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path: root/Godeps/_workspace/src/github.com/obscuren/qml/examples/gopher/gopher.go
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package main

import (
    "fmt"
    "gopkg.in/qml.v1"
    "gopkg.in/qml.v1/gl/2.0"
    "os"
)

var filename = "gopher.qml"

func main() {
    if len(os.Args) == 2 {
        filename = os.Args[1]
    }
    if err := qml.Run(run); err != nil {
        fmt.Fprintf(os.Stderr, "error: %v\n", err)
        os.Exit(1)
    }
}

func run() error {
    engine := qml.NewEngine()

    model, err := Read("model/gopher.obj")
    if err != nil {
        return err
    }

    qml.RegisterTypes("GoExtensions", 1, 0, []qml.TypeSpec{{
        Init: func(g *Gopher, obj qml.Object) {
            g.Object = obj
            g.model = model
        },
    }})

    component, err := engine.LoadFile(filename)
    if err != nil {
        return err
    }

    win := component.CreateWindow(nil)
    win.Set("x", 560)
    win.Set("y", 320)
    win.Show()
    win.Wait()
    return nil
}

type Gopher struct {
    qml.Object

    model map[string]*Object

    Rotation int
}

func (r *Gopher) SetRotation(rotation int) {
    r.Rotation = rotation
    r.Call("update")
}

func (r *Gopher) Paint(p *qml.Painter) {
    gl := GL.API(p)

    width := float32(r.Int("width"))

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

    gl.ShadeModel(GL.SMOOTH)
    gl.Enable(GL.DEPTH_TEST)
    gl.DepthMask(true)
    gl.Enable(GL.NORMALIZE)

    gl.Clear(GL.DEPTH_BUFFER_BIT)

    gl.Scalef(width/3, width/3, width/3)

    lka := []float32{0.3, 0.3, 0.3, 1.0}
    lkd := []float32{1.0, 1.0, 1.0, 0.0}
    lks := []float32{1.0, 1.0, 1.0, 1.0}
    lpos := []float32{-2, 6, 3, 1.0}

    gl.Enable(GL.LIGHTING)
    gl.Lightfv(GL.LIGHT0, GL.AMBIENT, lka)
    gl.Lightfv(GL.LIGHT0, GL.DIFFUSE, lkd)
    gl.Lightfv(GL.LIGHT0, GL.SPECULAR, lks)
    gl.Lightfv(GL.LIGHT0, GL.POSITION, lpos)
    gl.Enable(GL.LIGHT0)

    gl.EnableClientState(GL.NORMAL_ARRAY)
    gl.EnableClientState(GL.VERTEX_ARRAY)

    gl.Translatef(1.5, 1.5, 0)
    gl.Rotatef(-90, 0, 0, 1)
    gl.Rotatef(float32(90+((36000+r.Rotation)%360)), 1, 0, 0)

    gl.Disable(GL.COLOR_MATERIAL)

    for _, obj := range r.model {
        for _, group := range obj.Groups {
            gl.Materialfv(GL.FRONT, GL.AMBIENT, group.Material.Ambient)
            gl.Materialfv(GL.FRONT, GL.DIFFUSE, group.Material.Diffuse)
            gl.Materialfv(GL.FRONT, GL.SPECULAR, group.Material.Specular)
            gl.Materialf(GL.FRONT, GL.SHININESS, group.Material.Shininess)
            gl.VertexPointer(3, GL.FLOAT, 0, group.Vertexes)
            gl.NormalPointer(GL.FLOAT, 0, group.Normals)
            gl.DrawArrays(GL.TRIANGLES, 0, len(group.Vertexes)/3)
        }
    }

    gl.Enable(GL.COLOR_MATERIAL)

    gl.DisableClientState(GL.NORMAL_ARRAY)
    gl.DisableClientState(GL.VERTEX_ARRAY)
}