func (m Mesh) draw() { gl.EnableVertexAttribArray(0) gl.EnableVertexAttribArray(1) gl.EnableVertexAttribArray(2) if m.vbo == 0 { panic("attempt to set array buffer with VBO=0") } gl.BindBuffer(gl.ARRAY_BUFFER, m.vbo) gl.VertexAttribPointer(0, 3, gl.FLOAT, false, VertexSize*4, gl.PtrOffset(0)) gl.VertexAttribPointer(1, 2, gl.FLOAT, false, VertexSize*4, gl.PtrOffset(12)) gl.VertexAttribPointer(2, 3, gl.FLOAT, false, VertexSize*4, gl.PtrOffset(20)) if m.vbo == 0 { panic("attempt to set element array buffer with VBO=0") } gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, m.ibo) if m.size == 0 { panic("attempt to draw elements with mesh size = 0") } gl.DrawElements(gl.TRIANGLES, m.size, gl.UNSIGNED_INT, gl.PtrOffset(0)) gl.DisableVertexAttribArray(0) gl.DisableVertexAttribArray(1) gl.DisableVertexAttribArray(2) }
func (c *Context) VertexAttribPointer(p Program, location string, signed bool, normalize bool, stride int, size int, v int) { l := GetAttribLocation(c, p, location) t := gl.SHORT if !signed { t = gl.UNSIGNED_SHORT } gl.VertexAttribPointer(uint32(l), int32(size), uint32(t), normalize, int32(stride), gl.PtrOffset(v)) }
func (v *Video) initGL() { if err := gl.Init(); err != nil { panic(err) } gl.Enable(gl.CULL_FACE) gl.Enable(gl.DEPTH_TEST) gl.ClearColor(0.0, 0.0, 0.0, 1.0) v.prog = createProgram(vertShaderSrcDef, fragShaderSrcDef) posAttrib := uint32(gl.GetAttribLocation(v.prog, gl.Str("vPosition"+"\x00"))) texCoordAttr := uint32(gl.GetAttribLocation(v.prog, gl.Str("vTexCoord"+"\x00"))) v.textureUni = gl.GetAttribLocation(v.prog, gl.Str("texture"+"\x00")) var texture uint32 gl.GenTextures(1, &texture) gl.ActiveTexture(gl.TEXTURE0) gl.BindTexture(gl.TEXTURE_2D, texture) gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST) gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST) gl.UseProgram(v.prog) gl.EnableVertexAttribArray(posAttrib) gl.EnableVertexAttribArray(texCoordAttr) //posAttrib.EnableArray() //texCoordAttr.EnableArray() var vbo uint32 gl.GenBuffers(1, &vbo) gl.BindBuffer(gl.ARRAY_BUFFER, vbo) verts := []float32{-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, len(verts)*int(unsafe.Sizeof(verts[0])), gl.Ptr(verts), gl.STATIC_DRAW) var textCoorBuf uint32 gl.GenBuffers(1, &textCoorBuf) gl.BindBuffer(gl.ARRAY_BUFFER, textCoorBuf) texVerts := []float32{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, len(texVerts)*int(unsafe.Sizeof(texVerts[0])), gl.Ptr(texVerts), gl.STATIC_DRAW) gl.VertexAttribPointer(posAttrib, 2, gl.FLOAT, false, 0, gl.PtrOffset(0)) gl.VertexAttribPointer(texCoordAttr, 2, gl.FLOAT, false, 0, gl.PtrOffset(0)) //posAttrib.AttribPointer(2, gl.FLOAT, false, 0, uintptr(0)) //texCoordAttr.AttribPointer(2, gl.FLOAT, false, 0, uintptr(0)) }
func (*backend) VertexAttribPointer(a *gg.Attribute, size int, typ gg.Enum, normalized bool, stride, offset int) { gl.VertexAttribPointer( a.Value.(uint32), int32(size), uint32(typ), normalized, int32(stride), gl.PtrOffset(offset), ) }
func (vao *VAO) Enable(elements int, buffer *Buffer, attrib Attrib, opts ...VAOOption) { opt := vaoOption{ stride: 0, offset: 0, normalize: false, } for _, o := range opts { o(&opt) } gl.BindVertexArray(vao.id) defer gl.BindVertexArray(0) gl.BindBuffer(gl.ARRAY_BUFFER, buffer.id) defer gl.BindBuffer(gl.ARRAY_BUFFER, 0) gl.EnableVertexAttribArray(attrib.Location()) gl.VertexAttribPointer( attrib.Location(), int32(elements), buffer.data.typ, opt.normalize, int32(opt.stride*buffer.data.siz), gl.PtrOffset(opt.offset*buffer.data.siz)) }
func onDisplay(program uint32) { coords := uint32(attributeCoord2d) vcolor := uint32(attributeVColor) gl.ClearColor(1.0, 1.0, 1.0, 1.0) gl.Clear(gl.COLOR_BUFFER_BIT) gl.UseProgram(program) gl.Enable(gl.BLEND) gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) gl.Uniform1f(uniformFade, curFade) gl.EnableVertexAttribArray(coords) gl.EnableVertexAttribArray(vcolor) gl.BindBuffer(gl.ARRAY_BUFFER, vboTriangle) gl.VertexAttribPointer(coords, 2, gl.FLOAT, false, 5*floatSize, nil) gl.VertexAttribPointer(vcolor, 3, gl.FLOAT, false, 5*floatSize, gl.PtrOffset(2*floatSize)) gl.DrawArrays(gl.TRIANGLES, 0, 3) gl.DisableVertexAttribArray(vcolor) gl.DisableVertexAttribArray(coords) }
// DrawElements renders primitives from a bound buffer. // // http://www.khronos.org/opengles/sdk/docs/man3/html/glDrawElements.xhtml func DrawElements(mode Enum, count int, ty Enum, offset int) { gl.DrawElements(uint32(mode), int32(count), uint32(ty), gl.PtrOffset(offset)) }
// VertexAttribPointer uses a bound buffer to define vertex attribute data. // // Direct use of VertexAttribPointer to load data into OpenGL is not // supported via the Go bindings. Instead, use BindBuffer with an // ARRAY_BUFFER and then fill it using BufferData. // // The size argument specifies the number of components per attribute, // between 1-4. The stride argument specifies the byte offset between // consecutive vertex attributes. // // http://www.khronos.org/opengles/sdk/docs/man3/html/glVertexAttribPointer.xhtml func VertexAttribPointer(dst Attrib, size int, ty Enum, normalized bool, stride, offset int) { gl.VertexAttribPointer(uint32(dst.Value), int32(size), uint32(ty), normalized, int32(stride), gl.PtrOffset(offset)) }
func (c *Context) DrawElements(mode Mode, len int) { gl.DrawElements(uint32(mode), int32(len), gl.UNSIGNED_SHORT, gl.PtrOffset(0)) }
func (c *Context) DrawElements(mode, count, typ, offset int) { gl.DrawElements(uint32(mode), int32(count), uint32(typ), gl.PtrOffset(offset)) }
func (c *Context) VertexAttribPointer(index, size, typ int, normal bool, stride int, offset int) { gl.VertexAttribPointer(uint32(index), int32(size), uint32(typ), normal, int32(stride), gl.PtrOffset(offset)) }
func Run(charset string, charwidth, charheight int, eh EventHandler) { mousetrans := mouseTranslator{} keytrans := keyTranslator{} defer eh.Fin(true) width := 800 height := 600 // Initialize glfw and create window err := glfw.Init() Panic(err) defer glfw.Terminate() glfw.WindowHint(glfw.Resizable, glfw.True) glfw.WindowHint(glfw.ContextVersionMajor, 2) glfw.WindowHint(glfw.ContextVersionMinor, 1) window, err := glfw.CreateWindow(width, height, "Roguelike", nil, nil) defer window.Destroy() Panic(err) window.MakeContextCurrent() // Initialize opengl err = gl.Init() Panic(err) // Create shaders and program program, err := gli.NewProgram(vertexShaderText, fragmentShaderText) Panic(err) defer program.Delete() // Load and initialize texture img, err := gli.LoadImage(charset) Panic(err) texture, err := gli.NewTexture(img, gli.TextureFilter(gli.LINEAR, gli.LINEAR), gli.TextureWrap(gli.CLAMP_TO_EDGE, gli.CLAMP_TO_EDGE)) Panic(err) defer texture.Delete() // Create Vertex ArrayObject vao, err := gli.NewVAO() Panic(err) defer vao.Delete() // Create grid grid, err := NewGrid(charwidth, charheight, texture.Size().X, texture.Size().Y) Panic(err) grid.Resize(width, height) vCoords, vIndex, vData := grid.Buffers() // Create grid buffers posvbo, err := gli.NewBuffer(vCoords) Panic(err) defer posvbo.Delete() idxvbo, err := gli.NewBuffer(vIndex, gli.BufferElementArray()) Panic(err) defer idxvbo.Delete() vbo, err := gli.NewBuffer(vData, gli.BufferAccessFrequency(gli.DYNAMIC)) Panic(err) defer vbo.Delete() window.SetSizeCallback(func(win *glfw.Window, w, h int) { //fmt.Printf("resize\n") width = w height = h gl.Viewport(0, 0, int32(width), int32(height)) grid.Resize(width, height) vCoords, vIndex, vData := grid.Buffers() posvbo.Upload(vCoords) idxvbo.Upload(vIndex) vbo.Upload(vData) }) window.SetKeyCallback(func(win *glfw.Window, key glfw.Key, scancode int, action glfw.Action, mods glfw.ModifierKey) { //fmt.Printf("key=%v code=%d, action=%v, mods=%v\n", key, scancode, action, mods) e, ok := keytrans.Key(key, action, mods) if ok { eh.Key(e) } }) window.SetCharCallback(func(win *glfw.Window, key rune) { eh.Char(key) //fmt.Printf("char=%d(%c)\n", key, key) }) window.SetCursorPosCallback(func(win *glfw.Window, x float64, y float64) { e, ok := mousetrans.Pos(x, y) if ok { eh.Mouse(e) } }) window.SetMouseButtonCallback(func(win *glfw.Window, button glfw.MouseButton, action glfw.Action, mods glfw.ModifierKey) { e, ok := mousetrans.Button(button, action, mods) if ok { eh.Mouse(e) } }) // Set up VAO vao.Enable(2, posvbo, program.Attrib("position")) vao.Enable(2, vbo, program.Attrib("texCoord"), gli.VAOStride(4)) vao.Enable(1, vbo, program.Attrib("foreColor"), gli.VAOStride(4), gli.VAOOffset(2)) vao.Enable(1, vbo, program.Attrib("backColor"), gli.VAOStride(4), gli.VAOOffset(3)) // Set uniforms program.Uniform("tex").SetSampler(1) program.Uniform("colorData[0]").SetFloat(colorData...) program.Uniform("runeSize").SetFloat(float32(grid.RuneSize().X), float32(grid.RuneSize().Y)) gl.ClearColor(0.0, 0.0, 0.0, 1.0) for !window.ShouldClose() && !eh.Fin(false) { //fmt.Printf("draw\n") // Render scene grid.clearData() eh.Draw(grid) _, _, vData = grid.Buffers() vbo.Update(0, vData) gl.Clear(gl.COLOR_BUFFER_BIT) // Draw scene program.Use() vao.Use() texture.Use(1) idxvbo.Use() gl.DrawElements(gl.TRIANGLES, grid.Vertices(), gl.UNSIGNED_INT, gl.PtrOffset(0)) window.SwapBuffers() glfw.WaitEvents() } }
func (c *Context) DrawElements(mode Mode, len int, offsetInBytes int) { _ = c.runOnContextThread(func() error { gl.DrawElements(uint32(mode), int32(len), gl.UNSIGNED_SHORT, gl.PtrOffset(offsetInBytes)) return nil }) }
func (c *Context) VertexAttribPointer(p Program, location string, size int, dataType DataType, normalize bool, stride int, offset int) { _ = c.runOnContextThread(func() error { l := c.locationCache.GetAttribLocation(c, p, location) gl.VertexAttribPointer(uint32(l), int32(size), uint32(dataType), normalize, int32(stride), gl.PtrOffset(offset)) return nil }) }