コード例 #1
0
ファイル: shadowfbo.go プロジェクト: peterudkmaya11/lux
//NewShadowFBO will create a new FBO, a new depth texture and the program needed to generate shadow map
//currently not optimized, we should probably reuse the FBO and absolutely reuse the program.
func NewShadowFBO(width, height int32) (*ShadowFBO, error) {
	sfbo := ShadowFBO{}
	fbo := gl2.GenFramebuffer()
	sfbo.width, sfbo.height = width, height
	sfbo.framebuffer = fbo
	fbo.Bind(gl2.FRAMEBUFFER)
	defer fbo.Unbind(gl2.FRAMEBUFFER)

	shadowtex := gl2.GenTexture2D()
	sfbo.texture = shadowtex
	shadowtex.Bind()
	defer shadowtex.Unbind()
	shadowtex.TexParameteriv(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
	shadowtex.TexParameteriv(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
	shadowtex.TexParameteriv(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE)
	shadowtex.TexParameteriv(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE)
	shadowtex.TexParameteriv(gl.TEXTURE_2D, gl.TEXTURE_COMPARE_MODE, gl.COMPARE_REF_TO_TEXTURE)
	shadowtex.TexParameteriv(gl.TEXTURE_2D, gl.TEXTURE_COMPARE_FUNC, gl.LEQUAL)
	shadowtex.TexImage2D(0, gl.DEPTH_COMPONENT16, width, height, 0, gl.DEPTH_COMPONENT, gl.FLOAT, nil)

	fbo.Texture(gl2.FRAMEBUFFER, gl2.DEPTH_ATTACHMENT, shadowtex, 0 /*level*/)

	fbo.DrawBuffer(gl2.NONE)
	fbo.ReadBuffer(gl2.NONE)

	if gl.CheckFramebufferStatus(gl.FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE {
		return &sfbo, errors.New("framebuffer incomplete")
	}

	vs, err := CompileShader(_shadowFboVertexShader, gl2.VERTEX_SHADER)
	if err != nil {
		return &sfbo, err
	}
	defer vs.Delete()
	fs, err := CompileShader(_shadowFboFragmentShader, gl2.FRAGMENT_SHADER)
	if err != nil {
		return &sfbo, err
	}
	defer fs.Delete()
	prog, err := NewProgram(vs, fs)
	if err != nil {
		return &sfbo, err
	}
	sfbo.program = prog
	prog.Use()
	sfbo.mvpUni = prog.GetUniformLocation("mvp")

	return &sfbo, nil
}
コード例 #2
0
ファイル: effects.go プロジェクト: pikkpoiss/ld33
func (r *EffectsRenderer) GetError() error {
	if e := gl.GetError(); e != 0 {
		return fmt.Errorf("OpenGL error: %X", e)
	}
	var status = gl.CheckFramebufferStatus(gl.DRAW_FRAMEBUFFER)
	switch status {
	case gl.FRAMEBUFFER_COMPLETE:
		return nil
	case gl.FRAMEBUFFER_INCOMPLETE_ATTACHMENT:
		return fmt.Errorf("Attachment point unconnected")
	case gl.FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT:
		return fmt.Errorf("Missing attachment")
	case gl.FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER:
		return fmt.Errorf("Draw buffer")
	case gl.FRAMEBUFFER_INCOMPLETE_READ_BUFFER:
		return fmt.Errorf("Read buffer")
	case gl.FRAMEBUFFER_UNSUPPORTED:
		return fmt.Errorf("Unsupported config")
	default:
		return fmt.Errorf("Unknown framebuffer error: %X", status)
	}
}
コード例 #3
0
ファイル: postprocess.go プロジェクト: peterudkmaya11/lux
//NewPostProcessFramebuffer creates a new PostProcessFramebuffer and allocated all the ressources.
//You do not control the vertex shader but you can give a fragment shader. The fragment shader must have the following uniforms:
//	-resolution: float vec2, representing the size of the texture
//	-time: float, glfw time since the begining of the program
//	-tex: sampler2D, the input texture to this post process pass
func NewPostProcessFramebuffer(width, height int32, fragmentSource string) (*PostProcessFramebuffer, error) {
	ppf := PostProcessFramebuffer{}
	vs, err := CompileShader(_fullscreenVertexShader, gl2.VERTEX_SHADER)
	if err != nil {
		return &ppf, err
	}
	defer vs.Delete()
	fs, err := CompileShader(fragmentSource, gl2.FRAGMENT_SHADER)
	if err != nil {
		return &ppf, err
	}
	defer fs.Delete()
	prog, err := NewProgram(vs, fs)
	if err != nil {
		return &ppf, err
	}
	ppf.Prog = prog
	prog.Use()
	res := prog.GetUniformLocation("resolution")
	ppf.source = prog.GetUniformLocation("tex")

	res.Uniform2f(float32(width), float32(height))

	ppf.time = prog.GetUniformLocation("time")

	ppf.Fb = gl2.GenFramebuffer()
	ppf.Tex = GenRGBTexture2D(width, height)

	ppf.Fb.Bind(gl2.FRAMEBUFFER)
	defer ppf.Fb.Unbind(gl2.FRAMEBUFFER)

	ppf.Fb.Texture(gl2.FRAMEBUFFER, gl2.COLOR_ATTACHMENT0, ppf.Tex, 0)
	ppf.Fb.DrawBuffers(gl2.COLOR_ATTACHMENT0)

	if gl.CheckFramebufferStatus(gl.FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE {
		return &ppf, errors.New("framebuffer incomplete")
	}
	return &ppf, nil
}