Beispiel #1
0
func NewSpriteDrawer(window *glfw.Window, layers int) *SpriteDrawer {
	s := new(SpriteDrawer)

	vao := gl.GenVertexArray()
	vao.Bind()

	s.Camera = vec2.Identity

	s.Program = CreateProgram("shaders/2d.vert", "shaders/2d.geom", "shaders/texture.frag")
	s.Use()
	s.camera_uniform = s.GetUniformLocation("camera")

	s.Texture = gl.GenTexture()
	s.Texture.Bind(gl.TEXTURE_2D_ARRAY)
	gl.TexImage3D(gl.TEXTURE_2D_ARRAY, 0, gl.RGBA, 2048, 2048, layers, 0, gl.RGBA, gl.UNSIGNED_BYTE, nil)
	gl.TexParameteri(gl.TEXTURE_2D_ARRAY, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
	gl.TexParameteri(gl.TEXTURE_2D_ARRAY, gl.TEXTURE_MIN_FILTER, gl.LINEAR)

	s.Window = window
	w, h := window.GetSize()
	s.OnScreenResize(w, h)

	s.Window.SetSizeCallback(func(window *glfw.Window, w, h int) {
		s.OnScreenResize(w, h)
	})

	return s
}
func NewFrameBuffer(width, height int) (this *FrameBuffer) {
	this = &FrameBuffer{gl.GenFramebuffer(), gl.GenTexture(), gl.GenTexture()}

	this.Resize(width, height)

	var outer gl.Framebuffer
	{
		params := []int32{0}
		gl.GetIntegerv(gl.FRAMEBUFFER_BINDING, params)
		outer = gl.Framebuffer(params[0])
	}

	this.Framebuffer.Bind()
	gl.FramebufferTexture2D(gl.DRAW_FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_RECTANGLE, this.RenderTexture, 0)
	gl.FramebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.TEXTURE_RECTANGLE, this.DepthTexture, 0)
	outer.Bind()

	if gl.CheckFramebufferStatus(gl.FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE {
		this.Delete()
		panic("framebuffer incomplete")
	}

	return
}
Beispiel #3
0
func NewTextureEmpty(width int, height int, model color.Model) *Texture {
	internalFormat, typ, format, target, e := ColorModelToGLTypes(model)
	if e != nil {
		return nil
	}
	a := gl.GenTexture()
	a.Bind(target)
	gl.TexImage2D(target, 0, internalFormat, width, height, 0, typ, format, nil)

	t := &Texture{a, false, nil, format, typ, internalFormat, target, width, height}

	t.SetWraping(WrapS, ClampToEdge)
	t.SetWraping(WrapT, ClampToEdge)
	t.SetFiltering(Nearest, Nearest)

	ResourceManager.Add(t)

	return t
}
Beispiel #4
0
func (v *Video) initGL() {
	if gl.Init() != 0 {
		panic(sdl.GetError())
	}

	gl.ClearColor(0.0, 0.0, 0.0, 1.0)
	gl.Enable(gl.CULL_FACE)
	gl.Enable(gl.DEPTH_TEST)

	v.prog = createProgram(vertShaderSrcDef, fragShaderSrcDef)
	posAttrib := v.prog.GetAttribLocation("vPosition")
	texCoordAttr := v.prog.GetAttribLocation("vTexCoord")
	v.textureUni = v.prog.GetAttribLocation("texture")

	v.texture = gl.GenTexture()
	gl.ActiveTexture(gl.TEXTURE0)
	v.texture.Bind(gl.TEXTURE_2D)

	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)

	v.prog.Use()
	posAttrib.EnableArray()
	texCoordAttr.EnableArray()

	vertVBO := gl.GenBuffer()
	vertVBO.Bind(gl.ARRAY_BUFFER)
	verts := []float32{-1.0, 1.0, -1.0, -1.0, 1.0, -1.0, 1.0, -1.0, 1.0, 1.0, -1.0, 1.0}
	gl.BufferData(gl.ARRAY_BUFFER, len(verts)*int(unsafe.Sizeof(verts[0])), &verts[0], gl.STATIC_DRAW)

	textCoorBuf := gl.GenBuffer()
	textCoorBuf.Bind(gl.ARRAY_BUFFER)
	texVerts := []float32{0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0}
	gl.BufferData(gl.ARRAY_BUFFER, len(texVerts)*int(unsafe.Sizeof(texVerts[0])), &texVerts[0], gl.STATIC_DRAW)

	posAttrib.AttribPointer(2, gl.FLOAT, false, 0, uintptr(0))
	texCoordAttr.AttribPointer(2, gl.FLOAT, false, 0, uintptr(0))
}
Beispiel #5
0
func NewTexture2(data interface{}, width int, height int, target gl.GLenum, internalFormat int, typ gl.GLenum, format gl.GLenum) *Texture {
	a := gl.GenTexture()
	a.Bind(target)
	gl.TexImage2D(target, 0, internalFormat, width, height, 0, typ, format, data)

	t := &Texture{a, false, data, format, typ, internalFormat, target, width, height}

	t.SetWraping(WrapS, ClampToEdge)
	t.SetWraping(WrapT, ClampToEdge)
	t.SetFiltering(Nearest, Nearest)

	//ansi := []float32{0}
	//gl.GetFloatv(gl.MAX_TEXTURE_MAX_ANISOTROPY_EXT, ansi)
	//gl.TexParameterf(target, gl.TEXTURE_MAX_ANISOTROPY_EXT, ansi[0])

	t.PreloadRender() //Forcing texture to go to VRAM and prevent shuttering
	t.data = nil
	data = nil

	ResourceManager.Add(t)

	return t
}