作者:Miaqu
项目:moj
func Clear(mask Enum) {
defer func() {
errstr := errDrain()
log.Printf("gl.Clear(%v) %v", mask, errstr)
}()
C.glClear(C.GLbitfield(mask))
}
作者:21isgonnabeagoodyea
项目:gg
func InitGL(width, height, msaa int, fullscreen bool) {
C.SDL_Init(C.SDL_INIT_VIDEO)
C.SDL_VideoInit( /*nil*/ C.SDL_GetVideoDriver(0))
C.SDL_GL_SetAttribute(C.SDL_GL_CONTEXT_MAJOR_VERSION, 3)
C.SDL_GL_SetAttribute(C.SDL_GL_CONTEXT_MINOR_VERSION, 2)
if msaa != 0 {
C.SDL_GL_SetAttribute(C.SDL_GL_MULTISAMPLEBUFFERS, 1)
C.SDL_GL_SetAttribute(C.SDL_GL_MULTISAMPLESAMPLES, C.int(msaa))
}
C.SDL_GL_SetAttribute(C.SDL_GL_DEPTH_SIZE, 16)
//win = C.SDL_CreateWindow(nil, C.SDL_WINDOWPOS_CENTERED, C.SDL_WINDOWPOS_CENTERED,C.int(width), C.int(height), C.SDL_WINDOW_OPENGL)
if fullscreen {
win = C.SDL_CreateWindow(nil, C.SDL_WINDOWPOS_CENTERED, C.SDL_WINDOWPOS_CENTERED, C.int(width), C.int(height), C.SDL_WINDOW_OPENGL|C.SDL_WINDOW_FULLSCREEN_DESKTOP)
} else {
win = C.SDL_CreateWindow(nil, C.SDL_WINDOWPOS_CENTERED, C.SDL_WINDOWPOS_CENTERED, C.int(width), C.int(height), C.SDL_WINDOW_OPENGL)
}
C.SDL_ShowWindow(win)
wat := C.SDL_GL_CreateContext(win)
fmt.Println(C.GoString(C.SDL_GetVideoDriver(0)))
C.SDL_GL_MakeCurrent(win, wat)
//C.SDL_GL_SetSwapInterval(1)
C.glEnable(C.GL_DEPTH_TEST)
C.glDepthFunc(C.GL_LEQUAL)
C.glClearColor(0.3, 0.5, 1, 0)
C.glClear(C.GL_COLOR_BUFFER_BIT | C.GL_DEPTH_BUFFER_BIT)
printerr("failed to initialize openGL")
}
作者:CaptainSoOm
项目:Un
func Write0() {
//
if !initialized {
initialize()
}
if !scr.UnderX() {
ker.Stop(pack, 1)
}
C.glMatrixMode(C.GL_MODELVIEW)
C.glLoadIdentity()
for i := 0; i < 3; i++ {
matrix[i][0] = C.GLdouble(right[i])
matrix[i][1] = C.GLdouble(top[i])
matrix[i][2] = C.GLdouble(-front[i])
}
C.glMultMatrixd(&matrix[0][0])
C.glTranslated(C.GLdouble(-eye[0]), C.GLdouble(-eye[1]), C.GLdouble(-eye[2]))
C.glClear(C.GL_COLOR_BUFFER_BIT + C.GL_DEPTH_BUFFER_BIT)
for n := uint(0); n < MaxL; n++ {
if lightInitialized[n] {
ActualizeLight(n)
}
}
C.glBegin(POINTS)
nn = 0
}
作者:james4
项目:ex
func BeginFrame(width, height int, devicePixelRatio float32) {
w := C.GLsizei(float32(width) * devicePixelRatio)
h := C.GLsizei(float32(height) * devicePixelRatio)
C.glViewport(0, 0, w, h)
C.glClearColor(0, 0, 0, 1)
C.glClear(C.GL_COLOR_BUFFER_BIT | C.GL_DEPTH_BUFFER_BIT | C.GL_STENCIL_BUFFER_BIT)
C.nvgBeginFrame(vg, C.int(width), C.int(height), C.float(devicePixelRatio))
}
作者:sukehis
项目:goandroi
func (game *game) drawFrame() {
time += .05
color := (C.GLclampf(math.Sin(time)) + 1) * .5
C.glUniform2f(C.GLint(game.offsetUni), C.GLfloat(game.offsetX), C.GLfloat(game.offsetY))
C.glUniform3f(C.GLint(game.colorUni), 1.0, C.GLfloat(color), 0)
C.glClear(C.GL_COLOR_BUFFER_BIT | C.GL_DEPTH_BUFFER_BIT)
C.glUseProgram(game.prog)
C.glDrawArrays(C.GL_TRIANGLES, 0, 3)
}
作者:tanem
项目:amor
func Clear(mask Enum) {
C.glClear(C.GLbitfield(mask))
}
作者:remogatt
项目:egle
func Clear(
mask Bitfield) {
C.glClear(
C.GLbitfield(mask))
}
作者:extram
项目:g
// Clear calls glClear
func Clear(mask int) {
C.glClear(C.GLbitfield(mask))
}
作者:sixten
项目:goGLPr
func Test(win window.Window) {
C.glClearColor(1.0, 0.0, 0.0, 0.0)
C.glClear(C.GL_COLOR_BUFFER_BIT | C.GL_DEPTH_BUFFER_BIT | C.GL_STENCIL_BUFFER_BIT)
win.SwapBuffers()
}
作者:shibukaw
项目:nanov
func Clear(mask bitField) {
C.glClear((C.GLbitfield)(mask))
}
作者:eaburn
项目:g
// Clear clears buffers to preset values.
func Clear(bits ClearFlags) {
C.glClear(C.GLbitfield(bits))
}