示例#1
0
文件: tb.go 项目: krattai/monoflow
// initScene is one time initialization that creates a single VAO
func (tb *tbtag) initScene() {
	tb.mvp32 = &render.M4{}
	tb.initData()

	// Bind the OpenGL calls and dump some version info.
	gl.Init()
	fmt.Printf("%s %s", gl.GetString(gl.RENDERER), gl.GetString(gl.VERSION))
	fmt.Printf(" GLSL %s\n", gl.GetString(gl.SHADING_LANGUAGE_VERSION))

	// Gather the one scene into this one vertex array object.
	gl.GenVertexArrays(1, &tb.vao)
	gl.BindVertexArray(tb.vao)

	// vertex data.
	var vbuff uint32
	gl.GenBuffers(1, &vbuff)
	gl.BindBuffer(gl.ARRAY_BUFFER, vbuff)
	gl.BufferData(gl.ARRAY_BUFFER, int64(len(tb.points)*4), gl.Pointer(&(tb.points[0])), gl.STATIC_DRAW)
	var vattr uint32 = 0
	gl.VertexAttribPointer(vattr, 4, gl.FLOAT, false, 0, 0)
	gl.EnableVertexAttribArray(vattr)

	// texture coordatinates
	var tbuff uint32
	gl.GenBuffers(1, &tbuff)
	gl.BindBuffer(gl.ARRAY_BUFFER, tbuff)
	gl.BufferData(gl.ARRAY_BUFFER, int64(len(tb.tcoords)*4), gl.Pointer(&(tb.tcoords[0])), gl.STATIC_DRAW)
	var tattr uint32 = 2
	gl.VertexAttribPointer(tattr, 2, gl.FLOAT, false, 0, 0)
	gl.EnableVertexAttribArray(tattr)

	// faces data.
	var ebuff uint32
	gl.GenBuffers(1, &ebuff)
	gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, ebuff)
	gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, int64(len(tb.faces)), gl.Pointer(&(tb.faces[0])), gl.STATIC_DRAW)

	// create texture and shaders after all the data has been set up.
	tb.initTexture()
	tb.initShader()
	tb.ortho = lin.NewOrtho(0, 4, 0, 4, 0, 10)

	// set some state that doesn't need to change during drawing.
	gl.ClearColor(0.0, 0.0, 0.0, 1.0)
	gl.Enable(gl.DEPTH_TEST)
	gl.Enable(gl.TEXTURE_2D)
}
示例#2
0
文件: sf.go 项目: krattai/monoflow
// initScene is one time initialization that creates a single VAO
func (sf *sftag) initScene() {
	sf.mvp32 = &render.M4{}
	sf.sTime = time.Now()
	sf.initData()

	// Bind the OpenGL calls and dump some version info.
	gl.Init()
	fmt.Printf("%s %s", gl.GetString(gl.RENDERER), gl.GetString(gl.VERSION))
	fmt.Printf(" GLSL %s\n", gl.GetString(gl.SHADING_LANGUAGE_VERSION))

	gl.GenVertexArrays(1, &sf.vao)
	gl.BindVertexArray(sf.vao)

	// vertex data.
	var vbuff uint32
	gl.GenBuffers(1, &vbuff)
	gl.BindBuffer(gl.ARRAY_BUFFER, vbuff)
	gl.BufferData(gl.ARRAY_BUFFER, int64(len(sf.points)*4), gl.Pointer(&(sf.points[0])), gl.STATIC_DRAW)
	var vattr uint32 = 0
	gl.VertexAttribPointer(vattr, 4, gl.FLOAT, false, 0, 0)
	gl.EnableVertexAttribArray(vattr)

	// faces data.
	var ebuff uint32
	gl.GenBuffers(1, &ebuff)
	gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, ebuff)
	gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, int64(len(sf.faces)), gl.Pointer(&(sf.faces[0])), gl.STATIC_DRAW)

	// create texture and shaders after all the data has been set up.
	shader := &data.Shader{}
	loader := data.NewLoader()
	loader.Load("fire", &shader)
	sf.shaders = gl.CreateProgram()
	if err := gl.BindProgram(sf.shaders, shader.Vsh, shader.Fsh); err != nil {
		fmt.Printf("Failed to create program: %s\n", err)
	}
	sf.mvpref = gl.GetUniformLocation(sf.shaders, "Mvpm")
	sf.gTime = gl.GetUniformLocation(sf.shaders, "time")
	sf.sizes = gl.GetUniformLocation(sf.shaders, "resolution")
	sf.ortho = lin.NewOrtho(0, 4, 0, 4, 0, 10)

	// set some state that doesn't need to change during drawing.
	gl.ClearColor(0.0, 0.0, 0.0, 1.0)
}