コード例 #1
0
ファイル: vertex_stream.go プロジェクト: linux-mac/gxui
func (s *vertexStream) newContext() *vertexStreamContext {
	buffer := gl.CreateBuffer()
	gl.BindBuffer(gl.ARRAY_BUFFER, buffer)
	gl.BufferData(gl.ARRAY_BUFFER, s.data, gl.STATIC_DRAW)
	gl.BindBuffer(gl.ARRAY_BUFFER, gl.Buffer{})
	checkError()

	return &vertexStreamContext{buffer}
}
コード例 #2
0
ファイル: index_buffer.go プロジェクト: linux-mac/gxui
func (b *indexBuffer) newContext() *indexBufferContext {
	dataVal := reflect.ValueOf(b.data)
	length := dataVal.Len() / 2 // HACK: Hardcode support for only ptUshort.

	buffer := gl.CreateBuffer()
	gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, buffer)
	gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, b.data, gl.STATIC_DRAW)
	gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, gl.Buffer{})
	checkError()

	return &indexBufferContext{
		buffer: buffer,
		ty:     b.ty,
		length: length,
	}
}
コード例 #3
0
ファイル: gl_backend.go プロジェクト: shibukawa/vg4go
func (p *glParams) renderFlush() {
	c := p.context

	if len(c.calls) > 0 {
		gl.UseProgram(c.shader.program)

		gl.BlendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA)
		gl.Enable(gl.CULL_FACE)
		gl.CullFace(gl.BACK)
		gl.FrontFace(gl.CCW)
		gl.Enable(gl.BLEND)
		gl.Disable(gl.DEPTH_TEST)
		gl.Disable(gl.SCISSOR_TEST)
		gl.ColorMask(true, true, true, true)
		gl.StencilMask(0xffffffff)
		gl.StencilOp(gl.KEEP, gl.KEEP, gl.KEEP)
		gl.StencilFunc(gl.ALWAYS, 0, 0xffffffff)
		gl.ActiveTexture(gl.TEXTURE0)
		gl.BindTexture(gl.TEXTURE_2D, gl.Texture{})
		c.stencilMask = 0xffffffff
		c.stencilFunc = gl.ALWAYS
		c.stencilFuncRef = 0
		c.stencilFuncMask = 0xffffffff

		b := castFloat32ToByte(c.vertexes)
		//dumpLog("vertex:", c.vertexes)
		// Upload vertex data
		gl.BindBuffer(gl.ARRAY_BUFFER, c.vertexBuffer)
		gl.BufferData(gl.ARRAY_BUFFER, b, gl.STREAM_DRAW)
		gl.EnableVertexAttribArray(c.shader.vertexAttrib)
		gl.EnableVertexAttribArray(c.shader.tcoordAttrib)
		gl.VertexAttribPointer(c.shader.vertexAttrib, 2, gl.FLOAT, false, 4*4, 0)
		gl.VertexAttribPointer(c.shader.tcoordAttrib, 2, gl.FLOAT, false, 4*4, 8)

		// Set view and texture just once per frame.
		gl.Uniform1i(c.shader.locations[glnvgLocTEX], 0)
		gl.Uniform2fv(c.shader.locations[glnvgLocVIEWSIZE], c.view[:])

		for i := range c.calls {
			call := &c.calls[i]
			switch call.callType {
			case glnvgFILL:
				c.fill(call)
			case glnvgCONVEXFILL:
				c.convexFill(call)
			case glnvgSTROKE:
				c.stroke(call)
			case glnvgTRIANGLES:
				c.triangles(call)
			}
		}
		gl.DisableVertexAttribArray(c.shader.vertexAttrib)
		gl.DisableVertexAttribArray(c.shader.tcoordAttrib)
		gl.Disable(gl.CULL_FACE)
		gl.BindBuffer(gl.ARRAY_BUFFER, gl.Buffer{})
		gl.UseProgram(gl.Program{})
		c.bindTexture(nil)
	}
	c.vertexes = c.vertexes[:0]
	c.paths = c.paths[:0]
	c.calls = c.calls[:0]
	c.uniforms = c.uniforms[:0]
}