Example #1
0
// Start starts the renderer
func Start() {
	if os.Getenv("STEVEN_DEBUG") == "true" {
		gl.DebugLog()
	}

	gl.Enable(gl.DepthTest)
	gl.Enable(gl.CullFaceFlag)
	gl.CullFace(gl.Back)
	gl.FrontFace(gl.ClockWise)

	chunkProgram = CreateProgram(
		glsl.Get("chunk_vertex"),
		glsl.Get("chunk_frag"),
	)
	shaderChunk = &chunkShader{}
	InitStruct(shaderChunk, chunkProgram)

	chunkProgramT = CreateProgram(
		glsl.Get("chunk_vertex"),
		glsl.Get("chunk_frag", "alpha"),
	)
	shaderChunkT = &chunkShader{}
	InitStruct(shaderChunkT, chunkProgramT)

	initUI()
	initLineDraw()
	initModels()
	clouds.init()

	gl.BlendFunc(gl.SrcAlpha, gl.OneMinusSrcAlpha)

	elementBuffer = gl.CreateBuffer()
}
Example #2
0
File: ui.go Project: num5/steven
func initUI() {
	uiState.program = CreateProgram(glsl.Get("ui_vertex"), glsl.Get("ui_frag"))
	uiState.shader = &uiShader{}
	InitStruct(uiState.shader, uiState.program)

	uiState.array = gl.CreateVertexArray()
	uiState.array.Bind()
	uiState.buffer = gl.CreateBuffer()
	uiState.buffer.Bind(gl.ArrayBuffer)
	uiState.shader.Position.Enable()
	uiState.shader.TextureInfo.Enable()
	uiState.shader.TextureOffset.Enable()
	uiState.shader.Color.Enable()
	uiState.shader.Position.PointerInt(3, gl.Short, 28, 0)
	uiState.shader.TextureInfo.Pointer(4, gl.UnsignedShort, false, 28, 8)
	uiState.shader.TextureOffset.PointerInt(3, gl.Short, 28, 16)
	uiState.shader.Color.Pointer(4, gl.UnsignedByte, true, 28, 24)

	uiState.indexBuffer = gl.CreateBuffer()
	uiState.indexBuffer.Bind(gl.ElementArrayBuffer)
}
Example #3
0
File: model.go Project: num5/steven
func initModels() {
	c := &ModelCollection{
		blendS: gl.SrcAlpha,
		blendD: gl.OneMinusSrcAlpha,
	}
	c.program = CreateProgram(glsl.Get("model_vertex"), glsl.Get("model_frag"))
	c.shader = &modelShader{}
	InitStruct(c.shader, c.program)

	modelState.baseCollection = c
	modelState.models = append(modelState.models, c)

	SunModels = &ModelCollection{
		blendS: gl.SrcAlpha,
		blendD: gl.OneFactor,
	}
	SunModels.program = CreateProgram(glsl.Get("sun_vertex"), glsl.Get("sun_frag"))
	SunModels.shader = &modelShader{}
	InitStruct(SunModels.shader, SunModels.program)
	modelState.models = append(modelState.models, SunModels)

	modelState.indexBuffer = gl.CreateBuffer()
}
Example #4
0
func (c *cloudState) init() {
	program := gl.CreateProgram()

	v := gl.CreateShader(gl.VertexShader)
	v.Source(glsl.Get("cloud_vertex"))
	v.Compile()

	if v.Parameter(gl.CompileStatus) == 0 {
		panic(v.InfoLog())
	} else {
		log := v.InfoLog()
		if len(log) > 0 {
			fmt.Println(log)
		}
	}

	g := gl.CreateShader(gl.GeometryShader)
	g.Source(glsl.Get("cloud_geo"))
	g.Compile()

	if g.Parameter(gl.CompileStatus) == 0 {
		panic(g.InfoLog())
	} else {
		log := g.InfoLog()
		if len(log) > 0 {
			fmt.Println(log)
		}
	}

	f := gl.CreateShader(gl.FragmentShader)
	f.Source(glsl.Get("cloud_fragment"))
	f.Compile()

	if f.Parameter(gl.CompileStatus) == 0 {
		panic(f.InfoLog())
	} else {
		log := f.InfoLog()
		if len(log) > 0 {
			fmt.Println(log)
		}
	}

	program.AttachShader(v)
	program.AttachShader(g)
	program.AttachShader(f)
	program.Link()
	program.Use()

	c.program = program

	InitStruct(&c.shader, c.program)

	c.array = gl.CreateVertexArray()
	c.array.Bind()
	c.buffer = gl.CreateBuffer()
	c.buffer.Bind(gl.ArrayBuffer)
	c.shader.Position.Enable()
	c.shader.Position.Pointer(3, gl.Float, false, 12, 0)

	data := builder.New(builder.Float, builder.Float, builder.Float)
	for x := -160; x < 160; x++ {
		for y := -160; y < 160; y++ {
			data.Float(float32(x))
			data.Float(128)
			data.Float(float32(y))
			c.numPoints++
		}
	}

	c.buffer.Data(data.Data(), gl.StaticDraw)

	c.texture = gl.CreateTexture()
	c.texture.Bind(gl.Texture2D)
	c.texture.Image2D(0, 512, 512, gl.Red, gl.UnsignedByte, c.data)
	c.texture.Parameter(gl.TextureMinFilter, gl.Nearest)
	c.texture.Parameter(gl.TextureMagFilter, gl.Nearest)
}