Esempio n. 1
0
// Screenshot takes a screenshot of the current window and return a
// RGBA image.Image.
func Screenshot(window mandala.Window) image.Image {
	width, height := window.GetSize()

	// Allocate the pixel buffer
	pixels := make([]byte, width*height*4)
	gl.PixelStorei(gl.PACK_ALIGNMENT, 1)

	// Read the framebuffer
	gl.ReadPixels(0, 0, gl.Sizei(width), gl.Sizei(height), gl.RGBA, gl.UNSIGNED_BYTE, gl.Void(&pixels[0]))

	// Create a RGBA image
	rect := image.Rect(0, 0, width, height)
	img := image.NewRGBA(rect)

	index := 0
	for y := rect.Min.Y; y < rect.Max.Y; y++ {
		for x := rect.Min.X; x < rect.Max.X; x++ {
			color := color.RGBA{
				pixels[index],
				pixels[index+1],
				pixels[index+2],
				pixels[index+3],
			}
			img.Set(x, rect.Max.Y-y, color)
			index += 4
		}
	}

	return img
}
Esempio n. 2
0
func (renderState *renderState) init(window gorgasm.Window) {
	window.MakeContextCurrent()

	renderState.window = window
	width, height := window.GetSize()

	// Set the viewport
	gl.Viewport(0, 0, gl.Sizei(width), gl.Sizei(height))
	check()

	// Compile the shaders
	program := Program(FragmentShader(fsh), VertexShader(vsh))
	gl.UseProgram(program)
	check()

	// Get attributes
	attrPos = uint32(gl.GetAttribLocation(program, "pos"))
	attrTexIn = uint32(gl.GetAttribLocation(program, "texIn"))
	unifTexture = gl.GetUniformLocation(program, "texture")
	gl.EnableVertexAttribArray(attrPos)
	gl.EnableVertexAttribArray(attrTexIn)
	check()

	// Upload vertices data
	gl.GenBuffers(1, &verticesArrayBuffer)
	gl.BindBuffer(gl.ARRAY_BUFFER, verticesArrayBuffer)
	gl.BufferData(gl.ARRAY_BUFFER, gl.SizeiPtr(len(vertices))*4, gl.Void(&vertices[0]), gl.STATIC_DRAW)
	check()

	// Upload texture data
	img, err := loadImage(GOPHER_PNG)
	if err != nil {
		panic(err)
	}

	// Prepare the image to be placed on a texture.
	bounds := img.Bounds()
	imgWidth, imgHeight := bounds.Size().X, bounds.Size().Y
	buffer := make([]byte, imgWidth*imgHeight*4)
	index := 0
	for y := bounds.Min.Y; y < bounds.Max.Y; y++ {
		for x := bounds.Min.X; x < bounds.Max.X; x++ {
			r, g, b, a := img.At(x, y).RGBA()
			buffer[index] = byte(r)
			buffer[index+1] = byte(g)
			buffer[index+2] = byte(b)
			buffer[index+3] = byte(a)
			index += 4
		}
	}

	gl.GenTextures(1, &textureBuffer)
	gl.BindTexture(gl.TEXTURE_2D, textureBuffer)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
	gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.Sizei(imgWidth), gl.Sizei(imgHeight), 0, gl.RGBA, gl.UNSIGNED_BYTE, gl.Void(&buffer[0]))
	check()

	gl.ClearColor(0.0, 0.0, 0.0, 1.0)
}
Esempio n. 3
0
func NewBufferFloat(data []float32) *BufferFloat {
	b := new(BufferFloat)
	b.data = data
	gl.GenBuffers(1, &b.target)
	b.bind()
	gl.BufferData(gl.ARRAY_BUFFER, gl.SizeiPtr(len(b.data))*SizeOfFloat, gl.Void(&b.data[0]), gl.STATIC_DRAW)
	return b
}
Esempio n. 4
0
func NewBufferByte(data []byte) *BufferByte {
	b := new(BufferByte)
	b.data = data
	gl.GenBuffers(1, &b.target)
	b.bind()
	gl.BufferData(gl.ARRAY_BUFFER, gl.SizeiPtr(len(b.data)), gl.Void(&b.data[0]), gl.STATIC_DRAW)
	return b
}
Esempio n. 5
0
func (c *Cube) Draw() {
	c.Program.Use()

	gl.VertexAttribPointer(c.attrPos, 4, gl.FLOAT, false, SizeOfFloat*6, &c.Vertices[0])
	gl.VertexAttribPointer(c.attrTexIn, 2, gl.FLOAT, false, 6*SizeOfFloat, &c.Vertices[4])

	gl.UniformMatrix4fv(int32(c.uniformModel), 1, false, (*float32)(&c.model[0]))
	gl.UniformMatrix4fv(int32(c.uniformProjectionView), 1, false, (*float32)(&c.projectionView[0]))

	gl.ActiveTexture(gl.TEXTURE0)
	gl.BindTexture(gl.TEXTURE_2D, c.textureBuffer)
	gl.Uniform1i(int32(c.uniformTexture), 0)

	gl.DrawElements(gl.TRIANGLES, gl.Sizei(len(c.indices)), gl.UNSIGNED_BYTE, gl.Void(&c.indices[0]))
	gl.Flush()
	gl.Finish()
}
Esempio n. 6
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func (renderState *renderState) init(window mandala.Window) {
	window.MakeContextCurrent()

	renderState.window = window
	width, height := window.GetSize()

	// Set the viewport
	gl.Viewport(0, 0, gl.Sizei(width), gl.Sizei(height))
	check()

	// Compile the shaders
	program := shaders.NewProgram(fsh, vsh)
	program.Use()
	check()

	// Get attributes
	attrPos = program.GetAttribute("pos")
	attrTexIn = program.GetAttribute("texIn")
	unifTexture = program.GetUniform("texture")
	gl.EnableVertexAttribArray(attrPos)
	gl.EnableVertexAttribArray(attrTexIn)
	check()

	// Upload texture data
	img, err := loadImage(GOPHER_PNG)
	if err != nil {
		panic(err)
	}

	// Prepare the image to be placed on a texture.
	bounds := img.Bounds()
	imgWidth, imgHeight := bounds.Size().X, bounds.Size().Y
	buffer := make([]byte, imgWidth*imgHeight*4)
	index := 0
	for y := bounds.Min.Y; y < bounds.Max.Y; y++ {
		for x := bounds.Min.X; x < bounds.Max.X; x++ {
			r, g, b, a := img.At(x, y).RGBA()
			buffer[index] = byte(r)
			buffer[index+1] = byte(g)
			buffer[index+2] = byte(b)
			buffer[index+3] = byte(a)
			index += 4
		}
	}

	gl.GenTextures(1, &textureBuffer)
	gl.BindTexture(gl.TEXTURE_2D, textureBuffer)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
	gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.Sizei(imgWidth), gl.Sizei(imgHeight), 0, gl.RGBA, gl.UNSIGNED_BYTE, gl.Void(&buffer[0]))
	check()

	gl.ClearColor(0.0, 0.0, 0.0, 1.0)
}
Esempio n. 7
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func (c *Cube) AttachTextureFromBuffer(buffer []byte, width, height int) {
	gl.GenTextures(1, &c.textureBuffer)
	gl.BindTexture(gl.TEXTURE_2D, c.textureBuffer)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
	gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.Sizei(width), gl.Sizei(height), 0, gl.RGBA, gl.UNSIGNED_BYTE, gl.Void(&buffer[0]))
}
Esempio n. 8
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func (c *Cube) AttachTexture(img image.Image) {
	bounds := img.Bounds()
	width, height := bounds.Size().X, bounds.Size().Y
	buffer := make([]byte, width*height*4)
	index := 0
	for y := bounds.Min.Y; y < bounds.Max.Y; y++ {
		for x := bounds.Min.X; x < bounds.Max.X; x++ {
			r, g, b, a := img.At(x, y).RGBA()
			buffer[index] = byte(r)
			buffer[index+1] = byte(g)
			buffer[index+2] = byte(b)
			buffer[index+3] = byte(a)
			index += 4
		}
	}
	gl.GenTextures(1, &c.textureBuffer)
	gl.BindTexture(gl.TEXTURE_2D, c.textureBuffer)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
	gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.Sizei(width), gl.Sizei(height), 0, gl.RGBA, gl.UNSIGNED_BYTE, gl.Void(&buffer[0]))
}
Esempio n. 9
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func (w *world) UploadRGBAImage(img *image.RGBA) gltext.Texture {
	// Resize image to next power-of-two.
	img = gltext.Pow2Image(img).(*image.RGBA)
	t := new(texture)
	ib := img.Bounds()
	t.bounds = ib
	gl.GenTextures(1, &t.id)
	gl.BindTexture(gl.TEXTURE_2D, t.id)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
	gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.Sizei(ib.Dx()), gl.Sizei(ib.Dy()), 0, gl.RGBA, gl.UNSIGNED_BYTE, gl.Void(&img.Pix[0]))
	return t
}
Esempio n. 10
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func (w *world) addImageAsTexture(filename string) uint32 {
	var texBuffer uint32
	texImg, err := loadImageResource(filename)
	if err != nil {
		panic(err)
	}
	b := texImg.Bounds()
	rgbaImage := image.NewRGBA(image.Rect(0, 0, b.Dx(), b.Dy()))
	draw.Draw(rgbaImage, rgbaImage.Bounds(), texImg, b.Min, draw.Src)

	width, height := gl.Sizei(b.Dx()), gl.Sizei(b.Dy())
	gl.GenTextures(1, &texBuffer)
	gl.BindTexture(gl.TEXTURE_2D, texBuffer)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
	gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, gl.Void(&rgbaImage.Pix[0]))

	return texBuffer
}