Пример #1
0
func MakeRttFramebuffer(texFormat gl.Enum, width, height, mipLevels gl.Sizei, anisoFiltering gl.Int) (gl.Uint, gl.Uint) {
	var glPtrTex, glPtrFrameBuf gl.Uint
	var glMagFilter, glMinFilter gl.Int = gl.LINEAR, gl.LINEAR
	if anisoFiltering < 1 {
		glMagFilter, glMinFilter = gl.NEAREST, gl.NEAREST
	}
	if mipLevels > 1 {
		if anisoFiltering < 1 {
			glMinFilter = gl.NEAREST_MIPMAP_NEAREST
		} else {
			glMinFilter = gl.LINEAR_MIPMAP_LINEAR
		}
	}
	gl.GenTextures(1, &glPtrTex)
	gl.BindTexture(gl.TEXTURE_2D, glPtrTex)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, glMagFilter)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, glMinFilter)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_BORDER)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_BORDER)
	if anisoFiltering > 1 {
		gl.TexParameteri(gl.TEXTURE_2D, 0x84FE, anisoFiltering)
	} // max 16
	gl.TexStorage2D(gl.TEXTURE_2D, mipLevels, texFormat, width, height)
	gl.GenFramebuffers(1, &glPtrFrameBuf)
	gl.BindFramebuffer(gl.FRAMEBUFFER, glPtrFrameBuf)
	gl.FramebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, glPtrTex, 0)
	gl.BindFramebuffer(gl.FRAMEBUFFER, 0)
	gl.BindTexture(gl.TEXTURE_2D, 0)
	PanicIfErrors("MakeRttFramebuffer")
	return glPtrFrameBuf, glPtrTex
}
Пример #2
0
func main() {
	initialWidth, initialHeight := 1280, 720
	runtime.LockOSThread()
	if sdlInit := sdl.Init(sdl.INIT_VIDEO); sdlInit != 0 {
		panic("SDL init error")
	}
	reinitScreen(initialWidth, initialHeight)
	defer cleanExit(true, false)
	if err := gl.Init(); err != nil {
		panic(err)
	}
	gl.Enable(gl.BLEND)
	gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
	gl.Enable(gl.DEPTH)
	defer cleanExit(false, true)
	glSetupShaderProg(&shaderTextureCreator, false)
	glSetupShaderProg(&shaderTextureDisplay, true)
	glFillBuffer(rttVerts, &rttVertBuf)
	glFillBuffer(dispVerts, &dispVertBuf)
	gl.GenTextures(1, &rttFrameTex)
	gl.BindTexture(gl.TEXTURE_2D, rttFrameTex)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT)
	if doRtt {
		gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, texSize, texSize, 0, gl.RGBA, gl.UNSIGNED_BYTE, nil)
		gl.GenFramebuffers(1, &rttFrameBuf)
		gl.BindFramebuffer(gl.FRAMEBUFFER, rttFrameBuf)
		gl.FramebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, rttFrameTex, 0)
		gl.BindFramebuffer(gl.FRAMEBUFFER, 0)
	} else {
		glFillTextureFromImageFile("texture.jpg")
	}
	gl.BindTexture(gl.TEXTURE_2D, 0)
	gl.ClearColor(0.3, 0.6, 0.9, 1)
	gl.Clear(gl.COLOR_BUFFER_BIT)
	gl.ActiveTexture(gl.TEXTURE0)
	for {
		if evt := sdl.PollEvent(); evt != nil {
			switch event := evt.(type) {
			case *sdl.ResizeEvent:
				reinitScreen(int(event.W), int(event.H))
			case *sdl.QuitEvent:
				return
			}
		} else {
			if doRtt {
				renderToTexture()
			}
			renderToScreen()
			sdl.GL_SwapBuffers()
		}
	}

	sdl.Quit()
}
Пример #3
0
func renderToScreen() {
	gl.BindFramebuffer(gl.FRAMEBUFFER, 0)
	gl.Viewport(0, 0, winWidth, winHeight)
	gl.UseProgram(shaderTextureDisplay.glProg)
	gl.BindTexture(gl.TEXTURE_2D, rttFrameTex)
	gl.Uniform1i(shaderTextureDisplay.unifTex, 0)
	gl.BindBuffer(gl.ARRAY_BUFFER, dispVertBuf)
	gl.EnableVertexAttribArray(shaderTextureDisplay.attrPos)
	gl.VertexAttribPointer(shaderTextureDisplay.attrPos, 3, gl.FLOAT, gl.FALSE, 0, gl.Pointer(nil))
	gl.DrawArrays(gl.TRIANGLE_FAN, 0, 4)
	gl.DisableVertexAttribArray(shaderTextureDisplay.attrPos)
	gl.BindBuffer(gl.ARRAY_BUFFER, 0)
}
Пример #4
0
func renderToTexture() {
	gl.BindFramebuffer(gl.FRAMEBUFFER, rttFrameBuf)
	gl.Viewport(0, 0, texSize, texSize)
	gl.ClearColor(0.9, 0.6, 0.3, 1)
	gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
	gl.UseProgram(shaderTextureCreator.glProg)
	gl.BindBuffer(gl.ARRAY_BUFFER, rttVertBuf)
	gl.EnableVertexAttribArray(shaderTextureCreator.attrPos)
	gl.VertexAttribPointer(shaderTextureCreator.attrPos, 2, gl.FLOAT, gl.FALSE, 0, gl.Pointer(nil))
	gl.DrawArrays(gl.TRIANGLE_FAN, 0, 4)
	gl.DisableVertexAttribArray(shaderTextureCreator.attrPos)
	gl.BindBuffer(gl.ARRAY_BUFFER, 0)
}
Пример #5
0
func renderToTexture() {
	gl.BindFramebuffer(gl.FRAMEBUFFER, rttFrameBuf)
	gl.Viewport(0, 0, texWidth, texHeight)
	gl.ClearColor(0.1, 0.2, 0.3, 1)
	gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
	gl.UseProgram(shaderTextureCreator.glProg)
	gl.BindTexture(gl.TEXTURE_3D, volTex)
	gl.Uniform1i(shaderTextureCreator.unifTex, 0)
	gl.BindBuffer(gl.ARRAY_BUFFER, rttVertBuf)
	gl.EnableVertexAttribArray(shaderTextureCreator.attrPos)
	gl.VertexAttribPointer(shaderTextureCreator.attrPos, 2, gl.FLOAT, gl.FALSE, 0, gl.Pointer(nil))
	gl.DrawArrays(gl.TRIANGLE_FAN, 0, 4)
	gl.DisableVertexAttribArray(shaderTextureCreator.attrPos)
	gl.BindBuffer(gl.ARRAY_BUFFER, 0)
}
Пример #6
0
func main() {
	var now = time.Now()
	initialWidth, initialHeight := 1280, 720
	runtime.LockOSThread()
	if sdlInit := sdl.Init(sdl.INIT_VIDEO); sdlInit != 0 {
		panic("SDL init error")
	}
	reinitScreen(initialWidth, initialHeight)
	defer cleanExit(true, false)
	if err := gl.Init(); err != nil {
		panic(err)
	}
	gl.Enable(gl.BLEND)
	gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
	gl.Enable(gl.DEPTH)
	sdl.WM_SetCaption("Loading volume...", "")
	loadVolume()
	defer cleanExit(false, true)
	sdl.WM_SetCaption("Compiling shaders...", "")
	glSetupShaderProg(&shaderTextureCreator)
	glSetupShaderProg(&shaderTextureDisplay)
	glFillBuffer(rttVerts, &rttVertBuf)
	glFillBuffer(dispVerts, &dispVertBuf)
	gl.GenTextures(1, &rttFrameTex)
	gl.BindTexture(gl.TEXTURE_2D, rttFrameTex)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, glTexFilter)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, glTexFilter)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, glTexClamp)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, glTexClamp)
	if doRtt && !noRtt {
		gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, texWidth, texHeight, 0, gl.RGBA, gl.UNSIGNED_BYTE, nil)
		gl.GenFramebuffers(1, &rttFrameBuf)
		gl.BindFramebuffer(gl.FRAMEBUFFER, rttFrameBuf)
		gl.FramebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, rttFrameTex, 0)
		gl.BindFramebuffer(gl.FRAMEBUFFER, 0)
	} else {
		if noRtt {
			rttFrameBuf = 0
		} else {
			glFillTextureFromImageFile("texture.jpg")
		}
	}
	gl.BindTexture(gl.TEXTURE_2D, 0)
	gl.ClearColor(0.3, 0.2, 0.1, 1)
	gl.Clear(gl.COLOR_BUFFER_BIT)
	var looping = true
	var fps = 0
	var durSec time.Duration
	startTime, lastLoopTime, lastSecond = now, now, now
	sdl.WM_SetCaption("Up & running!", "")
	for looping {
		now = time.Now()
		if durSec = now.Sub(lastSecond); durSec.Seconds() >= 1 {
			sdl.WM_SetCaption(fmt.Sprintf("%v×%v @ %vfps", sdlScreen.W, sdlScreen.H, fps), "")
			fps = 0
			lastSecond = now
		} else {
			fps++
		}
		if evt := sdl.PollEvent(); evt != nil {
			switch event := evt.(type) {
			case *sdl.ResizeEvent:
				reinitScreen(int(event.W), int(event.H))
			case *sdl.QuitEvent:
				looping = false
			}
		}
		if doRtt || noRtt {
			renderToTexture()
		}
		if !noRtt {
			renderToScreen()
		}
		sdl.GL_SwapBuffers()
		lastLoopTime = now
	}
	sdl.Quit()
}