示例#1
0
文件: text.go 项目: CubeLite/gltext-1
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)
}
示例#2
0
func (lr *LinesRenderer) Draw(line *LineGeometry, mv mgl32.Mat4, style *LineStyle) (err error) {
	var (
		dataBytes    int   = len(line.Vertices) * int(lr.stride)
		indexBytes   int   = len(line.Indices) * int(lr.stride)
		elementCount int32 = int32(len(line.Indices))
		r, g, b, a         = style.Color.RGBA()
	)
	gl.Uniform1f(lr.thicknessLoc, style.Thickness)
	gl.Uniform1f(lr.innerLoc, style.Inner)
	gl.Uniform4f(lr.colorLoc, float32(r)/255.0, float32(g)/255.0, float32(b)/255.0, float32(a)/255.0)
	gl.UniformMatrix4fv(lr.modelviewLoc, 1, false, &mv[0])
	if dataBytes > lr.bufferBytes {
		lr.bufferBytes = dataBytes
		gl.BufferData(gl.ARRAY_BUFFER, dataBytes, gl.Ptr(line.Vertices), gl.STREAM_DRAW)
		gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, indexBytes, gl.Ptr(line.Indices), gl.STREAM_DRAW)
	} else {
		gl.BufferSubData(gl.ARRAY_BUFFER, 0, dataBytes, gl.Ptr(line.Vertices))
		gl.BufferSubData(gl.ELEMENT_ARRAY_BUFFER, 0, indexBytes, gl.Ptr(line.Indices))
	}
	gl.DrawElements(gl.TRIANGLES, elementCount, gl.UNSIGNED_INT, gl.PtrOffset(0))
	if e := gl.GetError(); e != 0 {
		err = fmt.Errorf("ERROR: OpenGL error %X", e)
	}
	return
}
示例#3
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#4
0
func (b *BoundingBox) Draw() {
	gl.UseProgram(b.program)

	// uniforms
	gl.Uniform2fv(b.finalPositionUniform, 1, &b.finalPosition[0])
	gl.UniformMatrix4fv(b.orthographicMatrixUniform, 1, false, &b.font.OrthographicMatrix[0])

	// draw
	gl.BindVertexArray(b.vao)
	gl.DrawElements(gl.TRIANGLES, int32(b.eboIndexCount), gl.UNSIGNED_INT, nil)
	gl.BindVertexArray(0)
}
示例#5
0
文件: sprite.go 项目: vinzBad/grid
func (s *Sprite) Draw() {
	s.shader.Use()
	s.texture.Bind()

	gl.BindVertexArray(s.vao)
	gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, s.ebo)
	gl.BindBuffer(gl.ARRAY_BUFFER, s.vbo)
	//gl.DrawArrays(gl.TRIANGLES, 0, 3)
	gl.DrawElements(gl.TRIANGLES, 6, gl.UNSIGNED_INT, gl.PtrOffset(0))
	gl.BindVertexArray(0)
	gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, 0)

}
示例#6
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#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 (m *mesh) drawElements() {
	gl.BindVertexArray(m.vao)
	gl.DrawElements(gl.TRIANGLES, m.count, gl.UNSIGNED_SHORT, gl.Ptr(nil))
	gl.BindVertexArray(0)
}
示例#9
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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)
}
示例#10
0
//DrawCall send a single draw call
func (m *VUNMesh) DrawCall() {
	gl.DrawElements(gl.TRIANGLES, m.Size(), gl.UNSIGNED_SHORT, nil)
}
示例#11
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()
	}
}