func MakeRttFramebuffer(texFormat gl.Enum, width, height, mipLevels gl.Sizei, anisoFiltering gl.Int) (gl.Uint, gl.Uint) { var glPtrTex, glPtrFrameBuf gl.Uint var glMagFilter, glMinFilter gl.Int = gl.LINEAR, gl.LINEAR if anisoFiltering < 1 { glMagFilter, glMinFilter = gl.NEAREST, gl.NEAREST } if mipLevels > 1 { if anisoFiltering < 1 { glMinFilter = gl.NEAREST_MIPMAP_NEAREST } else { glMinFilter = gl.LINEAR_MIPMAP_LINEAR } } gl.GenTextures(1, &glPtrTex) gl.BindTexture(gl.TEXTURE_2D, glPtrTex) gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, glMagFilter) gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, glMinFilter) gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_BORDER) gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_BORDER) if anisoFiltering > 1 { gl.TexParameteri(gl.TEXTURE_2D, 0x84FE, anisoFiltering) } // max 16 gl.TexStorage2D(gl.TEXTURE_2D, mipLevels, texFormat, width, height) gl.GenFramebuffers(1, &glPtrFrameBuf) gl.BindFramebuffer(gl.FRAMEBUFFER, glPtrFrameBuf) gl.FramebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, glPtrTex, 0) gl.BindFramebuffer(gl.FRAMEBUFFER, 0) gl.BindTexture(gl.TEXTURE_2D, 0) PanicIfErrors("MakeRttFramebuffer") return glPtrFrameBuf, glPtrTex }
func main() { initialWidth, initialHeight := 1280, 720 runtime.LockOSThread() if sdlInit := sdl.Init(sdl.INIT_VIDEO); sdlInit != 0 { panic("SDL init error") } reinitScreen(initialWidth, initialHeight) defer cleanExit(true, false) if err := gl.Init(); err != nil { panic(err) } gl.Enable(gl.BLEND) gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) gl.Enable(gl.DEPTH) defer cleanExit(false, true) glSetupShaderProg(&shaderTextureCreator, false) glSetupShaderProg(&shaderTextureDisplay, true) glFillBuffer(rttVerts, &rttVertBuf) glFillBuffer(dispVerts, &dispVertBuf) gl.GenTextures(1, &rttFrameTex) gl.BindTexture(gl.TEXTURE_2D, rttFrameTex) gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST) gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST) gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT) gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT) if doRtt { gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, texSize, texSize, 0, gl.RGBA, gl.UNSIGNED_BYTE, nil) gl.GenFramebuffers(1, &rttFrameBuf) gl.BindFramebuffer(gl.FRAMEBUFFER, rttFrameBuf) gl.FramebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, rttFrameTex, 0) gl.BindFramebuffer(gl.FRAMEBUFFER, 0) } else { glFillTextureFromImageFile("texture.jpg") } gl.BindTexture(gl.TEXTURE_2D, 0) gl.ClearColor(0.3, 0.6, 0.9, 1) gl.Clear(gl.COLOR_BUFFER_BIT) gl.ActiveTexture(gl.TEXTURE0) for { if evt := sdl.PollEvent(); evt != nil { switch event := evt.(type) { case *sdl.ResizeEvent: reinitScreen(int(event.W), int(event.H)) case *sdl.QuitEvent: return } } else { if doRtt { renderToTexture() } renderToScreen() sdl.GL_SwapBuffers() } } sdl.Quit() }
func renderToScreen() { gl.BindFramebuffer(gl.FRAMEBUFFER, 0) gl.Viewport(0, 0, winWidth, winHeight) gl.UseProgram(shaderTextureDisplay.glProg) gl.BindTexture(gl.TEXTURE_2D, rttFrameTex) gl.Uniform1i(shaderTextureDisplay.unifTex, 0) gl.BindBuffer(gl.ARRAY_BUFFER, dispVertBuf) gl.EnableVertexAttribArray(shaderTextureDisplay.attrPos) gl.VertexAttribPointer(shaderTextureDisplay.attrPos, 3, gl.FLOAT, gl.FALSE, 0, gl.Pointer(nil)) gl.DrawArrays(gl.TRIANGLE_FAN, 0, 4) gl.DisableVertexAttribArray(shaderTextureDisplay.attrPos) gl.BindBuffer(gl.ARRAY_BUFFER, 0) }
func renderToTexture() { gl.BindFramebuffer(gl.FRAMEBUFFER, rttFrameBuf) gl.Viewport(0, 0, texSize, texSize) gl.ClearColor(0.9, 0.6, 0.3, 1) gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) gl.UseProgram(shaderTextureCreator.glProg) gl.BindBuffer(gl.ARRAY_BUFFER, rttVertBuf) gl.EnableVertexAttribArray(shaderTextureCreator.attrPos) gl.VertexAttribPointer(shaderTextureCreator.attrPos, 2, gl.FLOAT, gl.FALSE, 0, gl.Pointer(nil)) gl.DrawArrays(gl.TRIANGLE_FAN, 0, 4) gl.DisableVertexAttribArray(shaderTextureCreator.attrPos) gl.BindBuffer(gl.ARRAY_BUFFER, 0) }
func renderToTexture() { gl.BindFramebuffer(gl.FRAMEBUFFER, rttFrameBuf) gl.Viewport(0, 0, texWidth, texHeight) gl.ClearColor(0.1, 0.2, 0.3, 1) gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) gl.UseProgram(shaderTextureCreator.glProg) gl.BindTexture(gl.TEXTURE_3D, volTex) gl.Uniform1i(shaderTextureCreator.unifTex, 0) gl.BindBuffer(gl.ARRAY_BUFFER, rttVertBuf) gl.EnableVertexAttribArray(shaderTextureCreator.attrPos) gl.VertexAttribPointer(shaderTextureCreator.attrPos, 2, gl.FLOAT, gl.FALSE, 0, gl.Pointer(nil)) gl.DrawArrays(gl.TRIANGLE_FAN, 0, 4) gl.DisableVertexAttribArray(shaderTextureCreator.attrPos) gl.BindBuffer(gl.ARRAY_BUFFER, 0) }
func main() { var now = time.Now() initialWidth, initialHeight := 1280, 720 runtime.LockOSThread() if sdlInit := sdl.Init(sdl.INIT_VIDEO); sdlInit != 0 { panic("SDL init error") } reinitScreen(initialWidth, initialHeight) defer cleanExit(true, false) if err := gl.Init(); err != nil { panic(err) } gl.Enable(gl.BLEND) gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) gl.Enable(gl.DEPTH) sdl.WM_SetCaption("Loading volume...", "") loadVolume() defer cleanExit(false, true) sdl.WM_SetCaption("Compiling shaders...", "") glSetupShaderProg(&shaderTextureCreator) glSetupShaderProg(&shaderTextureDisplay) glFillBuffer(rttVerts, &rttVertBuf) glFillBuffer(dispVerts, &dispVertBuf) gl.GenTextures(1, &rttFrameTex) gl.BindTexture(gl.TEXTURE_2D, rttFrameTex) gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, glTexFilter) gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, glTexFilter) gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, glTexClamp) gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, glTexClamp) if doRtt && !noRtt { gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, texWidth, texHeight, 0, gl.RGBA, gl.UNSIGNED_BYTE, nil) gl.GenFramebuffers(1, &rttFrameBuf) gl.BindFramebuffer(gl.FRAMEBUFFER, rttFrameBuf) gl.FramebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, rttFrameTex, 0) gl.BindFramebuffer(gl.FRAMEBUFFER, 0) } else { if noRtt { rttFrameBuf = 0 } else { glFillTextureFromImageFile("texture.jpg") } } gl.BindTexture(gl.TEXTURE_2D, 0) gl.ClearColor(0.3, 0.2, 0.1, 1) gl.Clear(gl.COLOR_BUFFER_BIT) var looping = true var fps = 0 var durSec time.Duration startTime, lastLoopTime, lastSecond = now, now, now sdl.WM_SetCaption("Up & running!", "") for looping { now = time.Now() if durSec = now.Sub(lastSecond); durSec.Seconds() >= 1 { sdl.WM_SetCaption(fmt.Sprintf("%vĂ—%v @ %vfps", sdlScreen.W, sdlScreen.H, fps), "") fps = 0 lastSecond = now } else { fps++ } if evt := sdl.PollEvent(); evt != nil { switch event := evt.(type) { case *sdl.ResizeEvent: reinitScreen(int(event.W), int(event.H)) case *sdl.QuitEvent: looping = false } } if doRtt || noRtt { renderToTexture() } if !noRtt { renderToScreen() } sdl.GL_SwapBuffers() lastLoopTime = now } sdl.Quit() }