本文整理汇总了Golang中github.com/go-gl/gl/v4/1-core/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: 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2: 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3: 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4: 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5: 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6: loadTexture
func (glRenderer *OpenglRenderer) loadTexture(img image.Image, textureUnit uint32, lod bool) uint32 {
rgba := image.NewRGBA(img.Bounds())
if rgba.Stride != rgba.Rect.Size().X*4 {
log.Fatal("unsupported stride")
}
draw.Draw(rgba, rgba.Bounds(), img, image.Point{0, 0}, draw.Src)
var texId uint32
gl.GenTextures(1, &texId)
gl.ActiveTexture(textureUnit)
gl.BindTexture(gl.TEXTURE_2D, texId)
if rgba.Rect.Size().X == 0 || rgba.Rect.Size().Y == 0 {
return texId
}
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),
)
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)
if lod {
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_LINEAR)
gl.GenerateMipmap(gl.TEXTURE_2D)
} else {
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
}
return texId
}
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: updateTexture
func (font *Font) updateTexture(texture uint32, text string, width int, height int, size float64, dpi float64, rgba color.Color) (int, int) {
context := freetype.NewContext()
context.SetFont(font.ttf)
img := image.NewRGBA(image.Rect(0, 0, width, height))
r, g, b, _ := rgba.RGBA()
draw.Draw(img, img.Bounds(), image.NewUniform(color.RGBA{uint8(r), uint8(g), uint8(b), 0}), image.ZP, draw.Src)
context.SetDst(img)
context.SetClip(img.Bounds())
context.SetSrc(image.NewUniform(rgba))
context.SetFontSize(size)
context.SetDPI(dpi)
pixelBounds, _ := context.DrawString(text, freetype.Pt(0, height/2))
gl.ActiveTexture(gl.TEXTURE0)
gl.BindTexture(gl.TEXTURE_2D, texture)
gl.TexSubImage2D(
gl.TEXTURE_2D,
0,
0,
0,
int32(img.Rect.Size().X),
int32(img.Rect.Size().Y),
gl.RGBA,
gl.UNSIGNED_BYTE,
gl.Ptr(img.Pix))
return int26_6Ceiling(pixelBounds.X + 0x3f), int26_6Ceiling(pixelBounds.Y + 0x3f)
}
示例9: 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10: 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11: 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12: 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13: loadCubeMap
func (glRenderer *OpenglRenderer) loadCubeMap(right, left, top, bottom, back, front image.Image, textureUnit uint32, lod bool) uint32 {
var texId uint32
gl.GenTextures(1, &texId)
gl.ActiveTexture(textureUnit)
gl.BindTexture(gl.TEXTURE_CUBE_MAP, texId)
for i := 0; i < 6; i++ {
img := right
var texIndex uint32 = gl.TEXTURE_CUBE_MAP_POSITIVE_X
switch i {
case 1:
img = left
texIndex = gl.TEXTURE_CUBE_MAP_NEGATIVE_X
case 2:
img = top
texIndex = gl.TEXTURE_CUBE_MAP_NEGATIVE_Y
case 3:
img = bottom
texIndex = gl.TEXTURE_CUBE_MAP_POSITIVE_Y
case 4:
img = back
texIndex = gl.TEXTURE_CUBE_MAP_NEGATIVE_Z
case 5:
img = front
texIndex = gl.TEXTURE_CUBE_MAP_POSITIVE_Z
}
img = imaging.FlipV(img)
rgba := image.NewRGBA(img.Bounds())
if rgba.Stride != rgba.Rect.Size().X*4 {
log.Fatal("unsupported stride")
}
draw.Draw(rgba, rgba.Bounds(), img, image.Point{0, 0}, draw.Src)
gl.TexImage2D(
texIndex,
0,
gl.RGBA,
int32(rgba.Rect.Size().X),
int32(rgba.Rect.Size().Y),
0,
gl.RGBA,
gl.UNSIGNED_BYTE,
gl.Ptr(rgba.Pix),
)
gl.TexParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
gl.TexParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE)
gl.TexParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE)
gl.TexParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_R, gl.CLAMP_TO_EDGE)
if lod {
gl.TexParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_LINEAR)
gl.GenerateMipmap(gl.TEXTURE_CUBE_MAP)
} else {
gl.TexParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
}
}
return texId
}
示例14: Buffer
/** Buffers texture data to GPU memory */
func (tx *Texture) Buffer(img *image.RGBA) {
/* Buffer image data */
gl.TexImage2D(
gl.TEXTURE_2D,
0,
int32(tx.InternalFormat),
tx.Width, tx.Height,
0,
tx.Format, tx.DataType,
gl.Ptr(img.Pix))
}
示例15: 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
}