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Golang Window.SwapBuffers方法代码示例

本文整理汇总了Golang中github.com/go-gl/glfw/v3/1/glfw.Window.SwapBuffers方法的典型用法代码示例。如果您正苦于以下问题:Golang Window.SwapBuffers方法的具体用法?Golang Window.SwapBuffers怎么用?Golang Window.SwapBuffers使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在github.com/go-gl/glfw/v3/1/glfw.Window的用法示例。


在下文中一共展示了Window.SwapBuffers方法的5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: programLoop

func programLoop(window *glfw.Window) {

	// the linked shader program determines how the data will be rendered
	shaders := compileShaders()
	shaderProgram := linkShaders(shaders)

	// VAO contains all the information about the data to be rendered
	VAO := createTriangleVAO()

	for !window.ShouldClose() {
		// poll events and call their registered callbacks
		glfw.PollEvents()

		// perform rendering
		gl.ClearColor(0.2, 0.5, 0.5, 1.0)
		gl.Clear(gl.COLOR_BUFFER_BIT)

		// draw loop
		gl.UseProgram(shaderProgram)      // ensure the right shader program is being used
		gl.BindVertexArray(VAO)           // bind data
		gl.DrawArrays(gl.TRIANGLES, 0, 3) // perform draw call
		gl.BindVertexArray(0)             // unbind data (so we don't mistakenly use/modify it)
		// end of draw loop

		// swap in the rendered buffer
		window.SwapBuffers()
	}
}
开发者ID:cstegel,项目名称:opengl-samples-golang,代码行数:28,代码来源:hello_triangle.go

示例2: drawLoop

func drawLoop(win *glfw.Window, vao uint32, shader uint32) {
	for !win.ShouldClose() {
		gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
		gl.BindVertexArray(vao)
		gl.UseProgram(shader)
		gl.DrawArrays(gl.TRIANGLES, 0, 3)

		glfw.PollEvents()
		win.SwapBuffers()
	}
}
开发者ID:depy,项目名称:examples,代码行数:11,代码来源:triangle.go

示例3: render

func render(w *glfw.Window, program uint32) {
	gl.ClearColor(0, 0, 0, 1)
	gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)

	gl.UseProgram(program)
	gl.BindVertexArray(firstSprite.GetVAO())
	gl.DrawArrays(gl.TRIANGLES, 0, 6)

	//Swap buffers
	w.SwapBuffers()
	glfw.PollEvents()
	gl.UseProgram(0)
}
开发者ID:Ozzadar,项目名称:golang-vr-opengl-engine,代码行数:13,代码来源:main.go

示例4: programLoop


//.........这里部分代码省略.........
		-0.5, 0.5, -0.5, 0.0, 1.0,
	}

	indices := []uint32{}

	VAO := createVAO(vertices, indices)
	texture0, err := gfx.NewTextureFromFile("../images/RTS_Crate.png",
		gl.CLAMP_TO_EDGE, gl.CLAMP_TO_EDGE)
	if err != nil {
		panic(err.Error())
	}

	texture1, err := gfx.NewTextureFromFile("../images/trollface-transparent.png",
		gl.CLAMP_TO_EDGE, gl.CLAMP_TO_EDGE)
	if err != nil {
		panic(err.Error())
	}

	cubePositions := [][]float32{
		[]float32{0.0, 0.0, -3.0},
		[]float32{2.0, 5.0, -15.0},
		[]float32{-1.5, -2.2, -2.5},
		[]float32{-3.8, -2.0, -12.3},
		[]float32{2.4, -0.4, -3.5},
		[]float32{-1.7, 3.0, -7.5},
		[]float32{1.3, -2.0, -2.5},
		[]float32{1.5, 2.0, -2.5},
		[]float32{1.5, 0.2, -1.5},
		[]float32{-1.3, 1.0, -1.5},
	}

	gl.Enable(gl.DEPTH_TEST)

	for !window.ShouldClose() {
		// poll events and call their registered callbacks
		glfw.PollEvents()

		// background color
		gl.ClearColor(0.2, 0.5, 0.5, 1.0)
		gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)

		// draw vertices
		program.Use()

		// set texture0 to uniform0 in the fragment shader
		texture0.Bind(gl.TEXTURE0)
		texture0.SetUniform(program.GetUniformLocation("ourTexture0"))

		// set texture1 to uniform1 in the fragment shader
		texture1.Bind(gl.TEXTURE1)
		texture1.SetUniform(program.GetUniformLocation("ourTexture1"))

		// update shader transform matrices

		// Create transformation matrices
		rotateX := (mgl32.Rotate3DX(mgl32.DegToRad(-60 * float32(glfw.GetTime()))))
		rotateY := (mgl32.Rotate3DY(mgl32.DegToRad(-60 * float32(glfw.GetTime()))))
		rotateZ := (mgl32.Rotate3DZ(mgl32.DegToRad(-60 * float32(glfw.GetTime()))))

		viewTransform := mgl32.Translate3D(0, 0, -3)
		projectTransform := mgl32.Perspective(mgl32.DegToRad(60), windowWidth/windowHeight, 0.1, 100.0)

		gl.UniformMatrix4fv(program.GetUniformLocation("view"), 1, false,
			&viewTransform[0])
		gl.UniformMatrix4fv(program.GetUniformLocation("project"), 1, false,
			&projectTransform[0])

		gl.UniformMatrix4fv(program.GetUniformLocation("worldRotateX"), 1, false,
			&rotateX[0])
		gl.UniformMatrix4fv(program.GetUniformLocation("worldRotateY"), 1, false,
			&rotateY[0])
		gl.UniformMatrix4fv(program.GetUniformLocation("worldRotateZ"), 1, false,
			&rotateZ[0])

		gl.BindVertexArray(VAO)

		for _, pos := range cubePositions {

			worldTranslate := mgl32.Translate3D(pos[0], pos[1], pos[2])
			worldTransform := (worldTranslate.Mul4(rotateX.Mul3(rotateY).Mul3(rotateZ).Mat4()))

			gl.UniformMatrix4fv(program.GetUniformLocation("world"), 1, false,
				&worldTransform[0])

			gl.DrawArrays(gl.TRIANGLES, 0, 36)
		}
		// gl.DrawElements(gl.TRIANGLES, 36, gl.UNSIGNED_INT, unsafe.Pointer(nil))
		gl.BindVertexArray(0)

		texture0.UnBind()
		texture1.UnBind()

		// end of draw loop

		// swap in the rendered buffer
		window.SwapBuffers()
	}

	return nil
}
开发者ID:cstegel,项目名称:opengl-samples-golang,代码行数:101,代码来源:main.go

示例5: programLoop

func programLoop(window *glfw.Window) {

	// the linked shader program determines how the data will be rendered
	vertexShader := compileShader(vertexShaderSource, gl.VERTEX_SHADER)
	fragmentShaderBlue := compileShader(fragmentShaderBlueSource, gl.FRAGMENT_SHADER)
	shaderProgramBlue := linkShaders([]uint32{vertexShader, fragmentShaderBlue})
	fragmentShaderRed := compileShader(fragmentShaderRedSource, gl.FRAGMENT_SHADER)
	shaderProgramRed := linkShaders([]uint32{vertexShader, fragmentShaderRed})

	// shader objects are not needed after they are linked into a program object
	gl.DeleteShader(vertexShader)
	gl.DeleteShader(fragmentShaderBlue)
	gl.DeleteShader(fragmentShaderRed)

	vertices1 := []float32{
		0.2, 0.2, 0.0, // top right
		0.2, -0.8, 0.0, // bottom right
		-0.8, -0.8, 0.0, // bottom left
		-0.8, 0.2, 0.0, // top left
	}

	indices1 := []uint32{
		0, 1, 3, // first triangle
		1, 2, 3, // second triangle
	}

	VAO1 := createTriangleVAO(vertices1, indices1)

	vertices2 := []float32{
		0.2, 0.6, 0.0, // top
		0.6, -0.2, 0.0, // bottom right
		-0.2, -0.2, 0.0, // bottom left
	}

	indices2 := []uint32{
		0, 1, 2, // only triangle
	}

	VAO2 := createTriangleVAO(vertices2, indices2)

	for !window.ShouldClose() {
		// poll events and call their registered callbacks
		glfw.PollEvents()

		// perform rendering
		gl.ClearColor(0.2, 0.5, 0.5, 1.0)
		gl.Clear(gl.COLOR_BUFFER_BIT)

		// draw loop

		// draw rectangle
		gl.PolygonMode(gl.FRONT_AND_BACK, gl.LINE)
		gl.UseProgram(shaderProgramRed)
		gl.BindVertexArray(VAO1)
		gl.DrawElements(gl.TRIANGLES, 6, gl.UNSIGNED_INT, unsafe.Pointer(nil))
		gl.BindVertexArray(0)

		// draw triangle
		gl.PolygonMode(gl.FRONT_AND_BACK, gl.FILL)
		gl.UseProgram(shaderProgramBlue)
		gl.BindVertexArray(VAO2)
		gl.DrawElements(gl.TRIANGLES, 3, gl.UNSIGNED_INT, unsafe.Pointer(nil))
		gl.BindVertexArray(0)

		// end of draw loop

		// swap in the rendered buffer
		window.SwapBuffers()
	}
}
开发者ID:cstegel,项目名称:opengl-samples-golang,代码行数:70,代码来源:hello_triangle_advanced.go


注:本文中的github.com/go-gl/glfw/v3/1/glfw.Window.SwapBuffers方法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。