Esempio n. 1
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// Rendering this LineRender.
func (lr *LineRender) Render() {
	// Binding the appropriate information.
	gl.BindVertexArray(lr.vao)
	gl.BindBuffer(gl.ARRAY_BUFFER, lr.vbo)
	gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, lr.ebo)
	gl.UseProgram(lr.shaderProgram)

	// Loading up vertex attributes.
	vertAttrib := uint32(gl.GetAttribLocation(lr.shaderProgram, gl.Str("vert\x00")))
	gl.EnableVertexAttribArray(vertAttrib)
	gl.VertexAttribPointer(vertAttrib, 2, gl.FLOAT, false, 2*4, gl.PtrOffset(0))

	// Line thickness information.
	gl.Uniform1f(
		gl.GetUniformLocation(lr.shaderProgram, gl.Str("in_thickness\x00")),
		lr.weight)

	// Fragment shader color information.
	gl.Uniform4f(
		gl.GetUniformLocation(lr.shaderProgram, gl.Str("in_color\x00")),
		lr.color.Red,
		lr.color.Green,
		lr.color.Blue,
		lr.color.Alpha)

	gl.BindFragDataLocation(lr.shaderProgram, 0, gl.Str("out_color\x00"))

	// Performing the render.
	gl.DrawElements(gl.LINE_STRIP, lr.points, gl.UNSIGNED_INT, nil)
}
Esempio n. 2
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func compileShader(sourceFile string, shaderType uint32) (uint32, error) {
	// read shader source from file
	sourceBytes, err := ioutil.ReadFile(sourceFile)
	if err != nil {
		return 0, err
	}
	// allow use as a C string
	csource := gl.Str(string(sourceBytes) + "\x00")

	// load into OpenGL
	shader := gl.CreateShader(shaderType)
	gl.ShaderSource(shader, 1, &csource, nil)
	gl.CompileShader(shader)

	// error handling
	var status int32
	gl.GetShaderiv(shader, gl.COMPILE_STATUS, &status)
	if status == gl.FALSE {
		var logLength int32
		gl.GetShaderiv(shader, gl.INFO_LOG_LENGTH, &logLength)

		log := strings.Repeat("\x00", int(logLength+1))
		gl.GetShaderInfoLog(shader, logLength, nil, gl.Str(log))

		return 0, fmt.Errorf("failed to compile %v: %v", sourceFile, log)
	}

	return shader, nil
}
Esempio n. 3
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// Creating a RenderObject with a given shaderProgram, texture, and set of
// vertices.
func CreateRenderObject(shaderProgram ShaderProgram, texture Texture, vertices []float32) *RenderObject {
	renderObject := new(RenderObject)

	// Creating the basic information.
	renderObject.shaderProgram = uint32(shaderProgram)
	renderObject.texture = uint32(texture)

	gl.GenVertexArrays(1, &renderObject.vao)
	gl.GenBuffers(1, &renderObject.vbo)
	gl.GenBuffers(1, &renderObject.ebo)

	// Filling the RenderObject with information.
	gl.BindVertexArray(renderObject.vao)
	gl.BindBuffer(gl.ARRAY_BUFFER, renderObject.vbo)
	gl.BufferData(gl.ARRAY_BUFFER, len(vertices)*4, gl.Ptr(vertices), gl.STATIC_DRAW)

	gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, renderObject.ebo)
	vertOrder := []uint32{
		0, 1, 2,
		2, 3, 0,
	}
	gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, len(vertOrder)*4, gl.Ptr(vertOrder), gl.STATIC_DRAW)

	// Loading up vertex attributes.
	vertAttrib := uint32(gl.GetAttribLocation(renderObject.shaderProgram, gl.Str("vert\x00")))
	gl.EnableVertexAttribArray(vertAttrib)
	gl.VertexAttribPointer(vertAttrib, 2, gl.FLOAT, false, 4*4, gl.PtrOffset(0))

	// Loading up texture attributes.
	texAttrib := uint32(gl.GetAttribLocation(renderObject.shaderProgram, gl.Str("vertTexCoord\x00")))
	gl.EnableVertexAttribArray(texAttrib)
	gl.VertexAttribPointer(texAttrib, 2, gl.FLOAT, false, 4*4, gl.PtrOffset(2*4))

	return renderObject
}
Esempio n. 4
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func NewEffectsRenderer(w, h int) (r *EffectsRenderer, err error) {
	r = &EffectsRenderer{
		width:  w,
		height: h,
		Color:  mgl32.Vec3{0.0, 0.0, 0.0},
	}
	_, _, r.oldwidth, r.oldheight = twodee.GetInteger4(gl.VIEWPORT)
	if r.shader, err = twodee.BuildProgram(EFFECTS_VERTEX, EFFECTS_FRAGMENT); err != nil {
		return
	}
	r.positionLoc = uint32(gl.GetAttribLocation(r.shader, gl.Str("a_Position\x00")))
	r.textureLoc = uint32(gl.GetAttribLocation(r.shader, gl.Str("a_TextureCoordinates\x00")))
	r.textureUnitLoc = gl.GetUniformLocation(r.shader, gl.Str("u_TextureUnit\x00"))
	r.colorLoc = gl.GetUniformLocation(r.shader, gl.Str("v_Color\x00"))
	gl.BindFragDataLocation(r.shader, 0, gl.Str("v_FragData\x00"))
	var size float32 = 1.0
	var rect = []float32{
		-size, -size, 0.0, 0, 0,
		-size, size, 0.0, 0, 1,
		size, -size, 0.0, 1, 0,
		size, size, 0.0, 1, 1,
	}
	if r.coords, err = twodee.CreateVBO(len(rect)*4, rect, gl.STATIC_DRAW); err != nil {
		return
	}

	if r.framebuffer, r.texture, err = r.initFramebuffer(w, h); err != nil {
		return
	}
	return
}
Esempio n. 5
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// Attempting to load a single shader.
func LoadShader(path string, shaderType uint32) (Shader, error, bool) {
	// Loading in the file contents.
	file, err := os.Open(path)
	if err != nil {
		return 0, err, false
	}
	defer file.Close()

	contentBytes, err := ioutil.ReadAll(file)
	if err != nil {
		return 0, err, false
	}
	content := gl.Str(string(contentBytes) + "\x00")

	// Creating and compiling the shader.
	shader := gl.CreateShader(shaderType)

	gl.ShaderSource(shader, 1, &content, nil)
	gl.CompileShader(shader)

	var compiled int32
	gl.GetShaderiv(shader, gl.COMPILE_STATUS, &compiled)
	if compiled == gl.FALSE {
		var length int32
		gl.GetShaderiv(shader, gl.INFO_LOG_LENGTH, &length)

		log := strings.Repeat("\x00", int(length+1))
		gl.GetShaderInfoLog(shader, length, nil, gl.Str(log))

		return 0, errors.New("Shader failed to compile: " + log), true
	}

	return Shader(shader), nil, false
}
Esempio n. 6
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func (c Context) DrawRectangle(x, y, w, h float32, color Color) {

	gl.UseProgram(c.program)
	model := mgl32.Translate3D(x, y, 0).Mul4(mgl32.Scale3D(w, h, 0))
	modelUniform := gl.GetUniformLocation(c.program, gl.Str("model\x00"))
	gl.UniformMatrix4fv(modelUniform, 1, false, &model[0])

	colorArray := []float32{color.B, color.G, color.R}

	colorUniform := gl.GetUniformLocation(c.program, gl.Str("color\x00"))
	gl.Uniform4fv(colorUniform, 1, &colorArray[0])

	gl.DrawArrays(gl.TRIANGLES, 0, 6)
}
Esempio n. 7
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func NewLinesRenderer(camera *Camera) (lr *LinesRenderer, err error) {
	var (
		program uint32
		vbos    = make([]uint32, 2)
		point   TexturedPoint
	)
	if program, err = BuildProgram(LINES_VERTEX, LINES_FRAGMENT); err != nil {
		return
	}
	gl.GenBuffers(2, &vbos[0])
	lr = &LinesRenderer{
		Renderer:      NewRenderer(camera),
		program:       program,
		buffer:        vbos[0],
		indexBuffer:   vbos[1],
		bufferBytes:   0,
		positionLoc:   uint32(gl.GetAttribLocation(program, gl.Str("v_Position\x00"))),
		normalLoc:     uint32(gl.GetAttribLocation(program, gl.Str("v_Normal\x00"))),
		miterLoc:      uint32(gl.GetAttribLocation(program, gl.Str("f_Miter\x00"))),
		modelviewLoc:  gl.GetUniformLocation(program, gl.Str("m_ModelView\x00")),
		projectionLoc: gl.GetUniformLocation(program, gl.Str("m_Projection\x00")),
		thicknessLoc:  gl.GetUniformLocation(program, gl.Str("f_Thickness\x00")),
		colorLoc:      gl.GetUniformLocation(program, gl.Str("v_Color\x00")),
		innerLoc:      gl.GetUniformLocation(program, gl.Str("f_Inner\x00")),
		offPosition:   gl.PtrOffset(int(unsafe.Offsetof(point.X))),
		offNormal:     gl.PtrOffset(int(unsafe.Offsetof(point.TextureX))),
		offMiter:      gl.PtrOffset(int(unsafe.Offsetof(point.Z))),
		stride:        int32(unsafe.Sizeof(point)),
	}
	if e := gl.GetError(); e != 0 {
		err = fmt.Errorf("ERROR: OpenGL error %X", e)
	}
	return
}
Esempio n. 8
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func CompileShader(stype uint32, source string) (shader uint32, err error) {
	csource := gl.Str(source)
	shader = gl.CreateShader(stype)
	gl.ShaderSource(shader, 1, &csource, nil)
	gl.CompileShader(shader)
	var status int32
	if gl.GetShaderiv(shader, gl.COMPILE_STATUS, &status); status == gl.FALSE {
		var length int32
		gl.GetShaderiv(shader, gl.INFO_LOG_LENGTH, &length)
		log := strings.Repeat("\x00", int(length+1))
		gl.GetShaderInfoLog(shader, length, nil, gl.Str(log))
		err = fmt.Errorf("ERROR shader compile:\n%s", log)
	}
	return
}
Esempio n. 9
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func getUniformLocation(program uint32, name string) (int32, error) {
	u := gl.GetUniformLocation(program, gl.Str(name+"\x00"))
	if u == -1 {
		return 0, fmt.Errorf("couldn't get uniform location: %q", name)
	}
	return u, nil
}
Esempio n. 10
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func NewParticleSystem(position, direction glm.Vec3, size int) *ParticleSystem {
	ps := ParticleSystem{}
	ps.root = position
	ps.direction = direction
	ps.transformfeedbacks = gl2.GenTransformFeedbacks(2)
	MustNotGLError()
	ps.buffers = gl2.GenBuffers(2)
	MustNotGLError()
	ps.particles = make([]Particle, size)
	ps.isFirst = true

	ps.program = gl2.CreateProgram()
	vss, err := CompileShader(vs, gl2.VERTEX_SHADER)
	if err != nil {
		D(err)
	}
	ps.program.AttachShader(vss.Loc)
	gss, err := CompileShader(gs, gl2.GEOMETRY_SHADER)
	if err != nil {
		D(err)
	}
	ps.program.AttachShader(gss.Loc)
	fss, err := CompileShader(fs, gl2.FRAGMENT_SHADER)
	if err != nil {
		D(err)
	}
	ps.program.AttachShader(fss.Loc)
	ps.program.Link()
	if !ps.program.GetLinkStatus() {
		var logLength int32
		gl.GetProgramiv(uint32(ps.program), gl.INFO_LOG_LENGTH, &logLength)

		log := strings.Repeat("\x00", int(logLength+1))
		gl.GetProgramInfoLog(uint32(ps.program), logLength, nil, gl.Str(log))
	}

	ps.gDeltaTimeMillis = ps.program.GetUniformLocation("gDeltaTimeMillis")
	ps.gTime = ps.program.GetUniformLocation("gTime")
	ps.gRandomTexture = ps.program.GetUniformLocation("gRandomTexture")
	ps.gLauncherLifetime = ps.program.GetUniformLocation("gLauncherLifetime")
	ps.gShellLifetime = ps.program.GetUniformLocation("gShellLifetime")
	ps.gSecondaryShellLifetime = ps.program.GetUniformLocation("gSecondaryShellLifetime")

	ps.particles[0].Lifetime = 0
	ps.particles[0].Position = position
	ps.particles[0].Velocity = glm.Vec3{0, 0, 0}
	ps.particles[0].Type = Launcher

	for i := 0; i < len(ps.buffers); i++ {
		ps.transformfeedbacks[i].Bind()
		MustNotGLError()
		ps.buffers[i].Bind(gl2.ARRAY_BUFFER)
		MustNotGLError()
		ps.buffers[i].Data(gl2.ARRAY_BUFFER, int(unsafe.Sizeof(Particle{}))*len(ps.particles), unsafe.Pointer(&ps.particles[0]), gl2.DYNAMIC_DRAW)
		MustNotGLError()
		ps.transformfeedbacks[i].BindBufferBase(gl2.TRANSFORM_FEEDBACK_BUFFER, 0, ps.buffers[i])
		MustNotGLError()
	}
	return &ps
}
Esempio n. 11
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func GetUniformLocation(shaderName, uniformName string) (int32, error) {
	prog, ok := shader_progs[shaderName]
	if !ok {
		return -1, fmt.Errorf("No shader named '%s'", shaderName)
	}
	return gl.GetUniformLocation(prog, gl.Str(fmt.Sprintf("%s\x00", uniformName))), nil
}
Esempio n. 12
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func newProgram(vertexShaderSource, fragmentShaderSource string) (uint32, error) {
	vertexShader, err := compileShader(vertexShaderSource, gl.VERTEX_SHADER)
	if err != nil {
		return 0, err
	}

	fragmentShader, err := compileShader(fragmentShaderSource, gl.FRAGMENT_SHADER)
	if err != nil {
		return 0, err
	}

	program := gl.CreateProgram()

	gl.AttachShader(program, vertexShader)
	gl.AttachShader(program, fragmentShader)
	gl.LinkProgram(program)

	var status int32
	gl.GetProgramiv(program, gl.LINK_STATUS, &status)
	if status == gl.FALSE {
		var logLength int32
		gl.GetProgramiv(program, gl.INFO_LOG_LENGTH, &logLength)

		log := strings.Repeat("\x00", int(logLength+1))
		gl.GetProgramInfoLog(program, logLength, nil, gl.Str(log))

		return 0, fmt.Errorf("failed to link program: %v", log)
	}

	gl.DeleteShader(vertexShader)
	gl.DeleteShader(fragmentShader)

	return program, nil
}
Esempio n. 13
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func (p *Program) Attrib(name string, stride uintptr) *VertexAttribute {
	var nameStr = gl.Str(fmt.Sprintf("%v\x00", name))
	return &VertexAttribute{
		location: uint32(gl.GetAttribLocation(p.program, nameStr)),
		stride:   stride,
	}
}
Esempio n. 14
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func getAttribLocation(program uint32, name string) (uint32, error) {
	a := gl.GetAttribLocation(program, gl.Str(name+"\x00"))
	if a == -1 {
		return 0, fmt.Errorf("couldn't get attrib location: %q", name)
	}
	// Cast to uint32 for EnableVertexAttribArray and VertexAttribPointer better.
	return uint32(a), nil
}
Esempio n. 15
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func (shader *MVCShader) initMVC() error {
	uniform := gl.GetUniformLocation(shader.Handle, gl.Str("mvc\x00"))
	if uniform == -1 {
		return errors.New("GetUniformLocation Failed")
	}
	shader.mVCHandle = uniform
	return nil
}
Esempio n. 16
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func (p *Program) UniformBlock(name string, binding uint32) *UniformBlock {
	var (
		nameStr = gl.Str(fmt.Sprintf("%v\x00", name))
		index   = uint32(gl.GetUniformBlockIndex(p.program, nameStr))
	)
	gl.UniformBlockBinding(p.program, index, binding)
	return &UniformBlock{
		binding: binding,
	}
}
Esempio n. 17
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func compileShader(source string, shaderType uint32) (uint32, error) {
	shader := gl.CreateShader(shaderType)
	csource := gl.Str(source)
	gl.ShaderSource(shader, 1, &csource, nil)
	gl.CompileShader(shader)

	var status int32
	gl.GetShaderiv(shader, gl.COMPILE_STATUS, &status)
	if status == gl.FALSE {
		var logLength int32
		gl.GetShaderiv(shader, gl.INFO_LOG_LENGTH, &logLength)

		log := strings.Repeat("\x00", int(logLength+1))
		gl.GetShaderInfoLog(shader, logLength, nil, gl.Str(log))

		return 0, fmt.Errorf("failed to compile %v: %v", source, log)
	}
	return shader, nil
}
Esempio n. 18
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func getInfoLog(getLenFn GetLenFn, getLogFn GetInfoLogFn) func(object uint32) string {
	return func(object uint32) string {
		var logLength int32
		getLenFn(object, gl.INFO_LOG_LENGTH, &logLength)
		tlog.Println("infologlen: ", logLength)
		log := strings.Repeat("\x00", int(logLength+1))
		getLogFn(object, logLength, nil, gl.Str(log))
		tlog.Println("infolog: ", log)
		return log
	}
}
Esempio n. 19
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// Attempting to load a ShaderProgram from a given location on the disk. It
// looks for file starting at the path, and then with the respective suffixes of
// .vert, .frag, and .geom.
func LoadShaderProgram(path string) (ShaderProgram, error) {
	loaded := 0

	// Loading the vertex shader.
	vert, err, major := LoadShader(path+".vert", gl.VERTEX_SHADER)
	handleShaderLoad("vert", err, major, &loaded)

	// Loading the fragment shader.
	frag, err, major := LoadShader(path+".frag", gl.FRAGMENT_SHADER)
	handleShaderLoad("frag", err, major, &loaded)

	// Loading the geometry shader.
	geom, err, major := LoadShader(path+".geom", gl.GEOMETRY_SHADER)
	handleShaderLoad("geom", err, major, &loaded)

	// Making sure we've loaded any shaders.
	if loaded == 0 {
		return 0, errors.New("Cannot make a shader program without any shaders.")
	}

	// Creating a loopable structure of the shaders.
	shaders := []uint32{
		uint32(vert),
		uint32(frag),
		uint32(geom),
	}

	program := gl.CreateProgram()
	for _, shader := range shaders {
		gl.AttachShader(program, shader)
	}
	gl.LinkProgram(program)

	// Destroying the shaders after linking.
	for _, shader := range shaders {
		gl.DeleteShader(shader)
	}

	// Checking that it linked correctly.
	var linked int32
	gl.GetProgramiv(program, gl.LINK_STATUS, &linked)
	if linked == gl.FALSE {
		var length int32
		gl.GetProgramiv(program, gl.INFO_LOG_LENGTH, &length)

		log := strings.Repeat("\x00", int(length+1))
		gl.GetProgramInfoLog(program, length, nil, gl.Str(log))

		return 0, errors.New("Shader program failed to link: " + log)
	}

	return ShaderProgram(program), nil
}
Esempio n. 20
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func (p *Program) linkProgram(vertex uint32, fragment uint32) (program uint32, err error) {
	program = gl.CreateProgram()
	gl.AttachShader(program, vertex)
	gl.AttachShader(program, fragment)
	gl.BindFragDataLocation(program, 0, gl.Str("v_FragData\x00"))
	if e := gl.GetError(); e != 0 {
		err = fmt.Errorf("ERROR program.BindFragDataLocation %X", e)
		return
	}
	gl.LinkProgram(program)
	var status int32
	if gl.GetProgramiv(program, gl.LINK_STATUS, &status); status == gl.FALSE {
		var length int32
		gl.GetProgramiv(program, gl.INFO_LOG_LENGTH, &length)
		log := strings.Repeat("\x00", int(length+1))
		gl.GetProgramInfoLog(program, length, nil, gl.Str(log))
		err = fmt.Errorf("ERROR program link:\n%s", log)
	}
	gl.DeleteShader(vertex)
	gl.DeleteShader(fragment)
	return
}
Esempio n. 21
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func (renderObject *RenderObject) Render() {
	gl.BindVertexArray(renderObject.vao)
	gl.BindBuffer(gl.ARRAY_BUFFER, renderObject.vbo)
	gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, renderObject.ebo)
	gl.UseProgram(renderObject.shaderProgram)

	// Binding the texture.
	gl.ActiveTexture(gl.TEXTURE0)
	gl.BindTexture(gl.TEXTURE_2D, renderObject.texture)
	gl.BindFragDataLocation(renderObject.shaderProgram, 0, gl.Str("outputColor\x00"))

	// Drawing the object.
	gl.DrawElements(gl.TRIANGLES, 6, gl.UNSIGNED_INT, nil)
}
Esempio n. 22
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func getUniformLocation(prog uint32, name string) int32 {
	// attempt to get it from the cache first
	ul, found := uniCache[name]
	if found {
		return ul
	}

	// pull the location from the shader and cache it
	uniGLName := name + "\x00"
	ul = gl.GetUniformLocation(prog, gl.Str(uniGLName))

	// cache even if it returns -1 so that it doesn't repeatedly check
	uniCache[name] = ul
	return ul
}
Esempio n. 23
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func getAttribLocation(prog uint32, name string) int32 {
	// attempt to get it from the cache first
	al, found := attrCache[name]
	if found {
		return al
	}

	// pull the location from the shader and cache it
	attrGLName := name + "\x00"
	al = gl.GetAttribLocation(prog, gl.Str(attrGLName))

	// cache even if it returns -1 so that it doesn't repeatedly check
	attrCache[name] = al
	return al
}
Esempio n. 24
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func NewFramerateRenderer() (r *Framerate, err error) {
	r = &Framerate{
		shader: core.NewProgram(),
		data:   newFramerateData(120),
	}
	if err = r.shader.Load(FRAMERATE_VERTEX, FRAMERATE_FRAGMENT); err != nil {
		return
	}
	r.shader.Bind()
	gl.GenBuffers(1, &r.vbo)
	gl.BindBuffer(gl.ARRAY_BUFFER, r.vbo)
	var (
		point       framerateDataPoint
		locPosition = uint32(gl.GetAttribLocation(r.shader.ID(), gl.Str("v_Position\x00")))
		offPosition = gl.PtrOffset(int(unsafe.Offsetof(point.pos)))
	)
	r.stride = int32(unsafe.Sizeof(point))
	r.locColor = gl.GetUniformLocation(r.shader.ID(), gl.Str("v_Color\x00"))
	r.locModelView = gl.GetUniformLocation(r.shader.ID(), gl.Str("m_ModelView\x00"))
	r.locProjection = gl.GetUniformLocation(r.shader.ID(), gl.Str("m_Projection\x00"))
	gl.EnableVertexAttribArray(locPosition)
	gl.VertexAttribPointer(locPosition, 2, gl.FLOAT, false, r.stride, offPosition)
	return
}
Esempio n. 25
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func NewGlowRenderer(w, h int, blur int, strength float32, scale float32) (r *GlowRenderer, err error) {
	r = &GlowRenderer{
		width:    w,
		height:   h,
		blur:     blur,
		strength: strength,
		scale:    scale,
	}
	_, _, r.oldwidth, r.oldheight = GetInteger4(gl.VIEWPORT)
	if r.shader, err = BuildProgram(GLOW_VERTEX, GLOW_FRAGMENT); err != nil {
		return
	}
	r.orientationLoc = gl.GetUniformLocation(r.shader, gl.Str("Orientation\x00"))
	r.blurAmountLoc = gl.GetUniformLocation(r.shader, gl.Str("BlurAmount\x00"))
	r.blurScaleLoc = gl.GetUniformLocation(r.shader, gl.Str("BlurScale\x00"))
	r.blurStrengthLoc = gl.GetUniformLocation(r.shader, gl.Str("BlurStrength\x00"))
	r.bufferDimensionsLoc = gl.GetUniformLocation(r.shader, gl.Str("BufferDimensions\x00"))
	r.positionLoc = uint32(gl.GetAttribLocation(r.shader, gl.Str("a_Position\x00")))
	r.textureLoc = uint32(gl.GetAttribLocation(r.shader, gl.Str("a_TextureCoordinates\x00")))
	r.textureUnitLoc = gl.GetUniformLocation(r.shader, gl.Str("u_TextureUnit\x00"))
	gl.BindFragDataLocation(r.shader, 0, gl.Str("v_FragData\x00"))
	var size float32 = 1.0
	var rect = []float32{
		-size, -size, 0.0, 0, 0,
		-size, size, 0.0, 0, 1,
		size, -size, 0.0, 1, 0,
		size, size, 0.0, 1, 1,
	}
	if r.coords, err = CreateVBO(len(rect)*4, rect, gl.STATIC_DRAW); err != nil {
		return
	}

	if r.GlowFb, r.GlowTex, err = r.initFramebuffer(w, h); err != nil {
		return
	}
	if r.BlurFb, r.BlurTex, err = r.initFramebuffer(w, h); err != nil {
		return
	}
	return
}
Esempio n. 26
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func CreateBuffers() {

	var err error
	program, err = MakeProgram(VertexShader(), FragmentShader())
	// defer program.Delete()

	if err != nil {
		fmt.Println("Error loading shaders: " + err.Error())
		panic("error loading shaders")
	}

	gl.BindFragDataLocation(program, 0, gl.Str("color\x00"))

	MVPid = gl.GetUniformLocation(program, gl.Str("MVP\x00"))
	lightpositionID = gl.GetUniformLocation(program, gl.Str("light.position\x00"))
	lightintensitiesID = gl.GetUniformLocation(program, gl.Str("light.intensities\x00"))
	lightattenuationID = gl.GetUniformLocation(program, gl.Str("light.attenuation\x00"))
	lightambientCoeficientID = gl.GetUniformLocation(program, gl.Str("light.ambientCoeficient\x00"))

	cameraPositionID = gl.GetUniformLocation(program, gl.Str("cameraPosition\x00"))

	// View := mathgl.LookAt(0.0, 0.0, 5.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0)

	// viewM = View

	gl.DepthFunc(gl.LEQUAL)
	gl.Enable(gl.BLEND)
	gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)

	// var vao uint32
	gl.GenVertexArrays(1, &vao)
	gl.BindVertexArray(vao)

	// var vbo uint32
	gl.GenBuffers(1, &vbo)

	// gl.GenBuffers(1, &elementvbo)
	// fmt.Println(program)
	gl.UseProgram(program)

	for idx, img := range aggregateImages {
		bindAggregateImage(img, idx)

	}

}
Esempio n. 27
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func BindBuffers() { //vertexData *OpenGLVertexInfo) {

	vertexData := &vertexDataTest

	// check to see if there are any vertices at all to bind
	if len(vertexData.vertexData) == 0 {
		return
	}

	gl.BindBuffer(gl.ARRAY_BUFFER, vbo)
	gl.BufferData(gl.ARRAY_BUFFER, len(vertexData.vertexData)*4, gl.Ptr(vertexData.vertexData), gl.DYNAMIC_DRAW)

	positionAttrib := uint32(gl.GetAttribLocation(program, gl.Str("vertexPosition_modelspace\x00")))
	gl.EnableVertexAttribArray(positionAttrib)
	gl.VertexAttribPointer(positionAttrib, 3, gl.FLOAT, false, 4*NUM_ATTRIBUTES, gl.PtrOffset(0))

	colorAttrib := uint32(gl.GetAttribLocation(program, gl.Str("diffuse\x00")))
	gl.EnableVertexAttribArray(colorAttrib)
	gl.VertexAttribPointer(colorAttrib, 4, gl.FLOAT, false, 4*NUM_ATTRIBUTES, gl.PtrOffset(3*4))

	uvAttrib := uint32(gl.GetAttribLocation(program, gl.Str("vertexUV\x00")))
	gl.EnableVertexAttribArray(uvAttrib)
	gl.VertexAttribPointer(uvAttrib, 2, gl.FLOAT, false, 4*NUM_ATTRIBUTES, gl.PtrOffset(7*4))

	mNormAttrib := uint32(gl.GetAttribLocation(program, gl.Str("mNorm\x00")))
	gl.EnableVertexAttribArray(mNormAttrib)
	gl.VertexAttribPointer(mNormAttrib, 3, gl.FLOAT, false, 4*NUM_ATTRIBUTES, gl.PtrOffset(9*4))

	wNormAttrib := uint32(gl.GetAttribLocation(program, gl.Str("wNorm\x00")))
	gl.EnableVertexAttribArray(wNormAttrib)
	gl.VertexAttribPointer(wNormAttrib, 3, gl.FLOAT, false, 4*NUM_ATTRIBUTES, gl.PtrOffset(12*4))

	shaderMode := uint32(gl.GetAttribLocation(program, gl.Str("mode\x00")))
	gl.EnableVertexAttribArray(shaderMode)
	gl.VertexAttribPointer(shaderMode, 1, gl.FLOAT, false, 4*NUM_ATTRIBUTES, gl.PtrOffset(15*4))

	samplerIdx := uint32(gl.GetAttribLocation(program, gl.Str("samplerIdx\x00")))
	gl.EnableVertexAttribArray(samplerIdx)
	gl.VertexAttribPointer(samplerIdx, 1, gl.FLOAT, false, 4*NUM_ATTRIBUTES, gl.PtrOffset(16*4))

	// gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, elementvbo)
	// gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, len(vertexData.Elements)*4, gl.Ptr(vertexData.Elements), gl.STATIC_DRAW)

	// gl.ActiveTexture(gl.TEXTURE0)
	// gl.BindTexture(gl.TEXTURE_2D, 1)
}
Esempio n. 28
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func NewSpriteRenderer(camera *Camera) (tr *SpriteRenderer, err error) {
	var (
		program     uint32
		vbos        = make([]uint32, 1)
		sprite      SpriteConfig
		frameOffset = int(unsafe.Offsetof(sprite.Frame))
		viewOffset  = int(unsafe.Offsetof(sprite.View))
	)
	if program, err = BuildProgram(SPRITE_VERTEX, SPRITE_FRAGMENT); err != nil {
		return
	}
	gl.GenBuffers(1, &vbos[0])
	tr = &SpriteRenderer{
		Renderer:          NewRenderer(camera),
		program:           program,
		instanceVBO:       vbos[0],
		instanceBytes:     0,
		translationLoc:    uint32(gl.GetAttribLocation(program, gl.Str("v_Translation\x00"))),
		rotationLoc:       uint32(gl.GetAttribLocation(program, gl.Str("v_Rotation\x00"))),
		scaleLoc:          uint32(gl.GetAttribLocation(program, gl.Str("v_Scale\x00"))),
		pointAdjLoc:       uint32(gl.GetAttribLocation(program, gl.Str("m_PointAdjustment\x00"))),
		textureAdjLoc:     uint32(gl.GetAttribLocation(program, gl.Str("m_TextureAdjustment\x00"))),
		colorLoc:          uint32(gl.GetAttribLocation(program, gl.Str("v_Color\x00"))),
		textureUnitLoc:    gl.GetUniformLocation(program, gl.Str("TextureUnit\x00")),
		projectionLoc:     gl.GetUniformLocation(program, gl.Str("m_ProjectionMatrix\x00")),
		offAttrX:          gl.PtrOffset(viewOffset + int(unsafe.Offsetof(sprite.View.X))),
		offAttrRotationX:  gl.PtrOffset(viewOffset + int(unsafe.Offsetof(sprite.View.RotationX))),
		offAttrColor:      gl.PtrOffset(int(unsafe.Offsetof(sprite.Color))),
		offAttrScaleX:     gl.PtrOffset(viewOffset + int(unsafe.Offsetof(sprite.View.ScaleX))),
		offAttrPointAdj:   frameOffset + int(unsafe.Offsetof(sprite.Frame.PointAdjustment)),
		offAttrTextureAdj: frameOffset + int(unsafe.Offsetof(sprite.Frame.TextureAdjustment)),
	}
	if e := gl.GetError(); e != 0 {
		err = fmt.Errorf("ERROR: OpenGL error %X", e)
	}
	return
}
Esempio n. 29
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func MakeProgram(vert, frag string) (uint32, error) {
	vertexShader, err := compileShader(vert, gl.VERTEX_SHADER)
	if err != nil {
		return 0, err
	}

	fragmentShader, err := compileShader(frag, gl.FRAGMENT_SHADER)
	if err != nil {
		return 0, err
	}

	program := gl.CreateProgram()

	gl.AttachShader(program, vertexShader)
	gl.AttachShader(program, fragmentShader)
	gl.LinkProgram(program)

	var status int32
	gl.GetProgramiv(program, gl.LINK_STATUS, &status)
	if status == gl.FALSE {
		var logLength int32
		gl.GetProgramiv(program, gl.INFO_LOG_LENGTH, &logLength)

		log := strings.Repeat("\x00", int(logLength+1))
		gl.GetProgramInfoLog(program, logLength, nil, gl.Str(log))

		return 0, errors.New(fmt.Sprintf("failed to link program: %v", log))
	}

	gl.DeleteShader(vertexShader)
	gl.DeleteShader(fragmentShader)
	if ok := gl.GetError(); ok != gl.NO_ERROR {

		return 0, errors.New("Error in Make Program : " + string(ok))

	}
	return program, nil
}
Esempio n. 30
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func bindAggregateImage(img image.Image, idx int) uint32 {

	newIdx := idx

	if rgba, ok := img.(*image.RGBA); ok {

		gl.GenTextures(1, &textures[newIdx])

		gl.ActiveTexture(gl.TEXTURE0 + uint32(newIdx))
		gl.BindTexture(gl.TEXTURE_2D, textures[newIdx])
		gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_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.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_R, gl.CLAMP_TO_EDGE)

		gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, int32(rgba.Rect.Size().X), int32(rgba.Rect.Size().Y), 0, gl.RGBA, gl.UNSIGNED_BYTE, gl.Ptr(rgba.Pix))
		gl.GenerateMipmap(gl.TEXTURE_2D)

		idxS := strconv.Itoa(newIdx)
		fmt.Println("idx: ", int32(newIdx), "myTextureSampler["+idxS+"]\x00")
		gl.Uniform1i(gl.GetUniformLocation(program, gl.Str("myTextureSampler["+idxS+"]\x00")), int32(newIdx))
		if ok := gl.GetError(); ok != gl.NO_ERROR {

			fmt.Println("1- Cannot load Image in location: ./: ", ok)
			os.Exit(-1)
		}

		return textures[newIdx]
	} else {
		fmt.Println("Image not RGBA at location: ./")
		os.Exit(-1)
	}

	return 0
}