Exemple #1
0
// Implements Renderer interface.
func (gc *opengl) BindTexture(texture *data.Texture) (err error) {
	if texture == nil {
		return
	}
	if glerr := gl.GetError(); glerr != gl.NO_ERROR {
		log.Printf("opengl:bindTexture need to find and fix prior error %X", glerr)
	}
	gl.GenTextures(1, &(texture.Tid))
	gl.BindTexture(gl.TEXTURE_2D, texture.Tid)

	// ensure image is in RGBA format
	b := texture.Img.Bounds()
	rgba := image.NewRGBA(image.Rect(0, 0, b.Dx(), b.Dy()))
	draw.Draw(rgba, rgba.Bounds(), texture.Img, b.Min, draw.Src)
	width, height := int32(b.Dx()), int32(b.Dy())
	gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, gl.Pointer(&(rgba.Pix[0])))
	gl.GenerateMipmap(gl.TEXTURE_2D)
	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.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_LINEAR)
	if glerr := gl.GetError(); glerr != gl.NO_ERROR {
		err = fmt.Errorf("Failed binding texture %s\n", texture.Name)
	}
	return
}
Exemple #2
0
// drawScene renders the scene consisting of one VAO.
func (tb *tbtag) drawScene() {
	gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
	gl.UseProgram(tb.shaders)
	gl.Uniform1i(tb.sampler, 0)
	gl.ActiveTexture(gl.TEXTURE0 + 0)
	gl.BindTexture(gl.TEXTURE_2D, tb.texture.Tid)
	gl.BindVertexArray(tb.vao)
	tb.mvp32 = renderMatrix(tb.ortho, tb.mvp32)
	gl.UniformMatrix4fv(tb.mvpref, 1, false, tb.mvp32.Pointer())
	gl.DrawElements(gl.TRIANGLES, int32(len(tb.faces)), gl.UNSIGNED_BYTE, gl.Pointer(nil))

	// cleanup
	gl.ActiveTexture(0)
	gl.UseProgram(0)
	gl.BindVertexArray(0)
}
Exemple #3
0
// Implements Renderer interface.
func (gc *opengl) MapTexture(tid int, t *data.Texture) {
	tmap := map[int]uint32{
		0: gl.TEXTURE0,
		1: gl.TEXTURE1,
		2: gl.TEXTURE2,
		3: gl.TEXTURE3,
		4: gl.TEXTURE4,
		5: gl.TEXTURE5,
		6: gl.TEXTURE6,
		7: gl.TEXTURE7,
		8: gl.TEXTURE8,
		9: gl.TEXTURE9,
	}
	gl.ActiveTexture(tmap[tid])
	gl.BindTexture(gl.TEXTURE_2D, t.Tid)
}
Exemple #4
0
// initTexture loads the texture and binds it to the graphics device.
func (tb *tbtag) initTexture() {
	texture := &data.Texture{}
	loader := data.NewLoader()
	if loader.Load("image", &texture); texture != nil {
		tb.texture = texture
		gl.GenTextures(1, &texture.Tid)
		gl.BindTexture(gl.TEXTURE_2D, texture.Tid)
		gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
		gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)

		// ensure image is in RGBA format
		b := texture.Img.Bounds()
		rgba := image.NewRGBA(image.Rect(0, 0, b.Dx(), b.Dy()))
		draw.Draw(rgba, rgba.Bounds(), texture.Img, b.Min, draw.Src)
		width, height := int32(b.Dx()), int32(b.Dy())
		gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, gl.Pointer(&(rgba.Pix[0])))
		if glerr := gl.GetError(); glerr != gl.NO_ERROR {
			fmt.Printf("Failed binding texture image.png\n")
		}
	} else {
		fmt.Println("Could not load image.png file.")
	}

}