Example #1
0
func start() {
	var err error
	glimage.program, err = CreateProgram(vertexShader, fragmentShader)
	if err != nil {
		panic(err)
	}

	glimage.quadXY = gl.CreateBuffer()
	glimage.quadUV = gl.CreateBuffer()

	gl.BindBuffer(gl.ARRAY_BUFFER, glimage.quadXY)
	gl.BufferData(gl.ARRAY_BUFFER, quadXYCoords, gl.STATIC_DRAW)
	gl.BindBuffer(gl.ARRAY_BUFFER, glimage.quadUV)
	gl.BufferData(gl.ARRAY_BUFFER, quadUVCoords, gl.STATIC_DRAW)

	glimage.pos = gl.GetAttribLocation(glimage.program, "pos")
	glimage.mvp = gl.GetUniformLocation(glimage.program, "mvp")
	glimage.uvp = gl.GetUniformLocation(glimage.program, "uvp")
	glimage.inUV = gl.GetAttribLocation(glimage.program, "inUV")
	glimage.textureSample = gl.GetUniformLocation(glimage.program, "textureSample")

	texmap.Lock()
	defer texmap.Unlock()
	for key, tex := range texmap.texs {
		texmap.init(key)
		tex.needsUpload = true
	}
}
Example #2
0
func (shape *StaticShape) Draw(shader Shader, camera Camera) {
	gl.BindBuffer(gl.ARRAY_BUFFER, shape.VBO)
	stride := shape.Stride()

	gl.EnableVertexAttribArray(shader.Attrib("vertCoord"))
	gl.VertexAttribPointer(shader.Attrib("vertCoord"), vertexDim, gl.FLOAT, false, stride, 0)

	if len(shape.normals) > 0 {
		gl.EnableVertexAttribArray(shader.Attrib("vertNormal"))
		gl.VertexAttribPointer(shader.Attrib("vertNormal"), normalDim, gl.FLOAT, false, stride, vertexDim*vecSize)
	}
	// TODO: texture

	if len(shape.indices) > 0 {
		gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, shape.IBO)
		gl.DrawElements(gl.TRIANGLES, len(shape.indices), gl.UNSIGNED_BYTE, 0)
	} else {
		gl.DrawArrays(gl.TRIANGLES, 0, shape.Len())
	}

	gl.DisableVertexAttribArray(shader.Attrib("vertCoord"))
	if len(shape.normals) > 0 {
		gl.DisableVertexAttribArray(shader.Attrib("vertNormal"))
	}
	// TODO: texture
}
Example #3
0
func (e *Engine) Start() {
	var err error

	e.shader.program, err = LoadProgram("shader.v.glsl", "shader.f.glsl")
	if err != nil {
		panic(fmt.Sprintln("LoadProgram failed:", err))
	}

	e.shape.buf = gl.CreateBuffer()
	gl.BindBuffer(gl.ARRAY_BUFFER, e.shape.buf)
	gl.BufferData(gl.ARRAY_BUFFER, cubeData, gl.STATIC_DRAW)
	fmt.Println(len(cubeData))
	e.shader.vertCoord = gl.GetAttribLocation(e.shader.program, "vertCoord")
	e.shader.projection = gl.GetUniformLocation(e.shader.program, "projection")
	e.shader.view = gl.GetUniformLocation(e.shader.program, "view")
	e.shader.modelx = gl.GetUniformLocation(e.shader.program, "modelx")
	e.shader.modely = gl.GetUniformLocation(e.shader.program, "modely")

	e.shader.color = gl.GetAttribLocation(e.shader.program, "color")
	e.shape.colorbuf = gl.CreateBuffer()
	gl.BindBuffer(gl.ARRAY_BUFFER, e.shape.colorbuf)
	gl.BufferData(gl.ARRAY_BUFFER, colorData, gl.STATIC_DRAW)
	gl.VertexAttribPointer(e.shader.color, colorsPerVertex, gl.FLOAT, false, 4, 0) //更新color值
	gl.DrawArrays(gl.TRIANGLES, 0, vertexCount)

	e.started = time.Now()
}
Example #4
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 #5
0
func (e *Engine) Draw(c size.Event) {

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

	gl.ClearColor(0.2, 0.2, 0.2, 1)
	gl.Clear(gl.COLOR_BUFFER_BIT)
	gl.Clear(gl.DEPTH_BUFFER_BIT)

	gl.UseProgram(e.shader.program)

	m := mgl32.Perspective(0.785, float32(c.WidthPt/c.HeightPt), 0.1, 10.0)
	gl.UniformMatrix4fv(e.shader.projection, m[:])

	eye := mgl32.Vec3{0, 0, 8}
	center := mgl32.Vec3{0, 0, 0}
	up := mgl32.Vec3{0, 1, 0}

	m = mgl32.LookAtV(eye, center, up)
	gl.UniformMatrix4fv(e.shader.view, m[:])

	m = mgl32.HomogRotate3D(float32(e.touchLoc.X/c.WidthPt-0.5)*3.14*2, mgl32.Vec3{0, 1, 0})
	gl.UniformMatrix4fv(e.shader.modelx, m[:])

	m = mgl32.HomogRotate3D(float32(e.touchLoc.Y/c.HeightPt-0.5)*3.14, mgl32.Vec3{1, 0, 0})
	gl.UniformMatrix4fv(e.shader.modely, m[:])

	coordsPerVertex := 3
	for _, obj := range e.shape.Objs {
		gl.BindBuffer(gl.ARRAY_BUFFER, obj.coord)
		gl.EnableVertexAttribArray(e.shader.vertCoord)

		gl.VertexAttribPointer(e.shader.vertCoord, coordsPerVertex, gl.FLOAT, false, 12, 0)

		if obj.useuv == true {
			gl.Uniform1i(e.shader.useuv, 1)
			texCoordsPerVertex := 2
			gl.BindBuffer(gl.ARRAY_BUFFER, obj.uvcoord)
			gl.EnableVertexAttribArray(e.shader.vertTexCoord)
			gl.VertexAttribPointer(e.shader.vertTexCoord, texCoordsPerVertex, gl.FLOAT, false, 8, 0)

			gl.BindTexture(gl.TEXTURE_2D, obj.tex)
		} else {
			gl.Uniform1i(e.shader.useuv, 0)
			gl.Uniform4f(e.shader.color, obj.color[0], obj.color[1], obj.color[2], obj.color[3])
		}
		gl.DrawArrays(gl.TRIANGLES, 0, obj.vcount)
		if obj.useuv {
			gl.DisableVertexAttribArray(e.shader.vertTexCoord)
		}
		gl.DisableVertexAttribArray(e.shader.vertCoord)
	}

	debug.DrawFPS(c)
}
Example #6
0
func (e *Engine) Draw(c size.Event) {

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

	gl.ClearColor(0.5, 0.8, 0.8, 1)
	gl.Clear(gl.COLOR_BUFFER_BIT)
	gl.Clear(gl.DEPTH_BUFFER_BIT)

	gl.UseProgram(e.shader.program)

	gl.Uniform3fv(e.shader.lightdir, []float32{0.5, 0.6, 0.7})

	m := mgl32.Perspective(1.3, float32(c.WidthPt/c.HeightPt), 0.1, 10.0)
	gl.UniformMatrix4fv(e.shader.projectionmatrix, m[:])

	eye := mgl32.Vec3{0, 0, 0.2}
	center := mgl32.Vec3{0, 0, 0}
	up := mgl32.Vec3{0, 1, 0}

	m = mgl32.LookAtV(eye, center, up)
	gl.UniformMatrix4fv(e.shader.viewmatrix, m[:])

	m = mgl32.HomogRotate3D((e.touchx/float32(c.WidthPt)-0.5)*6.28, mgl32.Vec3{0, 1, 0})
	gl.UniformMatrix4fv(e.shader.modelmatrix, m[:])

	m = mgl32.HomogRotate3D((e.touchx/float32(c.WidthPt)-0.5)*6.28, mgl32.Vec3{0, -1, 0})
	gl.UniformMatrix4fv(e.shader.lightmatrix, m[:])

	coordsPerVertex := 3
	for _, obj := range e.shape.Objs {
		gl.BindBuffer(gl.ARRAY_BUFFER, obj.coord)
		gl.EnableVertexAttribArray(e.shader.vertCoord)
		gl.VertexAttribPointer(e.shader.vertCoord, coordsPerVertex, gl.FLOAT, false, 12, 0)

		texCoordsPerVertex := 2
		gl.BindBuffer(gl.ARRAY_BUFFER, obj.uvcoord)
		gl.EnableVertexAttribArray(e.shader.texcoord)
		gl.VertexAttribPointer(e.shader.texcoord, texCoordsPerVertex, gl.FLOAT, false, 8, 0)

		gl.BindBuffer(gl.ARRAY_BUFFER, obj.normal)
		gl.EnableVertexAttribArray(e.shader.normal)
		gl.VertexAttribPointer(e.shader.normal, 3, gl.FLOAT, false, 12, 0)

		gl.BindTexture(gl.TEXTURE_2D, obj.tex)

		gl.DrawArrays(gl.TRIANGLES, 0, obj.vcount)

		gl.DisableVertexAttribArray(e.shader.texcoord)
		gl.DisableVertexAttribArray(e.shader.normal)
		gl.DisableVertexAttribArray(e.shader.vertCoord)
	}

	debug.DrawFPS(c)
}
Example #7
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 #8
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 #9
0
func (shape *StaticShape) Buffer() {
	data := shape.Bytes()
	if len(data) > 0 {
		gl.BindBuffer(gl.ARRAY_BUFFER, shape.VBO)
		gl.BufferData(gl.ARRAY_BUFFER, data, gl.STATIC_DRAW)
	}

	if len(shape.indices) > 0 {
		data = EncodeObjects(0, len(shape.indices), NewDimSlice(1, shape.indices))
		gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, shape.IBO)
		gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, data, gl.STATIC_DRAW)
	}
}
Example #10
0
func (e *Engine) Start() {
	var err error

	e.shader.program, err = LoadProgram("shader.v.glsl", "shader.f.glsl")
	if err != nil {
		panic(fmt.Sprintln("LoadProgram failed:", err))
	}

	e.shader.models, err = wavefront.Read("spiritframe.obj")
	check(err)

	e.shader.projectionmatrix = gl.GetUniformLocation(e.shader.program, "u_projectionMatrix")
	e.shader.viewmatrix = gl.GetUniformLocation(e.shader.program, "u_viewMatrix")
	e.shader.modelmatrix = gl.GetUniformLocation(e.shader.program, "u_modelMatrix")
	e.shader.normalmatrix = gl.GetUniformLocation(e.shader.program, "u_normalMatrix")
	e.shader.lightdir = gl.GetUniformLocation(e.shader.program, "u_lightDirection")
	e.shader.lightmatrix = gl.GetUniformLocation(e.shader.program, "u_lightmatrix")

	e.shader.vertCoord = gl.GetAttribLocation(e.shader.program, "a_vertex")
	e.shader.normal = gl.GetAttribLocation(e.shader.program, "a_normal")
	e.shader.texcoord = gl.GetAttribLocation(e.shader.program, "a_texCoord")

	for _, model := range e.shader.models {
		for _, group := range model.Groups {
			//颜色
			color := group.Material.Ambient
			//顶点
			data := f32.Bytes(binary.LittleEndian, group.Vertexes...)
			vertexCount := len(group.Vertexes) / 3
			databuf := gl.CreateBuffer()
			gl.BindBuffer(gl.ARRAY_BUFFER, databuf)
			gl.BufferData(gl.ARRAY_BUFFER, data, gl.STATIC_DRAW)
			//UV坐标
			textcoords := f32.Bytes(binary.LittleEndian, group.Textcoords...)
			uvbuf := gl.CreateBuffer()
			gl.BindBuffer(gl.ARRAY_BUFFER, uvbuf)
			gl.BufferData(gl.ARRAY_BUFFER, textcoords, gl.STATIC_DRAW)
			//发现坐标
			normals := f32.Bytes(binary.LittleEndian, group.Normals...)
			normalbuf := gl.CreateBuffer()
			gl.BindBuffer(gl.ARRAY_BUFFER, normalbuf)
			gl.BufferData(gl.ARRAY_BUFFER, normals, gl.STATIC_DRAW)

			tex, _ := LoadTexture(group.Material.Texturefile)
			e.shape.Objs = append(e.shape.Objs, Obj{vcount: vertexCount, coord: databuf, color: color, uvcoord: uvbuf, tex: tex, normal: normalbuf})

		}

	}
}
Example #11
0
func (e *Engine) Start() {
	var err error

	e.shader.program, err = LoadProgram("shader.v.glsl", "shader.f.glsl")
	if err != nil {
		panic(fmt.Sprintln("LoadProgram failed:", err))
	}

	e.shader.models, err = wavefront.Read("girl.obj")
	check(err)

	e.shader.vertCoord = gl.GetAttribLocation(e.shader.program, "vertCoord")
	e.shader.vertTexCoord = gl.GetAttribLocation(e.shader.program, "vertTexCoord")
	e.shader.projection = gl.GetUniformLocation(e.shader.program, "projection")
	e.shader.view = gl.GetUniformLocation(e.shader.program, "view")
	e.shader.modelx = gl.GetUniformLocation(e.shader.program, "modelx")
	e.shader.modely = gl.GetUniformLocation(e.shader.program, "modely")
	e.shader.color = gl.GetUniformLocation(e.shader.program, "color")
	e.shader.useuv = gl.GetUniformLocation(e.shader.program, "useuv")

	for _, model := range e.shader.models {
		for _, group := range model.Groups {
			//颜色
			color := group.Material.Ambient
			//顶点
			data := f32.Bytes(binary.LittleEndian, group.Vertexes...)
			vertexCount := len(group.Vertexes) / 3
			databuf := gl.CreateBuffer()
			gl.BindBuffer(gl.ARRAY_BUFFER, databuf)
			gl.BufferData(gl.ARRAY_BUFFER, data, gl.STATIC_DRAW)
			//UV坐标
			textcoords := f32.Bytes(binary.LittleEndian, group.Textcoords...)
			uvbuf := gl.CreateBuffer()
			gl.BindBuffer(gl.ARRAY_BUFFER, uvbuf)
			gl.BufferData(gl.ARRAY_BUFFER, textcoords, gl.STATIC_DRAW)
			//贴图文件
			var useuv bool
			tex, err := LoadTexture(group.Material.Texturefile)
			if err != nil {
				useuv = false
			} else {
				useuv = true
			}
			e.shape.Objs = append(e.shape.Objs, Obj{vcount: vertexCount, coord: databuf, color: color, useuv: useuv, uvcoord: uvbuf, tex: tex})

		}

	}
}
Example #12
0
File: main.go Project: xfong/gocl
func draw() {
	if program.Value == 0 {
		initGL()
		initCL()
	}
	if numPlatforms == 0 {
		gl.ClearColor(1, 0, 0, 1)
	} else {
		gl.ClearColor(0, 1, 0, 1)
	}
	gl.Clear(gl.COLOR_BUFFER_BIT)

	gl.UseProgram(program)

	blue += 0.01
	if blue > 1 {
		blue = 0
	}
	gl.Uniform4f(color, 0, 0, blue, 1)

	gl.Uniform2f(offset, float32(touchLoc.X/geom.Width), float32(touchLoc.Y/geom.Height))

	gl.BindBuffer(gl.ARRAY_BUFFER, buf)
	gl.EnableVertexAttribArray(position)
	gl.VertexAttribPointer(position, coordsPerVertex, gl.FLOAT, false, 0, 0)
	gl.DrawArrays(gl.TRIANGLES, 0, vertexCount)
	gl.DisableVertexAttribArray(position)

	debug.DrawFPS()
}
Example #13
0
func onPaint(c size.Event) {
	gl.ClearColor(0, 0.3, 0.3, 1)
	gl.Clear(gl.COLOR_BUFFER_BIT)

	gl.UseProgram(program)

	green += direction
	if green > 1 {
		green = 1
		direction = -direction
	}
	if green < 0.4 {
		green = 0.4
		direction = -direction
	}
	gl.Uniform4f(color, 0, green, 0, 1)

	gl.Uniform2f(offset, touchX/float32(c.WidthPx), touchY/float32(c.HeightPx))

	gl.BindBuffer(gl.ARRAY_BUFFER, buf)

	gl.BufferData(gl.ARRAY_BUFFER, triangleData, gl.STATIC_DRAW) // ?

	gl.EnableVertexAttribArray(position)
	gl.VertexAttribPointer(position, coordsPerVertex, gl.FLOAT, false, 0, 0)
	gl.DrawArrays(gl.TRIANGLES, 0, vertexCount)
	gl.DisableVertexAttribArray(position)

	debug.DrawFPS(c)
}
Example #14
0
func onPaint(c size.Event) {
	//清场
	gl.ClearColor(1, 1, 1, 1) //设置背景颜色
	gl.Clear(gl.COLOR_BUFFER_BIT)

	//使用program
	gl.UseProgram(program)

	gl.Uniform4f(color, 0, 0.5, 0.8, 1) //设置color对象值,设置4个浮点数.
	//offset有两个值X,Y,窗口左上角为(0,0),右下角为(1,1)
	//gl.Uniform4f(offset,5.0,1.0,1.0,1.0 )
	//gl.Uniform2f(offset,offsetx,offsety )//为2参数的uniform变量赋值
	//log.Println("offset:",offsetx,offsety, 0, 0)
	gl.UniformMatrix4fv(scan, []float32{
		float32(touchLoc.X/c.WidthPt*4 - 2), 0, 0, 0,
		0, float32(touchLoc.Y/c.HeightPt*4 - 2), 0, 0,
		0, 0, 0, 0,
		0, 0, 0, 1,
	})
	gl.BindBuffer(gl.ARRAY_BUFFER, buf)
	gl.EnableVertexAttribArray(position)
	/*glVertexAttribPointer 指定了渲染时索引值为 index 的顶点属性数组的数据格式和位置。调用gl.vertexAttribPointer()方法,把顶点着色器中某个属性相对应的通用属性索引连接到绑定的webGLBUffer对象上。
	  index 指定要修改的顶点属性的索引值
	  size    指定每个顶点属性的组件数量。必须为1、2、3或者4。初始值为4。(如position是由3个(x,y,z)组成,而颜色是4个(r,g,b,a))
	  type    指定数组中每个组件的数据类型。可用的符号常量有GL_BYTE, GL_UNSIGNED_BYTE, GL_SHORT,GL_UNSIGNED_SHORT, GL_FIXED, 和 GL_FLOAT,初始值为GL_FLOAT。
	  normalized  指定当被访问时,固定点数据值是否应该被归一化(GL_TRUE)或者直接转换为固定点值(GL_FALSE)。
	  stride  指定连续顶点属性之间的偏移量。如果为0,那么顶点属性会被理解为:它们是紧密排列在一起的。初始值为0。
	  pointer 指定第一个组件在数组的第一个顶点属性中的偏移量。该数组与GL_ARRAY_BUFFER绑定,储存于缓冲区中。初始值为0;
	*/
	gl.VertexAttribPointer(position, coordsPerVertex, gl.FLOAT, false, 0, 0) //更新position值
	gl.DrawArrays(gl.TRIANGLES, 0, vertexCount)
	gl.DisableVertexAttribArray(position)

	debug.DrawFPS(c)
}
Example #15
0
func (e *Engine) Start() {
	var err error

	e.shader.program, err = LoadProgram("shader.v.glsl", "shader.f.glsl")
	if err != nil {
		panic(fmt.Sprintln("LoadProgram failed:", err))
	}

	e.shader.models, err = wavefront.Read("gopher.obj")
	check(err)

	e.shader.vertCoord = gl.GetAttribLocation(e.shader.program, "vertCoord")
	e.shader.projection = gl.GetUniformLocation(e.shader.program, "projection")
	e.shader.view = gl.GetUniformLocation(e.shader.program, "view")
	e.shader.modelx = gl.GetUniformLocation(e.shader.program, "modelx")
	e.shader.modely = gl.GetUniformLocation(e.shader.program, "modely")
	e.shader.color = gl.GetUniformLocation(e.shader.program, "color")

	for _, model := range e.shader.models {
		for _, group := range model.Groups {
			data := f32.Bytes(binary.LittleEndian, group.Vertexes...)
			color := group.Material.Ambient
			vertexCount := len(data)

			databuf := gl.CreateBuffer()
			e.shape.bufs = append(e.shape.bufs, Buf{vertexCount, databuf, color})

			gl.BindBuffer(gl.ARRAY_BUFFER, databuf)
			gl.BufferData(gl.ARRAY_BUFFER, data, gl.STATIC_DRAW)

		}

	}
}
Example #16
0
func onStart() {
	var err error
	program, err = glutil.CreateProgram(vertexShader, fragmentShader)
	if err != nil {
		log.Printf("error creating GL program: %v", err)
		return
	}

	//创建一个WebGLBuffer对象,把它绑定到顶点缓冲上,并把顶点数据载入到顶点冲。
	buf = gl.CreateBuffer()
	gl.BindBuffer(gl.ARRAY_BUFFER, buf)
	gl.BufferData(gl.ARRAY_BUFFER, lineData, gl.STATIC_DRAW)

	/*opengl中三种变量
	  uniform变量是外部application程序传递给(vertex和fragment)shader的变量。因此它是application通过函数glUniform**()函数赋值的。
	  在(vertex和fragment)shader程序内部,uniform变量就像是C语言里面的常量(const ),它不能被shader程序修改。(shader只能用,不能改)

	  attribute变量是只能在vertex shader中使用的变量。(它不能在fragment shader中声明attribute变量,也不能被fragment shader中使用)
	  一般用attribute变量来表示一些顶点的数据,如:顶点坐标,法线,纹理坐标,顶点颜色等。
	  在application中,一般用函数glBindAttribLocation()来绑定每个attribute变量的位置,然后用函数glVertexAttribPointer()为每个attribute变量赋值。

	  varying变量是vertex和fragment shader之间做数据传递用的。一般vertex shader修改varying变量的值,然后fragment shader使用该varying变量的值。
	  因此varying变量在vertex和fragment shader二者之间的声明必须是一致的。application不能使用此变量。
	*/
	position = gl.GetAttribLocation(program, "position") //获取位置对象(索引)
	color = gl.GetUniformLocation(program, "color")      // 获取颜色对象(索引)
	scan = gl.GetUniformLocation(program, "scan")        // 获取偏移对象(索引)
	// fmt.Println(position.String(),color.String(),offset.String())//Attrib(0) Uniform(1) Uniform(0)
	// TODO(crawshaw): the debug package needs to put GL state init here
	// Can this be an event.Register call now??
}
Example #17
0
func (e *Engine) Start() {
	var err error

	e.shader.program, err = LoadProgram("shader.v.glsl", "shader.f.glsl")
	if err != nil {
		panic(fmt.Sprintln("LoadProgram failed:", err))
	}

	e.shape.buf = gl.CreateBuffer()
	gl.BindBuffer(gl.ARRAY_BUFFER, e.shape.buf)
	gl.BufferData(gl.ARRAY_BUFFER, EncodeObject(cubeData), gl.STATIC_DRAW)

	e.shader.vertCoord = gl.GetAttribLocation(e.shader.program, "vertCoord")
	e.shader.vertTexCoord = gl.GetAttribLocation(e.shader.program, "vertTexCoord")

	e.shader.projection = gl.GetUniformLocation(e.shader.program, "projection")
	e.shader.view = gl.GetUniformLocation(e.shader.program, "view")
	e.shader.model = gl.GetUniformLocation(e.shader.program, "model")

	e.shape.texture, err = LoadTexture("gopher.png")
	if err != nil {
		panic(fmt.Sprintln("LoadTexture failed:", err))
	}

	e.started = time.Now()
}
Example #18
0
func (emitter *particleEmitter) Buffer() {
	data := emitter.Bytes()
	if len(data) > 0 {
		gl.BindBuffer(gl.ARRAY_BUFFER, emitter.VBO)
		gl.BufferSubData(gl.ARRAY_BUFFER, 0, data)
	}
}
Example #19
0
func (shape *DynamicShape) Buffer(offset int) {
	gl.BindBuffer(gl.ARRAY_BUFFER, shape.VBO)
	data := shape.BytesOffset(offset)
	if len(data) == 0 {
		return
	}
	gl.BufferSubData(gl.ARRAY_BUFFER, offset*shape.Stride(), data)
}
Example #20
0
func (shape *Line) Buffer(offset int) {
	data := shape.BytesOffset(offset)
	if len(data) == 0 {
		return
	}
	gl.BindBuffer(gl.ARRAY_BUFFER, shape.VBO)
	gl.BufferSubData(gl.ARRAY_BUFFER, lineEmittedVertices*offset*shape.Stride(), data)
}
Example #21
0
func NewDynamicShape(bufSize int) *DynamicShape {
	shape := &DynamicShape{}
	shape.VBO = gl.CreateBuffer()
	gl.BindBuffer(gl.ARRAY_BUFFER, shape.VBO)
	gl.BufferInit(gl.ARRAY_BUFFER, bufSize, gl.DYNAMIC_DRAW)

	return shape
}
Example #22
0
func onStart() {
	gl.Enable(gl.BLEND)
	gl.BlendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA)

	texture := loadImages("495.png")

	textureId = gl.CreateTexture()
	gl.BindTexture(gl.TEXTURE_2D, textureId)

	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.REPEAT)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT)

	gl.TexImage2D(gl.TEXTURE_2D, 0, texture.Rect.Size().X, texture.Rect.Size().Y, gl.RGBA, gl.UNSIGNED_BYTE, texture.Pix)

	// loading Shaders & linking programs
	program = createProgram("vShader.vs", "fShader.vs")
	texProgram = createProgram("vTexShader.vs", "fTexShader.vs")

	quadBuffer = gl.CreateBuffer()
	gl.BindBuffer(gl.ARRAY_BUFFER, quadBuffer)
	gl.BufferData(gl.ARRAY_BUFFER, quadData, gl.STATIC_DRAW)

	quadTexBuffer = gl.CreateBuffer()
	gl.BindBuffer(gl.ARRAY_BUFFER, quadTexBuffer)
	gl.BufferData(gl.ARRAY_BUFFER, quadTexData, gl.STATIC_DRAW)

	swasBuffer = gl.CreateBuffer()
	gl.BindBuffer(gl.ARRAY_BUFFER, swasBuffer)
	gl.BufferData(gl.ARRAY_BUFFER, swastikaData, gl.STATIC_DRAW)

	position = gl.GetAttribLocation(program, "position")
	color = gl.GetUniformLocation(program, "color")
	matrixId = gl.GetUniformLocation(program, "rotationMatrix")
	resolutionId = gl.GetUniformLocation(program, "resIndex")

	position2 = gl.GetAttribLocation(texProgram, "position")
	textureCoords = gl.GetAttribLocation(texProgram, "texCoords")
	matrixId2 = gl.GetUniformLocation(texProgram, "rotationMatrix")
	resolutionId2 = gl.GetUniformLocation(texProgram, "resIndex")
	color2 = gl.GetUniformLocation(texProgram, "color")
}
Example #23
0
func (emitter *particleEmitter) Draw(shader Shader, camera Camera) {
	gl.BindBuffer(gl.ARRAY_BUFFER, emitter.VBO)

	gl.EnableVertexAttribArray(shader.Attrib("vertCoord"))
	gl.VertexAttribPointer(shader.Attrib("vertCoord"), vertexDim, gl.FLOAT, false, emitter.Stride(), 0)

	gl.DrawArrays(gl.TRIANGLES, 0, emitter.Len()*particleLen/vertexDim)

	gl.DisableVertexAttribArray(shader.Attrib("vertCoord"))
}
Example #24
0
func (e *Engine) Draw(c size.Event) {

	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)

	m := mgl32.Perspective(0.785, float32(c.WidthPt/c.HeightPt), 0.1, 10.0)
	gl.UniformMatrix4fv(e.shader.projection, m[:])

	eye := mgl32.Vec3{0, 3, 3}
	center := mgl32.Vec3{0, 0, 0}
	up := mgl32.Vec3{0, 1, 0}

	m = mgl32.LookAtV(eye, center, up)
	gl.UniformMatrix4fv(e.shader.view, m[:])

	m = mgl32.HomogRotate3D(float32(e.touchLocX*5/c.WidthPt), mgl32.Vec3{0, 1, 0})
	gl.UniformMatrix4fv(e.shader.modelx, m[:])

	m = mgl32.HomogRotate3D(float32(e.touchLocY*5/c.HeightPt), mgl32.Vec3{1, 0, 0})
	gl.UniformMatrix4fv(e.shader.modely, m[:])

	gl.BindBuffer(gl.ARRAY_BUFFER, e.shape.buf)
	gl.EnableVertexAttribArray(e.shader.vertCoord)
	gl.VertexAttribPointer(e.shader.vertCoord, coordsPerVertex, gl.FLOAT, false, 0, 0)

	gl.BindBuffer(gl.ARRAY_BUFFER, e.shape.colorbuf)
	gl.EnableVertexAttribArray(e.shader.color)
	gl.VertexAttribPointer(e.shader.color, colorsPerVertex, gl.FLOAT, false, 0, 0) //更新color值

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

	gl.DisableVertexAttribArray(e.shader.vertCoord)
	gl.DisableVertexAttribArray(e.shader.color)

	debug.DrawFPS(c)
}
Example #25
0
func glInit() {
	var err error
	glimage.program, err = CreateProgram(vertexShader, fragmentShader)
	if err != nil {
		panic(err)
	}

	glimage.quadXY = gl.GenBuffer()
	glimage.quadUV = gl.GenBuffer()

	gl.BindBuffer(gl.ARRAY_BUFFER, glimage.quadXY)
	gl.BufferData(gl.ARRAY_BUFFER, gl.STATIC_DRAW, quadXYCoords)
	gl.BindBuffer(gl.ARRAY_BUFFER, glimage.quadUV)
	gl.BufferData(gl.ARRAY_BUFFER, gl.STATIC_DRAW, quadUVCoords)

	glimage.pos = gl.GetAttribLocation(glimage.program, "pos")
	glimage.mvp = gl.GetUniformLocation(glimage.program, "mvp")
	glimage.uvp = gl.GetUniformLocation(glimage.program, "uvp")
	glimage.inUV = gl.GetAttribLocation(glimage.program, "inUV")
	glimage.textureSample = gl.GetUniformLocation(glimage.program, "textureSample")
}
Example #26
0
func (line *Line) Reset() {
	gl.BindBuffer(gl.ARRAY_BUFFER, line.VBO)
	gl.BufferInit(gl.ARRAY_BUFFER, line.bufSize, gl.DYNAMIC_DRAW)

	line.height = 1.0
	line.step = 3.0 // Per second
	line.angle = 0
	line.angleBuffer = 0
	line.offset = 0
	line.direction = mgl.Vec3{1, 0, 1} // angle=0
	line.position = mgl.Vec3{0, 0, 0}
	line.segments = []mgl.Vec3{line.position}
}
Example #27
0
func (s *screenImpl) NewTexture(size image.Point) (screen.Texture, error) {
	s.mu.Lock()
	defer s.mu.Unlock()

	if !gl.IsProgram(s.texture.program) {
		p, err := compileProgram(textureVertexSrc, textureFragmentSrc)
		if err != nil {
			return nil, err
		}
		s.texture.program = p
		s.texture.pos = gl.GetAttribLocation(p, "pos")
		s.texture.mvp = gl.GetUniformLocation(p, "mvp")
		s.texture.uvp = gl.GetUniformLocation(p, "uvp")
		s.texture.inUV = gl.GetAttribLocation(p, "inUV")
		s.texture.sample = gl.GetUniformLocation(p, "sample")
		s.texture.quadXY = gl.CreateBuffer()
		s.texture.quadUV = gl.CreateBuffer()

		gl.BindBuffer(gl.ARRAY_BUFFER, s.texture.quadXY)
		gl.BufferData(gl.ARRAY_BUFFER, quadXYCoords, gl.STATIC_DRAW)
		gl.BindBuffer(gl.ARRAY_BUFFER, s.texture.quadUV)
		gl.BufferData(gl.ARRAY_BUFFER, quadUVCoords, gl.STATIC_DRAW)
	}

	t := &textureImpl{
		id:   gl.CreateTexture(),
		size: size,
	}

	gl.BindTexture(gl.TEXTURE_2D, t.id)
	gl.TexImage2D(gl.TEXTURE_2D, 0, size.X, size.Y, gl.RGBA, gl.UNSIGNED_BYTE, nil)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_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)

	return t, nil
}
Example #28
0
func (shape *Skybox) Draw(camera Camera) {
	shader := shape.shader

	gl.DepthFunc(gl.LEQUAL)
	gl.DepthMask(false)

	projection, view := camera.Projection(), camera.View().Mat3().Mat4()
	gl.UniformMatrix4fv(shader.Uniform("projection"), projection[:])
	gl.UniformMatrix4fv(shader.Uniform("view"), view[:])

	gl.BindTexture(gl.TEXTURE_CUBE_MAP, shape.Texture)

	gl.BindBuffer(gl.ARRAY_BUFFER, shape.VBO)
	gl.EnableVertexAttribArray(shader.Attrib("vertCoord"))
	gl.VertexAttribPointer(shader.Attrib("vertCoord"), vertexDim, gl.FLOAT, false, shape.Stride(), 0)

	gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, shape.IBO)
	gl.DrawElements(gl.TRIANGLES, len(shape.indices), gl.UNSIGNED_BYTE, 0)
	gl.DisableVertexAttribArray(shader.Attrib("vertCoord"))

	gl.DepthMask(true)
	gl.DepthFunc(gl.LESS)
}
Example #29
0
func ParticleEmitter(origin mgl.Vec3, num int, rate float32) Emitter {
	bufSize := num * particleLen * vecSize
	vbo := gl.CreateBuffer()
	gl.BindBuffer(gl.ARRAY_BUFFER, vbo)
	gl.BufferInit(gl.ARRAY_BUFFER, bufSize, gl.DYNAMIC_DRAW)

	return &particleEmitter{
		VBO:       vbo,
		origin:    origin,
		rate:      rate,
		particles: make([]*particle, 0, num),
		num:       num,
	}
}
Example #30
0
func (w *windowImpl) Fill(dr image.Rectangle, src color.Color, op draw.Op) {
	if !gl.IsProgram(w.s.fill.program) {
		p, err := compileProgram(fillVertexSrc, fillFragmentSrc)
		if err != nil {
			// TODO: initialize this somewhere else we can better handle the error.
			panic(err.Error())
		}
		w.s.fill.program = p
		w.s.fill.pos = gl.GetAttribLocation(p, "pos")
		w.s.fill.mvp = gl.GetUniformLocation(p, "mvp")
		w.s.fill.color = gl.GetUniformLocation(p, "color")
		w.s.fill.quadXY = gl.CreateBuffer()

		gl.BindBuffer(gl.ARRAY_BUFFER, w.s.fill.quadXY)
		gl.BufferData(gl.ARRAY_BUFFER, quadXYCoords, gl.STATIC_DRAW)
	}

	gl.UseProgram(w.s.fill.program)
	writeAff3(w.s.fill.mvp, w.vertexAff3(dr))

	r, g, b, a := src.RGBA()
	gl.Uniform4f(
		w.s.fill.color,
		float32(r)/65535,
		float32(g)/65535,
		float32(b)/65535,
		float32(a)/65535,
	)

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

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

	gl.DisableVertexAttribArray(w.s.fill.pos)
}