Esempio n. 1
0
// Renderer implementation.
// BindTexture makes the texture available on the GPU.
func (gc *opengl) BindTexture(tid *uint32, img image.Image, repeat bool) (err error) {
	if glerr := gl.GetError(); glerr != gl.NO_ERROR {
		log.Printf("opengl:bindTexture need to find and fix prior error %X", glerr)
	}
	if *tid == 0 {
		gl.GenTextures(1, tid)
	}
	gl.BindTexture(gl.TEXTURE_2D, *tid)

	// FUTURE: check if RGBA, or NRGBA are alpha pre-multiplied. The docs say yes
	// for RGBA but the data is from PNG files which are not pre-multiplied
	// and the go png Decode looks like its reading values directly.
	var ptr gl.Pointer
	bounds := img.Bounds()
	width, height := int32(bounds.Dx()), int32(bounds.Dy())
	switch imgType := img.(type) {
	case *image.RGBA:
		i := img.(*image.RGBA)
		ptr = gl.Pointer(&(i.Pix[0]))
	case *image.NRGBA:
		i := img.(*image.NRGBA)
		ptr = gl.Pointer(&(i.Pix[0]))
	default:
		return fmt.Errorf("Unsupported image format %T", imgType)
	}
	gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, ptr)
	gl.GenerateMipmap(gl.TEXTURE_2D)
	gc.setTextureMode(*tid, repeat)
	if glerr := gl.GetError(); glerr != gl.NO_ERROR {
		err = fmt.Errorf("Failed binding texture %d\n", glerr)
	}
	return err
}
Esempio n. 2
0
// BindFrame creates a framebuffer object with an associated texture.
//    http://www.opengl-tutorial.org/intermediate-tutorials/tutorial-14-render-to-texture/
//    http://www.opengl-tutorial.org/intermediate-tutorials/tutorial-16-shadow-mapping/
func (gc *opengl) BindFrame(buf int, fbo, tid, db *uint32) (err error) {
	size := int32(1024)
	gl.GenFramebuffers(1, fbo)
	gl.BindFramebuffer(gl.FRAMEBUFFER, *fbo)

	// Create a texture specifically for the framebuffer.
	gl.GenTextures(1, tid)
	gl.BindTexture(gl.TEXTURE_2D, *tid)
	switch buf {
	case IMAGE_BUFF:
		gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, size, size,
			0, gl.RGBA, gl.UNSIGNED_BYTE, gl.Pointer(nil))
		gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
		gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)

		// Add a depth buffer to mimic the normal framebuffer behaviour for 3D objects.
		gl.GenRenderbuffers(1, db)
		gl.BindRenderbuffer(gl.RENDERBUFFER, *db)
		gl.RenderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT, size, size)
		gl.FramebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, *db)

		// Associate the texture with the framebuffer.
		gl.FramebufferTexture(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, *tid, 0)
		buffType := uint32(gl.COLOR_ATTACHMENT0)
		gl.DrawBuffers(1, &buffType)
	case DEPTH_BUFF:
		gl.TexImage2D(gl.TEXTURE_2D, 0, gl.DEPTH_COMPONENT16, size, size,
			0, gl.DEPTH_COMPONENT, gl.FLOAT, gl.Pointer(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)
		gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_COMPARE_FUNC, gl.LEQUAL)
		gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_COMPARE_MODE, gl.COMPARE_REF_TO_TEXTURE)

		// Associate the texture with the framebuffer.
		gl.FramebufferTexture(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, *tid, 0)
		gl.DrawBuffer(gl.NONE)
	default:
		return fmt.Errorf("BindFrame unrecognized buffer type.")
	}

	// Report any problems.
	glerr := gl.CheckFramebufferStatus(gl.FRAMEBUFFER)
	if glerr != gl.FRAMEBUFFER_COMPLETE {
		return fmt.Errorf("BindFrame error %X", glerr)
	}
	if glerr := gl.GetError(); glerr != gl.NO_ERROR {
		err = fmt.Errorf("Failed binding framebuffer %X", glerr)
	}
	gl.BindFramebuffer(gl.FRAMEBUFFER, 0) // clean up by resetting to default framebuffer.
	return err
}
Esempio n. 3
0
File: tr.go Progetto: skyview059/vu
// initScene is one time initialization that creates a single VAO
func (tag *trtag) initScene() {
	tag.mvp64 = lin.NewM4()
	tag.persp = lin.NewM4().Persp(60, float64(600)/float64(600), 0.1, 50)
	tag.mvp = render.NewMvp()
	tag.initData()

	// Bind the OpenGL calls and dump some version info.
	gl.Init()
	fmt.Printf("%s %s", gl.GetString(gl.RENDERER), gl.GetString(gl.VERSION))
	fmt.Printf(" GLSL %s\n", gl.GetString(gl.SHADING_LANGUAGE_VERSION))

	// Gather the one scene into this one vertex array object.
	gl.GenVertexArrays(1, &tag.vao)
	gl.BindVertexArray(tag.vao)

	// create shaders
	tag.initShader()
	gl.UseProgram(tag.shaders)

	// vertex data.
	var vbuff uint32
	gl.GenBuffers(1, &vbuff)
	gl.BindBuffer(gl.ARRAY_BUFFER, vbuff)
	gl.BufferData(gl.ARRAY_BUFFER, int64(len(tag.verticies)*4), gl.Pointer(&(tag.verticies[0])), gl.STATIC_DRAW)
	vattr := uint32(gl.GetAttribLocation(tag.shaders, "in_v"))
	gl.EnableVertexAttribArray(vattr)
	gl.VertexAttribPointer(vattr, 3, gl.FLOAT, false, 0, 0)

	// colour data.
	var cbuff uint32
	gl.GenBuffers(1, &cbuff)
	gl.BindBuffer(gl.ARRAY_BUFFER, cbuff)
	gl.BufferData(gl.ARRAY_BUFFER, int64(len(tag.colour)*4), gl.Pointer(&(tag.colour[0])), gl.STATIC_DRAW)
	cattr := uint32(gl.GetAttribLocation(tag.shaders, "in_c"))
	gl.EnableVertexAttribArray(cattr)
	gl.VertexAttribPointer(cattr, 4, gl.FLOAT, false, 0, 0)

	// faces data.
	var ebuff uint32
	gl.GenBuffers(1, &ebuff)
	gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, ebuff)
	gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, int64(len(tag.faces)), gl.Pointer(&(tag.faces[0])), gl.STATIC_DRAW)

	// set some state that doesn't need to change during drawing.
	gl.ClearColor(0.0, 0.0, 0.0, 1.0)
	gl.Enable(gl.CULL_FACE)
	gl.CullFace(gl.BACK)
}
Esempio n. 4
0
File: sf.go Progetto: toophy/vu
// initScene is one time initialization that creates a single VAO
func (sf *sftag) initScene() {
	sf.sTime = time.Now()
	sf.initData()

	// Bind the OpenGL calls and dump some version info.
	gl.Init()
	fmt.Printf("%s %s", gl.GetString(gl.RENDERER), gl.GetString(gl.VERSION))
	fmt.Printf(" GLSL %s\n", gl.GetString(gl.SHADING_LANGUAGE_VERSION))
	gl.GenVertexArrays(1, &sf.vao)
	gl.BindVertexArray(sf.vao)

	// vertex data.
	var vbuff uint32
	gl.GenBuffers(1, &vbuff)
	gl.BindBuffer(gl.ARRAY_BUFFER, vbuff)
	gl.BufferData(gl.ARRAY_BUFFER, int64(len(sf.verticies)*4), gl.Pointer(&(sf.verticies[0])), gl.STATIC_DRAW)
	gl.VertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0)
	gl.EnableVertexAttribArray(0)

	// faces data.
	var ebuff uint32
	gl.GenBuffers(1, &ebuff)
	gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, ebuff)
	gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, int64(len(sf.faces)), gl.Pointer(&(sf.faces[0])), gl.STATIC_DRAW)

	// create texture and shaders after all the data has been set up.
	// renderer := render.New()
	shader := "fire"
	loader := load.NewLoader()
	vsrc, verr := loader.Vsh(shader)
	fsrc, ferr := loader.Fsh(shader)
	if verr == nil && ferr == nil {
		sf.shaders = gl.CreateProgram()
		if err := gl.BindProgram(sf.shaders, vsrc, fsrc); err != nil {
			fmt.Printf("Failed to create program: %s\n", err)
		}
		sf.mvpref = gl.GetUniformLocation(sf.shaders, "mvpm")
		sf.gTime = gl.GetUniformLocation(sf.shaders, "time")
		sf.sizes = gl.GetUniformLocation(sf.shaders, "screen")
		sf.mvp = render.NewMvp().Set(lin.NewM4().Ortho(0, 4, 0, 4, 0, 10))

		// set some state that doesn't need to change during drawing.
		gl.ClearColor(0.0, 0.0, 0.0, 1.0)
	}
}
Esempio n. 5
0
File: ld.go Progetto: toophy/vu
// initScene is called once on startup to load the 3D data.
func (ld *ldtag) initScene() {
	ld.persp = lin.NewM4()
	ld.mvp64 = lin.NewM4()
	ld.mvp = render.NewMvp()
	gl.Init()
	ldr := load.NewLoader()
	meshes, _ := ldr.Obj("monkey")
	mesh := meshes[0]
	ld.faceCount = int32(len(mesh.F))

	// Gather the one scene into this one vertex array object.
	gl.GenVertexArrays(1, &ld.vao)
	gl.BindVertexArray(ld.vao)

	// vertex data.
	var vbuff uint32
	gl.GenBuffers(1, &vbuff)
	gl.BindBuffer(gl.ARRAY_BUFFER, vbuff)
	gl.BufferData(gl.ARRAY_BUFFER, int64(len(mesh.V)*4), gl.Pointer(&(mesh.V[0])), gl.STATIC_DRAW)
	gl.VertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0)
	gl.EnableVertexAttribArray(0)

	// normal data.
	var nbuff uint32
	gl.GenBuffers(1, &nbuff)
	gl.BindBuffer(gl.ARRAY_BUFFER, nbuff)
	gl.BufferData(gl.ARRAY_BUFFER, int64(len(mesh.N)*4), gl.Pointer(&(mesh.N[0])), gl.STATIC_DRAW)
	gl.VertexAttribPointer(1, 3, gl.FLOAT, false, 0, 0)
	gl.EnableVertexAttribArray(1)

	// faces data, uint32 in this case, so 4 bytes per element.
	var fbuff uint32
	gl.GenBuffers(1, &fbuff)
	gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, fbuff)
	gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, int64(len(mesh.F)*2), gl.Pointer(&(mesh.F[0])), gl.STATIC_DRAW)

	ld.initShader()
	gl.ClearColor(0.2, 0.2, 0.2, 1.0)
	gl.Enable(gl.DEPTH_TEST)
	gl.Enable(gl.CULL_FACE)

	// set the initial perspetive matrix.
	ld.resize(0, 0, 800, 600)
}
Esempio n. 6
0
// bindFaceBuffer copies triangle face data from the CPU to the GPU.
func (gc *opengl) bindFaceBuffer(fdata Data) {
	fd := fdata.(*faceData)
	if len(fd.data) > 0 {
		if fd.ref == 0 {
			gl.GenBuffers(1, &fd.ref)
		}
		gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, fd.ref)
		bytes := 2 // 2 bytes for uint16 (gl.UNSIGNED_SHORT)
		gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, int64(len(fd.data)*bytes), gl.Pointer(&(fd.data[0])), fd.usage)
	}
}
Esempio n. 7
0
// bindVertexBuffer copies per-vertex data from the CPU to the GPU.
func (gc *opengl) bindVertexBuffer(vdata Data) {
	vd, ok := vdata.(*vertexData)
	if !ok {
		return
	}
	if vd.ref == 0 {
		gl.GenBuffers(1, &vd.ref)
	}
	bytes := 4 // 4 bytes for float32 (gl.FLOAT)
	switch vd.usage {
	case STATIC:
		switch {
		case len(vd.floats) > 0:
			gl.BindBuffer(gl.ARRAY_BUFFER, vd.ref)
			gl.BufferData(gl.ARRAY_BUFFER, int64(len(vd.floats)*bytes), gl.Pointer(&(vd.floats[0])), vd.usage)
			gl.VertexAttribPointer(vd.lloc, vd.span, gl.FLOAT, false, 0, 0)
		case len(vd.bytes) > 0:
			gl.BindBuffer(gl.ARRAY_BUFFER, vd.ref)
			gl.BufferData(gl.ARRAY_BUFFER, int64(len(vd.bytes)), gl.Pointer(&(vd.bytes[0])), vd.usage)
			gl.VertexAttribPointer(vd.lloc, vd.span, gl.UNSIGNED_BYTE, vd.normalize, 0, 0)
		}
	case DYNAMIC:
		var null gl.Pointer // zero.
		switch {
		case len(vd.floats) > 0:
			gl.BindBuffer(gl.ARRAY_BUFFER, vd.ref)

			// Buffer orphaning, a common way to improve streaming perf. See:
			//         http://www.opengl.org/wiki/Buffer_Object_Streaming
			gl.BufferData(gl.ARRAY_BUFFER, int64(cap(vd.floats)*bytes), null, vd.usage)
			gl.BufferSubData(gl.ARRAY_BUFFER, 0, int64(len(vd.floats)*bytes), gl.Pointer(&(vd.floats[0])))
			gl.VertexAttribPointer(vd.lloc, vd.span, gl.FLOAT, false, 0, 0)
		}
	}
	gl.EnableVertexAttribArray(vd.lloc)
}
Esempio n. 8
0
File: rt.go Progetto: skyview059/vu
// initRender is one time initialization that creates a single VAO
// to display a single ray trace generated texture.
func (rt *rtrace) initRender() {
	rt.verts = []float32{ // four verticies for a quad.
		0, 0, 0,
		4, 0, 0,
		0, 4, 0,
		4, 4, 0,
	}
	rt.faces = []uint8{ // create quad from 2 triangles.
		0, 2, 1,
		1, 2, 3,
	}
	rt.uvs = []float32{ // texture coordinates to sample the image.
		0, 0,
		1, 0,
		0, 1,
		1, 1,
	}

	// Start up OpenGL and create a single vertex array object.
	gl.Init()
	gl.GenVertexArrays(1, &rt.vao)
	gl.BindVertexArray(rt.vao)

	// vertex data.
	var vbuff uint32
	gl.GenBuffers(1, &vbuff)
	gl.BindBuffer(gl.ARRAY_BUFFER, vbuff)
	gl.BufferData(gl.ARRAY_BUFFER, int64(len(rt.verts)*4), gl.Pointer(&(rt.verts[0])), gl.STATIC_DRAW)
	gl.VertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0)
	gl.EnableVertexAttribArray(0)

	// faces data.
	var ebuff uint32
	gl.GenBuffers(1, &ebuff)
	gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, ebuff)
	gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, int64(len(rt.faces)), gl.Pointer(&(rt.faces[0])), gl.STATIC_DRAW)

	// texture coordatinates
	var tbuff uint32
	gl.GenBuffers(1, &tbuff)
	gl.BindBuffer(gl.ARRAY_BUFFER, tbuff)
	gl.BufferData(gl.ARRAY_BUFFER, int64(len(rt.uvs)*4), gl.Pointer(&(rt.uvs[0])), gl.STATIC_DRAW)
	var tattr uint32 = 2
	gl.VertexAttribPointer(tattr, 2, gl.FLOAT, false, 0, 0)
	gl.EnableVertexAttribArray(tattr)

	// use ray trace generated texture image.
	bounds := rt.img.Bounds()
	width, height := int32(bounds.Dx()), int32(bounds.Dy())
	ptr := gl.Pointer(&(rt.img.Pix[0]))
	gl.GenTextures(1, &rt.texId)
	gl.BindTexture(gl.TEXTURE_2D, rt.texId)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
	gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, ptr)

	// texture sampling shader.
	loader := load.NewLoader()
	shader := "tuv"
	vsrc, verr := loader.Vsh(shader)
	fsrc, ferr := loader.Fsh(shader)
	if verr != nil || ferr != nil {
		log.Fatalf("Failed to load shaders %s %s\n", verr, ferr)
	}
	rt.shaders = gl.CreateProgram()
	if err := gl.BindProgram(rt.shaders, vsrc, fsrc); err != nil {
		log.Fatalf("Failed to create program: %s\n", err)
	}
	rt.mvpId = gl.GetUniformLocation(rt.shaders, "mvpm")
	rt.tex2D = gl.GetUniformLocation(rt.shaders, "sampler2D")
	rt.mvp = render.NewMvp().Set(lin.NewM4().Ortho(0, 4, 0, 4, 0, 10))

	// set some state that doesn't need to change during drawing.
	gl.ClearColor(0.0, 0.0, 0.0, 1.0)
}