示例#1
0
文件: effects.go 项目: pikkpoiss/ld33
func NewEffectsRenderer(w, h int) (r *EffectsRenderer, err error) {
	r = &EffectsRenderer{
		width:  w,
		height: h,
		Color:  mgl32.Vec3{0.0, 0.0, 0.0},
	}
	_, _, r.oldwidth, r.oldheight = twodee.GetInteger4(gl.VIEWPORT)
	if r.shader, err = twodee.BuildProgram(EFFECTS_VERTEX, EFFECTS_FRAGMENT); err != nil {
		return
	}
	r.positionLoc = uint32(gl.GetAttribLocation(r.shader, gl.Str("a_Position\x00")))
	r.textureLoc = uint32(gl.GetAttribLocation(r.shader, gl.Str("a_TextureCoordinates\x00")))
	r.textureUnitLoc = gl.GetUniformLocation(r.shader, gl.Str("u_TextureUnit\x00"))
	r.colorLoc = gl.GetUniformLocation(r.shader, gl.Str("v_Color\x00"))
	gl.BindFragDataLocation(r.shader, 0, gl.Str("v_FragData\x00"))
	var size float32 = 1.0
	var rect = []float32{
		-size, -size, 0.0, 0, 0,
		-size, size, 0.0, 0, 1,
		size, -size, 0.0, 1, 0,
		size, size, 0.0, 1, 1,
	}
	if r.coords, err = twodee.CreateVBO(len(rect)*4, rect, gl.STATIC_DRAW); err != nil {
		return
	}

	if r.framebuffer, r.texture, err = r.initFramebuffer(w, h); err != nil {
		return
	}
	return
}
示例#2
0
// Rendering this LineRender.
func (lr *LineRender) Render() {
	// Binding the appropriate information.
	gl.BindVertexArray(lr.vao)
	gl.BindBuffer(gl.ARRAY_BUFFER, lr.vbo)
	gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, lr.ebo)
	gl.UseProgram(lr.shaderProgram)

	// Loading up vertex attributes.
	vertAttrib := uint32(gl.GetAttribLocation(lr.shaderProgram, gl.Str("vert\x00")))
	gl.EnableVertexAttribArray(vertAttrib)
	gl.VertexAttribPointer(vertAttrib, 2, gl.FLOAT, false, 2*4, gl.PtrOffset(0))

	// Line thickness information.
	gl.Uniform1f(
		gl.GetUniformLocation(lr.shaderProgram, gl.Str("in_thickness\x00")),
		lr.weight)

	// Fragment shader color information.
	gl.Uniform4f(
		gl.GetUniformLocation(lr.shaderProgram, gl.Str("in_color\x00")),
		lr.color.Red,
		lr.color.Green,
		lr.color.Blue,
		lr.color.Alpha)

	gl.BindFragDataLocation(lr.shaderProgram, 0, gl.Str("out_color\x00"))

	// Performing the render.
	gl.DrawElements(gl.LINE_STRIP, lr.points, gl.UNSIGNED_INT, nil)
}
示例#3
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)
}
示例#4
0
文件: opengl.go 项目: Triangle345/GT
func CreateBuffers() {

	var err error
	program, err = MakeProgram(VertexShader(), FragmentShader())
	// defer program.Delete()

	if err != nil {
		fmt.Println("Error loading shaders: " + err.Error())
		panic("error loading shaders")
	}

	gl.BindFragDataLocation(program, 0, gl.Str("color\x00"))

	MVPid = gl.GetUniformLocation(program, gl.Str("MVP\x00"))
	lightpositionID = gl.GetUniformLocation(program, gl.Str("light.position\x00"))
	lightintensitiesID = gl.GetUniformLocation(program, gl.Str("light.intensities\x00"))
	lightattenuationID = gl.GetUniformLocation(program, gl.Str("light.attenuation\x00"))
	lightambientCoeficientID = gl.GetUniformLocation(program, gl.Str("light.ambientCoeficient\x00"))

	cameraPositionID = gl.GetUniformLocation(program, gl.Str("cameraPosition\x00"))

	// View := mathgl.LookAt(0.0, 0.0, 5.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0)

	// viewM = View

	gl.DepthFunc(gl.LEQUAL)
	gl.Enable(gl.BLEND)
	gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)

	// var vao uint32
	gl.GenVertexArrays(1, &vao)
	gl.BindVertexArray(vao)

	// var vbo uint32
	gl.GenBuffers(1, &vbo)

	// gl.GenBuffers(1, &elementvbo)
	// fmt.Println(program)
	gl.UseProgram(program)

	for idx, img := range aggregateImages {
		bindAggregateImage(img, idx)

	}

}
示例#5
0
func NewGlowRenderer(w, h int, blur int, strength float32, scale float32) (r *GlowRenderer, err error) {
	r = &GlowRenderer{
		width:    w,
		height:   h,
		blur:     blur,
		strength: strength,
		scale:    scale,
	}
	_, _, r.oldwidth, r.oldheight = GetInteger4(gl.VIEWPORT)
	if r.shader, err = BuildProgram(GLOW_VERTEX, GLOW_FRAGMENT); err != nil {
		return
	}
	r.orientationLoc = gl.GetUniformLocation(r.shader, gl.Str("Orientation\x00"))
	r.blurAmountLoc = gl.GetUniformLocation(r.shader, gl.Str("BlurAmount\x00"))
	r.blurScaleLoc = gl.GetUniformLocation(r.shader, gl.Str("BlurScale\x00"))
	r.blurStrengthLoc = gl.GetUniformLocation(r.shader, gl.Str("BlurStrength\x00"))
	r.bufferDimensionsLoc = gl.GetUniformLocation(r.shader, gl.Str("BufferDimensions\x00"))
	r.positionLoc = uint32(gl.GetAttribLocation(r.shader, gl.Str("a_Position\x00")))
	r.textureLoc = uint32(gl.GetAttribLocation(r.shader, gl.Str("a_TextureCoordinates\x00")))
	r.textureUnitLoc = gl.GetUniformLocation(r.shader, gl.Str("u_TextureUnit\x00"))
	gl.BindFragDataLocation(r.shader, 0, gl.Str("v_FragData\x00"))
	var size float32 = 1.0
	var rect = []float32{
		-size, -size, 0.0, 0, 0,
		-size, size, 0.0, 0, 1,
		size, -size, 0.0, 1, 0,
		size, size, 0.0, 1, 1,
	}
	if r.coords, err = CreateVBO(len(rect)*4, rect, gl.STATIC_DRAW); err != nil {
		return
	}

	if r.GlowFb, r.GlowTex, err = r.initFramebuffer(w, h); err != nil {
		return
	}
	if r.BlurFb, r.BlurTex, err = r.initFramebuffer(w, h); err != nil {
		return
	}
	return
}
示例#6
0
func (p *Program) linkProgram(vertex uint32, fragment uint32) (program uint32, err error) {
	program = gl.CreateProgram()
	gl.AttachShader(program, vertex)
	gl.AttachShader(program, fragment)
	gl.BindFragDataLocation(program, 0, gl.Str("v_FragData\x00"))
	if e := gl.GetError(); e != 0 {
		err = fmt.Errorf("ERROR program.BindFragDataLocation %X", e)
		return
	}
	gl.LinkProgram(program)
	var status int32
	if gl.GetProgramiv(program, gl.LINK_STATUS, &status); status == gl.FALSE {
		var length int32
		gl.GetProgramiv(program, gl.INFO_LOG_LENGTH, &length)
		log := strings.Repeat("\x00", int(length+1))
		gl.GetProgramInfoLog(program, length, nil, gl.Str(log))
		err = fmt.Errorf("ERROR program link:\n%s", log)
	}
	gl.DeleteShader(vertex)
	gl.DeleteShader(fragment)
	return
}
示例#7
0
func main() {
	// init glfw
	if err := glfw.Init(); err != nil {
		panic(err)
	}

	defer glfw.Terminate()

	glfw.WindowHint(glfw.Resizable, glfw.False)
	glfw.WindowHint(glfw.ContextVersionMajor, 4)
	glfw.WindowHint(glfw.ContextVersionMinor, 1)
	glfw.WindowHint(glfw.OpenGLProfile, glfw.OpenGLCoreProfile)
	glfw.WindowHint(glfw.OpenGLForwardCompatible, glfw.True)

	// make an application window
	window, err := glfw.CreateWindow(windowWidth, windowHeight, "Hello", nil, nil)
	if err != nil {
		panic(err)
	}
	window.MakeContextCurrent()

	// init gl
	if err := gl.Init(); err != nil {
		panic(err)
	}
	fmt.Println("OpenGL version", gl.GoStr(gl.GetString(gl.VERSION)))

	// create vertex & fragment shader
	program, err := newProgram(vertexShader, fragmentShader)
	if err != nil {
		panic(err)
	}
	gl.UseProgram(program)

	gl.BindFragDataLocation(program, 0, gl.Str("fc\x00"))

	points := []float32{
		-0.5, -0.5,
		0.5, 0.5,
		0.5, -0.5,
		-0.5, 0.5,
	}

	vertices := []uint32{
		0, 2, 1, 3,
	}

	// configure the vertex data
	var vao uint32
	gl.GenVertexArrays(1, &vao)
	gl.BindVertexArray(vao)

	defer gl.BindVertexArray(0)

	var vbo uint32
	gl.GenBuffers(1, &vbo)
	gl.BindBuffer(gl.ARRAY_BUFFER, vbo)
	gl.BufferData(gl.ARRAY_BUFFER, len(points)*4, gl.Ptr(points), gl.STATIC_DRAW)

	var ibo uint32
	gl.GenBuffers(1, &ibo)
	gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, ibo)
	gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, len(vertices)*4, gl.Ptr(vertices), gl.STATIC_DRAW)

	vertAttrib := uint32(gl.GetAttribLocation(program, gl.Str("pv\x00")))
	gl.EnableVertexAttribArray(vertAttrib)
	gl.VertexAttribPointer(vertAttrib, 2, gl.FLOAT, false, 2*4, gl.PtrOffset(0))

	// global settings
	gl.Enable(gl.DEPTH_TEST)
	gl.DepthFunc(gl.LESS)
	gl.ClearColor(1.0, 1.0, 1.0, 1.0)

	for !window.ShouldClose() {
		gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)

		gl.UseProgram(program)

		gl.BindVertexArray(vao)

		gl.DrawElements(gl.LINE_LOOP, 4, gl.UNSIGNED_INT, gl.PtrOffset(0))

		window.SwapBuffers()
		glfw.PollEvents()
	}
}
示例#8
0
func main() {
	// init glfw
	if err := glfw.Init(); err != nil {
		panic(err)
	}

	defer glfw.Terminate()

	glfw.WindowHint(glfw.Resizable, glfw.False)
	glfw.WindowHint(glfw.ContextVersionMajor, 4)
	glfw.WindowHint(glfw.ContextVersionMinor, 1)
	glfw.WindowHint(glfw.OpenGLProfile, glfw.OpenGLCoreProfile)
	glfw.WindowHint(glfw.OpenGLForwardCompatible, glfw.True)

	// make an application window
	window, err := glfw.CreateWindow(windowWidth, windowHeight, "Transform", nil, nil)
	if err != nil {
		panic(err)
	}
	window.MakeContextCurrent()

	// init gl
	if err := gl.Init(); err != nil {
		panic(err)
	}
	fmt.Println("OpenGL version", gl.GoStr(gl.GetString(gl.VERSION)))

	// create vertex & fragment shader
	program, err := newProgram(vertexShader, fragmentShader)
	if err != nil {
		panic(err)
	}
	gl.UseProgram(program)

	projection := mgl32.Perspective(mgl32.DegToRad(45.0), float32(windowWidth)/windowHeight, 0.1, 10.0)
	projectionUniform := gl.GetUniformLocation(program, gl.Str("projection\x00"))
	gl.UniformMatrix4fv(projectionUniform, 1, false, &projection[0])

	camera := mgl32.LookAtV(
		mgl32.Vec3{3, 3, 3},
		mgl32.Vec3{0, 0, 0},
		mgl32.Vec3{0, 1, 0},
	)
	cameraUniform := gl.GetUniformLocation(program, gl.Str("camera\x00"))
	gl.UniformMatrix4fv(cameraUniform, 1, false, &camera[0])

	model := mgl32.Ident4()
	modelUniform := gl.GetUniformLocation(program, gl.Str("model\x00"))
	gl.UniformMatrix4fv(modelUniform, 1, false, &model[0])

	gl.BindFragDataLocation(program, 0, gl.Str("vert\x00"))

	points := []float32{
		-0.9, -0.9, -0.9,
		0.9, -0.9, -0.9,
		0.9, -0.9, 0.9,
		-0.9, -0.9, 0.9,
		-0.9, 0.9, -0.9,
		0.9, 0.9, -0.9,
		0.9, 0.9, 0.9,
		-0.9, 0.9, 0.9,
	}

	vertices := []uint32{
		0, 1,
		1, 2,
		2, 3,
		3, 0,
		0, 4,
		1, 5,
		2, 6,
		3, 7,
		4, 5,
		5, 6,
		6, 7,
		7, 4,
	}

	// configure the vertex data
	var vao uint32
	gl.GenVertexArrays(1, &vao)
	gl.BindVertexArray(vao)

	defer gl.BindVertexArray(0)

	var vbo uint32
	gl.GenBuffers(1, &vbo)
	gl.BindBuffer(gl.ARRAY_BUFFER, vbo)
	gl.BufferData(gl.ARRAY_BUFFER, len(points)*4, gl.Ptr(points), gl.STATIC_DRAW)

	var ibo uint32
	gl.GenBuffers(1, &ibo)
	gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, ibo)
	gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, len(vertices)*4, gl.Ptr(vertices), gl.STATIC_DRAW)

	vertAttrib := uint32(gl.GetAttribLocation(program, gl.Str("vert\x00")))
	gl.EnableVertexAttribArray(vertAttrib)
	gl.VertexAttribPointer(vertAttrib, 3, gl.FLOAT, false, 3*4, gl.PtrOffset(0))

	// global settings
	gl.Enable(gl.DEPTH_TEST)
	gl.DepthFunc(gl.LESS)
	gl.ClearColor(0.0, 0.0, 0.0, 1.0)

	angleX := 0.0
	angleY := 0.0
	angleZ := 0.0
	previousTime := glfw.GetTime()

	for !window.ShouldClose() {
		gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)

		time := glfw.GetTime()
		elapsed := time - previousTime
		previousTime = time

		angleX += math.Sin((elapsed / period) * math.Pi * 2.0)
		angleY += math.Sin((elapsed / period) / 6.0 * math.Pi * 2.0)
		angleZ += math.Sin((elapsed / period) / 3.0 * math.Pi * 2.0)
		model = mgl32.HomogRotate3DY(float32(angleY)).Mul4(mgl32.HomogRotate3DX(float32(angleX))).Mul4(mgl32.HomogRotate3DZ(float32(angleZ)))
		gl.UseProgram(program)
		gl.UniformMatrix4fv(modelUniform, 1, false, &model[0])

		gl.BindVertexArray(vao)

		gl.DrawElements(gl.LINES, int32(len(vertices)), gl.UNSIGNED_INT, gl.PtrOffset(0))

		window.SwapBuffers()
		glfw.PollEvents()
	}
}