Example #1
0
func (r *GlowRenderer) Draw() (err error) {
	gl.UseProgram(r.shader)
	gl.Uniform1i(r.textureUnitLoc, 0)
	gl.BindBuffer(gl.ARRAY_BUFFER, r.coords)
	gl.EnableVertexAttribArray(r.positionLoc)
	gl.VertexAttribPointer(r.positionLoc, 3, gl.FLOAT, false, 5*4, gl.PtrOffset(0))
	gl.EnableVertexAttribArray(r.textureLoc)
	gl.VertexAttribPointer(r.textureLoc, 2, gl.FLOAT, false, 5*4, gl.PtrOffset(3*4))
	gl.Uniform1i(r.blurAmountLoc, int32(r.blur))
	gl.Uniform1f(r.blurScaleLoc, r.scale)
	gl.Uniform1f(r.blurStrengthLoc, r.strength)
	gl.Uniform2f(r.bufferDimensionsLoc, float32(r.width), float32(r.height))

	gl.BindFramebuffer(gl.FRAMEBUFFER, r.BlurFb)
	gl.Viewport(0, 0, int32(r.width), int32(r.height))
	gl.ActiveTexture(gl.TEXTURE0)
	gl.BindTexture(gl.TEXTURE_2D, r.GlowTex)
	gl.Uniform1i(r.orientationLoc, 0)
	gl.DrawArrays(gl.TRIANGLE_STRIP, 0, 4)
	gl.BindFramebuffer(gl.FRAMEBUFFER, 0)

	gl.Viewport(0, 0, int32(r.oldwidth), int32(r.oldheight))
	gl.BlendFunc(gl.ONE, gl.ONE)
	gl.BindTexture(gl.TEXTURE_2D, r.BlurTex)
	gl.Uniform1i(r.orientationLoc, 1)
	gl.DrawArrays(gl.TRIANGLE_STRIP, 0, 4)

	gl.BindBuffer(gl.ARRAY_BUFFER, 0)
	gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
	return nil
}
Example #2
0
func main() {

	width := 1024
	height := 768
	title := "Simple Triangle"

	if err := glfw.Init(); err != nil {
		log.Fatalln("failed to initialize glfw:", err)
	}
	defer glfw.Terminate()

	glfw.WindowHint(glfw.Samples, 4)             // 4x antialiasing
	glfw.WindowHint(glfw.ContextVersionMajor, 3) // We want OpenGL 3.3
	glfw.WindowHint(glfw.ContextVersionMinor, 3)
	glfw.WindowHint(glfw.OpenGLForwardCompatible, glfw.True)    // To make MacOS happy; should not be needed
	glfw.WindowHint(glfw.OpenGLProfile, glfw.OpenGLCoreProfile) //We don't want the old OpenGL
	window, err := glfw.CreateWindow(width, height, title, nil, nil)
	if err != nil {
		panic(err)
	}
	window.MakeContextCurrent()

	if err := gl.Init(); err != nil {
		panic(err)
	}
	window.SetKeyCallback(keypress)
	window.SetMouseButtonCallback(mousepress)
	gl.Viewport(0, 0, 1024, 768)
	for !window.ShouldClose() {
		draw()
		window.SwapBuffers()
		glfw.PollEvents()
	}
}
Example #3
0
func renderCallback(delta float64) {
	gl.Viewport(0, 0, int32(app.Width), int32(app.Height))
	gl.ClearColor(0.196078, 0.6, 0.8, 1.0) // some pov-ray sky blue
	gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)

	// make the projection and view matrixes
	projection := mgl.Perspective(mgl.DegToRad(60.0), float32(app.Width)/float32(app.Height), 1.0, 200.0)
	view := app.CameraRotation.Mat4()
	view = view.Mul4(mgl.Translate3D(-app.CameraPos[0], -app.CameraPos[1], -app.CameraPos[2]))

	// draw the cube
	cube.Node.Draw(projection, view)

	// draw all of the bullets
	for _, bullet := range bullets {
		bullet.Node.Draw(projection, view)
	}

	// draw the backboard
	backboard.Node.Draw(projection, view)

	// draw the ground
	ground.Draw(projection, view)

	//time.Sleep(10 * time.Millisecond)
}
Example #4
0
func (r *EffectsRenderer) Bind() error {
	gl.BindFramebuffer(gl.FRAMEBUFFER, r.framebuffer)
	gl.Enable(gl.STENCIL_TEST)
	gl.Viewport(0, 0, int32(r.width), int32(r.height))
	gl.ClearStencil(0)
	gl.ClearColor(0.0, 0.0, 0.0, 0.0)
	gl.StencilMask(0xFF) // Write to buffer
	gl.Clear(gl.COLOR_BUFFER_BIT | gl.STENCIL_BUFFER_BIT)
	gl.StencilMask(0x00) // Don't write to buffer
	return nil
}
Example #5
0
func main() {
	err := glfw.Init()
	if err != nil {
		panic(err)
	}
	defer glfw.Terminate()

	glfw.WindowHint(glfw.Resizable, glfw.True)
	glfw.WindowHint(glfw.ContextVersionMajor, 3)
	glfw.WindowHint(glfw.ContextVersionMinor, 3)

	window, err := glfw.CreateWindow(640, 480, "Testing", nil, nil)
	if err != nil {
		panic(err)
	}
	defer window.Destroy()

	window.MakeContextCurrent()

	glfw.SwapInterval(1)

	window.SetSizeCallback(func(w *glfw.Window, width int, height int) {
		fmt.Printf("resize: %d, %d\n", width, height)
		gl.Viewport(0, 0, int32(width), int32(height))
	})
	window.SetCursorPosCallback(func(w *glfw.Window, xpos float64, ypos float64) {
		fmt.Printf("mouse: %f, %f\n", xpos, ypos)
	})
	window.SetFocusCallback(func(w *glfw.Window, focused bool) {
		fmt.Printf("focus: %t\n", focused)
	})
	window.SetKeyCallback(func(w *glfw.Window, key glfw.Key, scancode int, action glfw.Action, mods glfw.ModifierKey) {
		if key == glfw.KeyEscape {
			window.SetShouldClose(true)
		}
		fmt.Printf("key\n")
	})
	window.SetMouseButtonCallback(func(w *glfw.Window, button glfw.MouseButton, action glfw.Action, mod glfw.ModifierKey) {
		fmt.Printf("mouse\n")
	})
	window.SetCharCallback(func(w *glfw.Window, char rune) {
		fmt.Printf("char: '%c'\n", char)
	})

	if err := gl.Init(); err != nil {
		panic(err)
	}

	for !window.ShouldClose() {
		draw()
		window.SwapBuffers()
		glfw.PollEvents()
	}
}
func initOpenGl(window *glfw.Window, w, h int) {
	w, h = window.GetSize() // query window to get screen pixels
	width, height := window.GetFramebufferSize()
	gl.Viewport(0, 0, width, height)
	gl.MatrixMode(gl.PROJECTION)
	gl.LoadIdentity()
	gl.Ortho(0, float64(w), 0, float64(h), -1, 1)
	gl.MatrixMode(gl.MODELVIEW)
	gl.LoadIdentity()
	gl.ClearColor(.25, .88, .83, 1) // turquoise
}
Example #7
0
func ResizeViewport() float32 {
	w, h := window.GetFramebufferSize()
	if w != width || h != height {
		width = w
		height = h
		gl.Viewport(0, 0, int32(width), int32(height))
		tlog.Println("buffer size: ", w, h)
		ratio := float32(width) / float32(height)
		return ratio
	}
	return 0
}
Example #8
0
func (r *EffectsRenderer) Draw() (err error) {
	gl.UseProgram(r.shader)
	gl.Uniform1i(r.textureUnitLoc, 0)
	gl.Uniform3f(r.colorLoc, r.Color[0], r.Color[1], r.Color[2])
	gl.BindBuffer(gl.ARRAY_BUFFER, r.coords)
	gl.EnableVertexAttribArray(r.positionLoc)
	gl.VertexAttribPointer(r.positionLoc, 3, gl.FLOAT, false, 5*4, gl.PtrOffset(0))
	gl.EnableVertexAttribArray(r.textureLoc)
	gl.VertexAttribPointer(r.textureLoc, 2, gl.FLOAT, false, 5*4, gl.PtrOffset(3*4))

	gl.BindFramebuffer(gl.FRAMEBUFFER, 0)
	gl.Viewport(0, 0, int32(r.oldwidth), int32(r.oldheight))
	gl.BlendFunc(gl.ONE, gl.ONE)
	gl.BindTexture(gl.TEXTURE_2D, r.texture)
	gl.DrawArrays(gl.TRIANGLE_STRIP, 0, 4)

	gl.BindBuffer(gl.ARRAY_BUFFER, 0)
	gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
	return nil
}
Example #9
0
func main() {
	//initializing glfw and OpenGL
	err := glfw.Init()
	if err != nil {
		panic(err)
	}
	defer glfw.Terminate()
	window, err := glfw.CreateWindow(graphics.WIDTH, graphics.HEIGHT, "Testing", nil, nil)
	if err != nil {
		panic(err)
	}

	window.MakeContextCurrent()
	if err := gl.Init(); err != nil {
		panic(err)
	}
	gl.Viewport(0, 0, graphics.WIDTH, graphics.HEIGHT)
	gl.ClearColor(0.0, 0.0, 0.0, 1.0)
	//game.Loop(window)

	game.EngineLoop(window)

}
Example #10
0
func (r *EffectsRenderer) Unbind() error {
	gl.Viewport(0, 0, int32(r.oldwidth), int32(r.oldheight))
	gl.BindFramebuffer(gl.FRAMEBUFFER, 0)
	gl.Disable(gl.STENCIL_TEST)
	return nil
}
Example #11
0
func SetViewPort(width, height int32) {
	// set viewport for window
	gl.Viewport(0, 0, int32(width), int32(height))
}
Example #12
0
func Init() error {
	if err := gl.Init(); err != nil {
		return err
	}

	log.Printf("OpenGL version: %s", gl.GoStr(gl.GetString(gl.VERSION)))

	vs, err := asset.String("shader.vert")
	if err != nil {
		return err
	}

	fs, err := asset.String("shader.frag")
	if err != nil {
		return err
	}

	program, err := createProgram(vs, fs)
	if err != nil {
		return err
	}
	gl.UseProgram(program)

	var shaderErr error
	uniform := func(name string) int32 {
		var loc int32
		loc, shaderErr = getUniformLocation(program, name)
		return loc
	}

	projectionViewMatrixUniform = uniform("u_projectionViewMatrix")
	modelMatrixUniform = uniform("u_modelMatrix")
	normalMatrixUniform = uniform("u_normalMatrix")
	ambientLightColorUniform = uniform("u_ambientLightColor")
	directionalLightColorUniform = uniform("u_directionalLightColor")
	directionalVectorUniform = uniform("u_directionalVector")
	textureUniform = uniform("u_texture")
	grayscaleUniform = uniform("u_grayscale")
	brightnessUniform = uniform("u_brightness")
	alphaUniform = uniform("u_alpha")
	mixColorUniform = uniform("u_mixColor")
	mixAmountUniform = uniform("u_mixAmount")

	if shaderErr != nil {
		return shaderErr
	}

	vm := newViewMatrix(cameraPosition, targetPosition, up)
	nm := vm.inverse().transpose()
	gl.UniformMatrix4fv(normalMatrixUniform, 1, false, &nm[0])

	gl.Uniform3fv(ambientLightColorUniform, 1, &ambientLightColor[0])
	gl.Uniform3fv(directionalLightColorUniform, 1, &directionalLightColor[0])
	gl.Uniform3fv(directionalVectorUniform, 1, &directionalVector[0])

	SizeCallback = func(width, height int) {
		if winWidth == width && winHeight == height {
			return
		}

		log.Printf("window size changed (%dx%d -> %dx%d)", int(winWidth), int(winHeight), width, height)
		gl.Viewport(0, 0, int32(width), int32(height))

		// Calculate new perspective projection view matrix.
		winWidth, winHeight = width, height
		fw, fh := float32(width), float32(height)
		aspect := fw / fh
		fovRadians := float32(math.Pi) / 3
		perspectiveProjectionViewMatrix = vm.mult(newPerspectiveMatrix(fovRadians, aspect, 1, 2000))

		// Calculate new ortho projection view matrix.
		orthoProjectionViewMatrix = newOrthoMatrix(fw, fh, fw /* use width as depth */)
	}

	if err := initMeshes(); err != nil {
		return err
	}

	if err := initTextures(); err != nil {
		return err
	}

	gl.Enable(gl.CULL_FACE)
	gl.CullFace(gl.BACK)

	gl.Enable(gl.DEPTH_TEST)
	gl.DepthFunc(gl.LESS)

	gl.Enable(gl.BLEND)
	gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
	gl.ClearColor(0, 0, 0, 0)

	return nil
}
Example #13
0
// DoRender does the graphical rendering of a single frame.
func (gr *GameRenderer) DoRender(delta float32) {
	// detect any changes to size of the window
	tempW, tempH := gr.MainWindow.GetFramebufferSize()
	currentWidth, currentHeight := int32(tempW), int32(tempH)
	width, height := gr.Renderer.GetResolution()
	if width == 0 || height == 0 {
		groggy.Logsf("ERROR", "GameRenderer.DoRender() window size w/h: %d / %d", width, height)
	}
	if width != currentWidth || height != currentHeight {
		width, height = currentWidth, currentHeight
		gr.Renderer.ChangeResolution(width, height)
	}

	// clear the screen
	gl.Viewport(0, 0, int32(width), int32(height))
	gl.ClearColor(0.05, 0.05, 0.05, 1.0)
	gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)

	// make the projection and view matrixes
	perspective := mgl.Perspective(mgl.DegToRad(60.0), float32(width)/float32(height), 1.0, 400.0)
	view := gr.camera.GetViewMatrix()

	// Get the landscape chunks to render -- which for now is everything
	landMan := gameManager.GetLandscapeManager()
	allChunks := landMan.GetAllChunks()

	// draw everything you crazy devil
	for _, c := range allChunks {
		node := c.GetTheRenderable()
		if node.Core.Shader == nil {
			node.Core.Shader = gr.Shaders["landscape"]
		}
		gr.Renderer.DrawRenderable(node, customLandscapeBinder, perspective, view)
	}

	// get the entity manager and all the entities
	entMan := gameManager.GetEntityManager()
	allEnts := entMan.GetAllEntities()

	// draw everything, because we're crazy
	for _, e := range allEnts {
		// make sure we have something to draw
		if e.Renderable == nil {
			// try to clone a new renderable from the asset prototypes
			proto, okay := loadedAssets[e.AssetPath]
			if okay {
				e.Renderable = proto.Clone()
			}
		}

		// sync the loc/rot to the renderable
		e.SyncToRenderable()

		// did we sort things out and make a renderable?
		if e.Renderable != nil {
			gr.Renderer.DrawRenderable(e.Renderable, nil, perspective, view)
		}
	}

	// draw the screen
	gr.Renderer.EndRenderFrame()
}