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Golang C.GLuint函数代码示例

本文整理汇总了Golang中C.GLuint函数的典型用法代码示例。如果您正苦于以下问题:Golang GLuint函数的具体用法?Golang GLuint怎么用?Golang GLuint使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。


在下文中一共展示了GLuint函数的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Golang代码示例。

示例1: DetachShader

func DetachShader(
	program uint32, shader uint32) {
	C.glDetachShader(
		C.GLuint(program),
		C.GLuint(shader))

}
开发者ID:remogatto,项目名称:egles,代码行数:7,代码来源:gles2.go

示例2: Link

// Link links the attached shader objects
func (p *Program) Link() error {
	var val, val2 C.GLint
	C.glLinkProgram(p.i)
	C.glGetProgramiv(p.i, LINK_STATUS, &val)
	if val != TRUE {
		C.glGetProgramiv(p.i, INFO_LOG_LENGTH, &val)
		buf := make([]C.GLchar, val+1)
		C.glGetProgramInfoLog(p.i, C.GLsizei(val), nil, &buf[0])
		return errors.New(C.GoString((*C.char)(&buf[0])))
	}
	p.attr = make(map[string]C.GLuint)
	C.glGetProgramiv(p.i, ACTIVE_ATTRIBUTES, &val)
	C.glGetProgramiv(p.i, ACTIVE_ATTRIBUTE_MAX_LENGTH, &val2)
	buf := make([]C.char, val2)
	for i := C.GLuint(0); i < C.GLuint(val); i++ {
		C.glGetActiveAttrib(p.i, i, C.GLsizei(val2), nil, nil, nil, (*C.GLchar)(&buf[0]))
		p.attr[C.GoString(&buf[0])] = C.GLuint(C.glGetAttribLocation(p.i, (*C.GLchar)(&buf[0])))
	}
	p.uni = make(map[string]C.GLint)
	C.glGetProgramiv(p.i, ACTIVE_UNIFORMS, &val)
	C.glGetProgramiv(p.i, ACTIVE_UNIFORM_MAX_LENGTH, &val2)
	buf = make([]C.char, val2)
	for i := C.GLuint(0); i < C.GLuint(val); i++ {
		C.glGetActiveUniform(p.i, i, C.GLsizei(val2), nil, nil, nil, (*C.GLchar)(&buf[0]))
		p.uni[C.GoString(&buf[0])] = C.glGetUniformLocation(p.i, (*C.GLchar)(&buf[0]))
	}
	return nil
}
开发者ID:extrame,项目名称:gl,代码行数:29,代码来源:gl.go

示例3: GetAttrib

func (program *Program) GetAttrib(name string) VertexAttrib {

	cname := (*C.GLchar)(C.CString(name))
	defer C.free(unsafe.Pointer(cname))

	iloc := C.glGetAttribLocation(program.id, cname)
	if iloc < 0 {
		panic(fmt.Errorf("not an active uniform: %s", name))
	}

	loc := C.GLuint(iloc)

	datatype := C.GLenum(0)
	C.glGetActiveAttrib(program.id, C.GLuint(loc), 0, nil, nil, &datatype, nil)

	switch datatype {
	case C.GL_FLOAT:
		return FloatAttrib{vattrib{loc}}
	case C.GL_FLOAT_VEC2:
		return Vec2Attrib{FloatAttrib{vattrib{loc}}}
	case C.GL_FLOAT_VEC3:
		return Vec3Attrib{FloatAttrib{vattrib{loc}}}
	case C.GL_FLOAT_VEC4:
		return Vec4Attrib{FloatAttrib{vattrib{loc}}}
	default:
		panic(fmt.Errorf("unsupported attribute type: %#x", datatype))
	}
}
开发者ID:jackscan,项目名称:go-gles2,代码行数:28,代码来源:shader.go

示例4: BindFragDataLocation

func (program Program) BindFragDataLocation(colorNumber int, name string) {

	cname := glString(name)
	defer freeString(cname)

	C.glBindFragDataLocation(C.GLuint(program), C.GLuint(colorNumber), cname)
}
开发者ID:kanelbulle,项目名称:gl,代码行数:7,代码来源:program.go

示例5: GetAttrib

func (program *Program) GetAttrib(name string) VertexAttrib {

	cname := (*C.GLchar)(C.CString(name))
	defer C.free(unsafe.Pointer(cname))

	iloc := C.glGetAttribLocation(program.id, cname)
	if iloc < 0 {
		panic(fmt.Errorf("not an active attribute: %s", name))
	}

	loc := C.GLuint(iloc)

	datatype := C.GLenum(0)
	length := C.GLsizei(0)
	size := C.GLint(0)

	aname := [32]byte{}

	C.glGetActiveAttrib(program.id, C.GLuint(loc), C.GLsizei(len(aname)), &length, &size, &datatype, (*C.GLchar)(unsafe.Pointer(&aname[0])))

	switch datatype {
	case C.GL_FLOAT:
		return FloatAttrib{vattrib{loc}}
	case C.GL_FLOAT_VEC2:
		return Vec2Attrib{FloatAttrib{vattrib{loc}}}
	case C.GL_FLOAT_VEC3:
		return Vec3Attrib{FloatAttrib{vattrib{loc}}}
	case C.GL_FLOAT_VEC4:
		return Vec4Attrib{FloatAttrib{vattrib{loc}}}
	default:
		panic(fmt.Errorf("unsupported attribute type: %#x", datatype))
	}
}
开发者ID:jackscan,项目名称:go-gles3,代码行数:33,代码来源:shader.go

示例6: GetAttachedShaders

func (program Program) GetAttachedShaders() []Object {
	var len C.GLint
	C.glGetProgramiv(C.GLuint(program), C.GLenum(ACTIVE_UNIFORM_MAX_LENGTH), &len)

	objects := make([]Object, len)
	C.glGetAttachedShaders(C.GLuint(program), C.GLsizei(len), nil, *((**C.GLuint)(unsafe.Pointer(&objects))))
	return objects
}
开发者ID:kanelbulle,项目名称:gl,代码行数:8,代码来源:program.go

示例7: BindAttribLocation

func (program Program) BindAttribLocation(index AttribLocation, name string) {

	cname := glString(name)
	defer freeString(cname)

	C.glBindAttribLocation(C.GLuint(program), C.GLuint(index), cname)

}
开发者ID:kanelbulle,项目名称:gl,代码行数:8,代码来源:program.go

示例8: Parameters

// void glSamplerParameteri(GLuint sampler,GLenum pname,GLint param)
func (sampler SamplerObject) Parameters(parameters *SamplerParameters) {
	C.glSamplerParameteri(C.GLuint(sampler), C.GL_TEXTURE_WRAP_R, parameters.WrapR)
	C.glSamplerParameteri(C.GLuint(sampler), C.GL_TEXTURE_WRAP_S, parameters.WrapS)
	C.glSamplerParameteri(C.GLuint(sampler), C.GL_TEXTURE_WRAP_T, parameters.WrapT)

	C.glSamplerParameteri(C.GLuint(sampler), C.GL_TEXTURE_MIN_FILTER, parameters.MinFilter)
	C.glSamplerParameteri(C.GLuint(sampler), C.GL_TEXTURE_MAG_FILTER, parameters.MagFilter)
}
开发者ID:spacetug,项目名称:raytracer,代码行数:9,代码来源:sampler.go

示例9: BindAttribLocation

func BindAttribLocation(
	program uint32, index uint32, name string) {
	s := glString(name)
	C.glBindAttribLocation(
		C.GLuint(program),
		C.GLuint(index),
		s)

}
开发者ID:remogatto,项目名称:egles,代码行数:9,代码来源:gles2.go

示例10: GetActiveUniform

func GetActiveUniform(program, index uint, bufsize int) (size int32, type_ uint32, name string) {
	cs := CString(name)
	defer C.free(unsafe.Pointer(cs))
	C.glGetActiveUniform(C.GLuint(program), C.GLuint(index),
		C.GLsizei(bufsize), nil, (*C.GLint)(&size), (*C.GLenum)(&type_), cs)
	name = GoString(cs)
	return

}
开发者ID:nick-fedesna,项目名称:egles,代码行数:9,代码来源:es2.go

示例11: GetActiveUniform

func (program Program) GetActiveUniform(index UniformLocation) (string, GLenum, int) {
	var written C.GLsizei
	var size C.GLint
	var tp C.GLenum
	//Allocate a buffer of 64 characters to write variable names to
	var buffer *C.GLchar = (*C.GLchar)(C.malloc(64))
	defer freeString(buffer)

	C.glGetActiveUniform(C.GLuint(program), C.GLuint(index), C.GLsizei(128), &written, &size, &tp, buffer)
	return C.GoStringN((*C.char)(buffer), C.int(written)), GLenum(tp), int(size)
}
开发者ID:HalfVoxel,项目名称:gl,代码行数:11,代码来源:program.go

示例12: GetSource

func (shader Shader) GetSource() string {
	var len C.GLint
	C.glGetShaderiv(C.GLuint(shader), C.GLenum(SHADER_SOURCE_LENGTH), &len)

	log := C.malloc(C.size_t(len + 1))
	C.glGetShaderSource(C.GLuint(shader), C.GLsizei(len), nil, (*C.GLchar)(log))

	defer C.free(log)

	return C.GoString((*C.char)(log))
}
开发者ID:jimarnold,项目名称:gl,代码行数:11,代码来源:shader.go

示例13: GetInfoLog

func (shader Shader) GetInfoLog() string {
	var length C.GLint
	C.glGetShaderiv(C.GLuint(shader), C.GLenum(INFO_LOG_LENGTH), &length)
	// length is buffer size including null character

	if length > 1 {
		log := C.malloc(C.size_t(length))
		defer C.free(log)
		C.glGetShaderInfoLog(C.GLuint(shader), C.GLsizei(length), nil, (*C.GLchar)(log))
		return C.GoString((*C.char)(log))
	}
	return ""
}
开发者ID:vivicai,项目名称:gl,代码行数:13,代码来源:shader.go

示例14: GetActiveUniform

func GetActiveUniform(
	program uint32, index uint32, bufsize Sizei,
	length *Sizei, size *int32, type_ *Enum, name *string) {
	s := glString(*name)
	C.glGetActiveUniform(
		C.GLuint(program),
		C.GLuint(index),
		C.GLsizei(bufsize),
		(*C.GLsizei)(length),
		(*C.GLint)(size),
		(*C.GLenum)(type_),
		s)
	name = goString(s)
}
开发者ID:remogatto,项目名称:egles,代码行数:14,代码来源:gles2.go

示例15: Compile

func (shader Shader) Compile() {
	C.glCompileShader(C.GLuint(shader))

	status := C.GLint(0)
	C.glGetShaderiv(C.GLuint(shader), C.GL_COMPILE_STATUS, &status)

	if status != C.GL_TRUE {
		loglen := C.GLint(0)
		C.glGetShaderiv(C.GLuint(shader), C.GL_INFO_LOG_LENGTH, &loglen)
		log := (*C.GLchar)(C.malloc(C.size_t(loglen)))
		defer C.free(unsafe.Pointer(log))
		C.glGetShaderInfoLog(C.GLuint(shader), C.GLsizei(loglen), nil, log)
		panic(fmt.Errorf("Failed to compile %s: %s", shader.Type(), C.GoString((*C.char)(log))))
	}
}
开发者ID:jackscan,项目名称:go-gles3,代码行数:15,代码来源:shader.go


注:本文中的C.GLuint函数示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。