Example #1
0
File: main.go Project: vron/fm
func resize(w, h int) {

	// TODO: Fix the near and far limits
	persMat := gls.Perspective(45, float32(w)/float32(h), 1, 1000)
	//persMat := gls.Identity()
	gl.UseProgram(theProgram)
	gls.UniformMatrix4fv(ctcm_unif, 1, false, persMat)

	//log.Println("Resizing ", persMat)

	gl.Viewport(0, 0, gl.Sizei(w), gl.Sizei(h))
}
Example #2
0
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)
}
Example #3
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)
}
Example #4
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)
}
Example #5
0
func handleResize(w, h int) {

	gl.Viewport(0, 0, gl.Sizei(w), gl.Sizei(h))
}