Esempio n. 1
0
func start() {
	var err error
	glimage.program, err = CreateProgram(vertexShader, fragmentShader)
	if err != nil {
		panic(err)
	}

	glimage.quadXY = gl.CreateBuffer()
	glimage.quadUV = gl.CreateBuffer()

	gl.BindBuffer(gl.ARRAY_BUFFER, glimage.quadXY)
	gl.BufferData(gl.ARRAY_BUFFER, quadXYCoords, gl.STATIC_DRAW)
	gl.BindBuffer(gl.ARRAY_BUFFER, glimage.quadUV)
	gl.BufferData(gl.ARRAY_BUFFER, quadUVCoords, gl.STATIC_DRAW)

	glimage.pos = gl.GetAttribLocation(glimage.program, "pos")
	glimage.mvp = gl.GetUniformLocation(glimage.program, "mvp")
	glimage.uvp = gl.GetUniformLocation(glimage.program, "uvp")
	glimage.inUV = gl.GetAttribLocation(glimage.program, "inUV")
	glimage.textureSample = gl.GetUniformLocation(glimage.program, "textureSample")

	texmap.Lock()
	defer texmap.Unlock()
	for key, tex := range texmap.texs {
		texmap.init(key)
		tex.needsUpload = true
	}
}
Esempio n. 2
0
func (e *Engine) Start() {
	var err error

	e.shader.program, err = LoadProgram("shader.v.glsl", "shader.f.glsl")
	if err != nil {
		panic(fmt.Sprintln("LoadProgram failed:", err))
	}

	e.shape.buf = gl.CreateBuffer()
	gl.BindBuffer(gl.ARRAY_BUFFER, e.shape.buf)
	gl.BufferData(gl.ARRAY_BUFFER, cubeData, gl.STATIC_DRAW)
	fmt.Println(len(cubeData))
	e.shader.vertCoord = gl.GetAttribLocation(e.shader.program, "vertCoord")
	e.shader.projection = gl.GetUniformLocation(e.shader.program, "projection")
	e.shader.view = gl.GetUniformLocation(e.shader.program, "view")
	e.shader.modelx = gl.GetUniformLocation(e.shader.program, "modelx")
	e.shader.modely = gl.GetUniformLocation(e.shader.program, "modely")

	e.shader.color = gl.GetAttribLocation(e.shader.program, "color")
	e.shape.colorbuf = gl.CreateBuffer()
	gl.BindBuffer(gl.ARRAY_BUFFER, e.shape.colorbuf)
	gl.BufferData(gl.ARRAY_BUFFER, colorData, gl.STATIC_DRAW)
	gl.VertexAttribPointer(e.shader.color, colorsPerVertex, gl.FLOAT, false, 4, 0) //更新color值
	gl.DrawArrays(gl.TRIANGLES, 0, vertexCount)

	e.started = time.Now()
}
Esempio n. 3
0
func (video *Video) initGL() {
	log.Print("Initing")
	video.fpsmanager = gfx.NewFramerate()
	video.fpsmanager.SetFramerate(60)

	gl.ClearColor(0.0, 0.0, 0.0, 1.0)
	gl.Enable(gl.CULL_FACE)
	gl.Enable(gl.DEPTH_TEST)

	log.Print("Creating program")
	video.prog = createProgram(vertShaderSrcDef, fragShaderSrcDef)
	log.Print("Attrib loc 1")
	posAttrib := attribLocation(video.prog, "vPosition")
	log.Print("Attrib loc 2")
	texCoordAttr := attribLocation(video.prog, "vTexCoord")
	log.Print("Uniform loc 1")
	paletteLoc := uniformLocation(video.prog, "palette")
	log.Print("Uniform loc 2")
	video.textureUni = uniformLocation(video.prog, "texture")

	log.Print("Gen Texture")
	video.texture = genTexture()
	gl.ActiveTexture(gl.TEXTURE0)
	gl.BindTexture(gl.TEXTURE_2D, video.texture)

	log.Print("TexParam")
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)

	gl.UseProgram(video.prog)
	gl.EnableVertexAttribArray(posAttrib)
	gl.EnableVertexAttribArray(texCoordAttr)

	gl.Uniform3iv(paletteLoc, nes.SPaletteRgb)

	log.Print("VertBO")
	vertVBO := genBuffer()
	checkGLError()
	gl.BindBuffer(gl.ARRAY_BUFFER, vertVBO)
	verts := f32.Bytes(binary.LittleEndian, -1.0, 1.0, -1.0, -1.0, 1.0, -1.0, 1.0, -1.0, 1.0, 1.0, -1.0, 1.0)
	gl.BufferData(gl.ARRAY_BUFFER, verts, gl.STATIC_DRAW)

	textCoorBuf := genBuffer()
	checkGLError()
	gl.BindBuffer(gl.ARRAY_BUFFER, textCoorBuf)
	texVerts := f32.Bytes(binary.LittleEndian, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0)
	gl.BufferData(gl.ARRAY_BUFFER, texVerts, gl.STATIC_DRAW)

	gl.VertexAttribPointer(posAttrib, 2, gl.FLOAT, false, 0, 0)
	gl.VertexAttribPointer(texCoordAttr, 2, gl.FLOAT, false, 0, 0)
	log.Print("Started")
}
Esempio n. 4
0
func (shape *StaticShape) Buffer() {
	data := shape.Bytes()
	if len(data) > 0 {
		gl.BindBuffer(gl.ARRAY_BUFFER, shape.VBO)
		gl.BufferData(gl.ARRAY_BUFFER, data, gl.STATIC_DRAW)
	}

	if len(shape.indices) > 0 {
		data = EncodeObjects(0, len(shape.indices), NewDimSlice(1, shape.indices))
		gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, shape.IBO)
		gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, data, gl.STATIC_DRAW)
	}
}
Esempio n. 5
0
func (e *Engine) Start() {
	var err error

	e.shader.program, err = LoadProgram("shader.v.glsl", "shader.f.glsl")
	if err != nil {
		panic(fmt.Sprintln("LoadProgram failed:", err))
	}

	e.shader.models, err = wavefront.Read("spiritframe.obj")
	check(err)

	e.shader.projectionmatrix = gl.GetUniformLocation(e.shader.program, "u_projectionMatrix")
	e.shader.viewmatrix = gl.GetUniformLocation(e.shader.program, "u_viewMatrix")
	e.shader.modelmatrix = gl.GetUniformLocation(e.shader.program, "u_modelMatrix")
	e.shader.normalmatrix = gl.GetUniformLocation(e.shader.program, "u_normalMatrix")
	e.shader.lightdir = gl.GetUniformLocation(e.shader.program, "u_lightDirection")
	e.shader.lightmatrix = gl.GetUniformLocation(e.shader.program, "u_lightmatrix")

	e.shader.vertCoord = gl.GetAttribLocation(e.shader.program, "a_vertex")
	e.shader.normal = gl.GetAttribLocation(e.shader.program, "a_normal")
	e.shader.texcoord = gl.GetAttribLocation(e.shader.program, "a_texCoord")

	for _, model := range e.shader.models {
		for _, group := range model.Groups {
			//颜色
			color := group.Material.Ambient
			//顶点
			data := f32.Bytes(binary.LittleEndian, group.Vertexes...)
			vertexCount := len(group.Vertexes) / 3
			databuf := gl.CreateBuffer()
			gl.BindBuffer(gl.ARRAY_BUFFER, databuf)
			gl.BufferData(gl.ARRAY_BUFFER, data, gl.STATIC_DRAW)
			//UV坐标
			textcoords := f32.Bytes(binary.LittleEndian, group.Textcoords...)
			uvbuf := gl.CreateBuffer()
			gl.BindBuffer(gl.ARRAY_BUFFER, uvbuf)
			gl.BufferData(gl.ARRAY_BUFFER, textcoords, gl.STATIC_DRAW)
			//发现坐标
			normals := f32.Bytes(binary.LittleEndian, group.Normals...)
			normalbuf := gl.CreateBuffer()
			gl.BindBuffer(gl.ARRAY_BUFFER, normalbuf)
			gl.BufferData(gl.ARRAY_BUFFER, normals, gl.STATIC_DRAW)

			tex, _ := LoadTexture(group.Material.Texturefile)
			e.shape.Objs = append(e.shape.Objs, Obj{vcount: vertexCount, coord: databuf, color: color, uvcoord: uvbuf, tex: tex, normal: normalbuf})

		}

	}
}
Esempio n. 6
0
func (e *Engine) Start() {
	var err error

	e.shader.program, err = LoadProgram("shader.v.glsl", "shader.f.glsl")
	if err != nil {
		panic(fmt.Sprintln("LoadProgram failed:", err))
	}

	e.shader.models, err = wavefront.Read("girl.obj")
	check(err)

	e.shader.vertCoord = gl.GetAttribLocation(e.shader.program, "vertCoord")
	e.shader.vertTexCoord = gl.GetAttribLocation(e.shader.program, "vertTexCoord")
	e.shader.projection = gl.GetUniformLocation(e.shader.program, "projection")
	e.shader.view = gl.GetUniformLocation(e.shader.program, "view")
	e.shader.modelx = gl.GetUniformLocation(e.shader.program, "modelx")
	e.shader.modely = gl.GetUniformLocation(e.shader.program, "modely")
	e.shader.color = gl.GetUniformLocation(e.shader.program, "color")
	e.shader.useuv = gl.GetUniformLocation(e.shader.program, "useuv")

	for _, model := range e.shader.models {
		for _, group := range model.Groups {
			//颜色
			color := group.Material.Ambient
			//顶点
			data := f32.Bytes(binary.LittleEndian, group.Vertexes...)
			vertexCount := len(group.Vertexes) / 3
			databuf := gl.CreateBuffer()
			gl.BindBuffer(gl.ARRAY_BUFFER, databuf)
			gl.BufferData(gl.ARRAY_BUFFER, data, gl.STATIC_DRAW)
			//UV坐标
			textcoords := f32.Bytes(binary.LittleEndian, group.Textcoords...)
			uvbuf := gl.CreateBuffer()
			gl.BindBuffer(gl.ARRAY_BUFFER, uvbuf)
			gl.BufferData(gl.ARRAY_BUFFER, textcoords, gl.STATIC_DRAW)
			//贴图文件
			var useuv bool
			tex, err := LoadTexture(group.Material.Texturefile)
			if err != nil {
				useuv = false
			} else {
				useuv = true
			}
			e.shape.Objs = append(e.shape.Objs, Obj{vcount: vertexCount, coord: databuf, color: color, useuv: useuv, uvcoord: uvbuf, tex: tex})

		}

	}
}
Esempio n. 7
0
func onPaint(c size.Event) {
	gl.ClearColor(0, 0.3, 0.3, 1)
	gl.Clear(gl.COLOR_BUFFER_BIT)

	gl.UseProgram(program)

	green += direction
	if green > 1 {
		green = 1
		direction = -direction
	}
	if green < 0.4 {
		green = 0.4
		direction = -direction
	}
	gl.Uniform4f(color, 0, green, 0, 1)

	gl.Uniform2f(offset, touchX/float32(c.WidthPx), touchY/float32(c.HeightPx))

	gl.BindBuffer(gl.ARRAY_BUFFER, buf)

	gl.BufferData(gl.ARRAY_BUFFER, triangleData, gl.STATIC_DRAW) // ?

	gl.EnableVertexAttribArray(position)
	gl.VertexAttribPointer(position, coordsPerVertex, gl.FLOAT, false, 0, 0)
	gl.DrawArrays(gl.TRIANGLES, 0, vertexCount)
	gl.DisableVertexAttribArray(position)

	debug.DrawFPS(c)
}
Esempio n. 8
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func (e *Engine) Start() {
	var err error

	e.shader.program, err = LoadProgram("shader.v.glsl", "shader.f.glsl")
	if err != nil {
		panic(fmt.Sprintln("LoadProgram failed:", err))
	}

	e.shape.buf = gl.CreateBuffer()
	gl.BindBuffer(gl.ARRAY_BUFFER, e.shape.buf)
	gl.BufferData(gl.ARRAY_BUFFER, EncodeObject(cubeData), gl.STATIC_DRAW)

	e.shader.vertCoord = gl.GetAttribLocation(e.shader.program, "vertCoord")
	e.shader.vertTexCoord = gl.GetAttribLocation(e.shader.program, "vertTexCoord")

	e.shader.projection = gl.GetUniformLocation(e.shader.program, "projection")
	e.shader.view = gl.GetUniformLocation(e.shader.program, "view")
	e.shader.model = gl.GetUniformLocation(e.shader.program, "model")

	e.shape.texture, err = LoadTexture("gopher.png")
	if err != nil {
		panic(fmt.Sprintln("LoadTexture failed:", err))
	}

	e.started = time.Now()
}
Esempio n. 9
0
func (e *Engine) Start() {
	var err error

	e.shader.program, err = LoadProgram("shader.v.glsl", "shader.f.glsl")
	if err != nil {
		panic(fmt.Sprintln("LoadProgram failed:", err))
	}

	e.shader.models, err = wavefront.Read("gopher.obj")
	check(err)

	e.shader.vertCoord = gl.GetAttribLocation(e.shader.program, "vertCoord")
	e.shader.projection = gl.GetUniformLocation(e.shader.program, "projection")
	e.shader.view = gl.GetUniformLocation(e.shader.program, "view")
	e.shader.modelx = gl.GetUniformLocation(e.shader.program, "modelx")
	e.shader.modely = gl.GetUniformLocation(e.shader.program, "modely")
	e.shader.color = gl.GetUniformLocation(e.shader.program, "color")

	for _, model := range e.shader.models {
		for _, group := range model.Groups {
			data := f32.Bytes(binary.LittleEndian, group.Vertexes...)
			color := group.Material.Ambient
			vertexCount := len(data)

			databuf := gl.CreateBuffer()
			e.shape.bufs = append(e.shape.bufs, Buf{vertexCount, databuf, color})

			gl.BindBuffer(gl.ARRAY_BUFFER, databuf)
			gl.BufferData(gl.ARRAY_BUFFER, data, gl.STATIC_DRAW)

		}

	}
}
Esempio n. 10
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func onStart() {
	var err error
	program, err = glutil.CreateProgram(vertexShader, fragmentShader)
	if err != nil {
		log.Printf("error creating GL program: %v", err)
		return
	}

	//创建一个WebGLBuffer对象,把它绑定到顶点缓冲上,并把顶点数据载入到顶点冲。
	buf = gl.CreateBuffer()
	gl.BindBuffer(gl.ARRAY_BUFFER, buf)
	gl.BufferData(gl.ARRAY_BUFFER, lineData, gl.STATIC_DRAW)

	/*opengl中三种变量
	  uniform变量是外部application程序传递给(vertex和fragment)shader的变量。因此它是application通过函数glUniform**()函数赋值的。
	  在(vertex和fragment)shader程序内部,uniform变量就像是C语言里面的常量(const ),它不能被shader程序修改。(shader只能用,不能改)

	  attribute变量是只能在vertex shader中使用的变量。(它不能在fragment shader中声明attribute变量,也不能被fragment shader中使用)
	  一般用attribute变量来表示一些顶点的数据,如:顶点坐标,法线,纹理坐标,顶点颜色等。
	  在application中,一般用函数glBindAttribLocation()来绑定每个attribute变量的位置,然后用函数glVertexAttribPointer()为每个attribute变量赋值。

	  varying变量是vertex和fragment shader之间做数据传递用的。一般vertex shader修改varying变量的值,然后fragment shader使用该varying变量的值。
	  因此varying变量在vertex和fragment shader二者之间的声明必须是一致的。application不能使用此变量。
	*/
	position = gl.GetAttribLocation(program, "position") //获取位置对象(索引)
	color = gl.GetUniformLocation(program, "color")      // 获取颜色对象(索引)
	scan = gl.GetUniformLocation(program, "scan")        // 获取偏移对象(索引)
	// fmt.Println(position.String(),color.String(),offset.String())//Attrib(0) Uniform(1) Uniform(0)
	// TODO(crawshaw): the debug package needs to put GL state init here
	// Can this be an event.Register call now??
}
Esempio n. 11
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func onStart() {
	gl.Enable(gl.BLEND)
	gl.BlendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA)

	texture := loadImages("495.png")

	textureId = gl.CreateTexture()
	gl.BindTexture(gl.TEXTURE_2D, textureId)

	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT)

	gl.TexImage2D(gl.TEXTURE_2D, 0, texture.Rect.Size().X, texture.Rect.Size().Y, gl.RGBA, gl.UNSIGNED_BYTE, texture.Pix)

	// loading Shaders & linking programs
	program = createProgram("vShader.vs", "fShader.vs")
	texProgram = createProgram("vTexShader.vs", "fTexShader.vs")

	quadBuffer = gl.CreateBuffer()
	gl.BindBuffer(gl.ARRAY_BUFFER, quadBuffer)
	gl.BufferData(gl.ARRAY_BUFFER, quadData, gl.STATIC_DRAW)

	quadTexBuffer = gl.CreateBuffer()
	gl.BindBuffer(gl.ARRAY_BUFFER, quadTexBuffer)
	gl.BufferData(gl.ARRAY_BUFFER, quadTexData, gl.STATIC_DRAW)

	swasBuffer = gl.CreateBuffer()
	gl.BindBuffer(gl.ARRAY_BUFFER, swasBuffer)
	gl.BufferData(gl.ARRAY_BUFFER, swastikaData, gl.STATIC_DRAW)

	position = gl.GetAttribLocation(program, "position")
	color = gl.GetUniformLocation(program, "color")
	matrixId = gl.GetUniformLocation(program, "rotationMatrix")
	resolutionId = gl.GetUniformLocation(program, "resIndex")

	position2 = gl.GetAttribLocation(texProgram, "position")
	textureCoords = gl.GetAttribLocation(texProgram, "texCoords")
	matrixId2 = gl.GetUniformLocation(texProgram, "rotationMatrix")
	resolutionId2 = gl.GetUniformLocation(texProgram, "resIndex")
	color2 = gl.GetUniformLocation(texProgram, "color")
}
Esempio n. 12
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func glInit() {
	var err error
	glimage.program, err = CreateProgram(vertexShader, fragmentShader)
	if err != nil {
		panic(err)
	}

	glimage.quadXY = gl.GenBuffer()
	glimage.quadUV = gl.GenBuffer()

	gl.BindBuffer(gl.ARRAY_BUFFER, glimage.quadXY)
	gl.BufferData(gl.ARRAY_BUFFER, gl.STATIC_DRAW, quadXYCoords)
	gl.BindBuffer(gl.ARRAY_BUFFER, glimage.quadUV)
	gl.BufferData(gl.ARRAY_BUFFER, gl.STATIC_DRAW, quadUVCoords)

	glimage.pos = gl.GetAttribLocation(glimage.program, "pos")
	glimage.mvp = gl.GetUniformLocation(glimage.program, "mvp")
	glimage.uvp = gl.GetUniformLocation(glimage.program, "uvp")
	glimage.inUV = gl.GetAttribLocation(glimage.program, "inUV")
	glimage.textureSample = gl.GetUniformLocation(glimage.program, "textureSample")
}
Esempio n. 13
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func (s *screenImpl) NewTexture(size image.Point) (screen.Texture, error) {
	s.mu.Lock()
	defer s.mu.Unlock()

	if !gl.IsProgram(s.texture.program) {
		p, err := compileProgram(textureVertexSrc, textureFragmentSrc)
		if err != nil {
			return nil, err
		}
		s.texture.program = p
		s.texture.pos = gl.GetAttribLocation(p, "pos")
		s.texture.mvp = gl.GetUniformLocation(p, "mvp")
		s.texture.uvp = gl.GetUniformLocation(p, "uvp")
		s.texture.inUV = gl.GetAttribLocation(p, "inUV")
		s.texture.sample = gl.GetUniformLocation(p, "sample")
		s.texture.quadXY = gl.CreateBuffer()
		s.texture.quadUV = gl.CreateBuffer()

		gl.BindBuffer(gl.ARRAY_BUFFER, s.texture.quadXY)
		gl.BufferData(gl.ARRAY_BUFFER, quadXYCoords, gl.STATIC_DRAW)
		gl.BindBuffer(gl.ARRAY_BUFFER, s.texture.quadUV)
		gl.BufferData(gl.ARRAY_BUFFER, quadUVCoords, gl.STATIC_DRAW)
	}

	t := &textureImpl{
		id:   gl.CreateTexture(),
		size: size,
	}

	gl.BindTexture(gl.TEXTURE_2D, t.id)
	gl.TexImage2D(gl.TEXTURE_2D, 0, size.X, size.Y, gl.RGBA, gl.UNSIGNED_BYTE, 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)

	return t, nil
}
Esempio n. 14
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func onStart() {
	var err error
	program, err = glutil.CreateProgram(vertexShader, fragmentShader)
	if err != nil {
		log.Printf("error creating GL program: %v", err)
		return
	}

	buf = gl.CreateBuffer()
	gl.BindBuffer(gl.ARRAY_BUFFER, buf)
	gl.BufferData(gl.ARRAY_BUFFER, rectData, gl.STATIC_DRAW)

	position = gl.GetAttribLocation(program, "position")
	color = gl.GetUniformLocation(program, "color")
	offset = gl.GetUniformLocation(program, "offset")
}
Esempio n. 15
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File: main.go Progetto: xfong/gocl
func initGL() {
	var err error
	program, err = glutil.CreateProgram(vertexShader, fragmentShader)
	if err != nil {
		log.Printf("error creating GL program: %v", err)
		return
	}

	buf = gl.GenBuffer()
	gl.BindBuffer(gl.ARRAY_BUFFER, buf)
	gl.BufferData(gl.ARRAY_BUFFER, gl.STATIC_DRAW, triangleData)

	position = gl.GetAttribLocation(program, "position")
	color = gl.GetUniformLocation(program, "color")
	offset = gl.GetUniformLocation(program, "offset")
	touchLoc = geom.Point{geom.Width / 2, geom.Height / 2}
}
Esempio n. 16
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func (e *Engine) Start() {
	var err error
	e.shader.program, err = LoadProgram("shader.v.glsl", "shader.f.glsl")
	if err != nil {
		panic(fmt.Sprintln("LoadProgram failed:", err))
	}

	fmt.Println(len(cubeData))
	e.shape.buf = gl.CreateBuffer()
	gl.BindBuffer(gl.ARRAY_BUFFER, e.shape.buf)
	gl.BufferData(gl.ARRAY_BUFFER, cubeData, gl.STATIC_DRAW)
	e.shader.vertCoord = gl.GetAttribLocation(e.shader.program, "vertCoord")
	e.shader.projection = gl.GetUniformLocation(e.shader.program, "projection")
	e.shader.view = gl.GetUniformLocation(e.shader.program, "view")
	e.shader.modelx = gl.GetUniformLocation(e.shader.program, "modelx")
	e.shader.modely = gl.GetUniformLocation(e.shader.program, "modely")

}
Esempio n. 17
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func onStart() {
	var err error
	program, err = glutil.CreateProgram(vertexShader, fragmentShader)
	if err != nil {
		log.Printf("error creating GL program: %v", err)
		return
	}

	buf = gl.CreateBuffer()
	gl.BindBuffer(gl.ARRAY_BUFFER, buf)
	gl.BufferData(gl.ARRAY_BUFFER, triangleData, gl.STATIC_DRAW)

	position = gl.GetAttribLocation(program, "position")
	color = gl.GetUniformLocation(program, "color")
	offset = gl.GetUniformLocation(program, "offset")

	// TODO(crawshaw): the debug package needs to put GL state init here
	// Can this be an app.RegisterFilter call now??
}
Esempio n. 18
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func (w *windowImpl) Fill(dr image.Rectangle, src color.Color, op draw.Op) {
	if !gl.IsProgram(w.s.fill.program) {
		p, err := compileProgram(fillVertexSrc, fillFragmentSrc)
		if err != nil {
			// TODO: initialize this somewhere else we can better handle the error.
			panic(err.Error())
		}
		w.s.fill.program = p
		w.s.fill.pos = gl.GetAttribLocation(p, "pos")
		w.s.fill.mvp = gl.GetUniformLocation(p, "mvp")
		w.s.fill.color = gl.GetUniformLocation(p, "color")
		w.s.fill.quadXY = gl.CreateBuffer()

		gl.BindBuffer(gl.ARRAY_BUFFER, w.s.fill.quadXY)
		gl.BufferData(gl.ARRAY_BUFFER, quadXYCoords, gl.STATIC_DRAW)
	}

	gl.UseProgram(w.s.fill.program)
	writeAff3(w.s.fill.mvp, w.vertexAff3(dr))

	r, g, b, a := src.RGBA()
	gl.Uniform4f(
		w.s.fill.color,
		float32(r)/65535,
		float32(g)/65535,
		float32(b)/65535,
		float32(a)/65535,
	)

	gl.BindBuffer(gl.ARRAY_BUFFER, w.s.fill.quadXY)
	gl.EnableVertexAttribArray(w.s.fill.pos)
	gl.VertexAttribPointer(w.s.fill.pos, 2, gl.FLOAT, false, 0, 0)

	gl.DrawArrays(gl.TRIANGLE_STRIP, 0, 4)

	gl.DisableVertexAttribArray(w.s.fill.pos)
}
Esempio n. 19
0
func drawKeys() {
	gl.UseProgram(program)
	projection.WriteMat4(&projmat)

	iPlaying := []int{}
	playing := []ratio{}
	amps := []float64{}
	for i, k := range keys {
		k := k.base()
		if k.voice != nil && !k.voice.Done() {
			iPlaying = append(iPlaying, i)
			playing = append(playing, k.ratio)
			amps = append(amps, k.voice.amp())
		}
	}
	complexities := make([]float64, len(keys))
	minComplexity := math.MaxFloat64
	for i, k := range keys {
		k := k.base()
		c := -1.0
		for j, iPlaying := range iPlaying {
			if i == iPlaying {
				a := amps[j]
				amps[j] = 1
				c = complexity(playing, amps)
				amps[j] = a
				break
			}
		}
		if c == -1 {
			c = complexity(append(playing, k.ratio), append(amps, 1))
		}
		complexities[i] = c
		if c < minComplexity {
			minComplexity = c
		}
	}
	data := []float32{}
	pointsizedata := []float32{}
	for i, k := range keys {
		k := k.base()
		k.y = 1 - math.Exp2(-float64(complexities[i]-minComplexity)/4)
		k.size = math.Exp2(-float64(complexities[i])/4) * float64(geom.Width) * float64(geom.PixelsPerPt) / 4
		data = append(data, float32(k.pitch), float32(k.y))
		pointsizedata = append(pointsizedata, float32(k.size))
	}
	gl.BindBuffer(gl.ARRAY_BUFFER, positionbuf)
	gl.BufferData(gl.ARRAY_BUFFER, f32.Bytes(binary.LittleEndian, data...), gl.DYNAMIC_DRAW)
	gl.BindBuffer(gl.ARRAY_BUFFER, pointsizebuf)
	gl.BufferData(gl.ARRAY_BUFFER, f32.Bytes(binary.LittleEndian, pointsizedata...), gl.DYNAMIC_DRAW)

	gl.EnableVertexAttribArray(position)
	gl.EnableVertexAttribArray(pointsize)
	gl.Uniform4f(color, 1, 1, 1, 1)
	gl.BindBuffer(gl.ARRAY_BUFFER, positionbuf)
	gl.VertexAttribPointer(position, 2, gl.FLOAT, false, 0, 0)
	gl.BindBuffer(gl.ARRAY_BUFFER, pointsizebuf)
	gl.VertexAttribPointer(pointsize, 1, gl.FLOAT, false, 0, 0)
	gl.DrawArrays(gl.POINTS, 0, len(keys))
	gl.DisableVertexAttribArray(position)
	gl.DisableVertexAttribArray(pointsize)
}