Beispiel #1
0
func (p *glParams) renderFlush() {
	c := p.context

	if len(c.calls) > 0 {
		gl.UseProgram(c.shader.program)

		gl.BlendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA)
		gl.Enable(gl.CULL_FACE)
		gl.CullFace(gl.BACK)
		gl.FrontFace(gl.CCW)
		gl.Enable(gl.BLEND)
		gl.Disable(gl.DEPTH_TEST)
		gl.Disable(gl.SCISSOR_TEST)
		gl.ColorMask(true, true, true, true)
		gl.StencilMask(0xffffffff)
		gl.StencilOp(gl.KEEP, gl.KEEP, gl.KEEP)
		gl.StencilFunc(gl.ALWAYS, 0, 0xffffffff)
		gl.ActiveTexture(gl.TEXTURE0)
		gl.BindTexture(gl.TEXTURE_2D, gl.Texture{})
		c.stencilMask = 0xffffffff
		c.stencilFunc = gl.ALWAYS
		c.stencilFuncRef = 0
		c.stencilFuncMask = 0xffffffff

		b := castFloat32ToByte(c.vertexes)
		//dumpLog("vertex:", c.vertexes)
		// Upload vertex data
		gl.BindBuffer(gl.ARRAY_BUFFER, c.vertexBuffer)
		gl.BufferData(gl.ARRAY_BUFFER, b, gl.STREAM_DRAW)
		gl.EnableVertexAttribArray(c.shader.vertexAttrib)
		gl.EnableVertexAttribArray(c.shader.tcoordAttrib)
		gl.VertexAttribPointer(c.shader.vertexAttrib, 2, gl.FLOAT, false, 4*4, 0)
		gl.VertexAttribPointer(c.shader.tcoordAttrib, 2, gl.FLOAT, false, 4*4, 8)

		// Set view and texture just once per frame.
		gl.Uniform1i(c.shader.locations[glnvgLocTEX], 0)
		gl.Uniform2fv(c.shader.locations[glnvgLocVIEWSIZE], c.view[:])

		for i := range c.calls {
			call := &c.calls[i]
			switch call.callType {
			case glnvgFILL:
				c.fill(call)
			case glnvgCONVEXFILL:
				c.convexFill(call)
			case glnvgSTROKE:
				c.stroke(call)
			case glnvgTRIANGLES:
				c.triangles(call)
			}
		}
		gl.DisableVertexAttribArray(c.shader.vertexAttrib)
		gl.DisableVertexAttribArray(c.shader.tcoordAttrib)
		gl.Disable(gl.CULL_FACE)
		gl.BindBuffer(gl.ARRAY_BUFFER, gl.Buffer{})
		gl.UseProgram(gl.Program{})
		c.bindTexture(nil)
	}
	c.vertexes = c.vertexes[:0]
	c.paths = c.paths[:0]
	c.calls = c.calls[:0]
	c.uniforms = c.uniforms[:0]
}
Beispiel #2
0
func (u *shaderUniform) bind(context *context, v interface{}) {
	switch u.ty {
	case stFloatMat2:
		gl.UniformMatrix2fv(u.location, v.([]float32))
	case stFloatMat3:
		switch m := v.(type) {
		case math.Mat3:
			gl.UniformMatrix3fv(u.location, m[:])
		case []float32:
			gl.UniformMatrix3fv(u.location, m)
		}
	case stFloatMat4:
		gl.UniformMatrix4fv(u.location, v.([]float32))
	case stFloatVec1:
		switch v := v.(type) {
		case float32:
			gl.Uniform1f(u.location, v)
		case []float32:
			gl.Uniform1fv(u.location, v)
		}
	case stFloatVec2:
		switch v := v.(type) {
		case math.Vec2:
			gl.Uniform2fv(u.location, []float32{v.X, v.Y})
		case []float32:
			if len(v)%2 != 0 {
				panic(fmt.Errorf("Uniform '%s' of type vec2 should be an float32 array with a multiple of two length", u.name))
			}
			gl.Uniform2fv(u.location, v)
		}
	case stFloatVec3:
		switch v := v.(type) {
		case math.Vec3:
			gl.Uniform3fv(u.location, []float32{v.X, v.Y, v.Z})
		case []float32:
			if len(v)%3 != 0 {
				panic(fmt.Errorf("Uniform '%s' of type vec3 should be an float32 array with a multiple of three length", u.name))
			}
			gl.Uniform3fv(u.location, v)
		}
	case stFloatVec4:
		switch v := v.(type) {
		case math.Vec4:
			gl.Uniform4fv(u.location, []float32{v.X, v.Y, v.Z, v.W})
		case gxui.Color:
			gl.Uniform4fv(u.location, []float32{v.R, v.G, v.B, v.A})
		case []float32:
			if len(v)%4 != 0 {
				panic(fmt.Errorf("Uniform '%s' of type vec4 should be an float32 array with a multiple of four length", u.name))
			}
			gl.Uniform4fv(u.location, v)
		}
	case stSampler2d:
		tc := v.(*textureContext)
		gl.ActiveTexture(gl.Enum(gl.TEXTURE0 + u.textureUnit))
		gl.BindTexture(gl.TEXTURE_2D, tc.texture)
		gl.Uniform1i(u.location, u.textureUnit)
	default:
		panic(fmt.Errorf("Uniform of unsupported type %s", u.ty))
	}
}