本文整理汇总了Golang中github.com/go-gl/gl/v2/1/gl.BindBuffer函数的典型用法代码示例。如果您正苦于以下问题:Golang BindBuffer函数的具体用法?Golang BindBuffer怎么用?Golang BindBuffer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BindBuffer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: draw
func (m Mesh) draw() {
gl.EnableVertexAttribArray(0)
gl.EnableVertexAttribArray(1)
gl.EnableVertexAttribArray(2)
if m.vbo == 0 {
panic("attempt to set array buffer with VBO=0")
}
gl.BindBuffer(gl.ARRAY_BUFFER, m.vbo)
gl.VertexAttribPointer(0, 3, gl.FLOAT, false, VertexSize*4, gl.PtrOffset(0))
gl.VertexAttribPointer(1, 2, gl.FLOAT, false, VertexSize*4, gl.PtrOffset(12))
gl.VertexAttribPointer(2, 3, gl.FLOAT, false, VertexSize*4, gl.PtrOffset(20))
if m.vbo == 0 {
panic("attempt to set element array buffer with VBO=0")
}
gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, m.ibo)
if m.size == 0 {
panic("attempt to draw elements with mesh size = 0")
}
gl.DrawElements(gl.TRIANGLES, m.size, gl.UNSIGNED_INT, gl.PtrOffset(0))
gl.DisableVertexAttribArray(0)
gl.DisableVertexAttribArray(1)
gl.DisableVertexAttribArray(2)
}
示例2: Render
func (r *Renderer) Render() {
gl.EnableClientState(gl.VERTEX_ARRAY)
rVbo := r.Vbos[0]
gl.BindBuffer(gl.ARRAY_BUFFER, rVbo.Id)
for _, c := range r.Layer.Flatten() {
renderable := c.GetRenderable()
transform := c.GetTransform()
if renderable == nil || transform == nil || !c.Visible() {
continue
}
if rVbo != renderable.VboPosition.Vbo {
rVbo = renderable.VboPosition.Vbo
gl.BindBuffer(gl.ARRAY_BUFFER, rVbo.Id)
}
gl.VertexPointer(ValsInVertex, gl.FLOAT, 0, nil)
if transform.NeedsUpdate {
transform.Update()
}
gl.LoadMatrixf(&(transform.Matrix[0]))
gl.DrawArrays(gl.QUADS, int32(renderable.VboPosition.Index/ValsInVertex),
int32(renderable.Length/ValsInVertex))
}
gl.DisableClientState(gl.VERTEX_ARRAY)
}
示例3: BindBuffer
func (c *Context) BindBuffer(target int, buffer *Buffer) {
if buffer == nil {
gl.BindBuffer(uint32(target), 0)
return
}
gl.BindBuffer(uint32(target), buffer.uint32)
}
示例4: Update
func (buffer *Buffer) Update(offset int, idata interface{}) {
data, err := resolveData(idata)
if err != nil {
panic(err)
}
if data.typ != buffer.data.typ {
panic(fmt.Errorf("buffer data type mismatch: %04X and %04X", buffer.data.typ, data.typ))
}
gl.BindBuffer(buffer.bindpoint, buffer.id)
defer gl.BindBuffer(buffer.bindpoint, 0)
gl.BufferSubData(buffer.bindpoint, offset*data.siz, data.length*data.siz, data.ptr)
}
示例5: Upload
func (buffer *Buffer) Upload(idata interface{}) {
data, err := resolveData(idata)
if err != nil {
panic(err)
}
if data.typ != buffer.data.typ {
panic(fmt.Errorf("buffer data type mismatch: %04X and %04X", buffer.data.typ, data.typ))
}
gl.BindBuffer(buffer.bindpoint, buffer.id)
defer gl.BindBuffer(buffer.bindpoint, 0)
gl.BufferData(buffer.bindpoint, data.siz*data.length, data.ptr, buffer.usage)
}
示例6: addVertices
func (m *Mesh) addVertices(vertices []*Vertex, indices []int32, calcNormals bool) {
if calcNormals {
m.calcNormals(vertices, indices)
}
m.size = int32(len(indices))
fb := verticesAsFloats(vertices)
gl.BindBuffer(gl.ARRAY_BUFFER, m.vbo)
gl.BufferData(gl.ARRAY_BUFFER, len(fb)*4, gl.Ptr(fb), gl.STATIC_DRAW)
gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, m.ibo)
gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, len(indices)*4, gl.Ptr(indices), gl.STATIC_DRAW)
}
示例7: initResources
func initResources() uint32 {
vs := CreateShader("triangle.v.glsl", gl.VERTEX_SHADER)
fs := CreateShader("triangle.f.glsl", gl.FRAGMENT_SHADER)
var linkOk int32
program := gl.CreateProgram()
gl.AttachShader(program, vs)
gl.AttachShader(program, fs)
gl.LinkProgram(program)
gl.GetProgramiv(program, gl.LINK_STATUS, &linkOk)
if linkOk == 0 {
log.Fatal("gl.LinkProgram")
}
gl.GenBuffers(1, &vboTriangle)
gl.BindBuffer(gl.ARRAY_BUFFER, vboTriangle)
gl.BufferData(gl.ARRAY_BUFFER, floatSize*len(triangleAttributes), gl.Ptr(triangleAttributes), gl.STATIC_DRAW)
attributeCoord2d = gl.GetAttribLocation(program, gl.Str("coord2d\x00"))
if attributeCoord2d == -1 {
log.Fatal("failed to bind attribute")
}
attributeVColor = gl.GetAttribLocation(program, gl.Str("v_color\x00"))
if attributeVColor == -1 {
log.Fatal("could not bind attribute v_color")
}
uniformFade = gl.GetUniformLocation(program, gl.Str("fade\x00"))
if uniformFade == -1 {
log.Fatal("could not bind uniform fade")
}
return program
}
示例8: Render
func (w *MultitouchTestBoxWidget) Render() {
colors := [...]mgl64.Vec3{
{0 / 255.0, 140 / 255.0, 0 / 255.0},
{0 / 255.0, 98 / 255.0, 140 / 255.0},
{194 / 255.0, 74 / 255.0, 0 / 255.0},
{89 / 255.0, 0 / 255.0, 140 / 255.0},
{191 / 255.0, 150 / 255.0, 0 / 255.0},
{140 / 255.0, 0 / 255.0, 0 / 255.0},
}
backgroundColor := colors[w.color]
//borderColor := backgroundColor
switch 1 {
case 0:
DrawBorderlessBox(w.pos, mgl64.Vec2{200, 200}, backgroundColor)
case 1:
gl.PushMatrix()
gl.Translated(w.pos[0], w.pos[1], 0)
gl.Color3dv(&backgroundColor[0])
gl.EnableClientState(gl.VERTEX_ARRAY)
gl.BindBuffer(gl.ARRAY_BUFFER, w.buffer)
gl.VertexPointer(2, gl.FLOAT, 0, nil)
gl.DrawArrays(gl.TRIANGLE_FAN, 0, 4)
gl.PopMatrix()
}
}
示例9: initGL
func (v *Video) initGL() {
if err := gl.Init(); err != nil {
panic(err)
}
gl.Enable(gl.CULL_FACE)
gl.Enable(gl.DEPTH_TEST)
gl.ClearColor(0.0, 0.0, 0.0, 1.0)
v.prog = createProgram(vertShaderSrcDef, fragShaderSrcDef)
posAttrib := uint32(gl.GetAttribLocation(v.prog, gl.Str("vPosition"+"\x00")))
texCoordAttr := uint32(gl.GetAttribLocation(v.prog, gl.Str("vTexCoord"+"\x00")))
v.textureUni = gl.GetAttribLocation(v.prog, gl.Str("texture"+"\x00"))
var texture uint32
gl.GenTextures(1, &texture)
gl.ActiveTexture(gl.TEXTURE0)
gl.BindTexture(gl.TEXTURE_2D, texture)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
gl.UseProgram(v.prog)
gl.EnableVertexAttribArray(posAttrib)
gl.EnableVertexAttribArray(texCoordAttr)
//posAttrib.EnableArray()
//texCoordAttr.EnableArray()
var vbo uint32
gl.GenBuffers(1, &vbo)
gl.BindBuffer(gl.ARRAY_BUFFER, vbo)
verts := []float32{-1.0, 1.0, -1.0, -1.0, 1.0, -1.0, 1.0, -1.0, 1.0, 1.0, -1.0, 1.0}
gl.BufferData(gl.ARRAY_BUFFER, len(verts)*int(unsafe.Sizeof(verts[0])), gl.Ptr(verts), gl.STATIC_DRAW)
var textCoorBuf uint32
gl.GenBuffers(1, &textCoorBuf)
gl.BindBuffer(gl.ARRAY_BUFFER, textCoorBuf)
texVerts := []float32{0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0}
gl.BufferData(gl.ARRAY_BUFFER, len(texVerts)*int(unsafe.Sizeof(texVerts[0])), gl.Ptr(texVerts), gl.STATIC_DRAW)
gl.VertexAttribPointer(posAttrib, 2, gl.FLOAT, false, 0, gl.PtrOffset(0))
gl.VertexAttribPointer(texCoordAttr, 2, gl.FLOAT, false, 0, gl.PtrOffset(0))
//posAttrib.AttribPointer(2, gl.FLOAT, false, 0, uintptr(0))
//texCoordAttr.AttribPointer(2, gl.FLOAT, false, 0, uintptr(0))
}
示例10: NewVbo
func NewVbo(length int) *Vbo {
v := &Vbo{
Vertices: make([]float32, length),
}
gl.GenBuffers(1, &v.Id)
gl.BindBuffer(gl.ARRAY_BUFFER, v.Id)
gl.BufferData(gl.ARRAY_BUFFER, length*FloatSize, gl.Ptr(v.Vertices), gl.STATIC_DRAW)
return v
}
示例11: NewRenderable
func NewRenderable(verts []float32) *Renderable {
r := &Renderable{
VboPosition: G.Renderer.NewVboPosition(verts),
Length: len(verts),
}
gl.BindBuffer(gl.ARRAY_BUFFER, r.VboPosition.Vbo.Id)
gl.BufferSubData(gl.ARRAY_BUFFER, int(r.VboPosition.Index*4), len(verts)*4, gl.Ptr(verts))
return r
}
示例12: Render
func (r *Renderer) Render() {
gl.EnableClientState(gl.VERTEX_ARRAY)
for _, g := range r.GameObjects {
gl.BindBuffer(gl.ARRAY_BUFFER, g.VboPosition.Vbo.Id)
gl.VertexPointer(2, gl.FLOAT, 0, nil)
gl.DrawArrays(gl.QUADS, 0, int32(4))
}
gl.DisableClientState(gl.VERTEX_ARRAY)
}
示例13: Enable
func (vao *VAO) Enable(elements int, buffer *Buffer, attrib Attrib, opts ...VAOOption) {
opt := vaoOption{
stride: 0,
offset: 0,
normalize: false,
}
for _, o := range opts {
o(&opt)
}
gl.BindVertexArray(vao.id)
defer gl.BindVertexArray(0)
gl.BindBuffer(gl.ARRAY_BUFFER, buffer.id)
defer gl.BindBuffer(gl.ARRAY_BUFFER, 0)
gl.EnableVertexAttribArray(attrib.Location())
gl.VertexAttribPointer(
attrib.Location(),
int32(elements),
buffer.data.typ,
opt.normalize,
int32(opt.stride*buffer.data.siz),
gl.PtrOffset(opt.offset*buffer.data.siz))
}
示例14: newMultitouchTestBoxWidget
func newMultitouchTestBoxWidget(pos mgl64.Vec2, color int) MultitouchTestBoxWidget {
var buffer uint32
gl.GenBuffers(1, &buffer)
gl.BindBuffer(gl.ARRAY_BUFFER, buffer)
vertices := []float32{
0, 0,
0, 200,
200, 200,
200, 0,
}
gl.BufferData(gl.ARRAY_BUFFER, len(vertices)*4, gl.Ptr(vertices), gl.STATIC_DRAW)
return MultitouchTestBoxWidget{pos: pos, color: color, buffer: buffer}
}
示例15: NewBuffer
func (c *Context) NewBuffer(bufferType BufferType, v interface{}, bufferUsage BufferUsage) Buffer {
var b uint32
gl.GenBuffers(1, &b)
gl.BindBuffer(uint32(bufferType), b)
size := 0
ptr := v
switch v := v.(type) {
case int:
size = v
ptr = nil
case []uint16:
size = 2 * len(v)
case []float32:
size = 4 * len(v)
default:
panic("not reach")
}
gl.BufferData(uint32(bufferType), size, gl.Ptr(ptr), uint32(bufferUsage))
return Buffer(b)
}