Beispiel #1
0
func start() {
	var err error
	glimage.program, err = CreateProgram(vertexShader, fragmentShader)
	if err != nil {
		panic(err)
	}

	glimage.quadXY = gl.CreateBuffer()
	glimage.quadUV = gl.CreateBuffer()

	gl.BindBuffer(gl.ARRAY_BUFFER, glimage.quadXY)
	gl.BufferData(gl.ARRAY_BUFFER, quadXYCoords, gl.STATIC_DRAW)
	gl.BindBuffer(gl.ARRAY_BUFFER, glimage.quadUV)
	gl.BufferData(gl.ARRAY_BUFFER, quadUVCoords, gl.STATIC_DRAW)

	glimage.pos = gl.GetAttribLocation(glimage.program, "pos")
	glimage.mvp = gl.GetUniformLocation(glimage.program, "mvp")
	glimage.uvp = gl.GetUniformLocation(glimage.program, "uvp")
	glimage.inUV = gl.GetAttribLocation(glimage.program, "inUV")
	glimage.textureSample = gl.GetUniformLocation(glimage.program, "textureSample")

	texmap.Lock()
	defer texmap.Unlock()
	for key, tex := range texmap.texs {
		texmap.init(key)
		tex.needsUpload = true
	}
}
Beispiel #2
0
func onStart() {
	var err error
	program, err = glutil.CreateProgram(vertexShader, fragmentShader)
	if err != nil {
		log.Printf("error creating GL program: %v", err)
		return
	}

	buf = gl.CreateBuffer()
	gl.BindBuffer(gl.ARRAY_BUFFER, buf)
	gl.BufferData(gl.ARRAY_BUFFER, triangleData, gl.STATIC_DRAW)

	position = gl.GetAttribLocation(program, "position")
	color = gl.GetUniformLocation(program, "color")
	offset = gl.GetUniformLocation(program, "offset")

	// TODO(crawshaw): the debug package needs to put GL state init here
	// Can this be an app.RegisterFilter call now??
}