示例#1
0
func onPaint(sz size.Event) {
	gl.ClearColor(rgb(156), rgb(39), rgb(176), 1)
	gl.Clear(gl.COLOR_BUFFER_BIT)

	var rotationMatrix = []float32{
		f32.Cos(-alpha), -f32.Sin(-alpha), 0.0,
		f32.Sin(-alpha), f32.Cos(-alpha), 0.0,
		0.0, 0.0, 1.0,
	}

	gl.UseProgram(program)
	// setting color
	gl.Uniform4f(color, rgb(255), rgb(255), rgb(255), 1)
	gl.UniformMatrix3fv(matrixId, rotationMatrix)
	gl.Uniform1f(resolutionId, resIndex)

	gl.BindBuffer(gl.ARRAY_BUFFER, swasBuffer)

	gl.EnableVertexAttribArray(position)
	gl.VertexAttribPointer(position, 3, gl.FLOAT, false, 0, 0)
	gl.DrawArrays(gl.LINES, 0, 16)
	gl.DisableVertexAttribArray(position)

	gl.UseProgram(texProgram)
	// setting color
	gl.Uniform4f(color2, rgb(130), rgb(50), rgb(80), 1)
	gl.Uniform1f(resolutionId2, resIndex)
	gl.UniformMatrix3fv(matrixId2, rotationMatrix)

	gl.BindBuffer(gl.ARRAY_BUFFER, quadBuffer)
	gl.EnableVertexAttribArray(position2)
	gl.VertexAttribPointer(position2, 3, gl.FLOAT, false, 0, 0)

	gl.BindBuffer(gl.ARRAY_BUFFER, quadTexBuffer)
	gl.EnableVertexAttribArray(textureCoords)
	gl.VertexAttribPointer(textureCoords, 2, gl.FLOAT, false, 0, 0)

	gl.Uniform1i(gl.GetUniformLocation(texProgram, "myTexture"), 0)
	gl.ActiveTexture(gl.TEXTURE0)
	gl.BindTexture(gl.TEXTURE_2D, textureId)

	gl.DrawArrays(gl.TRIANGLES, 0, 6)
	gl.DisableVertexAttribArray(position2)
	gl.DisableVertexAttribArray(textureCoords)

	if spin == true {
		alpha += 0.1
	}

	if alpha >= 360 {
		alpha = 0.0
	}

}
示例#2
0
文件: main.go 项目: xfong/gocl
func draw() {
	if program.Value == 0 {
		initGL()
		initCL()
	}
	if numPlatforms == 0 {
		gl.ClearColor(1, 0, 0, 1)
	} else {
		gl.ClearColor(0, 1, 0, 1)
	}
	gl.Clear(gl.COLOR_BUFFER_BIT)

	gl.UseProgram(program)

	blue += 0.01
	if blue > 1 {
		blue = 0
	}
	gl.Uniform4f(color, 0, 0, blue, 1)

	gl.Uniform2f(offset, float32(touchLoc.X/geom.Width), float32(touchLoc.Y/geom.Height))

	gl.BindBuffer(gl.ARRAY_BUFFER, buf)
	gl.EnableVertexAttribArray(position)
	gl.VertexAttribPointer(position, coordsPerVertex, gl.FLOAT, false, 0, 0)
	gl.DrawArrays(gl.TRIANGLES, 0, vertexCount)
	gl.DisableVertexAttribArray(position)

	debug.DrawFPS()
}
示例#3
0
func onPaint(c size.Event) {
	//清场
	gl.ClearColor(1, 1, 1, 1) //设置背景颜色
	gl.Clear(gl.COLOR_BUFFER_BIT)

	//使用program
	gl.UseProgram(program)

	gl.Uniform4f(color, 0, 0.5, 0.8, 1) //设置color对象值,设置4个浮点数.
	//offset有两个值X,Y,窗口左上角为(0,0),右下角为(1,1)
	//gl.Uniform4f(offset,5.0,1.0,1.0,1.0 )
	//gl.Uniform2f(offset,offsetx,offsety )//为2参数的uniform变量赋值
	//log.Println("offset:",offsetx,offsety, 0, 0)
	gl.UniformMatrix4fv(scan, []float32{
		float32(touchLoc.X/c.WidthPt*4 - 2), 0, 0, 0,
		0, float32(touchLoc.Y/c.HeightPt*4 - 2), 0, 0,
		0, 0, 0, 0,
		0, 0, 0, 1,
	})
	gl.BindBuffer(gl.ARRAY_BUFFER, buf)
	gl.EnableVertexAttribArray(position)
	/*glVertexAttribPointer 指定了渲染时索引值为 index 的顶点属性数组的数据格式和位置。调用gl.vertexAttribPointer()方法,把顶点着色器中某个属性相对应的通用属性索引连接到绑定的webGLBUffer对象上。
	  index 指定要修改的顶点属性的索引值
	  size    指定每个顶点属性的组件数量。必须为1、2、3或者4。初始值为4。(如position是由3个(x,y,z)组成,而颜色是4个(r,g,b,a))
	  type    指定数组中每个组件的数据类型。可用的符号常量有GL_BYTE, GL_UNSIGNED_BYTE, GL_SHORT,GL_UNSIGNED_SHORT, GL_FIXED, 和 GL_FLOAT,初始值为GL_FLOAT。
	  normalized  指定当被访问时,固定点数据值是否应该被归一化(GL_TRUE)或者直接转换为固定点值(GL_FALSE)。
	  stride  指定连续顶点属性之间的偏移量。如果为0,那么顶点属性会被理解为:它们是紧密排列在一起的。初始值为0。
	  pointer 指定第一个组件在数组的第一个顶点属性中的偏移量。该数组与GL_ARRAY_BUFFER绑定,储存于缓冲区中。初始值为0;
	*/
	gl.VertexAttribPointer(position, coordsPerVertex, gl.FLOAT, false, 0, 0) //更新position值
	gl.DrawArrays(gl.TRIANGLES, 0, vertexCount)
	gl.DisableVertexAttribArray(position)

	debug.DrawFPS(c)
}
示例#4
0
func onPaint(c size.Event) {
	gl.ClearColor(0, 0.3, 0.3, 1)
	gl.Clear(gl.COLOR_BUFFER_BIT)

	gl.UseProgram(program)

	green += direction
	if green > 1 {
		green = 1
		direction = -direction
	}
	if green < 0.4 {
		green = 0.4
		direction = -direction
	}
	gl.Uniform4f(color, 0, green, 0, 1)

	gl.Uniform2f(offset, touchX/float32(c.WidthPx), touchY/float32(c.HeightPx))

	gl.BindBuffer(gl.ARRAY_BUFFER, buf)

	gl.BufferData(gl.ARRAY_BUFFER, triangleData, gl.STATIC_DRAW) // ?

	gl.EnableVertexAttribArray(position)
	gl.VertexAttribPointer(position, coordsPerVertex, gl.FLOAT, false, 0, 0)
	gl.DrawArrays(gl.TRIANGLES, 0, vertexCount)
	gl.DisableVertexAttribArray(position)

	debug.DrawFPS(c)
}
示例#5
0
func (e *Engine) Draw(c size.Event) {

	gl.Enable(gl.DEPTH_TEST)
	gl.DepthFunc(gl.LESS)

	gl.ClearColor(0.2, 0.2, 0.2, 1)
	gl.Clear(gl.COLOR_BUFFER_BIT)
	gl.Clear(gl.DEPTH_BUFFER_BIT)

	gl.UseProgram(e.shader.program)

	m := mgl32.Perspective(0.785, float32(c.WidthPt/c.HeightPt), 0.1, 10.0)
	gl.UniformMatrix4fv(e.shader.projection, m[:])

	eye := mgl32.Vec3{0, 0, 8}
	center := mgl32.Vec3{0, 0, 0}
	up := mgl32.Vec3{0, 1, 0}

	m = mgl32.LookAtV(eye, center, up)
	gl.UniformMatrix4fv(e.shader.view, m[:])

	m = mgl32.HomogRotate3D(float32(e.touchLoc.X/c.WidthPt-0.5)*3.14*2, mgl32.Vec3{0, 1, 0})
	gl.UniformMatrix4fv(e.shader.modelx, m[:])

	m = mgl32.HomogRotate3D(float32(e.touchLoc.Y/c.HeightPt-0.5)*3.14, mgl32.Vec3{1, 0, 0})
	gl.UniformMatrix4fv(e.shader.modely, m[:])

	coordsPerVertex := 3
	for _, obj := range e.shape.Objs {
		gl.BindBuffer(gl.ARRAY_BUFFER, obj.coord)
		gl.EnableVertexAttribArray(e.shader.vertCoord)

		gl.VertexAttribPointer(e.shader.vertCoord, coordsPerVertex, gl.FLOAT, false, 12, 0)

		if obj.useuv == true {
			gl.Uniform1i(e.shader.useuv, 1)
			texCoordsPerVertex := 2
			gl.BindBuffer(gl.ARRAY_BUFFER, obj.uvcoord)
			gl.EnableVertexAttribArray(e.shader.vertTexCoord)
			gl.VertexAttribPointer(e.shader.vertTexCoord, texCoordsPerVertex, gl.FLOAT, false, 8, 0)

			gl.BindTexture(gl.TEXTURE_2D, obj.tex)
		} else {
			gl.Uniform1i(e.shader.useuv, 0)
			gl.Uniform4f(e.shader.color, obj.color[0], obj.color[1], obj.color[2], obj.color[3])
		}
		gl.DrawArrays(gl.TRIANGLES, 0, obj.vcount)
		if obj.useuv {
			gl.DisableVertexAttribArray(e.shader.vertTexCoord)
		}
		gl.DisableVertexAttribArray(e.shader.vertCoord)
	}

	debug.DrawFPS(c)
}
示例#6
0
func onPaint(c config.Event) {
	gl.ClearColor(1, 1, 1, 1)
	gl.Clear(gl.COLOR_BUFFER_BIT)

	gl.UseProgram(program)

	gl.Uniform4f(color, 0.3, 0.3, 0.3, 1) // color
	// position
	x := float32(touchLoc.X / c.Width)
	y := float32(touchLoc.Y / c.Height)
	gl.Uniform2f(offset, x, y)

	gl.BindBuffer(gl.ARRAY_BUFFER, buf)
	gl.EnableVertexAttribArray(position)
	gl.VertexAttribPointer(position, 2, gl.FLOAT, false, 0, 0)
	gl.DrawArrays(gl.TRIANGLE_STRIP, 0, 4)
	gl.DisableVertexAttribArray(position)
}
示例#7
0
func (e *Engine) Draw(c size.Event) {

	gl.Enable(gl.DEPTH_TEST)
	gl.DepthFunc(gl.LESS)

	gl.ClearColor(0.2, 0.2, 0.2, 1)
	gl.Clear(gl.COLOR_BUFFER_BIT)
	gl.Clear(gl.DEPTH_BUFFER_BIT)

	gl.UseProgram(e.shader.program)

	m := mgl32.Perspective(0.785, float32(c.WidthPt/c.HeightPt), 0.1, 10.0)
	gl.UniformMatrix4fv(e.shader.projection, m[:])

	eye := mgl32.Vec3{0, 0, 5}
	center := mgl32.Vec3{0, 0, 0}
	up := mgl32.Vec3{0, 1, 0}

	m = mgl32.LookAtV(eye, center, up)
	gl.UniformMatrix4fv(e.shader.view, m[:])

	m = mgl32.HomogRotate3D(float32(e.touchLoc.X*10/c.WidthPt), mgl32.Vec3{0, 1, 0})
	gl.UniformMatrix4fv(e.shader.modelx, m[:])

	m = mgl32.HomogRotate3D(float32(e.touchLoc.Y*10/c.HeightPt), mgl32.Vec3{1, 0, 0})
	gl.UniformMatrix4fv(e.shader.modely, m[:])

	coordsPerVertex := 3
	for _, buf := range e.shape.bufs {
		gl.BindBuffer(gl.ARRAY_BUFFER, buf.coord)
		gl.EnableVertexAttribArray(e.shader.vertCoord)
		gl.VertexAttribPointer(e.shader.vertCoord, coordsPerVertex, gl.FLOAT, false, 0, 0)
		gl.Uniform4f(e.shader.color, buf.color[0], buf.color[1], buf.color[2], buf.color[3])
		gl.DrawArrays(gl.TRIANGLES, 0, buf.vcount)

		gl.DisableVertexAttribArray(e.shader.vertCoord)
	}

	debug.DrawFPS(c)
}
示例#8
0
文件: main.go 项目: paulhankin/mobile
func onPaint(sz size.Event) {
	gl.ClearColor(1, 0, 0, 1)
	gl.Clear(gl.COLOR_BUFFER_BIT)

	gl.UseProgram(program)

	green += 0.01
	if green > 1 {
		green = 0
	}
	gl.Uniform4f(color, 0, green, 0, 1)

	gl.Uniform2f(offset, touchX/float32(sz.WidthPx), touchY/float32(sz.HeightPx))

	gl.BindBuffer(gl.ARRAY_BUFFER, buf)
	gl.EnableVertexAttribArray(position)
	gl.VertexAttribPointer(position, coordsPerVertex, gl.FLOAT, false, 0, 0)
	gl.DrawArrays(gl.TRIANGLES, 0, vertexCount)
	gl.DisableVertexAttribArray(position)

	debug.DrawFPS(sz)
}
示例#9
0
func onDraw(c config.Event) {
	gl.ClearColor(1, 0, 0, 1)
	gl.Clear(gl.COLOR_BUFFER_BIT)

	gl.UseProgram(program)

	green += 0.01
	if green > 1 {
		green = 0
	}
	gl.Uniform4f(color, 0, green, 0, 1)

	gl.Uniform2f(offset, float32(touchLoc.X/c.Width), float32(touchLoc.Y/c.Height))

	gl.BindBuffer(gl.ARRAY_BUFFER, buf)
	gl.EnableVertexAttribArray(position)
	gl.VertexAttribPointer(position, coordsPerVertex, gl.FLOAT, false, 0, 0)
	gl.DrawArrays(gl.TRIANGLES, 0, vertexCount)
	gl.DisableVertexAttribArray(position)

	debug.DrawFPS(c)
}
示例#10
0
func (w *windowImpl) Fill(dr image.Rectangle, src color.Color, op draw.Op) {
	if !gl.IsProgram(w.s.fill.program) {
		p, err := compileProgram(fillVertexSrc, fillFragmentSrc)
		if err != nil {
			// TODO: initialize this somewhere else we can better handle the error.
			panic(err.Error())
		}
		w.s.fill.program = p
		w.s.fill.pos = gl.GetAttribLocation(p, "pos")
		w.s.fill.mvp = gl.GetUniformLocation(p, "mvp")
		w.s.fill.color = gl.GetUniformLocation(p, "color")
		w.s.fill.quadXY = gl.CreateBuffer()

		gl.BindBuffer(gl.ARRAY_BUFFER, w.s.fill.quadXY)
		gl.BufferData(gl.ARRAY_BUFFER, quadXYCoords, gl.STATIC_DRAW)
	}

	gl.UseProgram(w.s.fill.program)
	writeAff3(w.s.fill.mvp, w.vertexAff3(dr))

	r, g, b, a := src.RGBA()
	gl.Uniform4f(
		w.s.fill.color,
		float32(r)/65535,
		float32(g)/65535,
		float32(b)/65535,
		float32(a)/65535,
	)

	gl.BindBuffer(gl.ARRAY_BUFFER, w.s.fill.quadXY)
	gl.EnableVertexAttribArray(w.s.fill.pos)
	gl.VertexAttribPointer(w.s.fill.pos, 2, gl.FLOAT, false, 0, 0)

	gl.DrawArrays(gl.TRIANGLE_STRIP, 0, 4)

	gl.DisableVertexAttribArray(w.s.fill.pos)
}
示例#11
0
func drawKeys() {
	gl.UseProgram(program)
	projection.WriteMat4(&projmat)

	iPlaying := []int{}
	playing := []ratio{}
	amps := []float64{}
	for i, k := range keys {
		k := k.base()
		if k.voice != nil && !k.voice.Done() {
			iPlaying = append(iPlaying, i)
			playing = append(playing, k.ratio)
			amps = append(amps, k.voice.amp())
		}
	}
	complexities := make([]float64, len(keys))
	minComplexity := math.MaxFloat64
	for i, k := range keys {
		k := k.base()
		c := -1.0
		for j, iPlaying := range iPlaying {
			if i == iPlaying {
				a := amps[j]
				amps[j] = 1
				c = complexity(playing, amps)
				amps[j] = a
				break
			}
		}
		if c == -1 {
			c = complexity(append(playing, k.ratio), append(amps, 1))
		}
		complexities[i] = c
		if c < minComplexity {
			minComplexity = c
		}
	}
	data := []float32{}
	pointsizedata := []float32{}
	for i, k := range keys {
		k := k.base()
		k.y = 1 - math.Exp2(-float64(complexities[i]-minComplexity)/4)
		k.size = math.Exp2(-float64(complexities[i])/4) * float64(geom.Width) * float64(geom.PixelsPerPt) / 4
		data = append(data, float32(k.pitch), float32(k.y))
		pointsizedata = append(pointsizedata, float32(k.size))
	}
	gl.BindBuffer(gl.ARRAY_BUFFER, positionbuf)
	gl.BufferData(gl.ARRAY_BUFFER, f32.Bytes(binary.LittleEndian, data...), gl.DYNAMIC_DRAW)
	gl.BindBuffer(gl.ARRAY_BUFFER, pointsizebuf)
	gl.BufferData(gl.ARRAY_BUFFER, f32.Bytes(binary.LittleEndian, pointsizedata...), gl.DYNAMIC_DRAW)

	gl.EnableVertexAttribArray(position)
	gl.EnableVertexAttribArray(pointsize)
	gl.Uniform4f(color, 1, 1, 1, 1)
	gl.BindBuffer(gl.ARRAY_BUFFER, positionbuf)
	gl.VertexAttribPointer(position, 2, gl.FLOAT, false, 0, 0)
	gl.BindBuffer(gl.ARRAY_BUFFER, pointsizebuf)
	gl.VertexAttribPointer(pointsize, 1, gl.FLOAT, false, 0, 0)
	gl.DrawArrays(gl.POINTS, 0, len(keys))
	gl.DisableVertexAttribArray(position)
	gl.DisableVertexAttribArray(pointsize)
}