示例#1
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func NewGmat4RotationZ(amount gl.Float) Gmat4 {
	var c, s = gl.Float(math.Cos(float64(amount))), gl.Float(math.Sin(float64(amount)))
	return Gmat4{
		c, -s, 0, 0,
		s, c, 0, 0,
		0, 0, 1, 0,
		0, 0, 0, 1,
	}
}
示例#2
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func NewGmat4Rotation(angle gl.Float, vec Gvec3) Gmat4 {
	var c, s = gl.Float(math.Cos(float64(angle))), gl.Float(math.Sin(float64(angle)))
	return Gmat4{
		c, -s, 0, 0,
		s, c, 0, 0,
		0, 0, 1, 0,
		0, 0, 0, 1,
	}
}
示例#3
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func NewGmat4Perspective(yFov, aspect, zNear, zFar gl.Float) Gmat4 {
	var f = gl.Float(math.Tan((math.Pi / 2) - float64(yFov)))
	return Gmat4{
		f / aspect, 0, 0, 0,
		0, f, 0, 0,
		0, 0, (zFar + zNear) / (zNear - zFar), (2 * zFar * zNear) / (zNear - zFar),
		0, 0, -1, 0,
	}
}
示例#4
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func MakeTextureFromImageFloatsFile(filePath string, w, h int) gl.Uint {
	var file, err = os.Open(filePath)
	var tex gl.Uint
	var pix = make([]gl.Float, w*h*3)
	var fVal float32
	var raw []uint8
	var buf *bytes.Buffer
	var i int
	if err != nil {
		panic(err)
	}
	defer file.Close()
	raw, err = ioutil.ReadAll(file)
	if err != nil {
		panic(err)
	}
	buf = bytes.NewBuffer(raw)
	for i = 0; (err == nil) && (i < len(pix)); i++ {
		if err = binary.Read(buf, binary.LittleEndian, &fVal); err == io.EOF {
			err = nil
			break
		} else if err == nil {
			pix[i] = gl.Float(fVal)
		}
	}
	if err != nil {
		panic(err)
	}
	sw, sh := gl.Sizei(w), gl.Sizei(h)
	gl.GenTextures(1, &tex)
	gl.BindTexture(gl.TEXTURE_2D, tex)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT)
	gl.TexStorage2D(gl.TEXTURE_2D, 1, gl.RGB16F, sw, sh)
	gl.TexSubImage2D(gl.TEXTURE_2D, 0, 0, 0, sw, sh, gl.RGB, gl.FLOAT, gl.Pointer(&pix[0]))
	gl.BindTexture(gl.TEXTURE_2D, 0)
	PanicIfErrors("MakeTextureFromImageFloatsFile(%v)", filePath)
	return tex
}
示例#5
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func Loop(onKeyDown, onKeyUp func(*sdl.KeyboardEvent)) {
	var nowTime = time.Now()
	var lastSecond, lastTime = nowTime, nowTime
	var nowNano int64 = 0
	var durSec time.Duration
	var sdlEvt sdl.Event
	var winw, winh int
	var retro int = int(Canvas0.RetroFactor)
	var canvas0RetroFactor = 1 / Canvas0.RetroFactor
	gl.Enable(gl.FRAMEBUFFER_SRGB)
	for Looping {
		nowTime = time.Now()
		pipeline.TimeLast, pipeline.TimeNow = lastTime, nowTime
		pipeline.TimeSecsElapsed = nowTime.Sub(lastTime).Seconds()
		lastTime = nowTime
		nowNano = nowTime.UnixNano()
		Canvas0.TimeElapsed = nowNano - StartTime
		durSec = nowTime.Sub(lastSecond)
		if sdlEvt = sdl.PollEvent(); sdlEvt != nil {
			switch event := sdlEvt.(type) {
			case *sdl.ResizeEvent:
				winw, winh = int(event.W), int(event.H)
				if retro > 0 {
					for (winw % retro) != 0 {
						winw--
					}
					for (winh % retro) != 0 {
						winh--
					}
					if (winw / retro) < 32 {
						winw = 32 * retro
					}
					if (winh / retro) < 32 {
						winh = 32 * retro
					}
				}
				ReinitVideo(winw, winh, true, true)
				RefreshWindowCaption()
			case *sdl.QuitEvent:
				Looping = false
				return
			case *sdl.KeyboardEvent:
				if event.Type == sdl.KEYUP {
					KeysPressed[event.Keysym.Sym] = false
					if event.Keysym.Sym == KeySymTmpTexUp {
						LoadTmpTex(TmpTexIndex + 1)
					}
					if event.Keysym.Sym == KeySymTmpTexDn {
						LoadTmpTex(TmpTexIndex - 1)
					}
					// if event.Keysym.Sym == KeySymOctreeLevelUp { softpipeline.OctreeMaxLevel++ }
					// if event.Keysym.Sym == KeySymOctreeLevelDown { softpipeline.OctreeMaxLevel-- }
					onKeyUp(event)
				} else if event.Type == sdl.KEYDOWN {
					KeysPressed[event.Keysym.Sym] = true
					onKeyDown(event)
				}
			case *sdl.MouseMotionEvent:
				MouseX, MouseY = float64(event.X)*canvas0RetroFactor, float64(event.Y)*canvas0RetroFactor
				Canvas0.MouseX, Canvas0.MouseY = gl.Float(MouseX*Canvas0.InvWidth), gl.Float(MouseY*Canvas0.InvHeight)
			}
		}
		pipeline.CamMove, pipeline.CamTurn = false, false
		if KeysPressed[sdl.K_UP] {
			pipeline.CamMove, pipeline.CamMoveFwd = true, 1
		} else {
			pipeline.CamMoveFwd = 0
		}
		if KeysPressed[sdl.K_DOWN] {
			pipeline.CamMove, pipeline.CamMoveBack = true, 1
		} else {
			pipeline.CamMoveBack = 0
		}
		if KeysPressed[sdl.K_LEFT] {
			pipeline.CamTurn, pipeline.CamTurnLeft = true, 1
		} else {
			pipeline.CamTurnLeft = 0
		}
		if KeysPressed[sdl.K_RIGHT] {
			pipeline.CamTurn, pipeline.CamTurnRight = true, 1
		} else {
			pipeline.CamTurnRight = 0
		}
		if KeysPressed[sdl.K_PAGEUP] {
			pipeline.CamTurn, pipeline.CamTurnUp = true, 1
		} else {
			pipeline.CamTurnUp = 0
		}
		if KeysPressed[sdl.K_PAGEDOWN] {
			pipeline.CamTurn, pipeline.CamTurnDown = true, 1
		} else {
			pipeline.CamTurnDown = 0
		}
		// if KeysPressed[sdl.K_RSHIFT] { pipeline.SpeedUp = 10 } else { pipeline.SpeedUp = 1 }
		if KeysPressed[sdl.K_a] {
			pipeline.CamMove, pipeline.CamMoveLeft = true, 1
		} else {
			pipeline.CamMoveLeft = 0
		}
		if KeysPressed[sdl.K_d] {
			pipeline.CamMove, pipeline.CamMoveRight = true, 1
		} else {
			pipeline.CamMoveRight = 0
		}
		if KeysPressed[sdl.K_w] {
			pipeline.CamMove, pipeline.CamMoveUp = true, 1
		} else {
			pipeline.CamMoveUp = 0
		}
		if KeysPressed[sdl.K_s] {
			pipeline.CamMove, pipeline.CamMoveDown = true, 1
		} else {
			pipeline.CamMoveDown = 0
		}
		if durSec.Seconds() < 1 {
			Fps++
		} else {
			RefreshWindowCaption()
			Fps = 0
			lastSecond = nowTime
		}

		pipeline.PreRender()
		// gl.Disable(gl.FRAMEBUFFER_SRGB)
		Canvas0.RenderContent()
		// Canvas0.RenderPostFx()
		// gl.BindFramebuffer(gl.FRAMEBUFFER, 0)
		// gl.Viewport(0, 0, gl.Sizei(Screen.W), gl.Sizei(Screen.H))
		// Canvas0.RenderSelf()

		sdl.GL_SwapBuffers()
		glutil.PanicIfErrors("Post Render Loop")
	}
}
示例#6
0
func WriteFloatsVec4(vec num.Vec3, vecW float64, index int, glFloats []gl.Float) {
	glFloats[index+0], glFloats[index+1], glFloats[index+2], glFloats[index+3] = gl.Float(vec.X), gl.Float(vec.Y), gl.Float(vec.Z), gl.Float(vecW)
}
示例#7
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func WriteFloatsVec3(vec num.Vec3, index int, glFloats []gl.Float) {
	glFloats[index+0], glFloats[index+1], glFloats[index+2] = gl.Float(vec.X), gl.Float(vec.Y), gl.Float(vec.Z)
}
示例#8
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func WriteFloats4(vecX, vecY, vecZ, vecW float64, index int, glFloats []gl.Float) {
	glFloats[index+0], glFloats[index+1], glFloats[index+2], glFloats[index+3] = gl.Float(vecX), gl.Float(vecY), gl.Float(vecZ), gl.Float(vecW)
}
示例#9
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func (me Gvec3) Magnitude() gl.Float {
	return gl.Float(math.Sqrt(float64(me.LenSqrt())))
}