Exemplo n.º 1
0
// initScene is one time initialization that creates a single VAO
func (tag *trtag) initScene() {
	tag.mvp64 = lin.NewM4()
	tag.mvp32 = &render.M4{}
	tag.persp = lin.NewPersp(60, float64(600)/float64(600), 0.1, 50)
	tag.initData()

	// Bind the OpenGL calls and dump some version info.
	gl.Init()
	fmt.Printf("%s %s", gl.GetString(gl.RENDERER), gl.GetString(gl.VERSION))
	fmt.Printf(" GLSL %s\n", gl.GetString(gl.SHADING_LANGUAGE_VERSION))

	// Gather the one scene into this one vertex array object.
	gl.GenVertexArrays(1, &tag.vao)
	gl.BindVertexArray(tag.vao)

	// create shaders
	tag.initShader()
	gl.UseProgram(tag.shaders)

	// vertex data.
	var vbuff uint32
	gl.GenBuffers(1, &vbuff)
	gl.BindBuffer(gl.ARRAY_BUFFER, vbuff)
	gl.BufferData(gl.ARRAY_BUFFER, int64(len(tag.points)*4), gl.Pointer(&(tag.points[0])), gl.STATIC_DRAW)
	vattr := uint32(gl.GetAttribLocation(tag.shaders, "in_Position"))
	gl.EnableVertexAttribArray(vattr)
	gl.VertexAttribPointer(vattr, 4, gl.FLOAT, false, 0, 0)

	// colour data.
	var cbuff uint32
	gl.GenBuffers(1, &cbuff)
	gl.BindBuffer(gl.ARRAY_BUFFER, cbuff)
	gl.BufferData(gl.ARRAY_BUFFER, int64(len(tag.colour)*4), gl.Pointer(&(tag.colour[0])), gl.STATIC_DRAW)
	cattr := uint32(gl.GetAttribLocation(tag.shaders, "in_Color"))
	gl.EnableVertexAttribArray(cattr)
	gl.VertexAttribPointer(cattr, 4, gl.FLOAT, false, 0, 0)

	// faces data.
	var ebuff uint32
	gl.GenBuffers(1, &ebuff)
	gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, ebuff)
	gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, int64(len(tag.faces)), gl.Pointer(&(tag.faces[0])), gl.STATIC_DRAW)

	// set some state that doesn't need to change during drawing.
	gl.ClearColor(0.0, 0.0, 0.0, 1.0)
	gl.Enable(gl.DEPTH_TEST)
	gl.Enable(gl.CULL_FACE)
	gl.CullFace(gl.BACK)
}
Exemplo n.º 2
0
// Implements Renderer interface.
func (gc *opengl) BindModel(mesh *data.Mesh) (err error) {
	if glerr := gl.GetError(); glerr != gl.NO_ERROR {
		log.Printf("opengl:bindModel need to find and fix prior error %X", glerr)
	}

	// Gather the one scene into this one vertex array object.
	gl.GenVertexArrays(1, &(mesh.Vao))
	gl.BindVertexArray(mesh.Vao)

	// vertex data.
	var vbuff uint32
	gl.GenBuffers(1, &vbuff)
	gl.BindBuffer(gl.ARRAY_BUFFER, vbuff)
	gl.BufferData(gl.ARRAY_BUFFER, int64(len(mesh.V)*4), gl.Pointer(&(mesh.V[0])), gl.STATIC_DRAW)
	var vattr uint32 = 0
	gl.VertexAttribPointer(vattr, 4, gl.FLOAT, false, 0, 0)
	gl.EnableVertexAttribArray(vattr)

	// normal data.
	var nbuff uint32
	gl.GenBuffers(1, &nbuff)
	gl.BindBuffer(gl.ARRAY_BUFFER, nbuff)
	gl.BufferData(gl.ARRAY_BUFFER, int64(len(mesh.N)*4), gl.Pointer(&(mesh.N[0])), gl.STATIC_DRAW)
	var nattr uint32 = 1
	gl.VertexAttribPointer(nattr, 3, gl.FLOAT, false, 0, 0)
	gl.EnableVertexAttribArray(nattr)

	// texture coordatinate, 2 float32's
	if len(mesh.T) > 0 {
		var tbuff uint32
		gl.GenBuffers(1, &tbuff)
		gl.BindBuffer(gl.ARRAY_BUFFER, tbuff)
		gl.BufferData(gl.ARRAY_BUFFER, int64(len(mesh.T)*4), gl.Pointer(&(mesh.T[0])), gl.STATIC_DRAW)
		var tattr uint32 = 2
		gl.VertexAttribPointer(tattr, 2, gl.FLOAT, false, 0, 0)
		gl.EnableVertexAttribArray(tattr)
	}

	// faces data, uint16 in this case, so 2 bytes per element.
	var fbuff uint32
	gl.GenBuffers(1, &fbuff)
	gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, fbuff)
	gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, int64(len(mesh.F)*2), gl.Pointer(&(mesh.F[0])), gl.STATIC_DRAW)
	if glerr := gl.GetError(); glerr != gl.NO_ERROR {
		err = fmt.Errorf("Failed binding model %s\n", mesh.Name)
	}
	return
}
Exemplo n.º 3
0
// initScene is one time initialization that creates a single VAO
func (tb *tbtag) initScene() {
	tb.mvp32 = &render.M4{}
	tb.initData()

	// Bind the OpenGL calls and dump some version info.
	gl.Init()
	fmt.Printf("%s %s", gl.GetString(gl.RENDERER), gl.GetString(gl.VERSION))
	fmt.Printf(" GLSL %s\n", gl.GetString(gl.SHADING_LANGUAGE_VERSION))

	// Gather the one scene into this one vertex array object.
	gl.GenVertexArrays(1, &tb.vao)
	gl.BindVertexArray(tb.vao)

	// vertex data.
	var vbuff uint32
	gl.GenBuffers(1, &vbuff)
	gl.BindBuffer(gl.ARRAY_BUFFER, vbuff)
	gl.BufferData(gl.ARRAY_BUFFER, int64(len(tb.points)*4), gl.Pointer(&(tb.points[0])), gl.STATIC_DRAW)
	var vattr uint32 = 0
	gl.VertexAttribPointer(vattr, 4, gl.FLOAT, false, 0, 0)
	gl.EnableVertexAttribArray(vattr)

	// texture coordatinates
	var tbuff uint32
	gl.GenBuffers(1, &tbuff)
	gl.BindBuffer(gl.ARRAY_BUFFER, tbuff)
	gl.BufferData(gl.ARRAY_BUFFER, int64(len(tb.tcoords)*4), gl.Pointer(&(tb.tcoords[0])), gl.STATIC_DRAW)
	var tattr uint32 = 2
	gl.VertexAttribPointer(tattr, 2, gl.FLOAT, false, 0, 0)
	gl.EnableVertexAttribArray(tattr)

	// faces data.
	var ebuff uint32
	gl.GenBuffers(1, &ebuff)
	gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, ebuff)
	gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, int64(len(tb.faces)), gl.Pointer(&(tb.faces[0])), gl.STATIC_DRAW)

	// create texture and shaders after all the data has been set up.
	tb.initTexture()
	tb.initShader()
	tb.ortho = lin.NewOrtho(0, 4, 0, 4, 0, 10)

	// set some state that doesn't need to change during drawing.
	gl.ClearColor(0.0, 0.0, 0.0, 1.0)
	gl.Enable(gl.DEPTH_TEST)
	gl.Enable(gl.TEXTURE_2D)
}
Exemplo n.º 4
0
// initScene is called once on startup to load the 3D data.
func (ld *ldtag) initScene() {
	ld.persp = lin.NewM4()
	ld.mvp64 = lin.NewM4()
	ld.mvp32 = &render.M4{}
	gl.Init()
	mesh := &data.Mesh{}
	loader := data.NewLoader()
	loader.Load("monkey", &mesh)
	ld.faceCount = int32(len(mesh.F))

	// Gather the one scene into this one vertex array object.
	gl.GenVertexArrays(1, &ld.vao)
	gl.BindVertexArray(ld.vao)

	// vertex data.
	var vbuff uint32
	gl.GenBuffers(1, &vbuff)
	gl.BindBuffer(gl.ARRAY_BUFFER, vbuff)
	gl.BufferData(gl.ARRAY_BUFFER, int64(len(mesh.V)*4), gl.Pointer(&(mesh.V[0])), gl.STATIC_DRAW)
	var vattr uint32 = 0
	gl.VertexAttribPointer(vattr, 4, gl.FLOAT, false, 0, 0)
	gl.EnableVertexAttribArray(vattr)

	// normal data.
	var nbuff uint32
	gl.GenBuffers(1, &nbuff)
	gl.BindBuffer(gl.ARRAY_BUFFER, nbuff)
	gl.BufferData(gl.ARRAY_BUFFER, int64(len(mesh.N)*4), gl.Pointer(&(mesh.N[0])), gl.STATIC_DRAW)
	var nattr uint32 = 1
	gl.VertexAttribPointer(nattr, 3, gl.FLOAT, false, 0, 0)
	gl.EnableVertexAttribArray(nattr)

	// faces data, uint32 in this case, so 4 bytes per element.
	var ebuff uint32
	gl.GenBuffers(1, &ebuff)
	gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, ebuff)
	gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, int64(len(mesh.F)*2), gl.Pointer(&(mesh.F[0])), gl.STATIC_DRAW)

	ld.initShader()
	gl.ClearColor(0.2, 0.2, 0.2, 1.0)
	gl.Enable(gl.DEPTH_TEST)
	gl.Enable(gl.CULL_FACE)

	// set the initial perspetive matrix.
	ld.resize(0, 0, 800, 600)
}
Exemplo n.º 5
0
// Implements Renderer interface.
func (gc *opengl) BindGlyphs(mesh *data.Mesh) (err error) {
	if glerr := gl.GetError(); glerr != gl.NO_ERROR {
		log.Printf("opengl:bindGlyphs need to find and fix prior error %X", glerr)
	}

	// Reuse existing vertex array object, otherwise create one.
	if mesh.Vao == 0 {
		gl.GenVertexArrays(1, &(mesh.Vao))
	}
	gl.BindVertexArray(mesh.Vao)

	// Reuse existing vertex buffer, otherwise create one.
	if mesh.Vbuf == 0 {
		gl.GenBuffers(1, &(mesh.Vbuf))
	}
	gl.BindBuffer(gl.ARRAY_BUFFER, mesh.Vbuf)
	gl.BufferData(gl.ARRAY_BUFFER, int64(len(mesh.V)*4), gl.Pointer(&(mesh.V[0])), gl.DYNAMIC_DRAW)
	var vattr uint32 = 0
	gl.VertexAttribPointer(vattr, 4, gl.FLOAT, false, 0, 0)
	gl.EnableVertexAttribArray(vattr)

	// Reuse existing texture buffer, otherwise create one.
	if mesh.Tbuf == 0 {
		gl.GenBuffers(1, &(mesh.Tbuf))
	}
	gl.BindBuffer(gl.ARRAY_BUFFER, mesh.Tbuf)
	gl.BufferData(gl.ARRAY_BUFFER, int64(len(mesh.T)*4), gl.Pointer(&(mesh.T[0])), gl.DYNAMIC_DRAW)
	var tattr uint32 = 2
	gl.VertexAttribPointer(tattr, 2, gl.FLOAT, false, 0, 0)
	gl.EnableVertexAttribArray(tattr)

	// Reuse existing faces buffer, otherwise create one.
	if mesh.Fbuf == 0 {
		gl.GenBuffers(1, &mesh.Fbuf)
	}
	gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, mesh.Fbuf)
	gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, int64(len(mesh.F)*2), gl.Pointer(&(mesh.F[0])), gl.DYNAMIC_DRAW)
	if glerr := gl.GetError(); glerr != gl.NO_ERROR {
		err = fmt.Errorf("Failed binding glyphs %s\n", mesh.Name)
	}
	return
}
Exemplo n.º 6
0
// initScene is one time initialization that creates a single VAO
func (sf *sftag) initScene() {
	sf.mvp32 = &render.M4{}
	sf.sTime = time.Now()
	sf.initData()

	// Bind the OpenGL calls and dump some version info.
	gl.Init()
	fmt.Printf("%s %s", gl.GetString(gl.RENDERER), gl.GetString(gl.VERSION))
	fmt.Printf(" GLSL %s\n", gl.GetString(gl.SHADING_LANGUAGE_VERSION))

	gl.GenVertexArrays(1, &sf.vao)
	gl.BindVertexArray(sf.vao)

	// vertex data.
	var vbuff uint32
	gl.GenBuffers(1, &vbuff)
	gl.BindBuffer(gl.ARRAY_BUFFER, vbuff)
	gl.BufferData(gl.ARRAY_BUFFER, int64(len(sf.points)*4), gl.Pointer(&(sf.points[0])), gl.STATIC_DRAW)
	var vattr uint32 = 0
	gl.VertexAttribPointer(vattr, 4, gl.FLOAT, false, 0, 0)
	gl.EnableVertexAttribArray(vattr)

	// faces data.
	var ebuff uint32
	gl.GenBuffers(1, &ebuff)
	gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, ebuff)
	gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, int64(len(sf.faces)), gl.Pointer(&(sf.faces[0])), gl.STATIC_DRAW)

	// create texture and shaders after all the data has been set up.
	shader := &data.Shader{}
	loader := data.NewLoader()
	loader.Load("fire", &shader)
	sf.shaders = gl.CreateProgram()
	if err := gl.BindProgram(sf.shaders, shader.Vsh, shader.Fsh); err != nil {
		fmt.Printf("Failed to create program: %s\n", err)
	}
	sf.mvpref = gl.GetUniformLocation(sf.shaders, "Mvpm")
	sf.gTime = gl.GetUniformLocation(sf.shaders, "time")
	sf.sizes = gl.GetUniformLocation(sf.shaders, "resolution")
	sf.ortho = lin.NewOrtho(0, 4, 0, 4, 0, 10)

	// set some state that doesn't need to change during drawing.
	gl.ClearColor(0.0, 0.0, 0.0, 1.0)
}