Пример #1
0
// drawLoop is the primary drawing loop.
//
// After Cocoa has created an NSWindow and called prepareOpenGL,
// it starts drawLoop on a locked goroutine to handle OpenGL calls.
//
// The screen is drawn every time a paint.Event is received, which can be
// triggered either by the user or by Cocoa via drawgl (for example, when
// the window is resized).
func drawLoop(w *windowImpl, vba uintptr) {
	runtime.LockOSThread()
	C.makeCurrentContext(C.uintptr_t(w.ctx))

	// Starting in OS X 10.11 (El Capitan), the vertex array is
	// occasionally getting unbound when the context changes threads.
	//
	// Avoid this by binding it again.
	C.glBindVertexArray(C.GLuint(vba))
	if errno := C.glGetError(); errno != 0 {
		panic(fmt.Sprintf("gldriver: glBindVertexArray failed: %d", errno))
	}

	workAvailable := w.worker.WorkAvailable()

	// TODO(crawshaw): exit this goroutine on Release.
	for {
		select {
		case <-workAvailable:
			w.worker.DoWork()
		case <-w.publish:
		loop:
			for {
				select {
				case <-workAvailable:
					w.worker.DoWork()
				default:
					break loop
				}
			}
			C.flushContext(C.uintptr_t(w.ctx))
			w.publishDone <- screen.PublishResult{}
		}
	}
}
Пример #2
0
func initGL() {
	// Using attribute arrays in OpenGL 3.3 requires the use of a VBA.
	// But VBAs don't exist in ES 2. So we bind a default one.
	var id C.GLuint
	C.glGenVertexArrays(1, &id)
	C.glBindVertexArray(id)
}
Пример #3
0
// createContext creates an OpenGL context, binds it as the current context
// stored in thread-local storage, and locks the current goroutine to an os
// thread.
func createContext() *contextGL {
	// The OpenGL active context is stored in TLS.
	runtime.LockOSThread()

	c := new(contextGL)
	C.CGCreate(&c.ctx)

	// Using attribute arrays in OpenGL 3.3 requires the use of a VBA.
	// But VBAs don't exist in ES 2. So we bind a default one.
	var id C.GLuint
	C.glGenVertexArrays(1, &id)
	C.glBindVertexArray(id)

	return c
}
Пример #4
0
// createContext creates an OpenGL context, binds it as the current context
// stored in thread-local storage, and locks the current goroutine to an os
// thread.
func createContext() (*contextGL, error) {
	// The OpenGL active context is stored in TLS.
	runtime.LockOSThread()

	c := new(contextGL)
	if cglErr := C.CGCreate(&c.ctx); cglErr != C.kCGLNoError {
		return nil, fmt.Errorf("CGL: %v", C.GoString(C.CGLErrorString(cglErr)))
	}

	// Using attribute arrays in OpenGL 3.3 requires the use of a VBA.
	// But VBAs don't exist in ES 2. So we bind a default one.
	var id C.GLuint
	C.glGenVertexArrays(1, &id)
	C.glBindVertexArray(id)

	return c, nil
}
Пример #5
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func BindVertexArray(array VertexArray) {
	C.glBindVertexArray(C.GLuint(array))
}
Пример #6
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func (array VertexArray) Bind() {
	C.glBindVertexArray(C.GLuint(array))
}
Пример #7
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func (array VertexArray) Unbind() {
	C.glBindVertexArray(C.GLuint(0))
}