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Golang gl21.Viewport函數代碼示例

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

// resize resizes the window to the specified dimensions.
func resize(width, height int) {
	gl.Viewport(0, 0, gl.Sizei(width), gl.Sizei(height))
	gl.MatrixMode(gl.PROJECTION)
	gl.LoadIdentity()
	gl.Ortho(-30.0, 30.0, -30.0, 30.0, -30.0, 30.0)
	gl.MatrixMode(gl.MODELVIEW)
}
開發者ID:travis1230,項目名稱:RosettaCodeData,代碼行數:8,代碼來源:opengl.go

示例2: InitViewport

func InitViewport() {
	gl.Viewport(0, 0, gl.Sizei(Width), gl.Sizei(Height))
	gl.MatrixMode(gl.PROJECTION)
	gl.LoadIdentity()
	x := gl.Double(float64(Height) / float64(Width))
	gl.Frustum(-1./2., 1./2., -x/2, x/2, 10, 100)
}
開發者ID:shenyp09,項目名稱:mx3,代碼行數:7,代碼來源:input.go

示例3: run

func (w *Window) run() {
	runtime.LockOSThread()
	glfw.MakeContextCurrent(w.w)
	defer glfw.MakeContextCurrent(nil)

	// glfw should fire initial resize events to avoid this duplication (https://github.com/glfw/glfw/issues/62)
	width, height := w.w.Size()
	gl.MatrixMode(gl.PROJECTION)
	gl.LoadIdentity()
	gl.Ortho(0, gl.Double(width), 0, gl.Double(height), -1, 1)
	Resize(w, Pt(float64(width), float64(height)))
	width, height = w.w.FramebufferSize()
	gl.Viewport(0, 0, gl.Sizei(width), gl.Sizei(height))

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

	for !w.close {
		select {
		case f := <-w.do:
			f()
		case <-w.paint:
			gl.MatrixMode(gl.MODELVIEW)
			gl.LoadIdentity()

			gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
			w.base().paint()
			w.w.SwapBuffers()
		}
	}
}
開發者ID:gordonklaus,項目名稱:flux,代碼行數:33,代碼來源:window.go

示例4: initScene

func initScene() {
	input.Init()
	life = automata.NewLife(*flagRule, *flagSize, *flagDelay, *flagSeed)
	input.Sim = life
	go life.Run()
	gl.ClearColor(0.0, 0.0, 0.0, 0.0)
	gl.Viewport(0, 0, Width, Height)
}
開發者ID:dskinner,項目名稱:cell,代碼行數:8,代碼來源:main.go

示例5: windowResizeCallback

func windowResizeCallback(window *glfw.Window, width, height int) {

	paunchWindow.width = width
	paunchWindow.height = height

	for _, eventManager := range paunchWindow.eventManagers {
		eventManager.RunWindowResizeEvent(width, height)
	}

	gl.Viewport(0, 0, gl.Sizei(width), gl.Sizei(height))
}
開發者ID:velovix,項目名稱:paunch,代碼行數:11,代碼來源:window.go

示例6: 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7: initScene

func initScene(width, height int, init func()) (err error) {
	gl.Disable(gl.DEPTH_TEST)

	gl.ClearColor(0.5, 0.5, 0.5, 0.0)

	gl.Viewport(0, 0, gl.Sizei(width), gl.Sizei(height))
	gl.MatrixMode(gl.PROJECTION)
	gl.LoadIdentity()
	gl.Ortho(0, gl.Double(width), gl.Double(height), 0, 0, 1)
	gl.MatrixMode(gl.MODELVIEW)

	init()

	return
}
開發者ID:jaredly,項目名稱:rocks,代碼行數:15,代碼來源:draw.go

示例8: Init

func (s *Scene) Init() (err error) {
	runtime.LockOSThread()
	gl.Enable(gl.TEXTURE_2D)
	gl.Enable(gl.DEPTH_TEST)

	gl.ClearColor(0.0, 0.0, 0.0, 0.0)
	gl.ClearDepth(1)
	//gl.DepthFunc(gl.LEQUAL)

	gl.Viewport(0, 0, Width, Height)

	mm.init()

	return
}
開發者ID:drasich,項目名稱:ridley,代碼行數:15,代碼來源:scene.go

示例9: OnResize

func (a *app) OnResize(w, h int) {
	oaspect := float64(a.imgW()) / float64(a.imgH())
	haspect := float64(w) / float64(h)
	vaspect := float64(h) / float64(w)
	var scx, scy float64
	if oaspect > haspect {
		scx = 1
		scy = haspect / oaspect
	} else {
		scx = vaspect * oaspect
		scy = 1
	}
	gl.Viewport(0, 0, gl.Sizei(w), gl.Sizei(h))
	gl.LoadIdentity()
	gl.Scaled(gl.Double(scx), gl.Double(scy), 1)
}
開發者ID:jacereda,項目名稱:webmplay,代碼行數:16,代碼來源:webmplay.go

示例10: SetUpCamera

func SetUpCamera(
	screenWidth int32,
	screenHeight int32,
	lb *LevelBlueprint,
	playerIndex int32) {
	pb := &lb.Players[playerIndex]

	// Calculate the distance between the near plane and the camera. We want
	// (PaddleAreaWidth / 2) / cameraDist = tan(CameraHorzFovDegrees / 2)
	t := math.Tan(math.Pi * Config.CameraHorzFovDegrees / 360)
	cameraDist := pb.PaddleAreaWidth / (2 * t)
	cameraPos := pb.PaddleAreaCenter.Minus(
		pb.Orientation.Forward.Times(cameraDist))

	// Set up the projection matrix.
	gl.MatrixMode(gl.PROJECTION)
	gl.LoadIdentity()
	gl.Viewport(0, 0, gl.Sizei(screenWidth), gl.Sizei(screenHeight))
	gl.Frustum(
		gl.Double(-pb.PaddleAreaWidth/2), gl.Double(pb.PaddleAreaWidth/2),
		gl.Double(-pb.PaddleAreaHeight/2), gl.Double(pb.PaddleAreaHeight/2),
		gl.Double(cameraDist), gl.Double(cameraDist+Config.ViewDepth))

	// Set up the modelview matrix.
	gl.MatrixMode(gl.MODELVIEW)
	gl.LoadIdentity()
	transformation := [16]gl.Double{
		gl.Double(pb.Orientation.Right.X),
		gl.Double(pb.Orientation.Up.X),
		gl.Double(-pb.Orientation.Forward.X),
		gl.Double(0.0),
		gl.Double(pb.Orientation.Right.Y),
		gl.Double(pb.Orientation.Up.Y),
		gl.Double(-pb.Orientation.Forward.Y),
		gl.Double(0.0),
		gl.Double(pb.Orientation.Right.Z),
		gl.Double(pb.Orientation.Up.Z),
		gl.Double(-pb.Orientation.Forward.Z),
		gl.Double(0.0),
		gl.Double(0.0), gl.Double(0.0), gl.Double(0.0), gl.Double(1.0)}
	gl.MultMatrixd(&transformation[0])
	gl.Translated(
		gl.Double(-cameraPos.X),
		gl.Double(-cameraPos.Y),
		gl.Double(-cameraPos.Z))
}
開發者ID:runningwild,項目名稱:arkanoid,代碼行數:46,代碼來源:level-blueprint.go

示例11: 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12: PositionCamera

func PositionCamera(x, y gl.Double, width, height gl.Sizei) {
	texs.Disable2d()
	texs.Enable2d(x, y, 1000, 900)

	gl.Viewport(0, 0, 1000, 900)
	gl.LoadIdentity()

	title := strconv.FormatInt(int64(x), 10) + " , " + strconv.FormatInt(int64(y), 10)

	glfw.SetWindowTitle(title)

	X = x
	y = Y
	Width = width
	Height = height

	//UpdateActiveSystems()

}
開發者ID:kelly-ry4n,項目名稱:glGalaxy,代碼行數:19,代碼來源:movement.go

示例13: initScene

func initScene() {
	gl.Disable(gl.TEXTURE_2D)
	gl.Disable(gl.DEPTH_TEST)
	gl.Enable(gl.BLEND)
	gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
	gl.Disable(gl.ALPHA_TEST)
	gl.Enable(gl.LINE_SMOOTH)
	gl.Hint(gl.LINE_SMOOTH_HINT, gl.NICEST)
	gl.PolygonMode(gl.FRONT_AND_BACK, gl.LINE)
	gl.LineWidth(1.0)

	gl.ClearColor(0.0, 0.0, 0.0, 0.0)
	gl.ClearDepth(1)
	//gl.DepthFunc(gl.LEQUAL)

	gl.Viewport(0, 0, Width, Height)
	gl.MatrixMode(gl.PROJECTION)
	gl.LoadIdentity()
	perspective(110.0, 1.0, 4, 8192)
}
開發者ID:jayschwa,項目名稱:groke,代碼行數:20,代碼來源:bspview.go

示例14: glInit

func glInit(width, height int) {
	gl.Init()
	gl.Enable(gl.TEXTURE_2D)
	gl.PixelStorei(gl.UNPACK_ALIGNMENT, 1)
	gl.Viewport(0, 0, gl.Sizei(width), gl.Sizei(height))
	gl.MatrixMode(gl.PROJECTION)
	gl.LoadIdentity()
	gl.Ortho(0, gl.Double(width), gl.Double(height), 0, -1, 1)
	gl.MatrixMode(gl.MODELVIEW)
	gl.LoadIdentity()
	gl.Enable(gl.BLEND)
	gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)

	gl.EnableClientState(gl.VERTEX_ARRAY)
	gl.EnableClientState(gl.COLOR_ARRAY)
	gl.EnableClientState(gl.TEXTURE_COORD_ARRAY)
	gl.VertexPointer(2, gl.FLOAT, 0, gl.Pointer(&vs[0]))
	gl.ColorPointer(3, gl.UNSIGNED_BYTE, 0, gl.Pointer(&cs[0]))
	gl.TexCoordPointer(2, gl.FLOAT, 0, gl.Pointer(&ts[0]))
}
開發者ID:ajhager,項目名稱:rog,代碼行數:20,代碼來源:backend.go

示例15: initScene

func (o *OpenGl) initScene() (err error) {
	gl.ClearColor(0.0, 0.0, 0.0, 0.0)
	gl.ClearDepth(1)
	gl.DepthFunc(gl.LEQUAL)

	ambient := []gl.Float{0.5, 0.5, 0.5, 1}
	diffuse := []gl.Float{1, 1, 1, 1}
	position := []gl.Float{-5, 5, 10, 0}
	gl.Lightfv(gl.LIGHT0, gl.AMBIENT, &ambient[0])
	gl.Lightfv(gl.LIGHT0, gl.DIFFUSE, &diffuse[0])
	gl.Lightfv(gl.LIGHT0, gl.POSITION, &position[0])

	gl.Viewport(0, 0, gl.Sizei(o.width), gl.Sizei(o.height))
	gl.MatrixMode(gl.PROJECTION)
	gl.LoadIdentity()
	gl.Frustum(-1, 1, -1, 1, 1.0, 10.0)
	gl.MatrixMode(gl.MODELVIEW)
	gl.LoadIdentity()

	return nil
}
開發者ID:knickers,項目名稱:GOpenGL,代碼行數:21,代碼來源:GOpenGL.go


注:本文中的github.com/chsc/gogl/gl21.Viewport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。