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 } }
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() }
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}) } } }
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}) } } }
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) } } }
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() }
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?? }
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 }
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") }
func NewLine(shader Shader, bufSize int) *Line { vbo := gl.CreateBuffer() line := &Line{ shader: shader, VBO: vbo, bufSize: bufSize, } line.Reset() return line }
func initKeys() { var err error program, err = glutil.CreateProgram( `#version 100 uniform mat4 projection; attribute vec3 position; attribute float pointsize; void main() { gl_Position = projection * vec4(position, 1); gl_PointSize = pointsize; }`, `#version 100 precision mediump float; uniform vec4 color; void main(void) { vec2 v = 2.0*gl_PointCoord.xy - vec2(1.0); float r2 = dot(v, v); gl_FragColor = mix(color, vec4(0), r2); }`, ) if err != nil { log.Printf("error creating GL program: %v", err) return } gl.Enable(34370) // GL_PROGRAM_POINT_SIZE; apparently not necessary on Android gl.Enable(gl.BLEND) gl.BlendFunc(gl.ONE, gl.ONE_MINUS_SRC_COLOR) projection = gl.GetUniformLocation(program, "projection") updateProjectionMatrix() position = gl.GetAttribLocation(program, "position") pointsize = gl.GetAttribLocation(program, "pointsize") color = gl.GetUniformLocation(program, "color") positionbuf = gl.CreateBuffer() pointsizebuf = gl.CreateBuffer() updateKeys(ratio{1, 1}) }
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 }
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, } }
func onStart() { var err error program, err = glutil.CreateProgram(vertexShader, fragmentShader) if err != nil { log.Printf("error creating GL program: %v", err) return } buf = gl.CreateBuffer() gl.BindBuffer(gl.ARRAY_BUFFER, buf) gl.BufferData(gl.ARRAY_BUFFER, rectData, gl.STATIC_DRAW) position = gl.GetAttribLocation(program, "position") color = gl.GetUniformLocation(program, "color") offset = gl.GetUniformLocation(program, "offset") }
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)) } fmt.Println(len(cubeData)) e.shape.buf = gl.CreateBuffer() gl.BindBuffer(gl.ARRAY_BUFFER, e.shape.buf) gl.BufferData(gl.ARRAY_BUFFER, cubeData, gl.STATIC_DRAW) 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") }
func onStart() { var err error program, err = glutil.CreateProgram(vertexShader, fragmentShader) if err != nil { log.Printf("error creating GL program: %v", err) return } buf = gl.CreateBuffer() gl.BindBuffer(gl.ARRAY_BUFFER, buf) gl.BufferData(gl.ARRAY_BUFFER, triangleData, gl.STATIC_DRAW) position = gl.GetAttribLocation(program, "position") color = gl.GetUniformLocation(program, "color") offset = gl.GetUniformLocation(program, "offset") // TODO(crawshaw): the debug package needs to put GL state init here // Can this be an app.RegisterFilter call now?? }
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) }
func genBuffer() gl.Buffer { return gl.CreateBuffer() }
func NewStaticShape() *StaticShape { shape := &StaticShape{} shape.VBO = gl.CreateBuffer() shape.IBO = gl.CreateBuffer() return shape }