Exemplo n.º 1
0
func NewHeightMapRenderer() *renderstuff.Renderer {
	return renderstuff.NewRenderer(
		helpers.MakeProgram("HeightMap.vs", "HeightMap.fs"),
		"height map",
		nil,
		HeightMapUpdate,
	)
}
Exemplo n.º 2
0
func NewLineRenderer() *LineRenderer {
	renderer := LineRenderer{}
	renderer.Prog = helpers.MakeProgram("Line.vs", "Line.fs")
	renderer.Prog.Use()
	renderer.vao = gl.GenVertexArray()
	renderer.vao.Bind()
	helpers.BindLocations("line", renderer.Prog, &renderer.RenLoc)
	renderer.buffer = gl.GenBuffer()
	renderer.buffer.Bind(gl.ARRAY_BUFFER)
	helpers.SetAttribPointers(&renderer.RenLoc, &debug.LineVertex{}, false)

	fmt.Println("Line render location ", renderer.RenLoc)
	return &renderer
}
Exemplo n.º 3
0
func NewScreenQuadRenderer() (this *renderstuff.Renderer) {
	program := helpers.MakeProgram("ScreenQuad.vs", "ScreenQuad.fs")
	return renderstuff.NewRenderer(program, "ScreenQuad", nil, nil)
}
Exemplo n.º 4
0
func NewMeshRenderer() (this *renderstuff.Renderer) {
	return renderstuff.NewRenderer(helpers.MakeProgram("Mesh.vs", "Mesh.fs"), "mesh", nil, nil)
}
Exemplo n.º 5
0
func NewPortalRenderer() *renderstuff.Renderer {
	program := helpers.MakeProgram("Portal.vs", "Portal.fs")
	return renderstuff.NewRenderer(program, "Portal", nil, nil)
}
Exemplo n.º 6
0
func NewSurfaceWaterRenderer() *renderstuff.Renderer {
	program := helpers.MakeProgram("Water.vs", "Water.fs")
	name := "Water"
	return renderstuff.NewRenderer(program, name, nil, WaterUpdate)
}
Exemplo n.º 7
0
func NewTreeRenderer() *renderstuff.Renderer {
	program := helpers.MakeProgram("Sprite.vs", "Sprite.fs")
	return renderstuff.NewRenderer(program, "TreeSprite", nil, TreeUpdate)
}
Exemplo n.º 8
0
func NewSkyboxRenderer() *renderstuff.Renderer {
	program := helpers.MakeProgram("Skybox.vs", "Skybox.fs")
	return renderstuff.NewRenderer(program, "Skybox", nil, nil)
}
Exemplo n.º 9
0
func NewParticleSystem(w *gamestate.World, numParticles int, Origin mgl.Vec3, initialSpeed, MaxLifetime float32) *ParticleSystem {
	vertices := make([]ParticleVertex, numParticles)
	directions := make([]NonTransformBuffer, numParticles)

	for i := range vertices {
		dir := mgl.Vec3{rand.Float32()*2 - 1, rand.Float32()*2 - 1, rand.Float32()*2 - 1}
		for dir.Len() > 1 {
			dir = mgl.Vec3{rand.Float32()*2 - 1, rand.Float32()*2 - 1, rand.Float32()*2 - 1}
		}
		dir = dir.Mul(initialSpeed)
		vertices[i] = ParticleVertex{
			Pos1:     Origin,
			Pos2:     Origin.Sub(dir),
			Lifetime: rand.Float32() * MaxLifetime,
		}
		directions[i] = NonTransformBuffer{dir}
	}

	buffer1, buffer2, nonTransformBuffer := gl.GenBuffer(), gl.GenBuffer(), gl.GenBuffer()

	nonTransformBuffer.Bind(gl.ARRAY_BUFFER)
	gl.BufferData(gl.ARRAY_BUFFER, helpers.ByteSizeOfSlice(directions), directions, gl.STATIC_DRAW)

	buffer1.Bind(gl.ARRAY_BUFFER)
	gl.BufferData(gl.ARRAY_BUFFER, helpers.ByteSizeOfSlice(vertices), vertices, gl.STREAM_DRAW)

	buffer2.Bind(gl.ARRAY_BUFFER)
	gl.BufferData(gl.ARRAY_BUFFER, helpers.ByteSizeOfSlice(vertices), uintptr(0), gl.STREAM_DRAW)

	shapeData := CreateShapeDataBuffer()

	TransformProg := gl.CreateProgram()

	shader := helpers.MakeShader(gl.VERTEX_SHADER, "ParticleTFF.vs")
	TransformProg.AttachShader(shader)
	TransformProg.TransformFeedbackVaryings([]string{"v_Pos1", "v_Pos2", "v_Lifetime"}, gl.INTERLEAVED_ATTRIBS)
	TransformProg.Link()
	shader.Delete()

	TransformProg.Use()

	TransformLoc := ProgramLocations{}
	helpers.BindLocations("particle transform", TransformProg, &TransformLoc)

	renderProgram := helpers.MakeProgram("Particle.vs", "Particle.fs")
	renderProgram.Use()
	RenderLoc := RenderProgramLocations{}
	helpers.BindLocations("particle render", renderProgram, &RenderLoc)

	vaoTff1 := gl.GenVertexArray()
	vaoTff2 := gl.GenVertexArray()
	vaoRender1 := gl.GenVertexArray()
	vaoRender2 := gl.GenVertexArray()

	ps := ParticleSystem{
		TransformProg:      TransformProg,
		TransformLoc:       TransformLoc,
		RenderProg:         renderProgram,
		RenderLoc:          RenderLoc,
		VaoTff1:            vaoTff1,
		VaoTff2:            vaoTff2,
		VaoRender1:         vaoRender1,
		VaoRender2:         vaoRender2,
		Data1:              buffer1,
		Data2:              buffer2,
		ShapeData:          shapeData,
		NonTransformBuffer: nonTransformBuffer,
		NumParticles:       numParticles,
		Origin:             Origin,
		Gravity:            -9.81 / 200,
		InitialSpeed:       initialSpeed,
		MaxLifetime:        MaxLifetime,
	}

	min_h, max_h := w.HeightMap.Bounds()
	W := float32(w.HeightMap.W)
	H := float32(w.HeightMap.H)

	TransformProg.Use()
	ps.SetUniforms()
	ps.SetVaos()

	TransformProg.Use()

	ps.TransformLoc.HeightMap.Uniform1i(constants.TextureHeightMap)
	ps.TransformLoc.LowerBound.Uniform3f(0, 0, min_h)
	ps.TransformLoc.UpperBound.Uniform3f(W, H, max_h)

	return &ps
}