Esempio n. 1
0
func renderToScreen() {
	gl.BindFramebuffer(gl.FRAMEBUFFER, 0)
	gl.Viewport(0, 0, winWidth, winHeight)
	gl.UseProgram(shaderTextureDisplay.glProg)
	gl.BindTexture(gl.TEXTURE_2D, rttFrameTex)
	gl.Uniform1i(shaderTextureDisplay.unifTex, 0)
	gl.BindBuffer(gl.ARRAY_BUFFER, dispVertBuf)
	gl.EnableVertexAttribArray(shaderTextureDisplay.attrPos)
	gl.VertexAttribPointer(shaderTextureDisplay.attrPos, 3, gl.FLOAT, gl.FALSE, 0, gl.Pointer(nil))
	gl.DrawArrays(gl.TRIANGLE_FAN, 0, 4)
	gl.DisableVertexAttribArray(shaderTextureDisplay.attrPos)
	gl.BindBuffer(gl.ARRAY_BUFFER, 0)
}
Esempio n. 2
0
func renderToTexture() {
	gl.BindFramebuffer(gl.FRAMEBUFFER, rttFrameBuf)
	gl.Viewport(0, 0, texSize, texSize)
	gl.ClearColor(0.9, 0.6, 0.3, 1)
	gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
	gl.UseProgram(shaderTextureCreator.glProg)
	gl.BindBuffer(gl.ARRAY_BUFFER, rttVertBuf)
	gl.EnableVertexAttribArray(shaderTextureCreator.attrPos)
	gl.VertexAttribPointer(shaderTextureCreator.attrPos, 2, gl.FLOAT, gl.FALSE, 0, gl.Pointer(nil))
	gl.DrawArrays(gl.TRIANGLE_FAN, 0, 4)
	gl.DisableVertexAttribArray(shaderTextureCreator.attrPos)
	gl.BindBuffer(gl.ARRAY_BUFFER, 0)
}