Double(a.X), gl.Double(a.Y))
		gl.Vertex2d(gl.Double(b.X), gl.Double(b.Y))
		gl.Vertex2d(gl.Double(c.X), gl.Double(c.Y))

		gl.Vertex2d(gl.Double(a.X), gl.Double(a.Y))
		gl.Vertex2d(gl.Double(c.X), gl.Double(c.Y))
		gl.Vertex2d(gl.Double(d.X), gl.Double(d.Y))

		gl.Vertex2d(gl.Double(a.X), gl.Double(a.Y))
		gl.Vertex2d(gl.Double(d.X), gl.Double(d.Y))
		gl.Vertex2d(gl.Double(e.X), gl.Double(e.Y))
	}
	gl.End()
	base.EnableShader("horizon")
	base.SetUniformV2("horizon", "center", ent.Pos())
	base.SetUniformF("horizon", "horizon", LosMaxDist)
	gl.Begin(gl.QUADS)
	dx := gl.Int(g.Levels[GidInvadersStart].Room.Dx)
	dy := gl.Int(g.Levels[GidInvadersStart].Room.Dy)
	gl.Vertex2i(0, 0)
	gl.Vertex2i(dx, 0)
	gl.Vertex2i(dx, dy)
	gl.Vertex2i(0, dy)
	gl.End()
	base.EnableShader("")
}
開發者ID:runningwild,項目名稱:magnus,代碼行數:45,代碼來源:local.go

示例12: RenderLocalGame

func (g *Game) RenderLocalGame(region g2.Region) {
	g.local.Camera.regionDims = linear.Vec2{float64(region.Dims.Dx), float64(region.Dims.Dy)}
	// func (g *Game) renderLocalHelper(region g2.Region, local *LocalData, camera *cameraInfo, side int) {
	g.local.Camera.FocusRegion(g, 0)
	gl.MatrixMode(gl.PROJECTION)
	gl.PushMatrix()
	gl.LoadIdentity()
	// Set the viewport so that we only render into the region that we're supposed
	// to render to.
	// TODO: Check if this works on all graphics cards - I've heard that the opengl
	// spec doesn't actually require that viewport does any clipping.
	gl.PushAttrib(gl.VIEWPORT_BIT)
	gl.Viewport(gl.Int(region.X), gl.Int(region.Y), gl.Sizei(region.Dx), gl.Sizei(region.Dy))
	defer gl.PopAttrib()

	current := &g.local.Camera.current
	gl.Ortho(
		gl.Double(current.mid.X-current.dims.X/2),
		gl.Double(current.mid.X+current.dims.X/2),
		gl.Double(current.mid.Y+current.dims.Y/2),
		gl.Double(current.mid.Y-current.dims.Y/2),
		gl.Double(1000),
		gl.Double(-1000),
	)
	defer func() {
		gl.MatrixMode(gl.PROJECTION)
		gl.PopMatrix()
		gl.MatrixMode(gl.MODELVIEW)
	}()
	gl.MatrixMode(gl.MODELVIEW)

	gl.Enable(gl.BLEND)
	gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)

	level := g.Level
	zoom := current.dims.X / float64(region.Dims.Dx)
	level.ManaSource.Draw(zoom, float64(level.Room.Dx), float64(level.Room.Dy))

	g.renderWalls()
	g.renderEdges()
	g.renderBases()
	g.renderEntsAndAbilities()
	g.renderProcesses()
	g.RenderLosMask()
}
開發者ID:runningwild,項目名稱:jota,代碼行數:45,代碼來源:game_graphics.go

示例13: SetUniformI

func SetUniformI(shader, variable string, n int) error {
	prog, ok := shader_progs[shader]
	if !ok {
		return shaderError(fmt.Sprintf("Tried to set a uniform in an unknown shader '%s'", shader))
	}
	bvariable := []byte(fmt.Sprintf("%s\x00", variable))
	loc := gl.GetUniformLocation(prog, (*gl.Char)(unsafe.Pointer(&bvariable[0])))
	gl.Uniform1i(loc, gl.Int(n))
	return nil
}
開發者ID:dgthunder,項目名稱:glop,代碼行數:10,代碼來源:shader.go

示例14: SetUniformI

func SetUniformI(shader, variable string, n int) {
	prog, ok := shader_progs[shader]
	if !ok {
		if !warned_names[shader] {
			Warn().Printf("Tried to set a uniform in an unknown shader '%s'", shader)
			warned_names[shader] = true
		}
		return
	}
	bvariable := []byte(fmt.Sprintf("%s\x00", variable))
	loc := gl.GetUniformLocation(prog, (*gl.Char)(unsafe.Pointer(&bvariable[0])))
	gl.Uniform1i(loc, gl.Int(n))
}
開發者ID:runningwild,項目名稱:jota,代碼行數:13,代碼來源:shaders.go

示例15: RegisterShader

func RegisterShader(name string, vertex, fragment []byte) error {
	if _, ok := shader_progs[name]; ok {
		return shaderError(fmt.Sprintf("Tried to register a shader called '%s' twice", name))
	}

	vertex_id := gl.CreateShader(gl.VERTEX_SHADER)
	pointer := &vertex[0]
	length := gl.Int(len(vertex))
	gl.ShaderSource(vertex_id, 1, (**gl.Char)(unsafe.Pointer(&pointer)), &length)
	gl.CompileShader(vertex_id)
	var param gl.Int
	gl.GetShaderiv(vertex_id, gl.COMPILE_STATUS, &param)
	if param == 0 {
		return shaderError(fmt.Sprintf("Failed to compile vertex shader '%s': %v", name, param))
	}

	fragment_id := gl.CreateShader(gl.FRAGMENT_SHADER)
	pointer = &fragment[0]
	length = gl.Int(len(fragment))
	gl.ShaderSource(fragment_id, 1, (**gl.Char)(unsafe.Pointer(&pointer)), &length)
	gl.CompileShader(fragment_id)
	gl.GetShaderiv(fragment_id, gl.COMPILE_STATUS, &param)
	if param == 0 {
		return shaderError(fmt.Sprintf("Failed to compile fragment shader '%s': %v", name, param))
	}

	// shader successfully compiled - now link
	program_id := gl.CreateProgram()
	gl.AttachShader(program_id, vertex_id)
	gl.AttachShader(program_id, fragment_id)
	gl.LinkProgram(program_id)
	gl.GetProgramiv(program_id, gl.LINK_STATUS, &param)
	if param == 0 {
		return shaderError(fmt.Sprintf("Failed to link shader '%s': %v", name, param))
	}

	shader_progs[name] = program_id
	return nil
}
開發者ID:dgthunder,項目名稱:glop,代碼行數:39,代碼來源:shader.go


注:本文中的github.com/chsc/gogl/gl21.Int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。