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) }
// 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, width, height) mandala.Logf("Restarting rendering loop...") ticker = time.NewTicker(time.Duration(1e9 / int(FRAMES_PER_SECOND))) // Compute window radius windowRadius = math.Sqrt(math.Pow(float64(height), 2) + math.Pow(float64(width), 2)) //gl.Init() gl.Disable(gl.DEPTH_TEST) // antialiasing gl.Enable(gl.BLEND) gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) //gl.Enable(gl.LINE_SMOOTH) // 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 } } } }
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 } }
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) }
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) }
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(), } }
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) }
// 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 } } } }
// 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 } } } }