Пример #1
0
func (r *EffectsRenderer) initFramebuffer(w, h int) (fb uint32, tex uint32, err error) {
	gl.GenFramebuffers(1, &fb)
	gl.BindFramebuffer(gl.FRAMEBUFFER, fb)

	gl.GenTextures(1, &tex)
	gl.BindTexture(gl.TEXTURE_2D, tex)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
	gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, int32(w), int32(h), 0, gl.RGBA, gl.UNSIGNED_BYTE, nil)

	gl.FramebufferTexture2D(gl.DRAW_FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex, 0)
	if err = r.GetError(); err != nil {
		return
	}
	buffers := []uint32{gl.COLOR_ATTACHMENT0}
	gl.DrawBuffers(1, &buffers[0])

	var rb uint32
	gl.GenRenderbuffers(1, &rb)
	gl.BindRenderbuffer(gl.RENDERBUFFER, rb)
	gl.RenderbufferStorage(gl.RENDERBUFFER, gl.STENCIL_INDEX8, int32(w), int32(h))
	gl.FramebufferRenderbuffer(gl.FRAMEBUFFER, gl.STENCIL_ATTACHMENT, gl.RENDERBUFFER, rb)

	gl.BindTexture(gl.TEXTURE_2D, 0)
	gl.BindFramebuffer(gl.FRAMEBUFFER, 0)
	gl.BindRenderbuffer(gl.RENDERBUFFER, 0)
	return
}
Пример #2
0
func (r *GlowRenderer) Draw() (err error) {
	gl.UseProgram(r.shader)
	gl.Uniform1i(r.textureUnitLoc, 0)
	gl.BindBuffer(gl.ARRAY_BUFFER, r.coords)
	gl.EnableVertexAttribArray(r.positionLoc)
	gl.VertexAttribPointer(r.positionLoc, 3, gl.FLOAT, false, 5*4, gl.PtrOffset(0))
	gl.EnableVertexAttribArray(r.textureLoc)
	gl.VertexAttribPointer(r.textureLoc, 2, gl.FLOAT, false, 5*4, gl.PtrOffset(3*4))
	gl.Uniform1i(r.blurAmountLoc, int32(r.blur))
	gl.Uniform1f(r.blurScaleLoc, r.scale)
	gl.Uniform1f(r.blurStrengthLoc, r.strength)
	gl.Uniform2f(r.bufferDimensionsLoc, float32(r.width), float32(r.height))

	gl.BindFramebuffer(gl.FRAMEBUFFER, r.BlurFb)
	gl.Viewport(0, 0, int32(r.width), int32(r.height))
	gl.ActiveTexture(gl.TEXTURE0)
	gl.BindTexture(gl.TEXTURE_2D, r.GlowTex)
	gl.Uniform1i(r.orientationLoc, 0)
	gl.DrawArrays(gl.TRIANGLE_STRIP, 0, 4)
	gl.BindFramebuffer(gl.FRAMEBUFFER, 0)

	gl.Viewport(0, 0, int32(r.oldwidth), int32(r.oldheight))
	gl.BlendFunc(gl.ONE, gl.ONE)
	gl.BindTexture(gl.TEXTURE_2D, r.BlurTex)
	gl.Uniform1i(r.orientationLoc, 1)
	gl.DrawArrays(gl.TRIANGLE_STRIP, 0, 4)

	gl.BindBuffer(gl.ARRAY_BUFFER, 0)
	gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
	return nil
}
Пример #3
0
func getGLTexture(img image.Image, smoothing TextureSmoothing) (t uint32, err error) {
	var (
		data   *bytes.Buffer
		bounds image.Rectangle
		width  int
		height int
	)
	if data, err = imageBytes(img); err != nil {
		return
	}
	bounds = img.Bounds()
	width = bounds.Max.X - bounds.Min.X
	height = bounds.Max.Y - bounds.Min.Y
	gl.GenTextures(1, &t)
	gl.BindTexture(gl.TEXTURE_2D, t)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, int32(smoothing))
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, int32(smoothing))
	gl.TexImage2D(
		gl.TEXTURE_2D,
		0,
		gl.RGBA,
		int32(width),
		int32(height),
		0,
		gl.RGBA,
		gl.UNSIGNED_INT_8_8_8_8,
		gl.Ptr(data.Bytes()),
	)
	gl.GenerateMipmap(gl.TEXTURE_2D)
	gl.BindTexture(gl.TEXTURE_2D, 0)
	return
}
Пример #4
0
func LoadText(f *Font) (t *Text) {
	t = new(Text)
	t.font = f

	// text hover values
	// "resting state" of a text object is the min scale
	t.ScaleMin = 1.0
	t.ScaleMax = 1.1
	t.SetScale(1)

	// size of glfloat
	glfloat_size := int32(4)

	// stride of the buffered data
	xy_count := int32(2)
	stride := xy_count + int32(2)

	gl.GenVertexArrays(1, &t.vao)
	gl.GenBuffers(1, &t.vbo)
	gl.GenBuffers(1, &t.ebo)

	// vao
	gl.BindVertexArray(t.vao)

	gl.ActiveTexture(gl.TEXTURE0)
	gl.BindTexture(gl.TEXTURE_2D, t.font.textureID)

	// vbo
	// specify the buffer for which the VertexAttribPointer calls apply
	gl.BindBuffer(gl.ARRAY_BUFFER, t.vbo)

	gl.EnableVertexAttribArray(t.font.centeredPosition)
	gl.VertexAttribPointer(
		t.font.centeredPosition,
		2,
		gl.FLOAT,
		false,
		glfloat_size*stride,
		gl.PtrOffset(0),
	)

	gl.EnableVertexAttribArray(t.font.uv)
	gl.VertexAttribPointer(
		t.font.uv,
		2,
		gl.FLOAT,
		false,
		glfloat_size*stride,
		gl.PtrOffset(int(glfloat_size*xy_count)),
	)

	// ebo
	gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, t.ebo)

	// i am guessing that order is important here
	gl.BindVertexArray(0)
	gl.BindBuffer(gl.ARRAY_BUFFER, 0)
	gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, 0)
	return t
}
Пример #5
0
func (t *Text) Draw() {
	if t.IsDebug {
		t.BoundingBox.Draw()
	}
	gl.UseProgram(t.font.program)

	gl.ActiveTexture(gl.TEXTURE0)
	gl.BindTexture(gl.TEXTURE_2D, t.font.textureID)

	// uniforms
	gl.Uniform1i(t.font.fragmentTextureUniform, 0)
	gl.Uniform4fv(t.font.colorUniform, 1, &t.color[0])
	gl.Uniform2fv(t.font.finalPositionUniform, 1, &t.finalPosition[0])
	gl.UniformMatrix4fv(t.font.orthographicMatrixUniform, 1, false, &t.font.OrthographicMatrix[0])
	gl.UniformMatrix4fv(t.font.scaleMatrixUniform, 1, false, &t.scaleMatrix[0])

	// draw
	drawCount := int32(t.RuneCount * 6)
	if drawCount > int32(t.eboIndexCount) {
		drawCount = int32(t.eboIndexCount)
	}
	if drawCount < 0 {
		drawCount = 0
	}
	gl.Enable(gl.BLEND)
	gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
	gl.BindVertexArray(t.vao)
	gl.DrawElements(gl.TRIANGLES, drawCount, gl.UNSIGNED_INT, nil)
	gl.BindVertexArray(0)
	gl.Disable(gl.BLEND)
}
Пример #6
0
func newTexture(file string, texNum uint32) (uint32, error) {
	imgFile, err := os.Open(file)
	if err != nil {
		return 0, err
	}
	img, _, err := image.Decode(imgFile)

	rgba := image.NewRGBA(img.Bounds())
	if rgba.Stride != rgba.Rect.Size().X*4 {
		return 0, fmt.Errorf("unsupported stride")
	}
	draw.Draw(rgba, rgba.Bounds(), img, image.ZP, draw.Src)

	var texture uint32
	gl.GenTextures(1, &texture)
	gl.ActiveTexture(texNum)
	gl.BindTexture(gl.TEXTURE_2D, texture)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
	gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA,
		int32(rgba.Rect.Size().X), int32(rgba.Rect.Size().Y),
		0, gl.RGBA, gl.UNSIGNED_BYTE, gl.Ptr(rgba.Pix))

	return texture, nil
}
Пример #7
0
func (t *Texture) Delete() {
	if t.id != 0 {
		gl.BindTexture(gl.TEXTURE_2D, 0)
		gl.DeleteTextures(1, &t.id)
		t.id = 0
	}
}
Пример #8
0
func (tr *TextRenderer) Draw(tex *Texture, x, y, scale float32) (err error) {
	gl.ActiveTexture(gl.TEXTURE0)
	if e := gl.GetError(); e != 0 {
		return fmt.Errorf("ERROR: %X", e)
	}
	gl.BindTexture(gl.TEXTURE_2D, tex.Texture)
	if e := gl.GetError(); e != 0 {
		return fmt.Errorf("ERROR: %X", e)
	}
	gl.Uniform3f(tr.ScaleLoc, float32(tex.Width)*scale, float32(tex.Height)*scale, 1)
	if e := gl.GetError(); e != 0 {
		return fmt.Errorf("ERROR: %X", e)
	}
	gl.Uniform3f(tr.TransLoc, x, y, 0)
	if e := gl.GetError(); e != 0 {
		return fmt.Errorf("ERROR: %X", e)
	}
	gl.DrawArrays(gl.TRIANGLE_STRIP, 0, 4)
	if e := gl.GetError(); e != 0 {
		return fmt.Errorf("ERROR: %X", e)
	}
	gl.BindBuffer(gl.ARRAY_BUFFER, 0)
	if e := gl.GetError(); e != 0 {
		return fmt.Errorf("ERROR: %X", e)
	}
	return nil
}
Пример #9
0
func (texture Texture) Bind(textureSlot int) {
	if textureSlot > int(gl.TEXTURE31) {
		tlog.Panic("active texture slot too large: ", textureSlot)
	}
	gl.ActiveTexture(uint32(gl.TEXTURE0 + textureSlot))
	Check()
	gl.BindTexture(gl.TEXTURE_2D, uint32(texture))
	Check()
}
Пример #10
0
func GetGLTexture(img image.Image, smoothing TextureSmoothing) (t uint32, err error) {
	var (
		data   *bytes.Buffer
		bounds image.Rectangle
		width  int
		height int
	)
	if data, err = imageBytes(img); err != nil {
		return
	}
	bounds = img.Bounds()
	width = bounds.Max.X - bounds.Min.X
	height = bounds.Max.Y - bounds.Min.Y
	gl.GenTextures(1, &t)
	if e := gl.GetError(); e != 0 {
		fmt.Printf("ggt1 ERROR: %s\n", e)
	}
	gl.BindTexture(gl.TEXTURE_2D, t)
	if e := gl.GetError(); e != 0 {
		fmt.Printf("ggt2 ERROR: %s\n", e)
	}
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, int32(smoothing))
	if e := gl.GetError(); e != 0 {
		fmt.Printf("ggt3 ERROR: %s\n", e)
	}
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, int32(smoothing))
	if e := gl.GetError(); e != 0 {
		fmt.Printf("ggt4 ERROR: %s\n", e)
	}
	gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, int32(width), int32(height), 0, gl.RGBA, gl.UNSIGNED_INT_8_8_8_8, gl.Ptr(data.Bytes()))
	if e := gl.GetError(); e != 0 {
		fmt.Printf("ggt5 ERROR: %s\n", e)
	}
	gl.GenerateMipmap(gl.TEXTURE_2D)
	if e := gl.GetError(); e != 0 {
		fmt.Printf("ggt6 ERROR: %s\n", e)
	}
	gl.BindTexture(gl.TEXTURE_2D, 0)
	if e := gl.GetError(); e != 0 {
		fmt.Printf("ggt7 ERROR: %s\n", e)
	}
	return
}
Пример #11
0
func (r *EffectsRenderer) Delete() error {
	gl.BindTexture(gl.TEXTURE_2D, 0)
	gl.BindFramebuffer(gl.FRAMEBUFFER, 0)
	gl.BindRenderbuffer(gl.RENDERBUFFER, 0)
	gl.BindBuffer(gl.ARRAY_BUFFER, 0)
	gl.DeleteFramebuffers(1, &r.framebuffer)
	gl.DeleteTextures(1, &r.texture)
	gl.DeleteBuffers(1, &r.coords)
	return r.GetError()
}
Пример #12
0
func (r *GlowRenderer) Delete() error {
	gl.BindTexture(gl.TEXTURE_2D, 0)
	gl.BindFramebuffer(gl.FRAMEBUFFER, 0)
	gl.BindRenderbuffer(gl.RENDERBUFFER, 0)
	gl.BindBuffer(gl.ARRAY_BUFFER, 0)
	gl.DeleteFramebuffers(1, &r.GlowFb)
	gl.DeleteTextures(1, &r.GlowTex)
	gl.DeleteFramebuffers(1, &r.BlurFb)
	gl.DeleteTextures(1, &r.BlurTex)
	gl.DeleteBuffers(1, &r.coords)
	return r.GetError()
}
Пример #13
0
func (renderObject *RenderObject) Render() {
	gl.BindVertexArray(renderObject.vao)
	gl.BindBuffer(gl.ARRAY_BUFFER, renderObject.vbo)
	gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, renderObject.ebo)
	gl.UseProgram(renderObject.shaderProgram)

	// Binding the texture.
	gl.ActiveTexture(gl.TEXTURE0)
	gl.BindTexture(gl.TEXTURE_2D, renderObject.texture)
	gl.BindFragDataLocation(renderObject.shaderProgram, 0, gl.Str("outputColor\x00"))

	// Drawing the object.
	gl.DrawElements(gl.TRIANGLES, 6, gl.UNSIGNED_INT, nil)
}
Пример #14
0
func createTexture(textureUnit uint32, rgba *image.RGBA) (uint32, error) {
	var texture uint32
	gl.GenTextures(1, &texture)
	gl.ActiveTexture(textureUnit)
	gl.BindTexture(gl.TEXTURE_2D, texture)

	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE)

	gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, int32(rgba.Rect.Size().X), int32(rgba.Rect.Size().Y), 0, gl.RGBA, gl.UNSIGNED_BYTE, gl.Ptr(rgba.Pix))

	return texture, nil
}
Пример #15
0
// Attempting to load a Texture from a given location on the disk.
func LoadTexture(path string) (Texture, error) {
	// Loading the image data.
	imgFile, err := os.Open(path)
	if err != nil {
		return 0, err
	}

	img, _, err := image.Decode(imgFile)
	if err != nil {
		return 0, err
	}

	rgba := image.NewRGBA(img.Bounds())
	if rgba.Stride != rgba.Rect.Size().X*4 {
		return 0, errors.New("Unsupported stride.")
	}
	draw.Draw(rgba, rgba.Bounds(), img, image.Point{0, 0}, draw.Src)

	// Generating and populating the texture.
	var texture uint32

	gl.GenTextures(1, &texture)
	gl.ActiveTexture(gl.TEXTURE0)
	gl.BindTexture(gl.TEXTURE_2D, texture)

	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)

	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE)

	gl.TexImage2D(
		gl.TEXTURE_2D,
		0,
		gl.RGBA,
		int32(rgba.Rect.Size().X),
		int32(rgba.Rect.Size().Y),
		0,
		gl.RGBA,
		gl.UNSIGNED_BYTE,
		gl.Ptr(rgba.Pix))

	return Texture(texture), nil
}
Пример #16
0
// RenderString must be called on the render thread.  x and y are the initial position of the pen,
// in screen coordinates, and height is the height of a full line of text, in screen coordinates.
func (d *Dictionary) RenderString(str string, x, y, height float64) {
	if str == "" {
		return
	}
	// No synchronization necessary because everything is run serially on the render thread anyway.
	if d.strs == nil {
		d.strs = make(map[string]strData)
	}
	data, ok := d.strs[str]
	if !ok {
		data = d.bindString(str)
		d.strs[str] = data
	}

	render.EnableShader("glop.font")
	defer render.EnableShader("")

	gl.ActiveTexture(gl.TEXTURE0)
	gl.BindTexture(gl.TEXTURE_2D, d.atlas.texture)
	location, _ := render.GetUniformLocation("glop.font", "tex")
	gl.Uniform1i(location, 0)
	gl.BindSampler(0, d.atlas.sampler)

	location, _ = render.GetUniformLocation("glop.font", "height")
	gl.Uniform1f(location, float32(height))

	var viewport [4]int32
	gl.GetIntegerv(gl.VIEWPORT, &viewport[0])
	location, _ = render.GetUniformLocation("glop.font", "screen")
	gl.Uniform2f(location, float32(viewport[2]), float32(viewport[3]))

	location, _ = render.GetUniformLocation("glop.font", "pen")
	gl.Uniform2f(location, float32(x)+float32(viewport[0]), float32(y)+float32(viewport[1]))

	location, _ = render.GetUniformLocation("glop.font", "textColor")
	gl.Uniform3f(location, d.color[0], d.color[1], d.color[2])

	gl.Enable(gl.BLEND)
	gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
	gl.BindVertexArray(data.varrays[0])
	gl.DrawArrays(gl.TRIANGLES, 0, data.count)
}
Пример #17
0
func LoadImageToTexture(filePath string) (glTex uint32, e error) {
	gl.GenTextures(1, &glTex)
	gl.ActiveTexture(gl.TEXTURE0)
	gl.BindTexture(gl.TEXTURE_2D, glTex)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR_MIPMAP_LINEAR)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_LINEAR)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT)

	rgba_flipped, err := loadFile(filePath)
	if err != nil {
		return glTex, err
	}

	imageSize := int32(rgba_flipped.Bounds().Max.X)

	gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, imageSize, imageSize, 0, gl.RGBA, gl.UNSIGNED_BYTE, gl.Ptr(rgba_flipped.Pix))
	gl.GenerateMipmap(gl.TEXTURE_2D)
	return glTex, nil
}
Пример #18
0
func (r *EffectsRenderer) Draw() (err error) {
	gl.UseProgram(r.shader)
	gl.Uniform1i(r.textureUnitLoc, 0)
	gl.Uniform3f(r.colorLoc, r.Color[0], r.Color[1], r.Color[2])
	gl.BindBuffer(gl.ARRAY_BUFFER, r.coords)
	gl.EnableVertexAttribArray(r.positionLoc)
	gl.VertexAttribPointer(r.positionLoc, 3, gl.FLOAT, false, 5*4, gl.PtrOffset(0))
	gl.EnableVertexAttribArray(r.textureLoc)
	gl.VertexAttribPointer(r.textureLoc, 2, gl.FLOAT, false, 5*4, gl.PtrOffset(3*4))

	gl.BindFramebuffer(gl.FRAMEBUFFER, 0)
	gl.Viewport(0, 0, int32(r.oldwidth), int32(r.oldheight))
	gl.BlendFunc(gl.ONE, gl.ONE)
	gl.BindTexture(gl.TEXTURE_2D, r.texture)
	gl.DrawArrays(gl.TRIANGLE_STRIP, 0, 4)

	gl.BindBuffer(gl.ARRAY_BUFFER, 0)
	gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
	return nil
}
Пример #19
0
func CreateTexture(file string) (Texture, error) {
	imgFile, err := os.Open(file)
	if err != nil {
		return Texture{}, err
	}
	img, _, err := image.Decode(imgFile)
	if err != nil {
		return Texture{}, err
	}

	rgba := image.NewRGBA(img.Bounds())
	if rgba.Stride != rgba.Rect.Size().X*4 {
		return Texture{}, fmt.Errorf("unsupported stride")
	}
	draw.Draw(rgba, rgba.Bounds(), img, image.Point{0, 0}, draw.Src)
	width, height := int32(rgba.Rect.Size().X), int32(rgba.Rect.Size().Y)
	var texture uint32

	gl.GenTextures(1, &texture)
	gl.ActiveTexture(gl.TEXTURE0)
	gl.BindTexture(gl.TEXTURE_2D, texture)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE)
	gl.TexImage2D(
		gl.TEXTURE_2D,
		0,
		gl.RGBA,
		width,
		height,
		0,
		gl.RGBA,
		gl.UNSIGNED_BYTE,
		gl.Ptr(rgba.Pix))

	return Texture{Id: texture, Width: width, Height: height}, nil
}
Пример #20
0
func bindAggregateImage(img image.Image, idx int) uint32 {

	newIdx := idx

	if rgba, ok := img.(*image.RGBA); ok {

		gl.GenTextures(1, &textures[newIdx])

		gl.ActiveTexture(gl.TEXTURE0 + uint32(newIdx))
		gl.BindTexture(gl.TEXTURE_2D, textures[newIdx])
		gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_LINEAR)
		gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
		gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE)
		gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE)
		gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_R, gl.CLAMP_TO_EDGE)

		gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, int32(rgba.Rect.Size().X), int32(rgba.Rect.Size().Y), 0, gl.RGBA, gl.UNSIGNED_BYTE, gl.Ptr(rgba.Pix))
		gl.GenerateMipmap(gl.TEXTURE_2D)

		idxS := strconv.Itoa(newIdx)
		fmt.Println("idx: ", int32(newIdx), "myTextureSampler["+idxS+"]\x00")
		gl.Uniform1i(gl.GetUniformLocation(program, gl.Str("myTextureSampler["+idxS+"]\x00")), int32(newIdx))
		if ok := gl.GetError(); ok != gl.NO_ERROR {

			fmt.Println("1- Cannot load Image in location: ./: ", ok)
			os.Exit(-1)
		}

		return textures[newIdx]
	} else {
		fmt.Println("Image not RGBA at location: ./")
		os.Exit(-1)
	}

	return 0
}
Пример #21
0
func (t Texture) Bind() {
	gl.BindTexture(gl.TEXTURE_2D, t.Id)
}
Пример #22
0
func loadFont(img *image.RGBA, config *FontConfig) (f *Font, err error) {
	f = new(Font)
	f.config = config

	// Resize image to next power-of-two.
	img = Pow2Image(img).(*image.RGBA)
	ib := img.Bounds()

	f.textureWidth = float32(ib.Dx())
	f.textureHeight = float32(ib.Dy())

	for _, glyph := range config.Glyphs {
		if glyph.Width > f.maxGlyphWidth {
			f.maxGlyphWidth = glyph.Width
		}
		if glyph.Height > f.maxGlyphHeight {
			f.maxGlyphHeight = glyph.Height
		}
	}

	// save to disk for testing
	if f.IsDebug {
		file, err := os.Create("out.png")
		if err != nil {
			panic(err)
		}
		defer file.Close()

		b := bufio.NewWriter(file)
		err = png.Encode(b, img)
		if err != nil {
			panic(err)
		}
		err = b.Flush()
		if err != nil {
			panic(err)
		}
	}

	// generate texture
	gl.GenTextures(1, &f.textureID)
	gl.BindTexture(gl.TEXTURE_2D, f.textureID)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
	gl.TexImage2D(
		gl.TEXTURE_2D,
		0,
		gl.RGBA,
		int32(ib.Dx()),
		int32(ib.Dy()),
		0,
		gl.RGBA,
		gl.UNSIGNED_BYTE,
		gl.Ptr(img.Pix),
	)
	gl.BindTexture(gl.TEXTURE_2D, 0)

	// create shader program and define attributes and uniforms
	f.program, err = NewProgram(fontVertexShaderSource, fontFragmentShaderSource)
	if err != nil {
		return f, err
	}

	// attributes
	f.centeredPosition = uint32(gl.GetAttribLocation(f.program, gl.Str("centered_position\x00")))
	f.uv = uint32(gl.GetAttribLocation(f.program, gl.Str("uv\x00")))

	// uniforms
	f.finalPositionUniform = gl.GetUniformLocation(f.program, gl.Str("final_position\x00"))
	f.orthographicMatrixUniform = gl.GetUniformLocation(f.program, gl.Str("orthographic_matrix\x00"))
	f.scaleMatrixUniform = gl.GetUniformLocation(f.program, gl.Str("scale_matrix\x00"))
	f.fragmentTextureUniform = gl.GetUniformLocation(f.program, gl.Str("fragment_texture\x00"))
	f.colorUniform = gl.GetUniformLocation(f.program, gl.Str("fragment_color_adjustment\x00"))
	return f, nil
}
Пример #23
0
// LoadDictionary reads a gobbed Dictionary object from r, registers its atlas texture with opengl,
// and returns a Dictionary that is ready to render text.
func LoadDictionary(r io.Reader) (*Dictionary, error) {
	errChan := make(chan error)
	initOnce.Do(func() {
		render.Queue(func() {
			// errChan <- render.RegisterShader("glop.font", []byte(font_vertex_shader), []byte(font_fragment_shader))
			errChan <- render.RegisterShader("glop.font", []byte(font_vshader), []byte(font_fshader))
		})
	})
	err := <-errChan
	if err != nil {
		return nil, err
	}

	var dict Dictionary
	dec := gob.NewDecoder(r)
	err = dec.Decode(&dict)
	if err != nil {
		return nil, err
	}

	render.Queue(func() {
		// Create the gl texture for the atlas
		gl.GenTextures(1, &dict.atlas.texture)
		glerr := gl.GetError()
		if glerr != 0 {
			errChan <- fmt.Errorf("Gl Error on gl.GenTextures: %v", glerr)
			return
		}

		// Send the atlas to opengl
		gl.BindTexture(gl.TEXTURE_2D, dict.atlas.texture)
		gl.PixelStorei(gl.UNPACK_ALIGNMENT, 1)
		gl.TexImage2D(
			gl.TEXTURE_2D,
			0,
			gl.RED,
			dict.Dx,
			dict.Dy,
			0,
			gl.RED,
			gl.UNSIGNED_BYTE,
			gl.Ptr(&dict.Pix[0]))
		glerr = gl.GetError()
		if glerr != 0 {
			errChan <- fmt.Errorf("Gl Error on creating texture: %v", glerr)
			return
		}

		// Create the atlas sampler and set the parameters we want for it
		gl.GenSamplers(1, &dict.atlas.sampler)
		gl.SamplerParameteri(dict.atlas.sampler, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
		gl.SamplerParameteri(dict.atlas.sampler, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
		gl.SamplerParameteri(dict.atlas.sampler, gl.TEXTURE_WRAP_S, gl.REPEAT)
		gl.SamplerParameteri(dict.atlas.sampler, gl.TEXTURE_WRAP_T, gl.REPEAT)
		glerr = gl.GetError()
		if glerr != 0 {
			errChan <- fmt.Errorf("Gl Error on creating sampler: %v", glerr)
			return
		}
		errChan <- nil
	})

	err = <-errChan
	if err != nil {
		return nil, err
	}

	return &dict, nil
}
Пример #24
0
func (r *Renderable) Draw(perspective mgl.Mat4, view mgl.Mat4) {
	gl.UseProgram(r.Shader)
	gl.BindVertexArray(r.Vao)

	model := r.GetTransformMat4()

	var mvp mgl.Mat4
	shaderMvp := getUniformLocation(r.Shader, "MVP_MATRIX")
	if shaderMvp >= 0 {
		mvp = perspective.Mul4(view).Mul4(model)
		gl.UniformMatrix4fv(shaderMvp, 1, false, &mvp[0])
	}

	shaderMv := getUniformLocation(r.Shader, "MV_MATRIX")
	if shaderMv >= 0 {
		mv := view.Mul4(model)
		gl.UniformMatrix4fv(shaderMv, 1, false, &mv[0])
	}

	shaderTex0 := getUniformLocation(r.Shader, "DIFFUSE_TEX")
	if shaderTex0 >= 0 {
		gl.ActiveTexture(gl.TEXTURE0)
		gl.BindTexture(gl.TEXTURE_2D, r.Tex0)
		gl.Uniform1i(shaderTex0, 0)
	}

	shaderColor := getUniformLocation(r.Shader, "MATERIAL_DIFFUSE")
	if shaderColor >= 0 {
		gl.Uniform4f(shaderColor, r.Color[0], r.Color[1], r.Color[2], r.Color[3])
	}

	shaderTex1 := getUniformLocation(r.Shader, "MATERIAL_TEX_0")
	if shaderTex1 >= 0 {
		gl.ActiveTexture(gl.TEXTURE0)
		gl.BindTexture(gl.TEXTURE_2D, r.Tex0)
		gl.Uniform1i(shaderTex1, 0)
	}

	shaderCameraWorldPos := getUniformLocation(r.Shader, "CAMERA_WORLD_POSITION")
	if shaderCameraWorldPos >= 0 {
		gl.Uniform3f(shaderCameraWorldPos, -view[12], -view[13], -view[14])
	}

	shaderPosition := getAttribLocation(r.Shader, "VERTEX_POSITION")
	if shaderPosition >= 0 {
		gl.BindBuffer(gl.ARRAY_BUFFER, r.VertVBO)
		gl.EnableVertexAttribArray(uint32(shaderPosition))
		gl.VertexAttribPointer(uint32(shaderPosition), 3, gl.FLOAT, false, 0, gl.PtrOffset(0))
	}

	shaderNormal := getAttribLocation(r.Shader, "VERTEX_NORMAL")
	if shaderNormal >= 0 {
		gl.BindBuffer(gl.ARRAY_BUFFER, r.NormsVBO)
		gl.EnableVertexAttribArray(uint32(shaderNormal))
		gl.VertexAttribPointer(uint32(shaderNormal), 3, gl.FLOAT, false, 0, gl.PtrOffset(0))
	}

	shaderVertUv := getAttribLocation(r.Shader, "VERTEX_UV_0")
	if shaderVertUv >= 0 {
		gl.BindBuffer(gl.ARRAY_BUFFER, r.UvVBO)
		gl.EnableVertexAttribArray(uint32(shaderVertUv))
		gl.VertexAttribPointer(uint32(shaderVertUv), 2, gl.FLOAT, false, 0, gl.PtrOffset(0))
	}

	gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, r.ElementsVBO)
	gl.DrawElements(gl.TRIANGLES, int32(r.FaceCount*3), gl.UNSIGNED_INT, gl.PtrOffset(0))
	gl.BindVertexArray(0)
}
Пример #25
0
func (t *Texture) Bind() {
	gl.BindTexture(gl.TEXTURE_2D, t.id)
}
Пример #26
0
func (t *Texture) Unbind() {
	gl.BindTexture(gl.TEXTURE_2D, 0)
}