func onPaint(sz size.Event) { gl.ClearColor(rgb(156), rgb(39), rgb(176), 1) gl.Clear(gl.COLOR_BUFFER_BIT) var rotationMatrix = []float32{ f32.Cos(-alpha), -f32.Sin(-alpha), 0.0, f32.Sin(-alpha), f32.Cos(-alpha), 0.0, 0.0, 0.0, 1.0, } gl.UseProgram(program) // setting color gl.Uniform4f(color, rgb(255), rgb(255), rgb(255), 1) gl.UniformMatrix3fv(matrixId, rotationMatrix) gl.Uniform1f(resolutionId, resIndex) gl.BindBuffer(gl.ARRAY_BUFFER, swasBuffer) gl.EnableVertexAttribArray(position) gl.VertexAttribPointer(position, 3, gl.FLOAT, false, 0, 0) gl.DrawArrays(gl.LINES, 0, 16) gl.DisableVertexAttribArray(position) gl.UseProgram(texProgram) // setting color gl.Uniform4f(color2, rgb(130), rgb(50), rgb(80), 1) gl.Uniform1f(resolutionId2, resIndex) gl.UniformMatrix3fv(matrixId2, rotationMatrix) gl.BindBuffer(gl.ARRAY_BUFFER, quadBuffer) gl.EnableVertexAttribArray(position2) gl.VertexAttribPointer(position2, 3, gl.FLOAT, false, 0, 0) gl.BindBuffer(gl.ARRAY_BUFFER, quadTexBuffer) gl.EnableVertexAttribArray(textureCoords) gl.VertexAttribPointer(textureCoords, 2, gl.FLOAT, false, 0, 0) gl.Uniform1i(gl.GetUniformLocation(texProgram, "myTexture"), 0) gl.ActiveTexture(gl.TEXTURE0) gl.BindTexture(gl.TEXTURE_2D, textureId) gl.DrawArrays(gl.TRIANGLES, 0, 6) gl.DisableVertexAttribArray(position2) gl.DisableVertexAttribArray(textureCoords) if spin == true { alpha += 0.1 } if alpha >= 360 { alpha = 0.0 } }
func onPaint(c size.Event) { gl.ClearColor(0, 0.3, 0.3, 1) gl.Clear(gl.COLOR_BUFFER_BIT) gl.UseProgram(program) green += direction if green > 1 { green = 1 direction = -direction } if green < 0.4 { green = 0.4 direction = -direction } gl.Uniform4f(color, 0, green, 0, 1) gl.Uniform2f(offset, touchX/float32(c.WidthPx), touchY/float32(c.HeightPx)) gl.BindBuffer(gl.ARRAY_BUFFER, buf) gl.BufferData(gl.ARRAY_BUFFER, triangleData, gl.STATIC_DRAW) // ? gl.EnableVertexAttribArray(position) gl.VertexAttribPointer(position, coordsPerVertex, gl.FLOAT, false, 0, 0) gl.DrawArrays(gl.TRIANGLES, 0, vertexCount) gl.DisableVertexAttribArray(position) debug.DrawFPS(c) }
func onPaint(c size.Event) { //清场 gl.ClearColor(1, 1, 1, 1) //设置背景颜色 gl.Clear(gl.COLOR_BUFFER_BIT) //使用program gl.UseProgram(program) gl.Uniform4f(color, 0, 0.5, 0.8, 1) //设置color对象值,设置4个浮点数. //offset有两个值X,Y,窗口左上角为(0,0),右下角为(1,1) //gl.Uniform4f(offset,5.0,1.0,1.0,1.0 ) //gl.Uniform2f(offset,offsetx,offsety )//为2参数的uniform变量赋值 //log.Println("offset:",offsetx,offsety, 0, 0) gl.UniformMatrix4fv(scan, []float32{ float32(touchLoc.X/c.WidthPt*4 - 2), 0, 0, 0, 0, float32(touchLoc.Y/c.HeightPt*4 - 2), 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, }) gl.BindBuffer(gl.ARRAY_BUFFER, buf) gl.EnableVertexAttribArray(position) /*glVertexAttribPointer 指定了渲染时索引值为 index 的顶点属性数组的数据格式和位置。调用gl.vertexAttribPointer()方法,把顶点着色器中某个属性相对应的通用属性索引连接到绑定的webGLBUffer对象上。 index 指定要修改的顶点属性的索引值 size 指定每个顶点属性的组件数量。必须为1、2、3或者4。初始值为4。(如position是由3个(x,y,z)组成,而颜色是4个(r,g,b,a)) type 指定数组中每个组件的数据类型。可用的符号常量有GL_BYTE, GL_UNSIGNED_BYTE, GL_SHORT,GL_UNSIGNED_SHORT, GL_FIXED, 和 GL_FLOAT,初始值为GL_FLOAT。 normalized 指定当被访问时,固定点数据值是否应该被归一化(GL_TRUE)或者直接转换为固定点值(GL_FALSE)。 stride 指定连续顶点属性之间的偏移量。如果为0,那么顶点属性会被理解为:它们是紧密排列在一起的。初始值为0。 pointer 指定第一个组件在数组的第一个顶点属性中的偏移量。该数组与GL_ARRAY_BUFFER绑定,储存于缓冲区中。初始值为0; */ gl.VertexAttribPointer(position, coordsPerVertex, gl.FLOAT, false, 0, 0) //更新position值 gl.DrawArrays(gl.TRIANGLES, 0, vertexCount) gl.DisableVertexAttribArray(position) debug.DrawFPS(c) }
func draw() { if program.Value == 0 { initGL() initCL() } if numPlatforms == 0 { gl.ClearColor(1, 0, 0, 1) } else { gl.ClearColor(0, 1, 0, 1) } gl.Clear(gl.COLOR_BUFFER_BIT) gl.UseProgram(program) blue += 0.01 if blue > 1 { blue = 0 } gl.Uniform4f(color, 0, 0, blue, 1) gl.Uniform2f(offset, float32(touchLoc.X/geom.Width), float32(touchLoc.Y/geom.Height)) gl.BindBuffer(gl.ARRAY_BUFFER, buf) gl.EnableVertexAttribArray(position) gl.VertexAttribPointer(position, coordsPerVertex, gl.FLOAT, false, 0, 0) gl.DrawArrays(gl.TRIANGLES, 0, vertexCount) gl.DisableVertexAttribArray(position) debug.DrawFPS() }
func (e *Engine) Start() { var err error e.shader.program, err = LoadProgram("shader.v.glsl", "shader.f.glsl") if err != nil { panic(fmt.Sprintln("LoadProgram failed:", err)) } e.shape.buf = gl.CreateBuffer() gl.BindBuffer(gl.ARRAY_BUFFER, e.shape.buf) gl.BufferData(gl.ARRAY_BUFFER, cubeData, gl.STATIC_DRAW) fmt.Println(len(cubeData)) e.shader.vertCoord = gl.GetAttribLocation(e.shader.program, "vertCoord") e.shader.projection = gl.GetUniformLocation(e.shader.program, "projection") e.shader.view = gl.GetUniformLocation(e.shader.program, "view") e.shader.modelx = gl.GetUniformLocation(e.shader.program, "modelx") e.shader.modely = gl.GetUniformLocation(e.shader.program, "modely") e.shader.color = gl.GetAttribLocation(e.shader.program, "color") e.shape.colorbuf = gl.CreateBuffer() gl.BindBuffer(gl.ARRAY_BUFFER, e.shape.colorbuf) gl.BufferData(gl.ARRAY_BUFFER, colorData, gl.STATIC_DRAW) gl.VertexAttribPointer(e.shader.color, colorsPerVertex, gl.FLOAT, false, 4, 0) //更新color值 gl.DrawArrays(gl.TRIANGLES, 0, vertexCount) e.started = time.Now() }
func (video *Video) drawFrame() { gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) gl.UseProgram(video.prog) gl.ActiveTexture(gl.TEXTURE0) gl.BindTexture(gl.TEXTURE_2D, video.texture) log.Print("Reading") frame := <-video.pixelBuffer buf := make([]float32, len(frame)) log.Print("Read frame") for k, v := range frame { buf[k] = float32(v) } log.Print("Writing") if video.pixelBuffer != nil { gl.TexImage2D(gl.TEXTURE_2D, 0, 256, 256, gl.RGBA, gl.UNSIGNED_SHORT_4_4_4_4, f32.Bytes(binary.LittleEndian, buf...)) } log.Print("Wrote") gl.DrawArrays(gl.TRIANGLES, 0, 6) video.fpsmanager.FramerateDelay() }
func (shape *StaticShape) Draw(shader Shader, camera Camera) { gl.BindBuffer(gl.ARRAY_BUFFER, shape.VBO) stride := shape.Stride() gl.EnableVertexAttribArray(shader.Attrib("vertCoord")) gl.VertexAttribPointer(shader.Attrib("vertCoord"), vertexDim, gl.FLOAT, false, stride, 0) if len(shape.normals) > 0 { gl.EnableVertexAttribArray(shader.Attrib("vertNormal")) gl.VertexAttribPointer(shader.Attrib("vertNormal"), normalDim, gl.FLOAT, false, stride, vertexDim*vecSize) } // TODO: texture if len(shape.indices) > 0 { gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, shape.IBO) gl.DrawElements(gl.TRIANGLES, len(shape.indices), gl.UNSIGNED_BYTE, 0) } else { gl.DrawArrays(gl.TRIANGLES, 0, shape.Len()) } gl.DisableVertexAttribArray(shader.Attrib("vertCoord")) if len(shape.normals) > 0 { gl.DisableVertexAttribArray(shader.Attrib("vertNormal")) } // TODO: texture }
func (w *windowImpl) Draw(src2dst f64.Aff3, src screen.Texture, sr image.Rectangle, op draw.Op, opts *screen.DrawOptions) { t := src.(*textureImpl) a := w.vertexAff3(sr) gl.UseProgram(w.s.texture.program) writeAff3(w.s.texture.mvp, mul(a, src2dst)) // OpenGL's fragment shaders' UV coordinates run from (0,0)-(1,1), // unlike vertex shaders' XY coordinates running from (-1,+1)-(+1,-1). // // We are drawing a rectangle PQRS, defined by two of its // corners, onto the entire texture. The two quads may actually // be equal, but in the general case, PQRS can be smaller. // // (0,0) +---------------+ (1,0) // | P +-----+ Q | // | | | | // | S +-----+ R | // (0,1) +---------------+ (1,1) // // The PQRS quad is always axis-aligned. First of all, convert // from pixel space to texture space. tw := float64(t.size.X) th := float64(t.size.Y) px := float64(sr.Min.X-0) / tw py := float64(sr.Min.Y-0) / th qx := float64(sr.Max.X-0) / tw sy := float64(sr.Max.Y-0) / th // Due to axis alignment, qy = py and sx = px. // // The simultaneous equations are: // 0 + 0 + a02 = px // 0 + 0 + a12 = py // a00 + 0 + a02 = qx // a10 + 0 + a12 = qy = py // 0 + a01 + a02 = sx = px // 0 + a11 + a12 = sy writeAff3(w.s.texture.uvp, f64.Aff3{ qx - px, 0, px, 0, sy - py, py, }) gl.ActiveTexture(gl.TEXTURE0) gl.BindTexture(gl.TEXTURE_2D, t.id) gl.Uniform1i(w.s.texture.sample, 0) gl.BindBuffer(gl.ARRAY_BUFFER, w.s.texture.quadXY) gl.EnableVertexAttribArray(w.s.texture.pos) gl.VertexAttribPointer(w.s.texture.pos, 2, gl.FLOAT, false, 0, 0) gl.BindBuffer(gl.ARRAY_BUFFER, w.s.texture.quadUV) gl.EnableVertexAttribArray(w.s.texture.inUV) gl.VertexAttribPointer(w.s.texture.inUV, 2, gl.FLOAT, false, 0, 0) gl.DrawArrays(gl.TRIANGLE_STRIP, 0, 4) gl.DisableVertexAttribArray(w.s.texture.pos) gl.DisableVertexAttribArray(w.s.texture.inUV) }
func (emitter *particleEmitter) Draw(shader Shader, camera Camera) { gl.BindBuffer(gl.ARRAY_BUFFER, emitter.VBO) gl.EnableVertexAttribArray(shader.Attrib("vertCoord")) gl.VertexAttribPointer(shader.Attrib("vertCoord"), vertexDim, gl.FLOAT, false, emitter.Stride(), 0) gl.DrawArrays(gl.TRIANGLES, 0, emitter.Len()*particleLen/vertexDim) gl.DisableVertexAttribArray(shader.Attrib("vertCoord")) }
func (e *Engine) Draw(c size.Event) { gl.Enable(gl.DEPTH_TEST) gl.DepthFunc(gl.LESS) gl.ClearColor(0.5, 0.8, 0.8, 1) gl.Clear(gl.COLOR_BUFFER_BIT) gl.Clear(gl.DEPTH_BUFFER_BIT) gl.UseProgram(e.shader.program) gl.Uniform3fv(e.shader.lightdir, []float32{0.5, 0.6, 0.7}) m := mgl32.Perspective(1.3, float32(c.WidthPt/c.HeightPt), 0.1, 10.0) gl.UniformMatrix4fv(e.shader.projectionmatrix, m[:]) eye := mgl32.Vec3{0, 0, 0.2} center := mgl32.Vec3{0, 0, 0} up := mgl32.Vec3{0, 1, 0} m = mgl32.LookAtV(eye, center, up) gl.UniformMatrix4fv(e.shader.viewmatrix, m[:]) m = mgl32.HomogRotate3D((e.touchx/float32(c.WidthPt)-0.5)*6.28, mgl32.Vec3{0, 1, 0}) gl.UniformMatrix4fv(e.shader.modelmatrix, m[:]) m = mgl32.HomogRotate3D((e.touchx/float32(c.WidthPt)-0.5)*6.28, mgl32.Vec3{0, -1, 0}) gl.UniformMatrix4fv(e.shader.lightmatrix, m[:]) coordsPerVertex := 3 for _, obj := range e.shape.Objs { gl.BindBuffer(gl.ARRAY_BUFFER, obj.coord) gl.EnableVertexAttribArray(e.shader.vertCoord) gl.VertexAttribPointer(e.shader.vertCoord, coordsPerVertex, gl.FLOAT, false, 12, 0) texCoordsPerVertex := 2 gl.BindBuffer(gl.ARRAY_BUFFER, obj.uvcoord) gl.EnableVertexAttribArray(e.shader.texcoord) gl.VertexAttribPointer(e.shader.texcoord, texCoordsPerVertex, gl.FLOAT, false, 8, 0) gl.BindBuffer(gl.ARRAY_BUFFER, obj.normal) gl.EnableVertexAttribArray(e.shader.normal) gl.VertexAttribPointer(e.shader.normal, 3, gl.FLOAT, false, 12, 0) gl.BindTexture(gl.TEXTURE_2D, obj.tex) gl.DrawArrays(gl.TRIANGLES, 0, obj.vcount) gl.DisableVertexAttribArray(e.shader.texcoord) gl.DisableVertexAttribArray(e.shader.normal) gl.DisableVertexAttribArray(e.shader.vertCoord) } debug.DrawFPS(c) }
func (e *Engine) Draw(c size.Event) { gl.Enable(gl.DEPTH_TEST) gl.DepthFunc(gl.LESS) gl.ClearColor(0.2, 0.2, 0.2, 1) gl.Clear(gl.COLOR_BUFFER_BIT) gl.Clear(gl.DEPTH_BUFFER_BIT) gl.UseProgram(e.shader.program) m := mgl32.Perspective(0.785, float32(c.WidthPt/c.HeightPt), 0.1, 10.0) gl.UniformMatrix4fv(e.shader.projection, m[:]) eye := mgl32.Vec3{0, 0, 8} center := mgl32.Vec3{0, 0, 0} up := mgl32.Vec3{0, 1, 0} m = mgl32.LookAtV(eye, center, up) gl.UniformMatrix4fv(e.shader.view, m[:]) m = mgl32.HomogRotate3D(float32(e.touchLoc.X/c.WidthPt-0.5)*3.14*2, mgl32.Vec3{0, 1, 0}) gl.UniformMatrix4fv(e.shader.modelx, m[:]) m = mgl32.HomogRotate3D(float32(e.touchLoc.Y/c.HeightPt-0.5)*3.14, mgl32.Vec3{1, 0, 0}) gl.UniformMatrix4fv(e.shader.modely, m[:]) coordsPerVertex := 3 for _, obj := range e.shape.Objs { gl.BindBuffer(gl.ARRAY_BUFFER, obj.coord) gl.EnableVertexAttribArray(e.shader.vertCoord) gl.VertexAttribPointer(e.shader.vertCoord, coordsPerVertex, gl.FLOAT, false, 12, 0) if obj.useuv == true { gl.Uniform1i(e.shader.useuv, 1) texCoordsPerVertex := 2 gl.BindBuffer(gl.ARRAY_BUFFER, obj.uvcoord) gl.EnableVertexAttribArray(e.shader.vertTexCoord) gl.VertexAttribPointer(e.shader.vertTexCoord, texCoordsPerVertex, gl.FLOAT, false, 8, 0) gl.BindTexture(gl.TEXTURE_2D, obj.tex) } else { gl.Uniform1i(e.shader.useuv, 0) gl.Uniform4f(e.shader.color, obj.color[0], obj.color[1], obj.color[2], obj.color[3]) } gl.DrawArrays(gl.TRIANGLES, 0, obj.vcount) if obj.useuv { gl.DisableVertexAttribArray(e.shader.vertTexCoord) } gl.DisableVertexAttribArray(e.shader.vertCoord) } debug.DrawFPS(c) }
func (e *Engine) Draw(c size.Event) { since := time.Now().Sub(e.started) //gl.Enable() gl.Enable(gl.DEPTH_TEST) gl.DepthFunc(gl.LESS) gl.ClearColor(0, 0, 0, 1) gl.Clear(gl.COLOR_BUFFER_BIT) gl.Clear(gl.DEPTH_BUFFER_BIT) gl.UseProgram(e.shader.program) m := mgl32.Perspective(0.785, float32(c.WidthPt/c.HeightPt), 0.1, 10.0) gl.UniformMatrix4fv(e.shader.projection, m[:]) eye := mgl32.Vec3{3, 3, 3} center := mgl32.Vec3{0, 0, 0} up := mgl32.Vec3{0, 1, 0} m = mgl32.LookAtV(eye, center, up) gl.UniformMatrix4fv(e.shader.view, m[:]) m = mgl32.HomogRotate3D(float32(since.Seconds()), mgl32.Vec3{0, 1, 0}) gl.UniformMatrix4fv(e.shader.model, m[:]) gl.BindBuffer(gl.ARRAY_BUFFER, e.shape.buf) coordsPerVertex := 3 texCoordsPerVertex := 2 vertexCount := len(cubeData) / (coordsPerVertex + texCoordsPerVertex) gl.EnableVertexAttribArray(e.shader.vertCoord) gl.VertexAttribPointer(e.shader.vertCoord, coordsPerVertex, gl.FLOAT, false, 20, 0) // 4 bytes in float, 5 values per vertex gl.EnableVertexAttribArray(e.shader.vertTexCoord) gl.VertexAttribPointer(e.shader.vertTexCoord, texCoordsPerVertex, gl.FLOAT, false, 20, 12) gl.BindTexture(gl.TEXTURE_2D, e.shape.texture) gl.DrawArrays(gl.TRIANGLES, 0, vertexCount) gl.DisableVertexAttribArray(e.shader.vertCoord) debug.DrawFPS(c) }
func (e *Engine) Draw(c event.Config) { since := time.Now().Sub(e.started) gl.Enable(gl.DEPTH_TEST) gl.DepthFunc(gl.LESS) gl.ClearColor(0, 0, 0, 1) gl.Clear(gl.COLOR_BUFFER_BIT) gl.Clear(gl.DEPTH_BUFFER_BIT) gl.UseProgram(e.shader.program) // Setup MVP var m mgl.Mat4 m = mgl.Perspective(0.785, float32(c.Width/c.Height), 0.1, 10.0) gl.UniformMatrix4fv(e.shader.projection, m[:]) m = mgl.LookAtV( mgl.Vec3{3, 3, 3}, // eye mgl.Vec3{0, 0, 0}, // center mgl.Vec3{0, 1, 0}, // up ) gl.UniformMatrix4fv(e.shader.view, m[:]) m = mgl.HomogRotate3D(float32(since.Seconds()), mgl.Vec3{0, 1, 0}) gl.UniformMatrix4fv(e.shader.model, m[:]) // Draw our shape gl.BindBuffer(gl.ARRAY_BUFFER, e.shape.buf) gl.EnableVertexAttribArray(e.shader.vertCoord) gl.VertexAttribPointer(e.shader.vertCoord, e.shape.coordsPerVertex, gl.FLOAT, false, 20, 0) // 4 bytes in float, 5 values per vertex gl.EnableVertexAttribArray(e.shader.vertTexCoord) gl.VertexAttribPointer(e.shader.vertTexCoord, e.shape.texCoordsPerVertex, gl.FLOAT, false, 20, 12) gl.ActiveTexture(gl.TEXTURE0) gl.BindTexture(gl.TEXTURE_2D, e.shape.texture) gl.DrawArrays(gl.TRIANGLES, 0, e.shape.vertexCount) gl.DisableVertexAttribArray(e.shader.vertCoord) //debug.DrawFPS(c) }
func onPaint(c config.Event) { gl.ClearColor(1, 1, 1, 1) gl.Clear(gl.COLOR_BUFFER_BIT) gl.UseProgram(program) gl.Uniform4f(color, 0.3, 0.3, 0.3, 1) // color // position x := float32(touchLoc.X / c.Width) y := float32(touchLoc.Y / c.Height) gl.Uniform2f(offset, x, y) gl.BindBuffer(gl.ARRAY_BUFFER, buf) gl.EnableVertexAttribArray(position) gl.VertexAttribPointer(position, 2, gl.FLOAT, false, 0, 0) gl.DrawArrays(gl.TRIANGLE_STRIP, 0, 4) gl.DisableVertexAttribArray(position) }
func (e *Engine) Draw(c size.Event) { gl.Enable(gl.DEPTH_TEST) gl.DepthFunc(gl.LESS) gl.ClearColor(0, 0, 0, 1) gl.Clear(gl.COLOR_BUFFER_BIT) gl.Clear(gl.DEPTH_BUFFER_BIT) gl.UseProgram(e.shader.program) m := mgl32.Perspective(0.785, float32(c.WidthPt/c.HeightPt), 0.1, 10.0) gl.UniformMatrix4fv(e.shader.projection, m[:]) eye := mgl32.Vec3{0, 3, 3} center := mgl32.Vec3{0, 0, 0} up := mgl32.Vec3{0, 1, 0} m = mgl32.LookAtV(eye, center, up) gl.UniformMatrix4fv(e.shader.view, m[:]) m = mgl32.HomogRotate3D(float32(e.touchLocX*5/c.WidthPt), mgl32.Vec3{0, 1, 0}) gl.UniformMatrix4fv(e.shader.modelx, m[:]) m = mgl32.HomogRotate3D(float32(e.touchLocY*5/c.HeightPt), mgl32.Vec3{1, 0, 0}) gl.UniformMatrix4fv(e.shader.modely, m[:]) gl.BindBuffer(gl.ARRAY_BUFFER, e.shape.buf) gl.EnableVertexAttribArray(e.shader.vertCoord) gl.VertexAttribPointer(e.shader.vertCoord, coordsPerVertex, gl.FLOAT, false, 0, 0) gl.BindBuffer(gl.ARRAY_BUFFER, e.shape.colorbuf) gl.EnableVertexAttribArray(e.shader.color) gl.VertexAttribPointer(e.shader.color, colorsPerVertex, gl.FLOAT, false, 0, 0) //更新color值 gl.DrawArrays(gl.TRIANGLES, 0, vertexCount) gl.DisableVertexAttribArray(e.shader.vertCoord) gl.DisableVertexAttribArray(e.shader.color) debug.DrawFPS(c) }
func (e *Engine) Draw(c size.Event) { gl.Enable(gl.DEPTH_TEST) gl.DepthFunc(gl.LESS) gl.ClearColor(0.2, 0.2, 0.2, 1) gl.Clear(gl.COLOR_BUFFER_BIT) gl.Clear(gl.DEPTH_BUFFER_BIT) gl.UseProgram(e.shader.program) m := mgl32.Perspective(0.785, float32(c.WidthPt/c.HeightPt), 0.1, 10.0) gl.UniformMatrix4fv(e.shader.projection, m[:]) eye := mgl32.Vec3{0, 0, 5} center := mgl32.Vec3{0, 0, 0} up := mgl32.Vec3{0, 1, 0} m = mgl32.LookAtV(eye, center, up) gl.UniformMatrix4fv(e.shader.view, m[:]) m = mgl32.HomogRotate3D(float32(e.touchLoc.X*10/c.WidthPt), mgl32.Vec3{0, 1, 0}) gl.UniformMatrix4fv(e.shader.modelx, m[:]) m = mgl32.HomogRotate3D(float32(e.touchLoc.Y*10/c.HeightPt), mgl32.Vec3{1, 0, 0}) gl.UniformMatrix4fv(e.shader.modely, m[:]) coordsPerVertex := 3 for _, buf := range e.shape.bufs { gl.BindBuffer(gl.ARRAY_BUFFER, buf.coord) gl.EnableVertexAttribArray(e.shader.vertCoord) gl.VertexAttribPointer(e.shader.vertCoord, coordsPerVertex, gl.FLOAT, false, 0, 0) gl.Uniform4f(e.shader.color, buf.color[0], buf.color[1], buf.color[2], buf.color[3]) gl.DrawArrays(gl.TRIANGLES, 0, buf.vcount) gl.DisableVertexAttribArray(e.shader.vertCoord) } debug.DrawFPS(c) }
func onPaint(sz size.Event) { gl.ClearColor(1, 0, 0, 1) gl.Clear(gl.COLOR_BUFFER_BIT) gl.UseProgram(program) green += 0.01 if green > 1 { green = 0 } gl.Uniform4f(color, 0, green, 0, 1) gl.Uniform2f(offset, touchX/float32(sz.WidthPx), touchY/float32(sz.HeightPx)) gl.BindBuffer(gl.ARRAY_BUFFER, buf) gl.EnableVertexAttribArray(position) gl.VertexAttribPointer(position, coordsPerVertex, gl.FLOAT, false, 0, 0) gl.DrawArrays(gl.TRIANGLES, 0, vertexCount) gl.DisableVertexAttribArray(position) debug.DrawFPS(sz) }
func onDraw(c config.Event) { gl.ClearColor(1, 0, 0, 1) gl.Clear(gl.COLOR_BUFFER_BIT) gl.UseProgram(program) green += 0.01 if green > 1 { green = 0 } gl.Uniform4f(color, 0, green, 0, 1) gl.Uniform2f(offset, float32(touchLoc.X/c.Width), float32(touchLoc.Y/c.Height)) gl.BindBuffer(gl.ARRAY_BUFFER, buf) gl.EnableVertexAttribArray(position) gl.VertexAttribPointer(position, coordsPerVertex, gl.FLOAT, false, 0, 0) gl.DrawArrays(gl.TRIANGLES, 0, vertexCount) gl.DisableVertexAttribArray(position) debug.DrawFPS(c) }
func (shape *Line) Draw(camera Camera) { shader := shape.shader // Set uniforms gl.Uniform1f(shader.Uniform("lights[0].intensity"), 2.0) gl.Uniform3fv(shader.Uniform("lights[0].position"), shape.position[:]) gl.Uniform3fv(shader.Uniform("lights[0].color"), []float32{0.4, 0.2, 0.1}) gl.Uniform3fv(shader.Uniform("material.ambient"), []float32{0.1, 0.15, 0.4}) //gl.Uniform3fv(shader.Uniform("material.diffuse"), []float32{0.8, 0.6, 0.6}) //gl.Uniform3fv(shader.Uniform("material.specular"), []float32{1.0, 1.0, 1.0}) //gl.Uniform1f(shader.Uniform("material.shininess"), 16.0) //gl.Uniform1f(shader.Uniform("material.refraction"), 1.0/1.52) gl.BindBuffer(gl.ARRAY_BUFFER, shape.VBO) stride := shape.Stride() gl.EnableVertexAttribArray(shader.Attrib("vertCoord")) gl.VertexAttribPointer(shader.Attrib("vertCoord"), vertexDim, gl.FLOAT, false, stride, 0) gl.DrawArrays(gl.TRIANGLE_STRIP, 0, shape.Len()) }
func onStart() { var err error program, err = glutil.CreateProgram(vertexShader, fragmentShader) if err != nil { log.Printf("error creating GL program: %v", err) return } /*opengl中三种变量 uniform变量是外部application程序传递给(vertex和fragment)shader的变量。因此它是application通过函数glUniform**()函数赋值的。 在(vertex和fragment)shader程序内部,uniform变量就像是C语言里面的常量(const ),它不能被shader程序修改。(shader只能用,不能改) attribute变量是只能在vertex shader中使用的变量。(它不能在fragment shader中声明attribute变量,也不能被fragment shader中使用) 一般用attribute变量来表示一些顶点的数据,如:顶点坐标,法线,纹理坐标,顶点颜色等。 在application中,一般用函数glBindAttribLocation()来绑定每个attribute变量的位置,然后用函数glVertexAttribPointer()为每个attribute变量赋值。 varying变量是vertex和fragment shader之间做数据传递用的。一般vertex shader修改varying变量的值,然后fragment shader使用该varying变量的值。 因此varying变量在vertex和fragment shader二者之间的声明必须是一致的。application不能使用此变量。 */ position = gl.GetAttribLocation(program, "position") //获取位置对象(索引) color = gl.GetAttribLocation(program, "color") // 获取颜色对象(索引) scan = gl.GetUniformLocation(program, "scan") // 获取偏移对象(索引) positionbuf = gl.CreateBuffer() gl.BindBuffer(gl.ARRAY_BUFFER, positionbuf) gl.BufferData(gl.ARRAY_BUFFER, triangleData, gl.STATIC_DRAW) colorbuf = gl.CreateBuffer() gl.BindBuffer(gl.ARRAY_BUFFER, colorbuf) gl.BufferData(gl.ARRAY_BUFFER, colorData, gl.STATIC_DRAW) gl.VertexAttribPointer(color, colorsPerVertex, gl.FLOAT, false, 0, 0) //更新color值 gl.DrawArrays(gl.TRIANGLES, 0, vertexCount) // fmt.Println(position.String(),color.String(),offset.String())//Attrib(0) Uniform(1) Uniform(0) // TODO(crawshaw): the debug package needs to put GL state init here // Can this be an event.Register call now?? }
func (w *windowImpl) Fill(dr image.Rectangle, src color.Color, op draw.Op) { if !gl.IsProgram(w.s.fill.program) { p, err := compileProgram(fillVertexSrc, fillFragmentSrc) if err != nil { // TODO: initialize this somewhere else we can better handle the error. panic(err.Error()) } w.s.fill.program = p w.s.fill.pos = gl.GetAttribLocation(p, "pos") w.s.fill.mvp = gl.GetUniformLocation(p, "mvp") w.s.fill.color = gl.GetUniformLocation(p, "color") w.s.fill.quadXY = gl.CreateBuffer() gl.BindBuffer(gl.ARRAY_BUFFER, w.s.fill.quadXY) gl.BufferData(gl.ARRAY_BUFFER, quadXYCoords, gl.STATIC_DRAW) } gl.UseProgram(w.s.fill.program) writeAff3(w.s.fill.mvp, w.vertexAff3(dr)) r, g, b, a := src.RGBA() gl.Uniform4f( w.s.fill.color, float32(r)/65535, float32(g)/65535, float32(b)/65535, float32(a)/65535, ) gl.BindBuffer(gl.ARRAY_BUFFER, w.s.fill.quadXY) gl.EnableVertexAttribArray(w.s.fill.pos) gl.VertexAttribPointer(w.s.fill.pos, 2, gl.FLOAT, false, 0, 0) gl.DrawArrays(gl.TRIANGLE_STRIP, 0, 4) gl.DisableVertexAttribArray(w.s.fill.pos) }
// Draw draws the srcBounds part of the image onto a parallelogram, defined by // three of its corners, in the current GL framebuffer. func (img *Image) Draw(topLeft, topRight, bottomLeft geom.Point, srcBounds image.Rectangle) { // TODO(crawshaw): Adjust viewport for the top bar on android? gl.UseProgram(glimage.program) { // We are drawing a parallelogram PQRS, defined by three of its // corners, onto the entire GL framebuffer ABCD. The two quads may // actually be equal, but in the general case, PQRS can be smaller, // and PQRS is not necessarily axis-aligned. // // A +---------------+ B // | P +-----+ Q | // | | | | // | S +-----+ R | // D +---------------+ C // // There are two co-ordinate spaces: geom space and framebuffer space. // In geom space, the ABCD rectangle is: // // (0, 0) (geom.Width, 0) // (0, geom.Height) (geom.Width, geom.Height) // // and the PQRS quad is: // // (topLeft.X, topLeft.Y) (topRight.X, topRight.Y) // (bottomLeft.X, bottomLeft.Y) (implicit, implicit) // // In framebuffer space, the ABCD rectangle is: // // (-1, +1) (+1, +1) // (-1, -1) (+1, -1) // // First of all, convert from geom space to framebuffer space. For // later convenience, we divide everything by 2 here: px2 is half of // the P.X co-ordinate (in framebuffer space). px2 := -0.5 + float32(topLeft.X/geom.Width) py2 := +0.5 - float32(topLeft.Y/geom.Height) qx2 := -0.5 + float32(topRight.X/geom.Width) qy2 := +0.5 - float32(topRight.Y/geom.Height) sx2 := -0.5 + float32(bottomLeft.X/geom.Width) sy2 := +0.5 - float32(bottomLeft.Y/geom.Height) // Next, solve for the affine transformation matrix // [ a00 a01 a02 ] // a = [ a10 a11 a12 ] // [ 0 0 1 ] // that maps A to P: // a × [ -1 +1 1 ]' = [ 2*px2 2*py2 1 ]' // and likewise maps B to Q and D to S. Solving those three constraints // implies that C maps to R, since affine transformations keep parallel // lines parallel. This gives 6 equations in 6 unknowns: // -a00 + a01 + a02 = 2*px2 // -a10 + a11 + a12 = 2*py2 // +a00 + a01 + a02 = 2*qx2 // +a10 + a11 + a12 = 2*qy2 // -a00 - a01 + a02 = 2*sx2 // -a10 - a11 + a12 = 2*sy2 // which gives: // a00 = (2*qx2 - 2*px2) / 2 = qx2 - px2 // and similarly for the other elements of a. glimage.mvp.WriteAffine(&f32.Affine{{ qx2 - px2, px2 - sx2, qx2 + sx2, }, { qy2 - py2, py2 - sy2, qy2 + sy2, }}) } { // Mapping texture co-ordinates is similar, except that in texture // space, the ABCD rectangle is: // // (0,0) (1,0) // (0,1) (1,1) // // and the PQRS quad is always axis-aligned. First of all, convert // from pixel space to texture space. w := float32(img.texWidth) h := float32(img.texHeight) px := float32(srcBounds.Min.X-img.Rect.Min.X) / w py := float32(srcBounds.Min.Y-img.Rect.Min.Y) / h qx := float32(srcBounds.Max.X-img.Rect.Min.X) / w sy := float32(srcBounds.Max.Y-img.Rect.Min.Y) / h // Due to axis alignment, qy = py and sx = px. // // The simultaneous equations are: // 0 + 0 + a02 = px // 0 + 0 + a12 = py // a00 + 0 + a02 = qx // a10 + 0 + a12 = qy = py // 0 + a01 + a02 = sx = px // 0 + a11 + a12 = sy glimage.uvp.WriteAffine(&f32.Affine{{ qx - px, 0, px, }, { 0, sy - py, py, }}) } gl.ActiveTexture(gl.TEXTURE0) gl.BindTexture(gl.TEXTURE_2D, img.Texture) gl.Uniform1i(glimage.textureSample, 0) gl.BindBuffer(gl.ARRAY_BUFFER, glimage.quadXY) gl.EnableVertexAttribArray(glimage.pos) gl.VertexAttribPointer(glimage.pos, 2, gl.FLOAT, false, 0, 0) gl.BindBuffer(gl.ARRAY_BUFFER, glimage.quadUV) gl.EnableVertexAttribArray(glimage.inUV) gl.VertexAttribPointer(glimage.inUV, 2, gl.FLOAT, false, 0, 0) gl.DrawArrays(gl.TRIANGLE_STRIP, 0, 4) gl.DisableVertexAttribArray(glimage.pos) gl.DisableVertexAttribArray(glimage.inUV) }
func drawKeys() { gl.UseProgram(program) projection.WriteMat4(&projmat) iPlaying := []int{} playing := []ratio{} amps := []float64{} for i, k := range keys { k := k.base() if k.voice != nil && !k.voice.Done() { iPlaying = append(iPlaying, i) playing = append(playing, k.ratio) amps = append(amps, k.voice.amp()) } } complexities := make([]float64, len(keys)) minComplexity := math.MaxFloat64 for i, k := range keys { k := k.base() c := -1.0 for j, iPlaying := range iPlaying { if i == iPlaying { a := amps[j] amps[j] = 1 c = complexity(playing, amps) amps[j] = a break } } if c == -1 { c = complexity(append(playing, k.ratio), append(amps, 1)) } complexities[i] = c if c < minComplexity { minComplexity = c } } data := []float32{} pointsizedata := []float32{} for i, k := range keys { k := k.base() k.y = 1 - math.Exp2(-float64(complexities[i]-minComplexity)/4) k.size = math.Exp2(-float64(complexities[i])/4) * float64(geom.Width) * float64(geom.PixelsPerPt) / 4 data = append(data, float32(k.pitch), float32(k.y)) pointsizedata = append(pointsizedata, float32(k.size)) } gl.BindBuffer(gl.ARRAY_BUFFER, positionbuf) gl.BufferData(gl.ARRAY_BUFFER, f32.Bytes(binary.LittleEndian, data...), gl.DYNAMIC_DRAW) gl.BindBuffer(gl.ARRAY_BUFFER, pointsizebuf) gl.BufferData(gl.ARRAY_BUFFER, f32.Bytes(binary.LittleEndian, pointsizedata...), gl.DYNAMIC_DRAW) gl.EnableVertexAttribArray(position) gl.EnableVertexAttribArray(pointsize) gl.Uniform4f(color, 1, 1, 1, 1) gl.BindBuffer(gl.ARRAY_BUFFER, positionbuf) gl.VertexAttribPointer(position, 2, gl.FLOAT, false, 0, 0) gl.BindBuffer(gl.ARRAY_BUFFER, pointsizebuf) gl.VertexAttribPointer(pointsize, 1, gl.FLOAT, false, 0, 0) gl.DrawArrays(gl.POINTS, 0, len(keys)) gl.DisableVertexAttribArray(position) gl.DisableVertexAttribArray(pointsize) }