Пример #1
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 #2
0
func (r *BatchRenderer) Bind() error {
	gl.UseProgram(r.Program)
	gl.ActiveTexture(gl.TEXTURE0)
	gl.Uniform1i(r.TextureUnitLoc, 0)
	gl.UniformMatrix4fv(r.ProjectionLoc, 1, false, &r.Camera.Projection[0])
	return nil
}
Пример #3
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 #4
0
func (tr *TextRenderer) Bind() error {
	gl.UseProgram(tr.Program)
	if e := gl.GetError(); e != 0 {
		return fmt.Errorf("ERROR: %X", e)
	}
	gl.Uniform1i(tr.TextureUnitLoc, 0)
	if e := gl.GetError(); e != 0 {
		return fmt.Errorf("ERROR: %X", e)
	}
	gl.BindBuffer(gl.ARRAY_BUFFER, tr.VBO)
	if e := gl.GetError(); e != 0 {
		return fmt.Errorf("ERROR: %X", e)
	}
	gl.EnableVertexAttribArray(tr.PositionLoc)
	gl.VertexAttribPointer(tr.PositionLoc, 3, gl.FLOAT, false, 5*4, gl.PtrOffset(0))
	if e := gl.GetError(); e != 0 {
		return fmt.Errorf("ERROR: %X", e)
	}
	gl.EnableVertexAttribArray(tr.TextureLoc)
	gl.VertexAttribPointer(tr.TextureLoc, 2, gl.FLOAT, false, 5*4, gl.PtrOffset(3*4))
	if e := gl.GetError(); e != 0 {
		return fmt.Errorf("ERROR: %X", e)
	}
	gl.UniformMatrix4fv(tr.ProjectionLoc, 1, false, &tr.Renderer.Camera.Projection[0])
	if e := gl.GetError(); e != 0 {
		return fmt.Errorf("ERROR: %X", e)
	}
	return nil
}
Пример #5
0
func (rt *renderableText) render(x, y float32) {
	m := newScaleMatrix(rt.width, rt.height, 1)
	m = m.mult(newTranslationMatrix(x, y, 0))
	gl.UniformMatrix4fv(modelMatrixUniform, 1, false, &m[0])
	gl.Uniform1i(textureUniform, int32(rt.texture)-1)
	textLineMesh.drawElements()
}
Пример #6
0
func renderMarker(metrics *metrics, m *game.Marker, x, y int) {
	switch m.State {
	case game.MarkerShowing:
		var val string
		switch {
		case m.ChainLevel > 0:
			val = "x" + strconv.Itoa(m.ChainLevel+1)

		case m.ComboLevel > 3:
			val = strconv.Itoa(m.ComboLevel)

		default:
			return
		}

		sc := float32(0.5)

		tx := -float32(len(val)-1) * sc
		ty := metrics.globalTranslationY + cellTranslationY*-float32(y) + easeOutCubic(m.StateProgress(metrics.fudge), 0, 0.5)
		tz := metrics.globalTranslationZ + cellTranslationZ/2 + 0.1

		ry := metrics.globalRotationY + metrics.cellRotationY*-float32(x)
		yq := newAxisAngleQuaternion(yAxis, ry)
		qm := newQuaternionMatrix(yq.normalize())

		gl.Uniform1f(brightnessUniform, 0)
		gl.Uniform1f(alphaUniform, easeOutCubic(m.StateProgress(metrics.fudge), 1, -1))

		for _, rune := range val {
			text := markerRuneText[rune]

			m := newScaleMatrix(sc, sc, sc)
			m = m.mult(newTranslationMatrix(tx, ty, tz))
			m = m.mult(qm)
			gl.UniformMatrix4fv(modelMatrixUniform, 1, false, &m[0])

			gl.Uniform1i(textureUniform, int32(text.texture)-1)
			squareMesh.drawElements()
			tx++
		}

		gl.Uniform1i(textureUniform, int32(boardTexture)-1)
	}
}
Пример #7
0
func SetUniformI(shader, variable string, n int32) error {
	prog, ok := shader_progs[shader]
	if !ok {
		return fmt.Errorf("Tried to set a uniform in an unknown shader '%s'", shader)
	}
	bvariable := []byte(fmt.Sprintf("%s\x00", variable))
	loc := gl.GetUniformLocation(prog, (*uint8)(unsafe.Pointer(&bvariable[0])))
	gl.Uniform1i(loc, n)
	return nil
}
Пример #8
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 #9
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 #10
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 #11
0
func renderBoard(g *game.Game, fudge float32) bool {
	if g.Board == nil {
		return false
	}

	b := g.Board

	metrics := newMetrics(g, fudge)

	gl.UniformMatrix4fv(projectionViewMatrixUniform, 1, false, &perspectiveProjectionViewMatrix[0])
	gl.Uniform3fv(mixColorUniform, 1, &blackColor[0])

	globalGrayscale := float32(1)
	globalDarkness := float32(0.8)
	var boardDarkness float32

	gameEase := func(start, change float32) float32 {
		return easeOutCubic(g.StateProgress(fudge), start, change)
	}
	boardEase := func(start, change float32) float32 {
		return easeOutCubic(b.StateProgress(fudge), start, change)
	}

	switch g.State {
	case game.GamePlaying:
		globalGrayscale = gameEase(1, -1)
		globalDarkness = gameEase(0.8, -0.8)

	case game.GamePaused:
		globalGrayscale = gameEase(0, 1)
		globalDarkness = gameEase(0, 0.8)

	case game.GameExiting:
		globalGrayscale = 1
		globalDarkness = gameEase(0.8, 1)
	}

	switch b.State {
	case game.BoardEntering:
		boardDarkness = boardEase(1, -1)

	case game.BoardExiting:
		boardDarkness = boardEase(0, 1)
	}

	finalDarkness := globalDarkness
	if finalDarkness < boardDarkness {
		finalDarkness = boardDarkness
	}
	gl.Uniform1f(mixAmountUniform, finalDarkness)

	gl.Uniform1i(textureUniform, int32(boardTexture)-1)

	for i := 0; i <= 2; i++ {
		gl.Uniform1f(grayscaleUniform, globalGrayscale)
		gl.Uniform1f(brightnessUniform, 0)
		gl.Uniform1f(alphaUniform, 1)

		if i == 0 {
			renderSelector(metrics)
		}

		for y, r := range b.Rings {
			for x, c := range r.Cells {
				switch i {
				case 0: // draw opaque objects
					switch c.Block.State {
					case game.BlockStatic,
						game.BlockSwappingFromLeft,
						game.BlockSwappingFromRight,
						game.BlockDroppingFromAbove,
						game.BlockFlashing:
						renderCellBlock(metrics, c, x, y)

					case game.BlockCracking, game.BlockCracked:
						renderCellFragments(metrics, c, x, y)
					}

				case 1: // draw transparent objects
					switch c.Block.State {
					case game.BlockExploding:
						renderCellFragments(metrics, c, x, y)
					}
					renderMarker(metrics, c.Marker, x, y)
				}
			}
		}
	}

	// Render the spare rings.

	// Set brightness to zero for all spare rings.
	gl.Uniform1f(brightnessUniform, 0)

	for y, r := range b.SpareRings {
		// Set grayscale value. First spare rings becomes colored. Rest are gray.
		grayscale := float32(1)
		if y == 0 {
			grayscale = easeInExpo(b.RiseProgress(fudge), 1, -1)
		}
		if grayscale < globalGrayscale {
			grayscale = globalGrayscale
		}
		gl.Uniform1f(grayscaleUniform, grayscale)

		// Set alpha value. Last spare ring fades in. Rest are opaque.
		alpha := float32(1)
		if y == len(b.SpareRings)-1 {
			alpha = easeInExpo(b.RiseProgress(fudge), 0, 1)
		}
		gl.Uniform1f(alphaUniform, alpha)

		// Render the spare rings below the normal rings.
		for x, c := range r.Cells {
			renderCellBlock(metrics, c, x, y+b.RingCount)
		}
	}

	return true
}
Пример #12
0
func (tr *SpriteRenderer) Draw(instances []SpriteConfig) error {
	var (
		bytesNeeded int
		byteoffset  int
		count       int32
		data        unsafe.Pointer
		float       float32 = 0
		floatSize   uint32
		i           uint32
		offset      unsafe.Pointer
		sprite      SpriteConfig
		stride      int32
	)

	floatSize = uint32(unsafe.Sizeof(float))
	stride = int32(unsafe.Sizeof(sprite))

	gl.UseProgram(tr.program)
	gl.Uniform1i(tr.textureUnitLoc, 0)

	// Instance data binding
	gl.BindBuffer(gl.ARRAY_BUFFER, tr.instanceVBO)
	count = int32(len(instances))
	bytesNeeded = int(stride * count)
	data = gl.Ptr(instances)
	if bytesNeeded > tr.instanceBytes {
		gl.BufferData(gl.ARRAY_BUFFER, bytesNeeded, data, gl.STREAM_DRAW)
		tr.instanceBytes = bytesNeeded
	} else {
		gl.BufferSubData(gl.ARRAY_BUFFER, 0, bytesNeeded, data)
	}

	gl.EnableVertexAttribArray(tr.translationLoc)
	gl.VertexAttribPointer(tr.translationLoc, 3, gl.FLOAT, false, stride, tr.offAttrX)
	gl.VertexAttribDivisor(tr.translationLoc, 1)

	gl.EnableVertexAttribArray(tr.rotationLoc)
	gl.VertexAttribPointer(tr.rotationLoc, 3, gl.FLOAT, false, stride, tr.offAttrRotationX)
	gl.VertexAttribDivisor(tr.rotationLoc, 1)

	gl.EnableVertexAttribArray(tr.scaleLoc)
	gl.VertexAttribPointer(tr.scaleLoc, 3, gl.FLOAT, false, stride, tr.offAttrScaleX)
	gl.VertexAttribDivisor(tr.scaleLoc, 1)

	gl.EnableVertexAttribArray(tr.colorLoc)
	gl.VertexAttribPointer(tr.colorLoc, 4, gl.FLOAT, false, stride, tr.offAttrColor)
	gl.VertexAttribDivisor(tr.colorLoc, 1)

	for i = 0; i < 4; i++ {
		byteoffset = int(i * 4 * floatSize)
		offset = gl.PtrOffset(tr.offAttrPointAdj + byteoffset)
		gl.EnableVertexAttribArray(tr.pointAdjLoc + i)
		gl.VertexAttribPointer(tr.pointAdjLoc+i, 4, gl.FLOAT, false, stride, offset)
		gl.VertexAttribDivisor(tr.pointAdjLoc+i, 1)

		offset = gl.PtrOffset(tr.offAttrTextureAdj + byteoffset)
		gl.EnableVertexAttribArray(tr.textureAdjLoc + i)
		gl.VertexAttribPointer(tr.textureAdjLoc+i, 4, gl.FLOAT, false, stride, offset)
		gl.VertexAttribDivisor(tr.textureAdjLoc+i, 1)
	}
	// Projection
	gl.UniformMatrix4fv(tr.projectionLoc, 1, false, &tr.Renderer.Camera.Projection[0])

	// Actually draw.
	gl.DrawArraysInstanced(gl.TRIANGLES, 0, 6, int32(len(instances)))

	// Undo instance attr repetition.
	gl.VertexAttribDivisor(tr.translationLoc, 0)
	gl.VertexAttribDivisor(tr.rotationLoc, 0)
	gl.VertexAttribDivisor(tr.scaleLoc, 0)
	gl.VertexAttribDivisor(tr.colorLoc, 0)
	for i = 0; i < 4; i++ {
		gl.VertexAttribDivisor(tr.pointAdjLoc+i, 0)
		gl.VertexAttribDivisor(tr.textureAdjLoc+i, 0)
	}

	gl.BindBuffer(gl.ARRAY_BUFFER, 0)
	return nil
}
Пример #13
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)
}