Esempio n. 1
0
func (s *openGLState) reset(context *opengl.Context) error {
	if err := context.Reset(); err != nil {
		return err
	}
	s.lastProgram = zeroProgram
	s.lastProjectionMatrix = nil
	s.lastColorMatrix = nil
	s.lastColorMatrixTranslation = nil

	if s.arrayBuffer != zeroBuffer {
		context.DeleteBuffer(s.arrayBuffer)
	}
	if s.indexBufferQuads != zeroBuffer {
		context.DeleteBuffer(s.indexBufferQuads)
	}
	if s.programTexture != zeroProgram {
		context.DeleteProgram(s.programTexture)
	}

	shaderVertexModelviewNative, err := context.NewShader(opengl.VertexShader, shader(context, shaderVertexModelview))
	if err != nil {
		panic(fmt.Sprintf("graphics: shader compiling error:\n%s", err))
	}
	defer context.DeleteShader(shaderVertexModelviewNative)

	shaderFragmentTextureNative, err := context.NewShader(opengl.FragmentShader, shader(context, shaderFragmentTexture))
	if err != nil {
		panic(fmt.Sprintf("graphics: shader compiling error:\n%s", err))
	}
	defer context.DeleteShader(shaderFragmentTextureNative)

	s.programTexture, err = context.NewProgram([]opengl.Shader{
		shaderVertexModelviewNative,
		shaderFragmentTextureNative,
	})
	if err != nil {
		return err
	}

	s.arrayBuffer = theArrayBufferLayout.newArrayBuffer(context)

	indices := make([]uint16, 6*maxQuads)
	for i := uint16(0); i < maxQuads; i++ {
		indices[6*i+0] = 4*i + 0
		indices[6*i+1] = 4*i + 1
		indices[6*i+2] = 4*i + 2
		indices[6*i+3] = 4*i + 1
		indices[6*i+4] = 4*i + 2
		indices[6*i+5] = 4*i + 3
	}
	s.indexBufferQuads = context.NewBuffer(opengl.ElementArrayBuffer, indices, opengl.StaticDraw)

	return nil
}