本文整理汇总了Golang中github.com/go-gl/gl/v4/1-core/gl.BufferData函数的典型用法代码示例。如果您正苦于以下问题:Golang BufferData函数的具体用法?Golang BufferData怎么用?Golang BufferData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BufferData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: createTriangleVAO
/*
* Creates the Vertex Array Object for a triangle.
*/
func createTriangleVAO(vertices []float32, indices []uint32) uint32 {
var VAO uint32
gl.GenVertexArrays(1, &VAO)
var VBO uint32
gl.GenBuffers(1, &VBO)
var EBO uint32
gl.GenBuffers(1, &EBO)
// Bind the Vertex Array Object first, then bind and set vertex buffer(s) and attribute pointers()
gl.BindVertexArray(VAO)
// copy vertices data into VBO (it needs to be bound first)
gl.BindBuffer(gl.ARRAY_BUFFER, VBO)
gl.BufferData(gl.ARRAY_BUFFER, len(vertices)*4, gl.Ptr(vertices), gl.STATIC_DRAW)
// copy indices into element buffer
gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, EBO)
gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, len(indices)*4, gl.Ptr(indices), gl.STATIC_DRAW)
// position
gl.VertexAttribPointer(0, 3, gl.FLOAT, false, 6*4, gl.PtrOffset(0))
gl.EnableVertexAttribArray(0)
// color
gl.VertexAttribPointer(1, 3, gl.FLOAT, false, 6*4, gl.PtrOffset(3*4))
gl.EnableVertexAttribArray(1)
// unbind the VAO (safe practice so we don't accidentally (mis)configure it later)
gl.BindVertexArray(0)
return VAO
}
示例2: Load
// Load loads and sets up the model
func (m *Model) Load(fileName string) {
m.loadFile(fileName)
shader := sm.Shader{VertSrcFile: m.data.VertShaderFile, FragSrcFile: m.data.FragShaderFile, Name: fmt.Sprintf("%s:%s", m.data.VertShaderFile, m.data.FragShaderFile)}
program, err := m.shaders.LoadProgram(shader, false)
if err != nil {
return
}
m.currentProgram = program
gl.UseProgram(m.currentProgram)
m.projection = mgl32.Perspective(mgl32.DegToRad(45.0), float32(windowWidth)/windowHeight, 0.1, 10.0)
m.projectionUniform = gl.GetUniformLocation(m.currentProgram, gl.Str("projection\x00"))
gl.UniformMatrix4fv(m.projectionUniform, 1, false, &m.projection[0])
m.camera = mgl32.LookAtV(mgl32.Vec3{3, 3, 3}, mgl32.Vec3{0, 0, 0}, mgl32.Vec3{0, 1, 0})
m.cameraUniform = gl.GetUniformLocation(m.currentProgram, gl.Str("camera\x00"))
gl.UniformMatrix4fv(m.cameraUniform, 1, false, &m.camera[0])
m.modelUniform = gl.GetUniformLocation(m.currentProgram, gl.Str("model\x00"))
gl.UniformMatrix4fv(m.modelUniform, 1, false, &m.model[0])
m.textureUniform = gl.GetUniformLocation(m.currentProgram, gl.Str("tex\x00"))
gl.Uniform1i(m.textureUniform, 0)
gl.BindFragDataLocation(m.currentProgram, 0, gl.Str("outputColor\x00"))
// Load the texture
m.textures.LoadTexture(m.data.TextureFile, m.data.TextureFile)
// Configure the vertex data
gl.GenVertexArrays(1, &m.vao)
gl.BindVertexArray(m.vao)
var vbo uint32
gl.GenBuffers(1, &vbo)
gl.BindBuffer(gl.ARRAY_BUFFER, vbo)
gl.BufferData(gl.ARRAY_BUFFER, len(m.data.Verts)*4, gl.Ptr(m.data.Verts), gl.STATIC_DRAW)
vertAttrib := uint32(gl.GetAttribLocation(m.currentProgram, gl.Str("vert\x00")))
gl.EnableVertexAttribArray(vertAttrib)
gl.VertexAttribPointer(vertAttrib, 3, gl.FLOAT, false, m.data.VertSize*4, gl.PtrOffset(0)) // 4:number of bytes in a float32
texCoordAttrib := uint32(gl.GetAttribLocation(m.currentProgram, gl.Str("vertTexCoord\x00")))
gl.EnableVertexAttribArray(texCoordAttrib)
gl.VertexAttribPointer(texCoordAttrib, 2, gl.FLOAT, true, m.data.VertSize*4, gl.PtrOffset(3*4)) // 4:number of bytes in a float32
if m.data.Indexed {
var indices uint32
gl.GenBuffers(1, &indices)
gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, indices)
gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, len(m.data.Indices)*4, gl.Ptr(m.data.Indices), gl.STATIC_DRAW)
}
gl.BindVertexArray(0)
}
示例3: CreateGeometry
// CreateGeometry - add geometry to the renderer
func (glRenderer *OpenglRenderer) CreateGeometry(geometry *renderer.Geometry) {
var vbo uint32
gl.GenBuffers(1, &vbo)
gl.BindBuffer(gl.ARRAY_BUFFER, vbo)
gl.BufferData(gl.ARRAY_BUFFER, len(geometry.Verticies)*4, gl.Ptr(geometry.Verticies), gl.DYNAMIC_DRAW)
geometry.VboId = vbo
var ibo uint32
gl.GenBuffers(1, &ibo)
gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, ibo)
gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, len(geometry.Indicies)*4, gl.Ptr(geometry.Indicies), gl.DYNAMIC_DRAW)
geometry.IboId = ibo
}
示例4: Buffer
/* Binds the VBO and buffers data to the GPU */
func (vbo *VertexBuffer) Buffer(vertices VertexData) error {
// bind buffer
err := vbo.Bind()
if err != nil {
return err
}
// buffer data to GPU
size := vertices.Size() * vertices.Elements()
ptr := gl.Ptr(vertices)
gl.BufferData(vbo.Target, size, ptr, vbo.Usage)
// check actual size in GPU memory
var gpuSize int32 = 0
gl.GetBufferParameteriv(vbo.Target, gl.BUFFER_SIZE, &gpuSize)
if int(gpuSize) != size {
return fmt.Errorf("Failed buffering data to buffer #%d, expected size %d bytes, actual: %d bytes",
vbo.Id, size, gpuSize)
}
vbo.Size = vertices.Size()
vbo.Elements = vertices.Elements()
// debug logging
fmt.Printf("[VBO %d] Buffered %d x %d = %d bytes\n", vbo.Id, vbo.Size, vbo.Elements, size)
return nil
}
示例5: setup
func (self *Application) setup() error {
gl.GenVertexArrays(1, &self.Triangles)
gl.BindVertexArray(self.Triangles)
trianglesVertices := []float32{
-0.9, -0.9,
0.85, -0.9,
-0.9, 0.85,
0.9, -0.85,
0.9, 0.9,
-0.85, 0.9,
}
gl.GenBuffers(1, &self.ArrayBuffer)
gl.BindBuffer(gl.ARRAY_BUFFER, self.ArrayBuffer)
gl.BufferData(gl.ARRAY_BUFFER, len(trianglesVertices)*4, gl.Ptr(trianglesVertices), gl.STATIC_DRAW)
program, err := util.LoadShaders([]util.ShaderInfo{
util.ShaderInfo{gl.VERTEX_SHADER, "triangles.vert"},
util.ShaderInfo{gl.FRAGMENT_SHADER, "triangles.frag"},
})
if err != nil {
return err
}
gl.UseProgram(program)
gl.VertexAttribPointer(vPosition, 2, gl.FLOAT, false, 0, gl.Ptr(nil))
gl.EnableVertexAttribArray(vPosition)
return nil
}
示例6: createVAO
/*
* Creates the Vertex Array Object for a triangle.
* indices is leftover from earlier samples and not used here.
*/
func createVAO(vertices []float32, indices []uint32) uint32 {
var VAO uint32
gl.GenVertexArrays(1, &VAO)
var VBO uint32
gl.GenBuffers(1, &VBO)
var EBO uint32
gl.GenBuffers(1, &EBO)
// Bind the Vertex Array Object first, then bind and set vertex buffer(s) and attribute pointers()
gl.BindVertexArray(VAO)
// copy vertices data into VBO (it needs to be bound first)
gl.BindBuffer(gl.ARRAY_BUFFER, VBO)
gl.BufferData(gl.ARRAY_BUFFER, len(vertices)*4, gl.Ptr(vertices), gl.STATIC_DRAW)
// size of one whole vertex (sum of attrib sizes)
var stride int32 = 3*4 + 2*4
var offset int = 0
// position
gl.VertexAttribPointer(0, 3, gl.FLOAT, false, stride, gl.PtrOffset(offset))
gl.EnableVertexAttribArray(0)
offset += 3 * 4
// unbind the VAO (safe practice so we don't accidentally (mis)configure it later)
gl.BindVertexArray(0)
return VAO
}
示例7: createTriangleVAO
/*
* Creates the Vertex Array Object for a triangle.
*/
func createTriangleVAO() uint32 {
vertices := []float32{
-0.5, -0.5, 0.0,
0.5, -0.5, 0.0,
0.0, 0.5, 0.0,
}
var VAO uint32
gl.GenVertexArrays(1, &VAO)
var VBO uint32
gl.GenBuffers(1, &VBO)
// Bind the Vertex Array Object first, then bind and set vertex buffer(s) and attribute pointers()
gl.BindVertexArray(VAO)
// copy vertices data into VBO (it needs to be bound first)
gl.BindBuffer(gl.ARRAY_BUFFER, VBO)
gl.BufferData(gl.ARRAY_BUFFER, len(vertices)*4, gl.Ptr(vertices), gl.STATIC_DRAW)
// specify the format of our vertex input
// (shader) input 0
// vertex has size 3
// vertex items are of type FLOAT
// do not normalize (already done)
// stride of 3 * sizeof(float) (separation of vertices)
// offset of where the position data starts (0 for the beginning)
gl.VertexAttribPointer(0, 3, gl.FLOAT, false, 3*4, gl.PtrOffset(0))
gl.EnableVertexAttribArray(0)
// unbind the VAO (safe practice so we don't accidentally (mis)configure it later)
gl.BindVertexArray(0)
return VAO
}
示例8: createVbo
func createVbo(points []float32) uint32 {
var vbo uint32
gl.GenBuffers(1, &vbo)
gl.BindBuffer(gl.ARRAY_BUFFER, vbo)
gl.BufferData(gl.ARRAY_BUFFER, len(points)*4, gl.Ptr(&points[0]), gl.STATIC_DRAW)
return vbo
}
示例9: AddProperty
func (me *GlObj) AddProperty(location uint32, buf []float32, size, stride int32, offset int) {
var vbo uint32
gl.GenBuffers(1, &vbo)
gl.BindBuffer(gl.ARRAY_BUFFER, vbo)
gl.BufferData(gl.ARRAY_BUFFER, len(buf)*FloatSize, gl.Ptr(buf), gl.STATIC_DRAW)
gl.EnableVertexAttribArray(location)
gl.VertexAttribPointer(location, size, gl.FLOAT, false, stride*FloatSize, gl.PtrOffset(offset*FloatSize))
}
示例10: AddProperty
func (me *GlObj) AddProperty(i uint32, buf []float32, size int32) {
var vbo uint32
gl.GenBuffers(1, &vbo)
gl.BindBuffer(gl.ARRAY_BUFFER, vbo)
gl.BufferData(gl.ARRAY_BUFFER, len(buf)*4, gl.Ptr(buf), gl.STATIC_DRAW)
gl.EnableVertexAttribArray(i)
gl.VertexAttribPointer(i, size, gl.FLOAT, false, 0, gl.PtrOffset(0))
}
示例11: Load
func (v *VBO) Load(verts *float32, vsize int, indices *uint32, isize int) {
// calculate the memory size of floats used to calculate total memory size of float arrays
var floatSize int = int(unsafe.Sizeof(float32(1.0)))
var intSize int = int(unsafe.Sizeof(uint32(1)))
gl.BindBuffer(gl.ARRAY_BUFFER, v.vboVerts)
gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, v.vboIndices)
// load our data up and bind it to the 'position' shader attribute
gl.BufferData(gl.ARRAY_BUFFER, floatSize*vsize, unsafe.Pointer(verts), gl.STATIC_DRAW)
gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, intSize*isize, unsafe.Pointer(indices), gl.STATIC_DRAW)
gl.VertexAttribPointer(gPosition_attr, 3, gl.FLOAT, false, 20, gl.PtrOffset(0))
gl.VertexAttribPointer(gUVs_attr, 2, gl.FLOAT, false, 20, gl.PtrOffset(12))
gl.BindBuffer(gl.ARRAY_BUFFER, 0)
gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, 0)
gl.BindVertexArray(0)
}
示例12: NewBillboard
// NewBillboard creates a 2D billboard for rendering
func (font *Font) NewBillboard(text string, maxWidth int, maxHeight int, size float64, dpi float64, color color.Color) *Billboard {
b := &Billboard{}
b.texWidth = maxWidth
b.texHeight = maxHeight
image, renderedWidth, renderedHeight := font.createTexture(text, b.texWidth, b.texHeight, size, dpi, color)
b.size = size
b.dpi = dpi
b.text = text
b.font = font
b.rgba = color
b.Width = renderedWidth
b.Height = renderedHeight
var vao uint32
gl.GenVertexArrays(1, &vao)
gl.BindVertexArray(vao)
var vbo uint32
gl.GenBuffers(1, &vbo)
gl.BindBuffer(gl.ARRAY_BUFFER, vbo)
w := float32(maxWidth)
h := float32(maxHeight)
billboardVertices := []float32{
w, h, 0.0, 1.0, 1.0,
0.0, 0.0, 0.0, 0.0, 0.0,
0.0, h, 0.0, 0.0, 1.0,
w, h, 0.0, 1.0, 1.0,
0.0, 0.0, 0.0, 0.0, 0.0,
w, 0.0, 0.0, 1.0, 0.0,
}
gl.BufferData(gl.ARRAY_BUFFER, len(billboardVertices)*4, gl.Ptr(billboardVertices), gl.STATIC_DRAW)
vertAttrib := uint32(0)
gl.EnableVertexAttribArray(vertAttrib)
gl.VertexAttribPointer(vertAttrib, 3, gl.FLOAT, false, 5*4, gl.PtrOffset(0))
texCoordAttrib := uint32(1)
gl.EnableVertexAttribArray(texCoordAttrib)
gl.VertexAttribPointer(texCoordAttrib, 2, gl.FLOAT, false, 5*4, gl.PtrOffset(3*4))
b.vao = vao
b.image = image
return b
}
示例13: initPostEffects
//Set up the frame buffer for rendering each post effect filter pass
func (glRenderer *OpenglRenderer) initPostEffects() {
//post effects quad
verts := []float32{
-1, -1, 0, 0,
1, -1, 1, 0,
-1, 1, 0, 1,
1, 1, 1, 1,
}
var vbo uint32
gl.GenBuffers(1, &vbo)
gl.BindBuffer(gl.ARRAY_BUFFER, vbo)
gl.BufferData(gl.ARRAY_BUFFER, len(verts)*4, gl.Ptr(verts), gl.STATIC_DRAW)
gl.BindBuffer(gl.ARRAY_BUFFER, 0)
glRenderer.postEffectVbo = vbo
}
示例14: Loop
func (renderer *Renderer) Loop() {
defer glog.Flush()
if err := glfw.Init(); err != nil {
glog.Fatalln("GLFW failed to initialize:", err)
glog.Info("GLFW failed to init")
}
glfw.WindowHint(glfw.ContextVersionMajor, 3)
glfw.WindowHint(glfw.ContextVersionMinor, 2)
glfw.WindowHint(glfw.OpenGLForwardCompatible, glfw.True)
glfw.WindowHint(glfw.Resizable, glfw.False)
window, windowError := glfw.CreateWindow(800, 600, "OpenGL", nil, nil)
if windowError != nil {
glog.Info("oops")
panic(windowError)
}
glog.Info("Buffer")
defer func() {
window.Destroy()
glfw.Terminate()
glog.Info("ending")
renderer.ended = true
//system_end <- true
}()
window.MakeContextCurrent()
if err := gl.Init(); err != nil {
panic(err)
}
renderer.keyCallback = func(window *glfw.Window, key glfw.Key, scancode int, action glfw.Action, mods glfw.ModifierKey) {
glog.Infof("key: %v, scancode: %v, action: %v, mods: %v", key, scancode, action, mods)
}
window.SetKeyCallback(renderer.keyCallback)
//<-system_start
renderer.started = true
//system_started <- true
gl.ClearDepth(1.0)
var vboID uint32
gl.GenBuffers(1, &vboID)
var vertexData = []float32{
1, 1, 0, 1, 0, 0, 0, 0, 1, 0, 1, 1,
}
gl.BindBuffer(gl.ARRAY_BUFFER, vboID)
gl.BufferData(gl.ARRAY_BUFFER, len(vertexData)*4, gl.Ptr(vertexData), gl.STATIC_DRAW)
gl.BindBuffer(gl.ARRAY_BUFFER, 0)
//get shaders
vertexShader, fragmentShader := getShaders()
program, err := newProgram(vertexShader, fragmentShader)
program.UseProgram()
if err != nil {
panic(err)
}
//bind attributes
// L:
for !window.ShouldClose() {
//renderer.drawGame(program)
gl.EnableVertexAttribArray(0)
gl.BindBuffer(gl.ARRAY_BUFFER, vboID)
gl.VertexAttribPointer(
0,
3,
gl.FLOAT,
false,
0,
gl.PtrOffset(0))
gl.DrawArrays(gl.TRIANGLES, 0, 3)
gl.DisableVertexAttribArray(0)
window.SwapBuffers()
glfw.PollEvents()
}
if vboID != 0 {
gl.DeleteBuffers(1, &vboID)
}
}
示例15: DrawGeometry
func (glRenderer *OpenglRenderer) DrawGeometry(geometry *renderer.Geometry, transform mgl32.Mat4) {
glRenderer.enableShader()
glRenderer.enableMaterial()
glRenderer.enableCubeMap()
if glRenderer.activeShader == nil {
panic("ERROR: No shader is configured.")
}
shader := glRenderer.activeShader
program := shader.Program
params := glRenderer.rendererParams
glRenderer.enableDepthTest(params.DepthTest)
glRenderer.enableDepthMask(params.DepthMask)
glRenderer.enableCullFace(params.CullBackface)
glRenderer.enableUnlit(params.Unlit)
glRenderer.setTransparency(params.Transparency)
// set buffers
gl.BindBuffer(gl.ARRAY_BUFFER, geometry.VboId)
gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, geometry.IboId)
// update buffers
if geometry.VboDirty && len(geometry.Verticies) > 0 && len(geometry.Indicies) > 0 {
gl.BufferData(gl.ARRAY_BUFFER, len(geometry.Verticies)*4, gl.Ptr(geometry.Verticies), gl.DYNAMIC_DRAW)
gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, len(geometry.Indicies)*4, gl.Ptr(geometry.Indicies), gl.DYNAMIC_DRAW)
geometry.VboDirty = false
}
// set uniforms
modelNormal := transform.Inv().Transpose()
shader.Uniforms["model"] = transform
shader.Uniforms["modelNormal"] = modelNormal
// set camera uniforms
cam := glRenderer.camera
win := glRenderer.WindowDimensions()
shader.Uniforms["cameraTranslation"] = cam.Translation
if cam.Ortho {
shader.Uniforms["projection"] = mgl32.Ortho2D(0, win.X(), win.Y(), 0)
shader.Uniforms["camera"] = mgl32.Ident4()
} else {
shader.Uniforms["projection"] = mgl32.Perspective(mgl32.DegToRad(cam.Angle), win.X()/win.Y(), cam.Near, cam.Far)
shader.Uniforms["camera"] = mgl32.LookAtV(cam.Translation, cam.Lookat, cam.Up)
}
shader.Uniforms["unlit"] = glRenderer.unlit
shader.Uniforms["useTextures"] = glRenderer.useTextures
shader.Uniforms["ambientLightValue"] = glRenderer.ambientLightValue
shader.Uniforms["nbPointLights"] = glRenderer.nbPointLights
shader.Uniforms["pointLightValues"] = glRenderer.pointLightValues
shader.Uniforms["pointLightPositions"] = glRenderer.pointLightPositions
shader.Uniforms["nbDirectionalLights"] = glRenderer.nbDirectionalLights
shader.Uniforms["directionalLightValues"] = glRenderer.directionalLightValues
shader.Uniforms["directionalLightVectors"] = glRenderer.directionalLightVectors
// set custom uniforms
setupUniforms(shader)
// set verticies attribute
vertAttrib := uint32(gl.GetAttribLocation(program, gl.Str("vert\x00")))
gl.EnableVertexAttribArray(vertAttrib)
gl.VertexAttribPointer(vertAttrib, 3, gl.FLOAT, false, renderer.VertexStride*4, gl.PtrOffset(0))
// set normals attribute
normAttrib := uint32(gl.GetAttribLocation(program, gl.Str("normal\x00")))
gl.EnableVertexAttribArray(normAttrib)
gl.VertexAttribPointer(normAttrib, 3, gl.FLOAT, false, renderer.VertexStride*4, gl.PtrOffset(3*4))
// set texture coord attribute
texCoordAttrib := uint32(gl.GetAttribLocation(program, gl.Str("texCoord\x00")))
gl.EnableVertexAttribArray(texCoordAttrib)
gl.VertexAttribPointer(texCoordAttrib, 2, gl.FLOAT, false, renderer.VertexStride*4, gl.PtrOffset(6*4))
// vertex color attribute
colorAttrib := uint32(gl.GetAttribLocation(program, gl.Str("color\x00")))
gl.EnableVertexAttribArray(colorAttrib)
gl.VertexAttribPointer(colorAttrib, 4, gl.FLOAT, false, renderer.VertexStride*4, gl.PtrOffset(8*4))
gl.DrawElements(gl.TRIANGLES, (int32)(len(geometry.Indicies)), gl.UNSIGNED_INT, gl.PtrOffset(0))
}