示例#1
0
func (c *Cube) AttachTextureFromBuffer(buffer []byte, width, height int) {
	gl.GenTextures(1, &c.textureBuffer)
	gl.BindTexture(gl.TEXTURE_2D, c.textureBuffer)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
	gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.Sizei(width), gl.Sizei(height), 0, gl.RGBA, gl.UNSIGNED_BYTE, gl.Void(&buffer[0]))
}
示例#2
0
// Screenshot takes a screenshot of the current window and return a
// RGBA image.Image.
func Screenshot(window mandala.Window) image.Image {
	width, height := window.GetSize()

	// Allocate the pixel buffer
	pixels := make([]byte, width*height*4)
	gl.PixelStorei(gl.PACK_ALIGNMENT, 1)

	// Read the framebuffer
	gl.ReadPixels(0, 0, gl.Sizei(width), gl.Sizei(height), gl.RGBA, gl.UNSIGNED_BYTE, gl.Void(&pixels[0]))

	// Create a RGBA image
	rect := image.Rect(0, 0, width, height)
	img := image.NewRGBA(rect)

	index := 0
	for y := rect.Min.Y; y < rect.Max.Y; y++ {
		for x := rect.Min.X; x < rect.Max.X; x++ {
			color := color.RGBA{
				pixels[index],
				pixels[index+1],
				pixels[index+2],
				pixels[index+3],
			}
			img.Set(x, rect.Max.Y-y, color)
			index += 4
		}
	}

	return img
}
示例#3
0
文件: testlib.go 项目: kebo/gorgasm
func (renderState *renderState) init(window gorgasm.Window) {
	window.MakeContextCurrent()

	renderState.window = window
	width, height := window.GetSize()

	// Set the viewport
	gl.Viewport(0, 0, gl.Sizei(width), gl.Sizei(height))
	check()

	// Compile the shaders
	program := Program(FragmentShader(fsh), VertexShader(vsh))
	gl.UseProgram(program)
	check()

	// Get attributes
	attrPos = uint32(gl.GetAttribLocation(program, "pos"))
	attrTexIn = uint32(gl.GetAttribLocation(program, "texIn"))
	unifTexture = gl.GetUniformLocation(program, "texture")
	gl.EnableVertexAttribArray(attrPos)
	gl.EnableVertexAttribArray(attrTexIn)
	check()

	// Upload vertices data
	gl.GenBuffers(1, &verticesArrayBuffer)
	gl.BindBuffer(gl.ARRAY_BUFFER, verticesArrayBuffer)
	gl.BufferData(gl.ARRAY_BUFFER, gl.SizeiPtr(len(vertices))*4, gl.Void(&vertices[0]), gl.STATIC_DRAW)
	check()

	// Upload texture data
	img, err := loadImage(GOPHER_PNG)
	if err != nil {
		panic(err)
	}

	// Prepare the image to be placed on a texture.
	bounds := img.Bounds()
	imgWidth, imgHeight := bounds.Size().X, bounds.Size().Y
	buffer := make([]byte, imgWidth*imgHeight*4)
	index := 0
	for y := bounds.Min.Y; y < bounds.Max.Y; y++ {
		for x := bounds.Min.X; x < bounds.Max.X; x++ {
			r, g, b, a := img.At(x, y).RGBA()
			buffer[index] = byte(r)
			buffer[index+1] = byte(g)
			buffer[index+2] = byte(b)
			buffer[index+3] = byte(a)
			index += 4
		}
	}

	gl.GenTextures(1, &textureBuffer)
	gl.BindTexture(gl.TEXTURE_2D, textureBuffer)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
	gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.Sizei(imgWidth), gl.Sizei(imgHeight), 0, gl.RGBA, gl.UNSIGNED_BYTE, gl.Void(&buffer[0]))
	check()

	gl.ClearColor(0.0, 0.0, 0.0, 1.0)
}
示例#4
0
func (w *World) Resize(width, height int) {
	w.Width, w.Height = width, height
	gl.Viewport(0, 0, gl.Sizei(width), gl.Sizei(height))
	w.projection = mathgl.Perspective(60, float32(width)/float32(height), 1, 20)
	w.projectionView = w.projection
	w.projectionView.Mul4(w.view)
	for _, obj := range w.objects {
		obj.projectionView = w.projectionView
	}
}
示例#5
0
func (renderState *renderState) init(window mandala.Window) {
	window.MakeContextCurrent()

	renderState.window = window
	width, height := window.GetSize()

	// Set the viewport
	gl.Viewport(0, 0, gl.Sizei(width), gl.Sizei(height))
	gl.ClearColor(0.0, 0.0, 1.0, 1.0)
}
示例#6
0
func (w *World) UploadRGBAImage(img *image.RGBA) gltext.Texture {
	t := new(texture)
	ib := img.Bounds()
	t.bounds = ib
	gl.GenTextures(1, &t.id)
	gl.BindTexture(gl.TEXTURE_2D, t.id)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
	gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.Sizei(ib.Dx()), gl.Sizei(ib.Dy()), 0, gl.RGBA, gl.UNSIGNED_BYTE, gl.Void(&img.Pix[0]))
	return t
}
示例#7
0
func (renderState *renderState) init(window mandala.Window) {
	window.MakeContextCurrent()

	renderState.window = window
	width, height := window.GetSize()

	// Set the viewport
	gl.Viewport(0, 0, gl.Sizei(width), gl.Sizei(height))
	check()

	// Compile the shaders
	program := shaders.NewProgram(fsh, vsh)
	program.Use()
	check()

	// Get attributes
	attrPos = program.GetAttribute("pos")
	attrTexIn = program.GetAttribute("texIn")
	unifTexture = program.GetUniform("texture")
	gl.EnableVertexAttribArray(attrPos)
	gl.EnableVertexAttribArray(attrTexIn)
	check()

	// Upload texture data
	img, err := loadImage(GOPHER_PNG)
	if err != nil {
		panic(err)
	}

	// Prepare the image to be placed on a texture.
	bounds := img.Bounds()
	imgWidth, imgHeight := bounds.Size().X, bounds.Size().Y
	buffer := make([]byte, imgWidth*imgHeight*4)
	index := 0
	for y := bounds.Min.Y; y < bounds.Max.Y; y++ {
		for x := bounds.Min.X; x < bounds.Max.X; x++ {
			r, g, b, a := img.At(x, y).RGBA()
			buffer[index] = byte(r)
			buffer[index+1] = byte(g)
			buffer[index+2] = byte(b)
			buffer[index+3] = byte(a)
			index += 4
		}
	}

	gl.GenTextures(1, &textureBuffer)
	gl.BindTexture(gl.TEXTURE_2D, textureBuffer)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
	gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.Sizei(imgWidth), gl.Sizei(imgHeight), 0, gl.RGBA, gl.UNSIGNED_BYTE, gl.Void(&buffer[0]))
	check()

	gl.ClearColor(0.0, 0.0, 0.0, 1.0)
}
示例#8
0
func NewWorld(width, height int) *World {
	gl.Enable(gl.DEPTH_TEST)
	gl.ClearColor(0.0, 0.0, 0.0, 0.0)
	gl.Viewport(0, 0, gl.Sizei(width), gl.Sizei(height))

	return &World{
		Width:      width,
		Height:     height,
		objects:    make([]*Cube, 0),
		projection: mathgl.Perspective(60, float32(width)/float32(height), 1, 20),
		view:       mathgl.Ident4f(),
	}
}
示例#9
0
func (renderState *renderState) init(window mandala.Window) {
	window.MakeContextCurrent()

	renderState.window = window
	width, height := window.GetSize()

	// Set the viewport
	gl.Viewport(0, 0, gl.Sizei(width), gl.Sizei(height))
	gl.ClearColor(0.0, 0.0, 0.0, 1.0)

	renderState.boxProgram = shaders.NewProgram(shapes.DefaultBoxFS, shapes.DefaultBoxVS)
	renderState.segmentProgram = shaders.NewProgram(shapes.DefaultSegmentFS, shapes.DefaultSegmentVS)
}
示例#10
0
// Run runs renderLoop. The loop renders a frame and swaps the buffer
// at each tick received.
func renderLoopFunc(control *renderLoopControl) loop.LoopFunc {
	return func(loop loop.Loop) error {

		var state *gameState

		// Lock/unlock the loop to the current OS thread. This is
		// necessary because OpenGL functions should be called from
		// the same thread.
		runtime.LockOSThread()
		defer runtime.UnlockOSThread()

		// Create an instance of ticker and immediately stop
		// it because we don't want to swap buffers before
		// initializing a rendering state.
		ticker := time.NewTicker(time.Duration(1e9 / int(FramesPerSecond)))
		ticker.Stop()

		for {
			select {
			case window := <-control.window:
				ticker.Stop()

				state = newGameState(window)

				width, height := window.GetSize()
				gl.Viewport(0, 0, gl.Sizei(width), gl.Sizei(height))

				ticker = time.NewTicker(time.Duration(time.Second / time.Duration(FramesPerSecond)))

			case tap := <-control.tapEvent:
				state.world.explosion(tap[0], tap[1])

			// At each tick render a frame and swap buffers.
			case <-ticker.C:
				state.draw()
				state.window.SwapBuffers()

			case event := <-control.pause:
				ticker.Stop()
				state.world.destroy()
				event.Paused <- true

			case <-control.resume:

			case <-loop.ShallStop():
				ticker.Stop()
				return nil
			}
		}
	}
}
示例#11
0
// Run runs renderLoop. The loop renders a frame and swaps the buffer
// at each tick received.
func renderLoopFunc(control *renderLoopControl) loop.LoopFunc {
	return func(loop loop.Loop) error {
		var window mandala.Window
		// Lock/unlock the loop to the current OS thread. This is
		// necessary because OpenGL functions should be called from
		// the same thread.
		runtime.LockOSThread()
		defer runtime.UnlockOSThread()

		// Create an instance of ticker and immediately stop
		// it because we don't want to swap buffers before
		// initializing a rendering state.
		ticker := time.NewTicker(time.Duration(1e9 / int(FRAMES_PER_SECOND)))
		ticker.Stop()

		for {
			select {
			case window = <-control.window:
				ticker.Stop()

				window.MakeContextCurrent()

				width, height := window.GetSize()
				gl.Viewport(0, 0, gl.Sizei(width), gl.Sizei(height))

				mandala.Logf("Restarting rendering loop...")
				ticker = time.NewTicker(time.Duration(1e9 / int(FRAMES_PER_SECOND)))

			// At each tick render a frame and swap buffers.
			case <-ticker.C:
				draw()
				window.SwapBuffers()

			case event := <-control.pause:
				ticker.Stop()
				event.Paused <- true

			case <-control.resume:

			case <-loop.ShallStop():
				ticker.Stop()
				return nil
			}
		}
	}
}
示例#12
0
文件: testlib.go 项目: kebo/gorgasm
func checkProgramLinkStatus(pid uint32) {
	var stat int32
	gl.GetProgramiv(pid, gl.LINK_STATUS, &stat)
	if stat == 0 {
		var length int32
		gl.GetProgramiv(pid, gl.INFO_LOG_LENGTH, &length)
		infoLog := gl.GetProgramInfoLog(pid, gl.Sizei(length), nil)
		log.Fatalf("Link error in program %d: \"%s\"\n", pid, infoLog[:len(infoLog)-1])
	}
}
示例#13
0
文件: testlib.go 项目: kebo/gorgasm
func checkShaderCompileStatus(shader uint32) {
	var stat int32
	gl.GetShaderiv(shader, gl.COMPILE_STATUS, &stat)
	if stat == 0 {
		var length int32
		gl.GetShaderiv(shader, gl.INFO_LOG_LENGTH, &length)
		infoLog := gl.GetShaderInfoLog(shader, gl.Sizei(length), nil)
		log.Fatalf("Compile error in shader %d: \"%s\"\n", shader, infoLog[:len(infoLog)-1])
	}
}
示例#14
0
func (w *world) addImageAsTexture(filename string) uint32 {
	var texBuffer uint32
	texImg, err := loadImageResource(filename)
	if err != nil {
		panic(err)
	}
	b := texImg.Bounds()
	rgbaImage := image.NewRGBA(image.Rect(0, 0, b.Dx(), b.Dy()))
	draw.Draw(rgbaImage, rgbaImage.Bounds(), texImg, b.Min, draw.Src)

	width, height := gl.Sizei(b.Dx()), gl.Sizei(b.Dy())
	gl.GenTextures(1, &texBuffer)
	gl.BindTexture(gl.TEXTURE_2D, texBuffer)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
	gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, gl.Void(&rgbaImage.Pix[0]))

	return texBuffer
}
示例#15
0
func (c *Cube) AttachTexture(img image.Image) {
	bounds := img.Bounds()
	width, height := bounds.Size().X, bounds.Size().Y
	buffer := make([]byte, width*height*4)
	index := 0
	for y := bounds.Min.Y; y < bounds.Max.Y; y++ {
		for x := bounds.Min.X; x < bounds.Max.X; x++ {
			r, g, b, a := img.At(x, y).RGBA()
			buffer[index] = byte(r)
			buffer[index+1] = byte(g)
			buffer[index+2] = byte(b)
			buffer[index+3] = byte(a)
			index += 4
		}
	}
	gl.GenTextures(1, &c.textureBuffer)
	gl.BindTexture(gl.TEXTURE_2D, c.textureBuffer)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
	gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.Sizei(width), gl.Sizei(height), 0, gl.RGBA, gl.UNSIGNED_BYTE, gl.Void(&buffer[0]))
}
示例#16
0
func (c *Cube) Draw() {
	c.Program.Use()

	gl.VertexAttribPointer(c.attrPos, 4, gl.FLOAT, false, SizeOfFloat*6, &c.Vertices[0])
	gl.VertexAttribPointer(c.attrTexIn, 2, gl.FLOAT, false, 6*SizeOfFloat, &c.Vertices[4])

	gl.UniformMatrix4fv(int32(c.uniformModel), 1, false, (*float32)(&c.model[0]))
	gl.UniformMatrix4fv(int32(c.uniformProjectionView), 1, false, (*float32)(&c.projectionView[0]))

	gl.ActiveTexture(gl.TEXTURE0)
	gl.BindTexture(gl.TEXTURE_2D, c.textureBuffer)
	gl.Uniform1i(int32(c.uniformTexture), 0)

	gl.DrawElements(gl.TRIANGLES, gl.Sizei(len(c.indices)), gl.UNSIGNED_BYTE, gl.Void(&c.indices[0]))
	gl.Flush()
	gl.Finish()
}