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main.go
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main.go
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// Copyright 2012 The go-gl Authors. All rights reserved.
// Use of this source code is governed by a BSD-style
// license that can be found in the LICENSE file.
// NEHE Tutorial 04: Rotation.
// http://nehe.gamedev.net/data/lessons/lesson.asp?lesson=04
package main
import (
"log"
"github.com/go-gl/gl"
"github.com/go-gl/glfw"
"github.com/go-gl/glu"
)
const (
Title = "Nehe 04"
Width = 640
Height = 480
)
var (
trisAngle float32
quadAngle float32
running bool
)
func main() {
var err error
if err = glfw.Init(); err != nil {
log.Fatalf("%v\n", err)
return
}
defer glfw.Terminate()
if err = glfw.OpenWindow(Width, Height, 8, 8, 8, 8, 0, 8, glfw.Windowed); err != nil {
log.Fatalf("%v\n", err)
return
}
defer glfw.CloseWindow()
glfw.SetSwapInterval(1)
glfw.SetWindowTitle(Title)
glfw.SetWindowSizeCallback(onResize)
glfw.SetKeyCallback(onKey)
initGL()
running = true
for running && glfw.WindowParam(glfw.Opened) == 1 {
drawScene()
}
}
func onResize(w, h int) {
if h == 0 {
h = 1
}
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()
}
func onKey(key, state int) {
switch key {
case glfw.KeyEsc:
running = false
}
}
func initGL() {
gl.ShadeModel(gl.SMOOTH)
gl.ClearColor(0, 0, 0, 0)
gl.ClearDepth(1)
gl.Enable(gl.DEPTH_TEST)
gl.DepthFunc(gl.LEQUAL)
gl.Hint(gl.PERSPECTIVE_CORRECTION_HINT, gl.NICEST)
}
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()
}