示例#1
0
func onPaint(glctx gl.Context, sz size.Event) {
	glctx.ClearColor(0.5, 0.5, 0.5, 1)
	glctx.Clear(gl.COLOR_BUFFER_BIT)

	glctx.UseProgram(frameData.Program)

	glctx.Uniform4f(frameData.Color, 0.5, 0.5, 0.5, 1)

	// Put ourselves in the +x/+y quadrant (upper right quadrant)
	glctx.Uniform2f(frameData.Offset, 0.0, 1.0)

	glctx.EnableVertexAttribArray(frameData.Position)
	manager.PaintLayers(sz, frameData)
	// End drawing
	glctx.DisableVertexAttribArray(frameData.Position)

}
示例#2
0
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)
}
示例#3
0
文件: spike.go 项目: pyros2097/spike
// 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)
}
示例#4
0
文件: gl.go 项目: dskinner/material
func (prg Program) U2f(ctx gl.Context, dst gl.Uniform, v0, v1 float32) {
	ctx.Uniform2f(dst, v0, v1)
}