// NewImages creates an *Images. func NewImages(glctx gl.Context) *Images { program, err := CreateProgram(glctx, vertexShader, fragmentShader) if err != nil { panic(err) } p := &Images{ glctx: glctx, quadXY: glctx.CreateBuffer(), quadUV: glctx.CreateBuffer(), program: program, pos: glctx.GetAttribLocation(program, "pos"), mvp: glctx.GetUniformLocation(program, "mvp"), uvp: glctx.GetUniformLocation(program, "uvp"), inUV: glctx.GetAttribLocation(program, "inUV"), textureSample: glctx.GetUniformLocation(program, "textureSample"), } glctx.BindBuffer(gl.ARRAY_BUFFER, p.quadXY) glctx.BufferData(gl.ARRAY_BUFFER, quadXYCoords, gl.STATIC_DRAW) glctx.BindBuffer(gl.ARRAY_BUFFER, p.quadUV) glctx.BufferData(gl.ARRAY_BUFFER, quadUVCoords, gl.STATIC_DRAW) return p }
// TODO just how many samples do we want/need to display something useful? func NewWaveform(ctx gl.Context, n int, in Sound) (*Waveform, error) { wf := &Waveform{Sound: in} wf.outs = make([][]float64, n) for i := range wf.outs { wf.outs[i] = make([]float64, in.BufferLen()*in.Channels()) } wf.samples = make([]float64, in.BufferLen()*in.Channels()*n) // wf.aligned = make([]float64, in.BufferLen()*in.Channels()*n) wf.verts = make([]float32, len(wf.samples)*3) wf.data = make([]byte, len(wf.verts)*4) if ctx == nil { return wf, nil } var err error wf.program, err = glutil.CreateProgram(ctx, vertexShader, fragmentShader) if err != nil { return nil, fmt.Errorf("error creating GL program: %v", err) } // create and alloc hw buf wf.buf = ctx.CreateBuffer() ctx.BindBuffer(gl.ARRAY_BUFFER, wf.buf) ctx.BufferData(gl.ARRAY_BUFFER, make([]byte, len(wf.samples)*12), gl.STREAM_DRAW) wf.position = ctx.GetAttribLocation(wf.program, "position") wf.color = ctx.GetUniformLocation(wf.program, "color") return wf, nil }
func onPaint(glctx gl.Context, sz size.Event) { glctx.Viewport(0, 0, sz.WidthPx, sz.HeightPx) glctx.ClearColor(0.5, 0.5, 0.5, 1) glctx.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) glctx.UseProgram(program) projectionMtx = mgl32.Perspective(45, float32(width)/float32(height), 0.1, 100) arcBallMtx := arcball.getMtx() glctx.UniformMatrix4fv(projection, projectionMtx[:]) glctx.UniformMatrix4fv(view, arcBallMtx[:]) glctx.BindBuffer(gl.ARRAY_BUFFER, triBuf) glctx.EnableVertexAttribArray(position) glctx.EnableVertexAttribArray(color) glctx.EnableVertexAttribArray(normals) vertSize := 4 * (coordsPerVertex + colorPerVertex + normalsPerVertex) glctx.VertexAttribPointer(position, coordsPerVertex, gl.FLOAT, false, vertSize, 0) glctx.VertexAttribPointer(color, colorPerVertex, gl.FLOAT, false, vertSize, 4*coordsPerVertex) glctx.VertexAttribPointer(normals, normalsPerVertex, gl.FLOAT, false, vertSize, 4*(coordsPerVertex+colorPerVertex)) glctx.DepthMask(true) glctx.Uniform3fv(lightPos, light.Pos[:]) glctx.Uniform3fv(lightIntensity, light.Intensities[:]) for _, k := range piano.Keys { glctx.Uniform4fv(tint, k.Color[:]) mtx := k.GetMtx() normMat := mtx.Mat3().Inv().Transpose() glctx.UniformMatrix3fv(normalMatrix, normMat[:]) glctx.UniformMatrix4fv(model, mtx[:]) glctx.DrawArrays(gl.TRIANGLES, 0, len(triangleData)/vertSize) } modelMtx := mgl32.Ident4() modelMtx = modelMtx.Mul4(mgl32.Translate3D(worldPos.X(), worldPos.Y(), worldPos.Z())) modelMtx = modelMtx.Mul4(mgl32.Scale3D(0.5, 0.5, 0.5)) /* glctx.Uniform4fv(tint, red[:]) // Disable depthmask so we dont get the pixel depth of the cursor cube glctx.DepthMask(false) glctx.UniformMatrix4fv(model, modelMtx[:]) glctx.DepthMask(true) */ glctx.DisableVertexAttribArray(position) glctx.DisableVertexAttribArray(color) glctx.DisableVertexAttribArray(normals) fps.Draw(sz) }
func onStart(glctx gl.Context) { var err error program, err = glutil.CreateProgram(glctx, vertexShader, fragmentShader) if err != nil { log.Printf("[ERR] Failed creating GL program: %v", err) return } buf = glctx.CreateBuffer() glctx.BindBuffer(gl.ARRAY_BUFFER, buf) glctx.BufferData(gl.ARRAY_BUFFER, triangleData, gl.STATIC_DRAW) position = glctx.GetAttribLocation(program, "position") color = glctx.GetUniformLocation(program, "color") offset = glctx.GetUniformLocation(program, "offset") images = glutil.NewImages(glctx) fps = debug.NewFPS(images) statusFont, statusFace, err = exfont.LoadAsset("Tuffy.ttf", statusFaceOpt) if err != nil { log.Printf("[ERR] Failed to load status font: %v", err) } statusPainter = rexdemo.NewStatusPainter(demo, statusFont, statusBG, images) ifaces, err := net.Interfaces() if err != nil { log.Printf("[ERR] Failed to retreived interfaces") } else { log.Printf("[DEBUG] %d network interfaces", len(ifaces)) for _, iface := range ifaces { log.Printf("[DEBUG] IFACE %d %s", iface.Index, iface.Name) } } }
func NewButton(ctx gl.Context, x, y float32, w, h float32) *Button { btn := &Button{r: 1, g: 1, b: 1, a: 1} btn.x = (-(-1 - x)) / 2 btn.y = (1 - y) / 2 btn.w, btn.h = (w)/2, (-h)/2 btn.verts = []float32{ x, y, 0, x + w, y, 0, x, y + h, 0, x, y + h, 0, x + w, y, 0, x + w, y + h, 0, } btn.data = make([]byte, len(btn.verts)*4) var err error btn.program, err = glutil.CreateProgram(ctx, vertexShader, fragmentShader) if err != nil { panic(fmt.Errorf("error creating GL program: %v", err)) } // create and alloc hw buf btn.buf = ctx.CreateBuffer() ctx.BindBuffer(gl.ARRAY_BUFFER, btn.buf) ctx.BufferData(gl.ARRAY_BUFFER, make([]byte, len(btn.verts)*4), gl.STATIC_DRAW) btn.position = ctx.GetAttribLocation(btn.program, "position") btn.color = ctx.GetUniformLocation(btn.program, "color") return btn }
func onStart(glctx gl.Context) { var err error program, err = glutil.CreateProgram(glctx, vertexShader, fragmentShader) if err != nil { log.Printf("[ERR] Failed creating GL program: %v", err) return } buf = glctx.CreateBuffer() glctx.BindBuffer(gl.ARRAY_BUFFER, buf) glctx.BufferData(gl.ARRAY_BUFFER, triangleData, gl.STATIC_DRAW) position = glctx.GetAttribLocation(program, "position") color = glctx.GetUniformLocation(program, "color") offset = glctx.GetUniformLocation(program, "offset") images = glutil.NewImages(glctx) fps = debug.NewFPS(images) statusFont, statusFace, err = exfont.LoadAsset("Tuffy.ttf", statusFaceOpt) if err != nil { log.Printf("[ERR] Failed to load status font: %v", err) } statusPainter = rexdemo.NewStatusPainter(demo, statusFont, _color.White, images) }
func NewDynamicShape(glctx gl.Context, bufSize int) *DynamicShape { shape := &DynamicShape{StaticShape{glctx: glctx}} shape.VBO = glctx.CreateBuffer() glctx.BindBuffer(gl.ARRAY_BUFFER, shape.VBO) glctx.BufferInit(gl.ARRAY_BUFFER, bufSize, gl.DYNAMIC_DRAW) return shape }
// newPianoKey creates a PianoKey with color and sound. func newPianoKey(glctx gl.Context, keyColor util.RGBColor, note util.KeyNote) *PianoKey { key := new(PianoKey) key.keyColor = keyColor // Create buffer key.glBuf = glctx.CreateBuffer() glctx.BindBuffer(gl.ARRAY_BUFFER, key.glBuf) // Generate sound _ = al.OpenDevice() key.soundBuffers = al.GenBuffers(1) key.soundSources = al.GenSources(1) key.soundBuffers[0].BufferData(al.FormatStereo8, audio.GenSound(note), audio.SampleRate) key.soundSources[0].QueueBuffers(key.soundBuffers) return key }
func onPaint(glctx gl.Context, sz size.Event) { //gl.Enable(gl.DEPTH_TEST) //gl.DepthFunc(gl.LESS) //清场 glctx.ClearColor(1, 1, 1, 1) //设置背景颜色 glctx.Clear(gl.COLOR_BUFFER_BIT) glctx.Clear(gl.DEPTH_BUFFER_BIT) //使用program glctx.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) glctx.UniformMatrix4fv(scan, []float32{ touchLocX/float32(sz.WidthPt)*4 - 2, 0, 0, 0, 0, touchLocY/float32(sz.HeightPt)*4 - 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, }) /*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; */ glctx.BindBuffer(gl.ARRAY_BUFFER, positionbuf) glctx.EnableVertexAttribArray(position) defer glctx.DisableVertexAttribArray(position)//必须全部缓存导入完成后再关闭 glctx.VertexAttribPointer(position, coordsPerVertex, gl.FLOAT, false, 0, 0) //导入position缓存 glctx.DrawArrays(gl.TRIANGLES, 0, vertexCount) glctx.BindBuffer(gl.ARRAY_BUFFER, colorbuf) glctx.EnableVertexAttribArray(color) defer glctx.DisableVertexAttribArray(color)//必须全部缓存导入完成后再关闭 glctx.VertexAttribPointer(color, colorsPerVertex, gl.FLOAT, false, 0, 0) //导入color缓存 glctx.DrawArrays(gl.TRIANGLES, 0, vertexCount) fps.Draw(sz) }
func ParticleEmitter(glctx gl.Context, origin mgl.Vec3, num int, rate float32) Emitter { bufSize := num * particleLen * vecSize vbo := glctx.CreateBuffer() glctx.BindBuffer(gl.ARRAY_BUFFER, vbo) glctx.BufferInit(gl.ARRAY_BUFFER, bufSize, gl.DYNAMIC_DRAW) return &particleEmitter{ glctx: glctx, VBO: vbo, origin: origin, rate: rate, particles: make([]*particle, 0, num), num: num, } }
// PaintKey will paint the key 1) its own color or 2) red if they key is pressed. func (k *PianoKey) PaintKey(glctx gl.Context, frameData util.FrameData) { glctx.BindBuffer(gl.ARRAY_BUFFER, k.glBuf) glctx.VertexAttribPointer(frameData.Position, coordsPerVertex, gl.FLOAT, false, 0, 0) if k.pressed { // Paint Red if pressed glctx.Uniform4f(frameData.Color, 1, 0, 0, 1) } else { // Paint white if not pressed glctx.Uniform4f(frameData.Color, k.keyColor.Red, k.keyColor.Green, k.keyColor.Blue, 1) } if frameData.Orientation == util.Portrait { glctx.DrawArrays(gl.TRIANGLES, 6, vertexCount) } else if frameData.Orientation == util.Landscape { glctx.DrawArrays(gl.TRIANGLES, 0, vertexCount) } }
func onStart(glctx gl.Context) { var err error program, err = glutil.CreateProgram(glctx, vertexShader, fragmentShader) if err != nil { log.Printf("error creating GL program: %v", err) return } buf = glctx.CreateBuffer() glctx.BindBuffer(gl.ARRAY_BUFFER, buf) glctx.BufferData(gl.ARRAY_BUFFER, triangleData, gl.STATIC_DRAW) position = glctx.GetAttribLocation(program, "position") color = glctx.GetUniformLocation(program, "color") offset = glctx.GetUniformLocation(program, "offset") images = glutil.NewImages(glctx) fps = debug.NewFPS(images) }
func onPaint(glctx gl.Context, sz size.Event) { glctx.ClearColor(1, 0, 0, 1) glctx.Clear(gl.COLOR_BUFFER_BIT) glctx.UseProgram(program) green += 0.01 if green > 1 { green = 0 } glctx.Uniform4f(color, 0, green, 0, 1) glctx.Uniform2f(offset, touchX/float32(sz.WidthPx), touchY/float32(sz.HeightPx)) glctx.BindBuffer(gl.ARRAY_BUFFER, buf) glctx.EnableVertexAttribArray(position) glctx.VertexAttribPointer(position, coordsPerVertex, gl.FLOAT, false, 0, 0) glctx.DrawArrays(gl.TRIANGLES, 0, vertexCount) glctx.DisableVertexAttribArray(position) fps.Draw(sz) }
// NewKey initializes a new Key func NewKey(glctx gl.Context, x, y, z, length, width, height float32, color Color, idColor Color, tex []byte) *Key { r := &Key{ glctx, x, y, z, length, width, height, []byte{}, color, idColor, glctx.CreateBuffer(), tex, } r.chart() glctx.BindBuffer(gl.ARRAY_BUFFER, r.buf) glctx.BufferData(gl.ARRAY_BUFFER, r.data, gl.STATIC_DRAW) return r }
func onStart(glctx gl.Context) { var err error program, err = glutil.CreateProgram(glctx, vertexShader, fragmentShader) if err != nil { log.Printf("error creating GL program: %v", err) return } glctx.Enable(gl.DEPTH_TEST) triBuf = glctx.CreateBuffer() glctx.BindBuffer(gl.ARRAY_BUFFER, triBuf) glctx.BufferData(gl.ARRAY_BUFFER, triangleData, gl.STATIC_DRAW) position = glctx.GetAttribLocation(program, "vPos") color = glctx.GetAttribLocation(program, "vCol") normals = glctx.GetAttribLocation(program, "vNorm") projection = glctx.GetUniformLocation(program, "proj") view = glctx.GetUniformLocation(program, "view") model = glctx.GetUniformLocation(program, "model") tint = glctx.GetUniformLocation(program, "tint") normalMatrix = glctx.GetUniformLocation(program, "normalMatrix") lightIntensity = glctx.GetUniformLocation(program, "light.intensities") lightPos = glctx.GetUniformLocation(program, "light.position") arcball = NewArcBall(mgl32.Vec3{0, 0, 0}, mgl32.Vec3{0, 10, 10}, mgl32.Vec3{0, 1, 0}) white = mgl32.Vec4{1.0, 1.0, 1.0, 1.0} red = mgl32.Vec4{1.0, 0.0, 0.0, 1.0} lastUpdate = time.Now() images = glutil.NewImages(glctx) fps = debug.NewFPS(images) err = al.OpenDevice() if err != nil { log.Printf("Err: %+v", err) } al.SetListenerPosition(al.Vector{0, 0, 0}) al.SetListenerGain(1.0) piano = NewPiano() }
func (wf *Waveform) Paint(ctx gl.Context, xps, yps, width, height float32) { // TODO this is racey and samples can be in the middle of changing // move the slice copy to Prepare and sync with playback, or feed over chan // TODO assumes mono var ( xstep float32 = width / float32(len(wf.samples)) xpos float32 = xps ) for i, x := range wf.samples { // clip if x > 1 { x = 1 } else if x < -1 { x = -1 } wf.verts[i*3] = float32(xpos) wf.verts[i*3+1] = yps + (height * float32((x+1)/2)) wf.verts[i*3+2] = 0 xpos += xstep } for i, x := range wf.verts { u := math.Float32bits(x) wf.data[4*i+0] = byte(u >> 0) wf.data[4*i+1] = byte(u >> 8) wf.data[4*i+2] = byte(u >> 16) wf.data[4*i+3] = byte(u >> 24) } ctx.UseProgram(wf.program) ctx.Uniform4f(wf.color, 1, 1, 1, 1) // update hw buf and draw ctx.BindBuffer(gl.ARRAY_BUFFER, wf.buf) ctx.EnableVertexAttribArray(wf.position) ctx.VertexAttribPointer(wf.position, 3, gl.FLOAT, false, 0, 0) ctx.BufferSubData(gl.ARRAY_BUFFER, 0, wf.data) ctx.DrawArrays(gl.LINE_STRIP, 0, len(wf.samples)) ctx.DisableVertexAttribArray(wf.position) }
func appStart(glctx gl.Context) { println("Starting") program, err = glutil.CreateProgram(glctx, vertexShader, fragmentShader) if err != nil { panic("error creating GL program: " + err.Error()) return } buf = glctx.CreateBuffer() glctx.BindBuffer(gl.ARRAY_BUFFER, buf) glctx.BufferData(gl.ARRAY_BUFFER, triangleData, gl.STATIC_DRAW) position = glctx.GetAttribLocation(program, "position") color = glctx.GetUniformLocation(program, "color") offset = glctx.GetUniformLocation(program, "offset") images = glutil.NewImages(glctx) fps = debug.NewFPS(images) SetScene(currentScene.Name) }
// This is the main rendering call that updates the current scene and all children in the scene func appPaint(glctx gl.Context, sz size.Event, delta float32) { glctx.ClearColor(currentScene.BGColor.R, currentScene.BGColor.G, currentScene.BGColor.B, currentScene.BGColor.A) glctx.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) for _, child := range currentScene.Children { child.act(delta) child.draw(tempBatch, 1.0) if len(InputChannel) > 0 { for e := range InputChannel { if child.Input != nil { child.Input(child, e) } if len(InputChannel) == 0 { break } } } } glctx.UseProgram(program) green += 0.01 if green > 1 { green = 0 } glctx.Uniform4f(color, 0, green, 0, 1) glctx.Uniform2f(offset, touchX/float32(sz.WidthPx), touchY/float32(sz.HeightPx)) glctx.BindBuffer(gl.ARRAY_BUFFER, buf) glctx.EnableVertexAttribArray(position) glctx.VertexAttribPointer(position, coordsPerVertex, gl.FLOAT, false, 0, 0) glctx.DrawArrays(gl.TRIANGLES, 0, vertexCount) glctx.DisableVertexAttribArray(position) fps.Draw(sz) }
func (btn *Button) Paint(ctx gl.Context) { for i, x := range btn.verts { u := math.Float32bits(x) btn.data[4*i+0] = byte(u >> 0) btn.data[4*i+1] = byte(u >> 8) btn.data[4*i+2] = byte(u >> 16) btn.data[4*i+3] = byte(u >> 24) } ctx.UseProgram(btn.program) if btn.active { ctx.Uniform4f(btn.color, btn.r, btn.g, btn.b, btn.a) } else { ctx.Uniform4f(btn.color, 0.4, 0.4, 0.4, 0.5) } // update hw buf and draw ctx.BindBuffer(gl.ARRAY_BUFFER, btn.buf) ctx.EnableVertexAttribArray(btn.position) ctx.VertexAttribPointer(btn.position, 3, gl.FLOAT, false, 0, 0) ctx.BufferSubData(gl.ARRAY_BUFFER, 0, btn.data) ctx.DrawArrays(gl.TRIANGLES, 0, len(btn.verts)) ctx.DisableVertexAttribArray(btn.position) }
func (buf *floatBuffer) Bind(ctx gl.Context) { ctx.BindBuffer(gl.ARRAY_BUFFER, buf.Buffer) }
func (buf *uintBuffer) Bind(ctx gl.Context) { ctx.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, buf.Buffer) }
func onStart(glctx gl.Context) { var err error program, err = glutil.CreateProgram(glctx, vertexShader, fragmentShader) if err != nil { log.Printf("error creating GL program: %v", err) return } /*opengl中三种变量 uniform变量是外部application程序传递给(vertex和fragment)shader的变量。因此它是application通过函数glUniform**()函数赋值的。 在(vertex和fragment)shader程序内部,uniform变量就像是C语言里面的常量(const ),它不能被shader程序修改。(shader只能用,不能改) attribute变量是只能在vertex shader中使用的变量。(它不能在fragment shader中声明attribute变量,也不能被fragment shader中使用) 一般用attribute变量来表示一些顶点的数据,如:顶点坐标,法线,纹理坐标,顶点颜色等。 在application中,一般用函数glBindAttribLocation()来绑定每个attribute变量的位置,然后用函数glVertexAttribPointer()为每个attribute变量赋值。 varying变量是vertex和fragment shader之间做数据传递用的。一般vertex shader修改varying变量的值,然后fragment shader使用该varying变量的值。 因此varying变量在vertex和fragment shader二者之间的声明必须是一致的。application不能使用此变量。 */ position = glctx.GetAttribLocation(program, "position") //获取位置对象(索引) color = glctx.GetAttribLocation(program, "color") // 获取颜色对象(索引) scan = glctx.GetUniformLocation(program, "scan") // 获取缩放对象(索引) /* VBO允许usage标示符取以下9种值: gl.STATIC_DRAW gl.STATIC_READ gl.STATIC_COPY gl.DYNAMIC_DRAW gl.DYNAMIC_READ gl.DYNAMIC_COPY gl.STREAM_DRAW gl.STREAM_READ gl.STREAM_COPY "Static”意味着VBO中的数据不会被改变(一次修改,多次使用), "dynamic”意味着数据可以被频繁修改(多次修改,多次使用), "stream”意味着数据每帧都不同(一次修改,一次使用)。 "Draw”意味着数据将会被送往GPU进行绘制, "read”意味着数据会被用户的应用读取, "copy”意味着数据会被用于绘制和读取。 注意在使用VBO时,只有draw是有效的,而copy和read主要将会在像素缓冲区(PBO)和帧缓冲区(FBO)中发挥作用。 系统会根据usage标示符为缓冲区对象分配最佳的存储位置,比如系统会为gl.STATIC_DRAW和gl.STREAM_DRAW分配显存, gl.DYNAMIC_DRAW分配AGP,以及任何_READ_相关的缓冲区对象都会被存储到系统或者AGP中因为这样数据更容易读写 */ positionbuf = glctx.CreateBuffer() glctx.BindBuffer(gl.ARRAY_BUFFER, positionbuf) glctx.BufferData(gl.ARRAY_BUFFER, triangleData, gl.STATIC_DRAW) colorbuf = glctx.CreateBuffer() glctx.BindBuffer(gl.ARRAY_BUFFER, colorbuf) glctx.BufferData(gl.ARRAY_BUFFER, colorData, gl.STATIC_DRAW) images = glutil.NewImages(glctx) fps = debug.NewFPS(images) // fmt.Println(position.String(),color.String(),offset.String())//Attrib(0) Uniform(1) Uniform(0) // TODO(crawshaw): the debug package needs to put GL state init here // Can this be an event.Register call now?? }
func (buf Buffer) Bind(ctx gl.Context, after ...func(gl.Context)) { ctx.BindBuffer(buf.target, buf.Buffer) for _, fn := range after { fn(ctx) } }