func getBuilder() *builder.Buffer { select { case buf := <-builderPool: return buf default: return builder.New(chunkVertexType...) } }
func (m *Model) data() { verts := m.Verts m.array.Bind() m.count = (len(verts) / 4) * 6 if modelState.maxIndex < m.count { var data []byte data, modelState.indexType = genElementBuffer(m.count) modelState.indexBuffer.Bind(gl.ElementArrayBuffer) modelState.indexBuffer.Data(data, gl.DynamicDraw) modelState.maxIndex = m.count } buf := builder.New(modelTypes...) in := modelVertexInternal{} for _, v := range verts { in.X = v.X in.Y = v.Y in.Z = v.Z rect := v.Texture.Rect() in.TX = uint16(rect.X) in.TY = uint16(rect.Y) in.TW = uint16(rect.Width) in.TH = uint16(rect.Height) in.TOffsetX = int16(16 * float64(rect.Width) * v.TextureX) in.TOffsetY = int16(16 * float64(rect.Height) * v.TextureY) in.TAtlas = int16(v.Texture.Atlas()) in.R = v.R in.G = v.G in.B = v.B in.A = v.A in.ID = v.id modelfunc(buf, &in) } m.buffer.Bind(gl.ArrayBuffer) data := buf.Data() if len(data) < m.bufferSize { gb := m.buffer.Map(gl.WriteOnly, m.bufferSize) copy(gb, data) m.buffer.Unmap() } else { m.buffer.Data(data, gl.DynamicDraw) m.bufferSize = len(data) } }
func initTrans() { if transCreated { accum.Delete() revealage.Delete() transFramebuffer.Delete() fbColor.Delete() fbDepth.Delete() mainFramebuffer.Delete() } transCreated = true transFramebuffer = gl.NewFramebuffer() transFramebuffer.Bind() accum = gl.CreateTexture() accum.Bind(gl.Texture2D) accum.Image2DEx(0, lastWidth, lastHeight, gl.RGBA16F, gl.RGBA, gl.Float, nil) accum.Parameter(gl.TextureMinFilter, gl.Linear) accum.Parameter(gl.TextureMagFilter, gl.Linear) transFramebuffer.Texture2D(gl.ColorAttachment0, gl.Texture2D, accum, 0) revealage = gl.CreateTexture() revealage.Bind(gl.Texture2D) revealage.Image2DEx(0, lastWidth, lastHeight, gl.R16F, gl.Red, gl.Float, nil) revealage.Parameter(gl.TextureMinFilter, gl.Linear) revealage.Parameter(gl.TextureMagFilter, gl.Linear) transFramebuffer.Texture2D(gl.ColorAttachment1, gl.Texture2D, revealage, 0) transDepth = gl.CreateTexture() transDepth.Bind(gl.Texture2D) transDepth.Image2DEx(0, lastWidth, lastHeight, gl.DepthComponent24, gl.DepthComponent, gl.UnsignedByte, nil) transDepth.Parameter(gl.TextureMinFilter, gl.Linear) transDepth.Parameter(gl.TextureMagFilter, gl.Linear) transFramebuffer.Texture2D(gl.DepthAttachment, gl.Texture2D, transDepth, 0) chunkProgramT.Use() gl.BindFragDataLocation(chunkProgramT, 0, "accum") gl.BindFragDataLocation(chunkProgramT, 1, "revealage") gl.DrawBuffers([]gl.Attachment{ gl.ColorAttachment0, gl.ColorAttachment1, }) mainFramebuffer = gl.NewFramebuffer() mainFramebuffer.Bind() fbColor = gl.CreateTexture() fbColor.Bind(gl.Texture2DMultisample) fbColor.Image2DSample(rSamples.Value(), lastWidth, lastHeight, gl.RGBA8, false) mainFramebuffer.Texture2D(gl.ColorAttachment0, gl.Texture2DMultisample, fbColor, 0) fbDepth = gl.CreateTexture() fbDepth.Bind(gl.Texture2DMultisample) fbDepth.Image2DSample(rSamples.Value(), lastWidth, lastHeight, gl.DepthComponent24, false) mainFramebuffer.Texture2D(gl.DepthAttachment, gl.Texture2DMultisample, fbDepth, 0) gl.UnbindFramebuffer() transState.program = CreateProgram(vertexTrans, fragmentTrans) transState.shader = &transShader{} InitStruct(transState.shader, transState.program) transState.array = gl.CreateVertexArray() transState.array.Bind() transState.buffer = gl.CreateBuffer() transState.buffer.Bind(gl.ArrayBuffer) data := builder.New() for _, f := range []float32{-1, 1, 1, -1, -1, -1, 1, 1, 1, -1, -1, 1} { data.Float(f) } transState.buffer.Data(data.Data(), gl.StaticDraw) transState.shader.Position.Enable() transState.shader.Position.Pointer(2, gl.Float, false, 8, 0) }
func (c *cloudState) init() { program := gl.CreateProgram() v := gl.CreateShader(gl.VertexShader) v.Source(glsl.Get("cloud_vertex")) v.Compile() if v.Parameter(gl.CompileStatus) == 0 { panic(v.InfoLog()) } else { log := v.InfoLog() if len(log) > 0 { fmt.Println(log) } } g := gl.CreateShader(gl.GeometryShader) g.Source(glsl.Get("cloud_geo")) g.Compile() if g.Parameter(gl.CompileStatus) == 0 { panic(g.InfoLog()) } else { log := g.InfoLog() if len(log) > 0 { fmt.Println(log) } } f := gl.CreateShader(gl.FragmentShader) f.Source(glsl.Get("cloud_fragment")) f.Compile() if f.Parameter(gl.CompileStatus) == 0 { panic(f.InfoLog()) } else { log := f.InfoLog() if len(log) > 0 { fmt.Println(log) } } program.AttachShader(v) program.AttachShader(g) program.AttachShader(f) program.Link() program.Use() c.program = program InitStruct(&c.shader, c.program) c.array = gl.CreateVertexArray() c.array.Bind() c.buffer = gl.CreateBuffer() c.buffer.Bind(gl.ArrayBuffer) c.shader.Position.Enable() c.shader.Position.Pointer(3, gl.Float, false, 12, 0) data := builder.New(builder.Float, builder.Float, builder.Float) for x := -160; x < 160; x++ { for y := -160; y < 160; y++ { data.Float(float32(x)) data.Float(128) data.Float(float32(y)) c.numPoints++ } } c.buffer.Data(data.Data(), gl.StaticDraw) c.texture = gl.CreateTexture() c.texture.Bind(gl.Texture2D) c.texture.Image2D(0, 512, 512, gl.Red, gl.UnsignedByte, c.data) c.texture.Parameter(gl.TextureMinFilter, gl.Nearest) c.texture.Parameter(gl.TextureMagFilter, gl.Nearest) }