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Golang gl.Ptr函数代码示例

本文整理汇总了Golang中github.com/go-gl/gl/v2/1/gl.Ptr函数的典型用法代码示例。如果您正苦于以下问题:Golang Ptr函数的具体用法?Golang Ptr怎么用?Golang Ptr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Ptr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: resolveData

func resolveData(idata interface{}) (iData, error) {
	var d iData
	switch data := idata.(type) {
	case []float32:
		d.typ = gl.FLOAT
		d.siz = 4
		d.length = len(data)
		d.ptr = gl.Ptr(data)
	case []uint8:
		d.typ = gl.UNSIGNED_BYTE
		d.siz = 1
		d.length = len(data)
		d.ptr = gl.Ptr(data)
	case []uint16:
		d.typ = gl.UNSIGNED_SHORT
		d.siz = 2
		d.length = len(data)
		d.ptr = gl.Ptr(data)
	case []uint32:
		d.typ = gl.UNSIGNED_INT
		d.siz = 4
		d.length = len(data)
		d.ptr = gl.Ptr(data)
	default:
		return iData{}, fmt.Errorf("Unusable data type for buffer")
	}
	return d, nil
}
开发者ID:PieterD,项目名称:crap,代码行数:28,代码来源:buffer.go

示例2: UniformFloats

func (c *Context) UniformFloats(p Program, location string, v []float32) {
	l := int32(GetUniformLocation(c, p, location))
	switch len(v) {
	case 4:
		gl.Uniform4fv(l, 1, (*float32)(gl.Ptr(v)))
	case 16:
		gl.UniformMatrix4fv(l, 1, false, (*float32)(gl.Ptr(v)))
	default:
		panic("not reach")
	}
}
开发者ID:DrJosh9000,项目名称:ebiten,代码行数:11,代码来源:context.go

示例3: UniformFloats

func (c *Context) UniformFloats(p Program, location string, v []float32) {
	_ = c.runOnContextThread(func() error {
		l := int32(c.locationCache.GetUniformLocation(c, p, location))
		switch len(v) {
		case 4:
			gl.Uniform4fv(l, 1, (*float32)(gl.Ptr(v)))
		case 16:
			gl.UniformMatrix4fv(l, 1, false, (*float32)(gl.Ptr(v)))
		default:
			panic("not reach")
		}
		return nil
	})
}
开发者ID:hajimehoshi,项目名称:ebiten,代码行数:14,代码来源:context_desktop.go

示例4: 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)
}
开发者ID:theGeekPirate,项目名称:wolfengo,代码行数:14,代码来源:mesh.go

示例5: Flush

func (p *Painter) Flush() {
	if len(p.vertices) != 0 {
		gl.EnableClientState(gl.COLOR_ARRAY)
		gl.EnableClientState(gl.VERTEX_ARRAY)
		gl.ColorPointer(4, gl.UNSIGNED_BYTE, 0, gl.Ptr(p.colors))
		gl.VertexPointer(2, gl.INT, 0, gl.Ptr(p.vertices))

		// draw lines
		gl.DrawArrays(gl.LINES, 0, int32(len(p.vertices)/2))
		gl.DisableClientState(gl.VERTEX_ARRAY)
		gl.DisableClientState(gl.COLOR_ARRAY)
		p.vertices = p.vertices[0:0]
		p.colors = p.colors[0:0]
	}
}
开发者ID:stanim,项目名称:draw2d,代码行数:15,代码来源:gc.go

示例6: NewShader

func (c *Context) NewShader(shaderType ShaderType, source string) (Shader, error) {
	var shader Shader
	if err := c.runOnContextThread(func() error {
		s := gl.CreateShader(uint32(shaderType))
		if s == 0 {
			return fmt.Errorf("opengl: glCreateShader failed: shader type: %d", shaderType)
		}
		cSources, free := gl.Strs(source + "\x00")
		gl.ShaderSource(uint32(s), 1, cSources, nil)
		free()
		gl.CompileShader(s)

		var v int32
		gl.GetShaderiv(s, gl.COMPILE_STATUS, &v)
		if v == gl.FALSE {
			log := []uint8{}
			gl.GetShaderiv(uint32(s), gl.INFO_LOG_LENGTH, &v)
			if v != 0 {
				log = make([]uint8, int(v))
				gl.GetShaderInfoLog(uint32(s), v, nil, (*uint8)(gl.Ptr(log)))
			}
			return fmt.Errorf("opengl: shader compile failed: %s", log)
		}
		shader = Shader(s)
		return nil
	}); err != nil {
		return 0, err
	}
	return shader, nil
}
开发者ID:hajimehoshi,项目名称:ebiten,代码行数:30,代码来源:context_desktop.go

示例7: PrintSegment

// Shouldn't have tabs nor newlines
func (o *OpenGlStream) PrintSegment(s string) {
	if s == "" {
		return
	}

	if o.BackgroundColor != nil && o.BorderColor == nil {
		gl.PushAttrib(gl.CURRENT_BIT)
		gl.Color3dv((*float64)(&o.BackgroundColor[0]))
		gl.PushMatrix()
		gl.Translated(float64(o.pos[0]), float64(o.pos[1]), 0)
		for range s {
			gl.CallList(oFontBackground)
		}
		gl.PopMatrix()
		gl.PopAttrib()
	}

	gl.TexParameterf(gl.TEXTURE_2D, gl.TEXTURE_LOD_BIAS, float32(lodBias*0.01))

	gl.Enable(gl.BLEND)
	defer gl.Disable(gl.BLEND)
	gl.Enable(gl.TEXTURE_2D)
	defer gl.Disable(gl.TEXTURE_2D)

	gl.PushMatrix()
	gl.Translated(float64(o.pos[0]), float64(o.pos[1]), 0)
	gl.ListBase(oFontBase + uint32(o.FontOptions)*96)
	gl.CallLists(int32(len(s)), gl.UNSIGNED_BYTE, gl.Ptr(&[]byte(s)[0]))
	gl.PopMatrix()

	//CheckGLError()
}
开发者ID:rexposadas,项目名称:Conception-go,代码行数:33,代码来源:text.go

示例8: TexImage2D

// TexImage2D writes a 2D texture image.
//
// http://www.khronos.org/opengles/sdk/docs/man3/html/glTexImage2D.xhtml
func TexImage2D(target Enum, level int, width, height int, format Enum, ty Enum, data []byte) {
	p := unsafe.Pointer(nil)
	if len(data) > 0 {
		p = gl.Ptr(&data[0])
	}
	gl.TexImage2D(uint32(target), int32(level), int32(format), int32(width), int32(height), 0, uint32(format), uint32(ty), p)
}
开发者ID:shibukawa,项目名称:gl,代码行数:10,代码来源:gl_opengl.go

示例9: 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
}
开发者ID:eklitzke,项目名称:go-opengl-tutorial,代码行数:35,代码来源:main.go

示例10: newChipset

func newChipset(file string, tilesize int) chipset {
	imgFile, err := os.Open(file)
	if err != nil {
		log.Fatalf("texture %q not found on disk: %v\n", file, err)
	}
	img, _, err := image.Decode(imgFile)
	if err != nil {
		panic(err)
	}

	rgba := image.NewRGBA(img.Bounds())
	draw.Draw(rgba, rgba.Bounds(), img, image.ZP, draw.Src)

	var texture uint32
	gl.Enable(gl.TEXTURE_2D)
	gl.GenTextures(1, &texture)
	gl.BindTexture(gl.TEXTURE_2D, texture)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE)
	gl.TexImage2D(
		gl.TEXTURE_2D,
		0, gl.RGBA,
		int32(rgba.Rect.Size().X),
		int32(rgba.Rect.Size().Y),
		0,
		gl.RGBA,
		gl.UNSIGNED_BYTE,
		gl.Ptr(rgba.Pix))

	return chipset{width: rgba.Bounds().Dx(), height: rgba.Bounds().Dy(), handle: texture, tilesize: tilesize}
}
开发者ID:manyminds,项目名称:tmx,代码行数:33,代码来源:opengl.go

示例11: loadTexture

func loadTexture(fileName string) (uint32, error) {
	imgFile, err := os.Open("./res/textures/" + fileName)
	if err != nil {
		return 0, err
	}

	imgCfg, _, err := image.DecodeConfig(imgFile)
	if err != nil {
		return 0, err
	}
	_, err = imgFile.Seek(0, 0)
	if err != nil {
		return 0, err
	}

	w, h := int32(imgCfg.Width), int32(imgCfg.Height)

	img, _, err := image.Decode(imgFile)
	if err != nil {
		return 0, err
	}

	buffer := make([]byte, w*h*4)
	index := 0
	for y := 0; y < int(h); y++ {
		for x := 0; x < int(w); x++ {
			pixel := img.At(x, y).(color.NRGBA)
			buffer[index] = pixel.R
			buffer[index+1] = pixel.G
			buffer[index+2] = pixel.B
			buffer[index+3] = pixel.A

			index += 4
		}
	}

	var texture uint32

	gl.GenTextures(1, &texture)
	gl.BindTexture(gl.TEXTURE_2D, texture)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT)
	gl.TexParameterf(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
	gl.TexParameterf(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)

	gl.TexImage2D(
		gl.TEXTURE_2D,
		0,
		gl.RGBA8,
		w,
		h,
		0,
		gl.RGBA,
		gl.UNSIGNED_BYTE,
		gl.Ptr(buffer))

	return texture, nil
}
开发者ID:gdm85,项目名称:wolfengo,代码行数:58,代码来源:texture.go

示例12: 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))
}
开发者ID:badfortrains,项目名称:Fergulator,代码行数:45,代码来源:video.go

示例13: GetShaderInfoLog

// GetShaderInfoLog is a method you can call to get the compilation logs of a shader
func (c *Context) GetShaderInfoLog(shader *Shader) string {
	var maxLength int32
	gl.GetShaderiv(shader.uint32, gl.INFO_LOG_LENGTH, &maxLength)

	errorLog := make([]byte, maxLength)
	gl.GetShaderInfoLog(shader.uint32, maxLength, &maxLength, (*uint8)(gl.Ptr(errorLog)))

	return string(errorLog)
}
开发者ID:EngoEngine,项目名称:gl,代码行数:10,代码来源:gl_gl2.go

示例14: 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
}
开发者ID:fmd,项目名称:gogol,代码行数:10,代码来源:renderable.go

示例15: 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
}
开发者ID:fmd,项目名称:gogol,代码行数:10,代码来源:vbo.go


注:本文中的github.com/go-gl/gl/v2/1/gl.Ptr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。