示例#1
0
func ResetAtomicCounters(glPtr gl.Uint, num gl.Sizei, value gl.Uint) {
	var ptr *gl.Uint
	var i gl.Sizei
	gl.BindBuffer(gl.ATOMIC_COUNTER_BUFFER, glPtr)
	for i = 0; i < num; i++ {
		ptr = (*gl.Uint)(gl.MapBufferRange(gl.ATOMIC_COUNTER_BUFFER, gltypes.OffsetIntPtr(nil, i*4), gltypes.SizeOfGlUint, gl.MAP_WRITE_BIT|gl.MAP_INVALIDATE_BUFFER_BIT|gl.MAP_UNSYNCHRONIZED_BIT))
		*ptr = value
		gl.UnmapBuffer(gl.ATOMIC_COUNTER_BUFFER)
	}
	gl.BindBuffer(gl.ATOMIC_COUNTER_BUFFER, 0)
}
示例#2
0
func ReadAtomicCounterValues(ac gl.Uint, vals []gl.Uint) {
	var ptr *gl.Uint
	gl.BindBuffer(gl.ATOMIC_COUNTER_BUFFER, ac)
	for i := 0; i < len(vals); i++ {
		ptr = (*gl.Uint)(gl.MapBufferRange(gl.ATOMIC_COUNTER_BUFFER, gltypes.OffsetIntPtr(nil, gl.Sizei(i*4)), gltypes.SizeOfGlUint, gl.MAP_READ_BIT))
		vals[i] = *ptr
		gl.UnmapBuffer(gl.ATOMIC_COUNTER_BUFFER)
	}
	gl.BindBuffer(gl.ATOMIC_COUNTER_BUFFER, 0)
	PanicIfErrors("ReadAtomicCounter(%v)", ac)
}
示例#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)
}
示例#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)
}
示例#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)
}
示例#6
0
func CreateVOB() {
    Verticies := [...]gl.Float{-0.8f, -0.8f, 0.0f, 1.0f,
                               0.0f,  0.8f, 0.0f, 1.0f,
                               0.8f, -0.8f, 0.0f, 1.0f}

    Colours := [...]gl.Float{1.0f, 0.0f, 0.0f, 1.0f,
                         0.0f, 1.0f, 0.0f, 1.0f,
                         0.0f, 0.0f, 1.0f, 1.0f}

    BufferSize = unsafe.Sizeof(Verticies)
    VertexSize = unsafe.Sizeof(Verticies[0])
    RgbOffset  = unsafe.Sizeof(Verticies[0].XYZW)

    gl.GenVertexArrays(1, &VaoId)
    gl.BindVertexArray(VaoId)

    gl.GenBuffers(1, &VboId)
    gl.BindBuffer(gl.ARRAY_BUFFER, VboId)
    gl.BufferData(gl.ARRAY_BUFFER, unsafe.Sizeof(Verticies), Verticies, gl.STATIC_DRAW)
    gl.VertexAttribPointer(1, 4, gl.Float, gl.FALSE, 0, 0)
    gl.EnableVertexAttribArray(1)

    if err := gl.GetError(); err != gl.NO_ERROR {
    	fmt.Println(err, "ERROR: Could not create a VBO")
    }
}
示例#7
0
文件: main.go 项目: vron/fm
func display() {
	gl.ClearColor(0.19, 0.19, 0.21, 0)
	gl.ClearDepth(1)
	gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)

	gl.UseProgram(theProgram)

	// Temporarily set the cam t clip
	id := gls.Identity()

	trans := getLookAtMatrix()
	//	log.Println(trans)
	gls.UniformMatrix4fv(wtcm_unif, 1, false, trans)

	gls.UniformMatrix4fv(mtwm_unif, 1, false, id)

	// And here we do the actual rendering

	// Generate a name for vufferobj and store it
	gl.GenBuffers(1, &positionBufferObject)
	// Bind it to a target
	gl.BindBuffer(gl.ARRAY_BUFFER, positionBufferObject)

	// Conver all nodes to a long array of vertexes!
	i := 0
	// TODO: Fix this, based on 4 per eleemnts
	vpos := make([]float32, len(elements)*4*4)
	elms := make(map[uint32]mS, len(elements))
	// Note that the order here is undefined!
	ii := 0
	for k, v := range elements {
		elms[k] = mS{ii, len(v.Nodes())}
		for _, vv := range v.Nodes() {
			ii++
			vpos[i] = float32(nodes[vv][0])
			i++
			vpos[i] = float32(nodes[vv][1])
			i++
			vpos[i] = float32(nodes[vv][2])
			i++
			vpos[i] = 1.0
			i++
		}
	}
	/*
		for _, v := range nodes {
			vpos[i] = float32(v[0])
			i++
			vpos[i] = float32(v[1])
			i++
			vpos[i] = float32(v[2])
			i++
		}
	*/
	gl.BufferData(gl.ARRAY_BUFFER, gl.Sizeiptr(32/8*len(vpos)), (gl.Pointer)(&vpos[0]), gl.STATIC_DRAW)
	gl.BindBuffer(gl.ARRAY_BUFFER, 0)

	gl.BindBuffer(gl.ARRAY_BUFFER, positionBufferObject)
	gl.EnableVertexAttribArray(0)
	gl.VertexAttribPointer(0, 4, gl.FLOAT, gl.FALSE, 0, (gl.Pointer)(nil))

	/*	for _,v := range elms {

		}
	*/
	for _, v := range elms {
		gl.DrawArrays(gl.LINE_LOOP, gl.Int(v.Start), gl.Sizei(v.Length))
	}

	// Draw Coordinate acis
	/*for i := 9; i < 9+2*5; i += 2 {
		gl.DrawArrays(gl.LINE_STRIP, gl.Int(i), 2)
	}*/
}
示例#8
0
func glFillBuffer(vals []gl.Float, buf *gl.Uint) {
	gl.GenBuffers(1, buf)
	gl.BindBuffer(gl.ARRAY_BUFFER, *buf)
	gl.BufferData(gl.ARRAY_BUFFER, gl.Sizeiptr(len(vals)*4), gl.Pointer(&vals[0]), gl.STATIC_DRAW)
	gl.BindBuffer(gl.ARRAY_BUFFER, 0)
}
示例#9
0
func MakeAtomicCounters(glPtr *gl.Uint, num gl.Sizei) {
	gl.GenBuffers(1, glPtr)
	gl.BindBuffer(gl.ATOMIC_COUNTER_BUFFER, *glPtr)
	gl.BufferData(gl.ATOMIC_COUNTER_BUFFER, gl.Sizeiptr(4*num), gl.Pointer(nil), BufMode)
	gl.BindBuffer(gl.ATOMIC_COUNTER_BUFFER, 0)
}
示例#10
0
func MakeArrayBuffer(glPtr *gl.Uint, size uint64, sl interface{}, isLen, makeTex bool) gl.Uint {
	var ptr = gl.Pointer(nil)
	var glTex gl.Uint = 0
	var glTexFormat gl.Enum = gl.R8UI
	var sizeFactor, sizeTotal uint64 = 1, 0
	var tm = false
	var handle = func(sf uint64, glPtr gl.Pointer, le int, tf gl.Enum) {
		tm = true
		if le > 1 {
			ptr = glPtr
		}
		if size == 0 {
			size = uint64(le)
			isLen = true
		}
		if isLen {
			sizeFactor = sf
		}
		if tf != 0 {
			glTexFormat = tf
		}
	}
	if (sl == nil) && FillWithZeroes {
		sl = make([]uint8, size)
	}
	gl.GenBuffers(1, glPtr)
	gl.BindBuffer(gl.ARRAY_BUFFER, *glPtr)
	if sl != nil {
		if tv, tb := sl.([]uint8); tb {
			handle(1, gl.Pointer(&tv[0]), len(tv), gl.R8UI)
		}
		if tv, tb := sl.([]uint16); tb {
			handle(2, gl.Pointer(&tv[0]), len(tv), gl.R16UI)
		}
		if tv, tb := sl.([]uint32); tb {
			handle(4, gl.Pointer(&tv[0]), len(tv), gl.R32UI)
		}
		if tv, tb := sl.([]uint64); tb {
			handle(8, gl.Pointer(&tv[0]), len(tv), gl.RG32UI)
		}
		if tv, tb := sl.([]int8); tb {
			handle(1, gl.Pointer(&tv[0]), len(tv), gl.R8I)
		}
		if tv, tb := sl.([]int16); tb {
			handle(2, gl.Pointer(&tv[0]), len(tv), gl.R16I)
		}
		if tv, tb := sl.([]int32); tb {
			handle(4, gl.Pointer(&tv[0]), len(tv), gl.R32I)
		}
		if tv, tb := sl.([]int64); tb {
			handle(8, gl.Pointer(&tv[0]), len(tv), gl.RG32I)
		}
		if tv, tb := sl.([]float32); tb {
			handle(4, gl.Pointer(&tv[0]), len(tv), gl.R32F)
		}
		if tv, tb := sl.([]float64); tb {
			handle(8, gl.Pointer(&tv[0]), len(tv), gl.RG32F)
		}
		if tv, tb := sl.([]gl.Bitfield); tb {
			handle(4, gl.Pointer(&tv[0]), len(tv), gl.R8UI)
		}
		if tv, tb := sl.([]gl.Byte); tb {
			handle(1, gl.Pointer(&tv[0]), len(tv), gl.R8I)
		}
		if tv, tb := sl.([]gl.Ubyte); tb {
			handle(1, gl.Pointer(&tv[0]), len(tv), gl.R8UI)
		}
		if tv, tb := sl.([]gl.Ushort); tb {
			handle(2, gl.Pointer(&tv[0]), len(tv), gl.R16UI)
		}
		if tv, tb := sl.([]gl.Short); tb {
			handle(2, gl.Pointer(&tv[0]), len(tv), gl.R16I)
		}
		if tv, tb := sl.([]gl.Uint); tb {
			handle(4, gl.Pointer(&tv[0]), len(tv), gl.R32UI)
		}
		if tv, tb := sl.([]gl.Uint64); tb {
			handle(8, gl.Pointer(&tv[0]), len(tv), gl.RG32UI)
		}
		if tv, tb := sl.([]gl.Int); tb {
			handle(4, gl.Pointer(&tv[0]), len(tv), gl.R32I)
		}
		if tv, tb := sl.([]gl.Int64); tb {
			handle(8, gl.Pointer(&tv[0]), len(tv), gl.RG32I)
		}
		if tv, tb := sl.([]gl.Clampd); tb {
			handle(8, gl.Pointer(&tv[0]), len(tv), gl.RG32F)
		}
		if tv, tb := sl.([]gl.Clampf); tb {
			handle(4, gl.Pointer(&tv[0]), len(tv), gl.R32F)
		}
		if tv, tb := sl.([]gl.Float); tb {
			handle(4, gl.Pointer(&tv[0]), len(tv), gl.R32F)
		}
		if tv, tb := sl.([]gl.Half); tb {
			handle(2, gl.Pointer(&tv[0]), len(tv), gl.R16F)
		}
		if tv, tb := sl.([]gl.Double); tb {
			handle(8, gl.Pointer(&tv[0]), len(tv), gl.RG32F)
		}
		if tv, tb := sl.([]gl.Enum); tb {
			handle(4, gl.Pointer(&tv[0]), len(tv), gl.R32I)
		}
		if tv, tb := sl.([]gl.Sizei); tb {
			handle(4, gl.Pointer(&tv[0]), len(tv), gl.R32UI)
		}
		if tv, tb := sl.([]gl.Char); tb {
			handle(1, gl.Pointer(&tv[0]), len(tv), gl.R8UI)
		}
		if !tm {
			log.Panicf("MakeArrayBuffer() -- slice type unsupported:\n%+v", sl)
		}
	}
	sizeTotal = size * sizeFactor
	gl.BufferData(gl.ARRAY_BUFFER, gl.Sizeiptr(sizeTotal), ptr, BufMode)
	if makeTex {
		if sizeTotal > MaxTextureBufferSize() {
			log.Panicf("Texture buffer size (%vMB) would exceed your GPU's maximum texture buffer size (%vMB)", sizeTotal/MB, maxTexBufSize/MB)
		}
		gl.GenTextures(1, &glTex)
		gl.BindTexture(gl.TEXTURE_BUFFER, glTex)
		gl.TexBuffer(gl.TEXTURE_BUFFER, glTexFormat, *glPtr)
		gl.BindTexture(gl.TEXTURE_2D, 0)
	}
	gl.BindBuffer(gl.ARRAY_BUFFER, 0)
	PanicIfErrors("MakeArrayBuffer()")
	return glTex
}