Example #1
0
func LoadTexture(name string) (tex gl.Texture, err error) {
	imgFile, err := asset.Open(name)
	if err != nil {
		return
	}
	img, _, err := image.Decode(imgFile)
	if err != nil {
		return
	}

	rgba := image.NewRGBA(img.Bounds())
	image_draw.Draw(rgba, rgba.Bounds(), img, image.Point{0, 0}, image_draw.Src)

	tex = gl.CreateTexture()
	gl.ActiveTexture(gl.TEXTURE0)
	gl.BindTexture(gl.TEXTURE_2D, tex)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE)
	gl.TexImage2D(
		gl.TEXTURE_2D,
		0,
		rgba.Rect.Size().X,
		rgba.Rect.Size().Y,
		gl.RGBA,
		gl.UNSIGNED_BYTE,
		rgba.Pix)

	return
}
Example #2
0
func (video *Video) drawFrame() {
	gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
	gl.UseProgram(video.prog)
	gl.ActiveTexture(gl.TEXTURE0)
	gl.BindTexture(gl.TEXTURE_2D, video.texture)

	log.Print("Reading")
	frame := <-video.pixelBuffer
	buf := make([]float32, len(frame))
	log.Print("Read frame")

	for k, v := range frame {
		buf[k] = float32(v)
	}

	log.Print("Writing")
	if video.pixelBuffer != nil {
		gl.TexImage2D(gl.TEXTURE_2D, 0, 256, 256, gl.RGBA,
			gl.UNSIGNED_SHORT_4_4_4_4, f32.Bytes(binary.LittleEndian, buf...))
	}
	log.Print("Wrote")

	gl.DrawArrays(gl.TRIANGLES, 0, 6)
	video.fpsmanager.FramerateDelay()
}
Example #3
0
func (w *windowImpl) Draw(src2dst f64.Aff3, src screen.Texture, sr image.Rectangle, op draw.Op, opts *screen.DrawOptions) {
	t := src.(*textureImpl)
	a := w.vertexAff3(sr)

	gl.UseProgram(w.s.texture.program)
	writeAff3(w.s.texture.mvp, mul(a, src2dst))

	// OpenGL's fragment shaders' UV coordinates run from (0,0)-(1,1),
	// unlike vertex shaders' XY coordinates running from (-1,+1)-(+1,-1).
	//
	// We are drawing a rectangle PQRS, defined by two of its
	// corners, onto the entire texture. The two quads may actually
	// be equal, but in the general case, PQRS can be smaller.
	//
	//	(0,0) +---------------+ (1,0)
	//	      |  P +-----+ Q  |
	//	      |    |     |    |
	//	      |  S +-----+ R  |
	//	(0,1) +---------------+ (1,1)
	//
	// The PQRS quad is always axis-aligned. First of all, convert
	// from pixel space to texture space.
	tw := float64(t.size.X)
	th := float64(t.size.Y)
	px := float64(sr.Min.X-0) / tw
	py := float64(sr.Min.Y-0) / th
	qx := float64(sr.Max.X-0) / tw
	sy := float64(sr.Max.Y-0) / th
	// Due to axis alignment, qy = py and sx = px.
	//
	// The simultaneous equations are:
	//	  0 +   0 + a02 = px
	//	  0 +   0 + a12 = py
	//	a00 +   0 + a02 = qx
	//	a10 +   0 + a12 = qy = py
	//	  0 + a01 + a02 = sx = px
	//	  0 + a11 + a12 = sy
	writeAff3(w.s.texture.uvp, f64.Aff3{
		qx - px, 0, px,
		0, sy - py, py,
	})

	gl.ActiveTexture(gl.TEXTURE0)
	gl.BindTexture(gl.TEXTURE_2D, t.id)
	gl.Uniform1i(w.s.texture.sample, 0)

	gl.BindBuffer(gl.ARRAY_BUFFER, w.s.texture.quadXY)
	gl.EnableVertexAttribArray(w.s.texture.pos)
	gl.VertexAttribPointer(w.s.texture.pos, 2, gl.FLOAT, false, 0, 0)

	gl.BindBuffer(gl.ARRAY_BUFFER, w.s.texture.quadUV)
	gl.EnableVertexAttribArray(w.s.texture.inUV)
	gl.VertexAttribPointer(w.s.texture.inUV, 2, gl.FLOAT, false, 0, 0)

	gl.DrawArrays(gl.TRIANGLE_STRIP, 0, 4)

	gl.DisableVertexAttribArray(w.s.texture.pos)
	gl.DisableVertexAttribArray(w.s.texture.inUV)
}
Example #4
0
func onPaint(sz size.Event) {
	gl.ClearColor(rgb(156), rgb(39), rgb(176), 1)
	gl.Clear(gl.COLOR_BUFFER_BIT)

	var rotationMatrix = []float32{
		f32.Cos(-alpha), -f32.Sin(-alpha), 0.0,
		f32.Sin(-alpha), f32.Cos(-alpha), 0.0,
		0.0, 0.0, 1.0,
	}

	gl.UseProgram(program)
	// setting color
	gl.Uniform4f(color, rgb(255), rgb(255), rgb(255), 1)
	gl.UniformMatrix3fv(matrixId, rotationMatrix)
	gl.Uniform1f(resolutionId, resIndex)

	gl.BindBuffer(gl.ARRAY_BUFFER, swasBuffer)

	gl.EnableVertexAttribArray(position)
	gl.VertexAttribPointer(position, 3, gl.FLOAT, false, 0, 0)
	gl.DrawArrays(gl.LINES, 0, 16)
	gl.DisableVertexAttribArray(position)

	gl.UseProgram(texProgram)
	// setting color
	gl.Uniform4f(color2, rgb(130), rgb(50), rgb(80), 1)
	gl.Uniform1f(resolutionId2, resIndex)
	gl.UniformMatrix3fv(matrixId2, rotationMatrix)

	gl.BindBuffer(gl.ARRAY_BUFFER, quadBuffer)
	gl.EnableVertexAttribArray(position2)
	gl.VertexAttribPointer(position2, 3, gl.FLOAT, false, 0, 0)

	gl.BindBuffer(gl.ARRAY_BUFFER, quadTexBuffer)
	gl.EnableVertexAttribArray(textureCoords)
	gl.VertexAttribPointer(textureCoords, 2, gl.FLOAT, false, 0, 0)

	gl.Uniform1i(gl.GetUniformLocation(texProgram, "myTexture"), 0)
	gl.ActiveTexture(gl.TEXTURE0)
	gl.BindTexture(gl.TEXTURE_2D, textureId)

	gl.DrawArrays(gl.TRIANGLES, 0, 6)
	gl.DisableVertexAttribArray(position2)
	gl.DisableVertexAttribArray(textureCoords)

	if spin == true {
		alpha += 0.1
	}

	if alpha >= 360 {
		alpha = 0.0
	}

}
Example #5
0
func (video *Video) initGL() {
	log.Print("Initing")
	video.fpsmanager = gfx.NewFramerate()
	video.fpsmanager.SetFramerate(60)

	gl.ClearColor(0.0, 0.0, 0.0, 1.0)
	gl.Enable(gl.CULL_FACE)
	gl.Enable(gl.DEPTH_TEST)

	log.Print("Creating program")
	video.prog = createProgram(vertShaderSrcDef, fragShaderSrcDef)
	log.Print("Attrib loc 1")
	posAttrib := attribLocation(video.prog, "vPosition")
	log.Print("Attrib loc 2")
	texCoordAttr := attribLocation(video.prog, "vTexCoord")
	log.Print("Uniform loc 1")
	paletteLoc := uniformLocation(video.prog, "palette")
	log.Print("Uniform loc 2")
	video.textureUni = uniformLocation(video.prog, "texture")

	log.Print("Gen Texture")
	video.texture = genTexture()
	gl.ActiveTexture(gl.TEXTURE0)
	gl.BindTexture(gl.TEXTURE_2D, video.texture)

	log.Print("TexParam")
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)

	gl.UseProgram(video.prog)
	gl.EnableVertexAttribArray(posAttrib)
	gl.EnableVertexAttribArray(texCoordAttr)

	gl.Uniform3iv(paletteLoc, nes.SPaletteRgb)

	log.Print("VertBO")
	vertVBO := genBuffer()
	checkGLError()
	gl.BindBuffer(gl.ARRAY_BUFFER, vertVBO)
	verts := f32.Bytes(binary.LittleEndian, -1.0, 1.0, -1.0, -1.0, 1.0, -1.0, 1.0, -1.0, 1.0, 1.0, -1.0, 1.0)
	gl.BufferData(gl.ARRAY_BUFFER, verts, gl.STATIC_DRAW)

	textCoorBuf := genBuffer()
	checkGLError()
	gl.BindBuffer(gl.ARRAY_BUFFER, textCoorBuf)
	texVerts := f32.Bytes(binary.LittleEndian, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0)
	gl.BufferData(gl.ARRAY_BUFFER, texVerts, gl.STATIC_DRAW)

	gl.VertexAttribPointer(posAttrib, 2, gl.FLOAT, false, 0, 0)
	gl.VertexAttribPointer(texCoordAttr, 2, gl.FLOAT, false, 0, 0)
	log.Print("Started")
}
Example #6
0
func (e *Engine) Draw(c event.Config) {
	since := time.Now().Sub(e.started)

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

	gl.ClearColor(0, 0, 0, 1)
	gl.Clear(gl.COLOR_BUFFER_BIT)
	gl.Clear(gl.DEPTH_BUFFER_BIT)

	gl.UseProgram(e.shader.program)

	// Setup MVP
	var m mgl.Mat4
	m = mgl.Perspective(0.785, float32(c.Width/c.Height), 0.1, 10.0)
	gl.UniformMatrix4fv(e.shader.projection, m[:])

	m = mgl.LookAtV(
		mgl.Vec3{3, 3, 3}, // eye
		mgl.Vec3{0, 0, 0}, // center
		mgl.Vec3{0, 1, 0}, // up
	)
	gl.UniformMatrix4fv(e.shader.view, m[:])

	m = mgl.HomogRotate3D(float32(since.Seconds()), mgl.Vec3{0, 1, 0})
	gl.UniformMatrix4fv(e.shader.model, m[:])

	// Draw our shape
	gl.BindBuffer(gl.ARRAY_BUFFER, e.shape.buf)

	gl.EnableVertexAttribArray(e.shader.vertCoord)
	gl.VertexAttribPointer(e.shader.vertCoord, e.shape.coordsPerVertex, gl.FLOAT, false, 20, 0) // 4 bytes in float, 5 values per vertex

	gl.EnableVertexAttribArray(e.shader.vertTexCoord)
	gl.VertexAttribPointer(e.shader.vertTexCoord, e.shape.texCoordsPerVertex, gl.FLOAT, false, 20, 12)

	gl.ActiveTexture(gl.TEXTURE0)
	gl.BindTexture(gl.TEXTURE_2D, e.shape.texture)

	gl.DrawArrays(gl.TRIANGLES, 0, e.shape.vertexCount)

	gl.DisableVertexAttribArray(e.shader.vertCoord)

	//debug.DrawFPS(c)
}
Example #7
0
// Draw draws the srcBounds part of the image onto a parallelogram, defined by
// three of its corners, in the current GL framebuffer.
func (img *Image) Draw(topLeft, topRight, bottomLeft geom.Point, srcBounds image.Rectangle) {
	// TODO(crawshaw): Adjust viewport for the top bar on android?
	gl.UseProgram(glimage.program)

	{
		// We are drawing a parallelogram PQRS, defined by three of its
		// corners, onto the entire GL framebuffer ABCD. The two quads may
		// actually be equal, but in the general case, PQRS can be smaller,
		// and PQRS is not necessarily axis-aligned.
		//
		//	A +---------------+ B
		//	  |  P +-----+ Q  |
		//	  |    |     |    |
		//	  |  S +-----+ R  |
		//	D +---------------+ C
		//
		// There are two co-ordinate spaces: geom space and framebuffer space.
		// In geom space, the ABCD rectangle is:
		//
		//	(0, 0)           (geom.Width, 0)
		//	(0, geom.Height) (geom.Width, geom.Height)
		//
		// and the PQRS quad is:
		//
		//	(topLeft.X,    topLeft.Y)    (topRight.X, topRight.Y)
		//	(bottomLeft.X, bottomLeft.Y) (implicit,   implicit)
		//
		// In framebuffer space, the ABCD rectangle is:
		//
		//	(-1, +1) (+1, +1)
		//	(-1, -1) (+1, -1)
		//
		// First of all, convert from geom space to framebuffer space. For
		// later convenience, we divide everything by 2 here: px2 is half of
		// the P.X co-ordinate (in framebuffer space).
		px2 := -0.5 + float32(topLeft.X/geom.Width)
		py2 := +0.5 - float32(topLeft.Y/geom.Height)
		qx2 := -0.5 + float32(topRight.X/geom.Width)
		qy2 := +0.5 - float32(topRight.Y/geom.Height)
		sx2 := -0.5 + float32(bottomLeft.X/geom.Width)
		sy2 := +0.5 - float32(bottomLeft.Y/geom.Height)
		// Next, solve for the affine transformation matrix
		//	    [ a00 a01 a02 ]
		//	a = [ a10 a11 a12 ]
		//	    [   0   0   1 ]
		// that maps A to P:
		//	a × [ -1 +1 1 ]' = [ 2*px2 2*py2 1 ]'
		// and likewise maps B to Q and D to S. Solving those three constraints
		// implies that C maps to R, since affine transformations keep parallel
		// lines parallel. This gives 6 equations in 6 unknowns:
		//	-a00 + a01 + a02 = 2*px2
		//	-a10 + a11 + a12 = 2*py2
		//	+a00 + a01 + a02 = 2*qx2
		//	+a10 + a11 + a12 = 2*qy2
		//	-a00 - a01 + a02 = 2*sx2
		//	-a10 - a11 + a12 = 2*sy2
		// which gives:
		//	a00 = (2*qx2 - 2*px2) / 2 = qx2 - px2
		// and similarly for the other elements of a.
		glimage.mvp.WriteAffine(&f32.Affine{{
			qx2 - px2,
			px2 - sx2,
			qx2 + sx2,
		}, {
			qy2 - py2,
			py2 - sy2,
			qy2 + sy2,
		}})
	}

	{
		// Mapping texture co-ordinates is similar, except that in texture
		// space, the ABCD rectangle is:
		//
		//	(0,0) (1,0)
		//	(0,1) (1,1)
		//
		// and the PQRS quad is always axis-aligned. First of all, convert
		// from pixel space to texture space.
		w := float32(img.texWidth)
		h := float32(img.texHeight)
		px := float32(srcBounds.Min.X-img.Rect.Min.X) / w
		py := float32(srcBounds.Min.Y-img.Rect.Min.Y) / h
		qx := float32(srcBounds.Max.X-img.Rect.Min.X) / w
		sy := float32(srcBounds.Max.Y-img.Rect.Min.Y) / h
		// Due to axis alignment, qy = py and sx = px.
		//
		// The simultaneous equations are:
		//	  0 +   0 + a02 = px
		//	  0 +   0 + a12 = py
		//	a00 +   0 + a02 = qx
		//	a10 +   0 + a12 = qy = py
		//	  0 + a01 + a02 = sx = px
		//	  0 + a11 + a12 = sy
		glimage.uvp.WriteAffine(&f32.Affine{{
			qx - px,
			0,
			px,
		}, {
			0,
			sy - py,
			py,
		}})
	}

	gl.ActiveTexture(gl.TEXTURE0)
	gl.BindTexture(gl.TEXTURE_2D, img.Texture)
	gl.Uniform1i(glimage.textureSample, 0)

	gl.BindBuffer(gl.ARRAY_BUFFER, glimage.quadXY)
	gl.EnableVertexAttribArray(glimage.pos)
	gl.VertexAttribPointer(glimage.pos, 2, gl.FLOAT, false, 0, 0)

	gl.BindBuffer(gl.ARRAY_BUFFER, glimage.quadUV)
	gl.EnableVertexAttribArray(glimage.inUV)
	gl.VertexAttribPointer(glimage.inUV, 2, gl.FLOAT, false, 0, 0)

	gl.DrawArrays(gl.TRIANGLE_STRIP, 0, 4)

	gl.DisableVertexAttribArray(glimage.pos)
	gl.DisableVertexAttribArray(glimage.inUV)
}