Esempio n. 1
0
func (c *Context) BlendFunc(mode CompositeMode) {
	gl := c.gl
	if c.lastCompositeMode == mode {
		return
	}
	c.lastCompositeMode = mode
	s, d := operations(mode)
	gl.BlendFunc(mgl.Enum(s), mgl.Enum(d))
}
Esempio n. 2
0
func (c *Context) NewBuffer(bufferType BufferType, v interface{}, bufferUsage BufferUsage) Buffer {
	gl := c.gl
	b := gl.CreateBuffer()
	gl.BindBuffer(mgl.Enum(bufferType), b)
	switch v := v.(type) {
	case int:
		gl.BufferInit(mgl.Enum(bufferType), v, mgl.Enum(bufferUsage))
	case []uint16:
		gl.BufferData(mgl.Enum(bufferType), uint16ToBytes(v), mgl.Enum(bufferUsage))
	default:
		panic("not reach")
	}
	return Buffer(b)
}
Esempio n. 3
0
func (tex Texture) Bind(ctx gl.Context, options ...func(gl.Context, Texture)) {
	ctx.ActiveTexture(gl.Enum(uint32(gl.TEXTURE0) + tex.Value - 1))
	ctx.BindTexture(gl.TEXTURE_2D, tex.Texture)
	for _, opt := range options {
		opt(ctx, tex)
	}
}
Esempio n. 4
0
func (loader *textureLoader) GetCube(name string) gl.Texture {
	glctx := loader.glctx
	tex := glctx.CreateTexture()
	img := loader.images[name]

	glctx.ActiveTexture(gl.TEXTURE0)
	glctx.BindTexture(gl.TEXTURE_CUBE_MAP, tex)

	target := gl.TEXTURE_CUBE_MAP_POSITIVE_X
	for i := 0; i < 6; i++ {
		// TODO: Load atlas, not the same image
		glctx.TexImage2D(
			gl.Enum(target+i),
			0,
			img.Rect.Size().X,
			img.Rect.Size().Y,
			gl.RGBA,
			gl.UNSIGNED_BYTE,
			img.Pix,
		)
	}

	glctx.TexParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
	glctx.TexParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
	glctx.TexParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE)
	glctx.TexParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE)
	// Not available in GLES 2.0 :(
	//gl.TexParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_R, gl.CLAMP_TO_EDGE)
	return tex
}
Esempio n. 5
0
func (c *Context) NewShader(shaderType ShaderType, source string) (Shader, error) {
	gl := c.gl
	s := gl.CreateShader(mgl.Enum(shaderType))
	if s.Value == 0 {
		return Shader{}, fmt.Errorf("opengl: glCreateShader failed: shader type: %d", shaderType)
	}
	gl.ShaderSource(s, source)
	gl.CompileShader(s)

	v := gl.GetShaderi(s, mgl.COMPILE_STATUS)
	if v == mgl.FALSE {
		log := gl.GetShaderInfoLog(s)
		return Shader{}, fmt.Errorf("opengl: shader compile failed: %s", log)
	}
	return Shader(s), nil
}
Esempio n. 6
0
func (c *Context) DrawElements(mode Mode, len int, offsetInBytes int) {
	gl := c.gl
	gl.DrawElements(mgl.Enum(mode), len, mgl.UNSIGNED_SHORT, offsetInBytes)
}
Esempio n. 7
0
func (c *Context) BufferSubData(bufferType BufferType, data []float32) {
	gl := c.gl
	gl.BufferSubData(mgl.Enum(bufferType), 0, float32ToBytes(data))
}
Esempio n. 8
0
func (c *Context) VertexAttribPointer(p Program, location string, size int, dataType DataType, normalize bool, stride int, offset int) {
	gl := c.gl
	l := c.locationCache.GetAttribLocation(c, p, location)
	gl.VertexAttribPointer(mgl.Attrib(l), size, mgl.Enum(dataType), normalize, stride, offset)
}