本文整理汇总了Golang中github.com/inkyblackness/shocked-client/opengl.OpenGl类的典型用法代码示例。如果您正苦于以下问题:Golang OpenGl类的具体用法?Golang OpenGl怎么用?Golang OpenGl使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
在下文中一共展示了OpenGl类的9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: NewPaletteTexture
// NewPaletteTexture creates a new PaletteTexture instance.
func NewPaletteTexture(gl opengl.OpenGl, colorProvider ColorProvider) *PaletteTexture {
tex := &PaletteTexture{
gl: gl,
colorProvider: colorProvider,
handle: gl.GenTextures(1)[0]}
tex.Update()
return tex
}
示例2: NewBitmapTexture
// NewBitmapTexture downloads the provided raw data to OpenGL and returns a BitmapTexture instance.
func NewBitmapTexture(gl opengl.OpenGl, width, height int, pixelData []byte) *BitmapTexture {
textureWidth := powerOfTwo(width)
textureHeight := powerOfTwo(height)
tex := &BitmapTexture{
gl: gl,
width: float32(width),
height: float32(height),
handle: gl.GenTextures(1)[0]}
tex.u = tex.width / float32(textureWidth)
tex.v = tex.height / float32(textureHeight)
// The texture has to be blown up to use RGBA from the start;
// OpenGL 3.2 doesn't know ALPHA format, Open GL ES 2.0 (WebGL) doesn't know RED or R8.
rgbaData := make([]byte, textureWidth*textureHeight*BytesPerRgba)
for y := 0; y < height; y++ {
inStart := y * width
outOffset := y * textureWidth * BytesPerRgba
for x := 0; x < width; x++ {
value := pixelData[inStart+x]
rgbaData[outOffset+0] = value
rgbaData[outOffset+1] = value
rgbaData[outOffset+2] = value
rgbaData[outOffset+3] = value
outOffset += BytesPerRgba
}
}
gl.BindTexture(opengl.TEXTURE_2D, tex.handle)
gl.TexImage2D(opengl.TEXTURE_2D, 0, opengl.RGBA, int32(textureWidth), int32(textureHeight),
0, opengl.RGBA, opengl.UNSIGNED_BYTE, rgbaData)
gl.TexParameteri(opengl.TEXTURE_2D, opengl.TEXTURE_MAG_FILTER, opengl.NEAREST)
gl.TexParameteri(opengl.TEXTURE_2D, opengl.TEXTURE_MIN_FILTER, opengl.NEAREST)
gl.GenerateMipmap(opengl.TEXTURE_2D)
gl.BindTexture(opengl.TEXTURE_2D, 0)
return tex
}
示例3: NewTileSelectionRenderable
// NewTileSelectionRenderable returns a new instance of a renderable for tile selections
func NewTileSelectionRenderable(gl opengl.OpenGl, query TileSelectionQuery) *TileSelectionRenderable {
vertexShader, err1 := opengl.CompileNewShader(gl, opengl.VERTEX_SHADER, mapTileSelectionVertexShaderSource)
defer gl.DeleteShader(vertexShader)
fragmentShader, err2 := opengl.CompileNewShader(gl, opengl.FRAGMENT_SHADER, mapTileSelectionFragmentShaderSource)
defer gl.DeleteShader(fragmentShader)
program, _ := opengl.LinkNewProgram(gl, vertexShader, fragmentShader)
if err1 != nil {
fmt.Fprintf(os.Stderr, "Failed to compile shader 1:\n", err1)
}
if err2 != nil {
fmt.Fprintf(os.Stderr, "Failed to compile shader 2:\n", err2)
}
renderable := &TileSelectionRenderable{
gl: gl,
program: program,
vertexArrayObject: gl.GenVertexArrays(1)[0],
vertexPositionBuffer: gl.GenBuffers(1)[0],
vertexPositionAttrib: gl.GetAttribLocation(program, "vertexPosition"),
modelMatrixUniform: gl.GetUniformLocation(program, "modelMatrix"),
viewMatrixUniform: gl.GetUniformLocation(program, "viewMatrix"),
projectionMatrixUniform: gl.GetUniformLocation(program, "projectionMatrix"),
query: query}
renderable.withShader(func() {
limit := float32(32.0)
var vertices = []float32{
0.0, 0.0, 0.0,
limit, 0.0, 0.0,
limit, limit, 0.0,
limit, limit, 0.0,
0.0, limit, 0.0,
0.0, 0.0, 0.0}
gl.BindBuffer(opengl.ARRAY_BUFFER, renderable.vertexPositionBuffer)
gl.BufferData(opengl.ARRAY_BUFFER, len(vertices)*4, vertices, opengl.STATIC_DRAW)
})
return renderable
}
示例4: NewBasicHighlighter
// NewBasicHighlighter returns a new instance of BasicHighlighter.
func NewBasicHighlighter(gl opengl.OpenGl, color [4]float32) *BasicHighlighter {
vertexShader, err1 := opengl.CompileNewShader(gl, opengl.VERTEX_SHADER, basicHighlighterVertexShaderSource)
defer gl.DeleteShader(vertexShader)
fragmentShader, err2 := opengl.CompileNewShader(gl, opengl.FRAGMENT_SHADER, basicHighlighterFragmentShaderSource)
defer gl.DeleteShader(fragmentShader)
program, _ := opengl.LinkNewProgram(gl, vertexShader, fragmentShader)
if err1 != nil {
fmt.Fprintf(os.Stderr, "Failed to compile shader 1:\n", err1)
}
if err2 != nil {
fmt.Fprintf(os.Stderr, "Failed to compile shader 2:\n", err2)
}
highlighter := &BasicHighlighter{
gl: gl,
program: program,
vertexArrayObject: gl.GenVertexArrays(1)[0],
vertexPositionBuffer: gl.GenBuffers(1)[0],
vertexPositionAttrib: gl.GetAttribLocation(program, "vertexPosition"),
modelMatrixUniform: gl.GetUniformLocation(program, "modelMatrix"),
viewMatrixUniform: gl.GetUniformLocation(program, "viewMatrix"),
projectionMatrixUniform: gl.GetUniformLocation(program, "projectionMatrix"),
inColorUniform: gl.GetUniformLocation(program, "inColor")}
highlighter.withShader(func() {
gl.BindBuffer(opengl.ARRAY_BUFFER, highlighter.vertexPositionBuffer)
half := float32(0.5)
var vertices = []float32{
-half, -half, 0.0,
half, -half, 0.0,
half, half, 0.0,
half, half, 0.0,
-half, half, 0.0,
-half, -half, 0.0}
gl.BufferData(opengl.ARRAY_BUFFER, len(vertices)*4, vertices, opengl.STATIC_DRAW)
gl.Uniform4fv(highlighter.inColorUniform, &color)
})
return highlighter
}
示例5: NewSimpleBitmapRenderable
// NewSimpleBitmapRenderable returns a new instance of a simple bitmap renderable
func NewSimpleBitmapRenderable(gl opengl.OpenGl, paletteTexture graphics.Texture) *SimpleBitmapRenderable {
vertexShader, err1 := opengl.CompileNewShader(gl, opengl.VERTEX_SHADER, simpleBitmapVertexShaderSource)
defer gl.DeleteShader(vertexShader)
fragmentShader, err2 := opengl.CompileNewShader(gl, opengl.FRAGMENT_SHADER, simpleBitmapFragmentShaderSource)
defer gl.DeleteShader(fragmentShader)
program, _ := opengl.LinkNewProgram(gl, vertexShader, fragmentShader)
if err1 != nil {
fmt.Fprintf(os.Stderr, "Failed to compile shader 1:\n", err1)
}
if err2 != nil {
fmt.Fprintf(os.Stderr, "Failed to compile shader 2:\n", err2)
}
renderable := &SimpleBitmapRenderable{
gl: gl,
program: program,
vertexArrayObject: gl.GenVertexArrays(1)[0],
vertexPositionBuffer: gl.GenBuffers(1)[0],
vertexPositionAttrib: gl.GetAttribLocation(program, "vertexPosition"),
uvPositionBuffer: gl.GenBuffers(1)[0],
uvPositionAttrib: gl.GetAttribLocation(program, "uvPosition"),
modelMatrixUniform: gl.GetUniformLocation(program, "modelMatrix"),
viewMatrixUniform: gl.GetUniformLocation(program, "viewMatrix"),
projectionMatrixUniform: gl.GetUniformLocation(program, "projectionMatrix"),
paletteTexture: paletteTexture,
paletteUniform: gl.GetUniformLocation(program, "palette"),
bitmapUniform: gl.GetUniformLocation(program, "bitmap")}
renderable.withShader(func() {
gl := renderable.gl
half := float32(0.5)
var vertices = []float32{
-half, -half, 0.0,
half, -half, 0.0,
half, half, 0.0,
half, half, 0.0,
-half, half, 0.0,
-half, -half, 0.0}
gl.BindBuffer(opengl.ARRAY_BUFFER, renderable.vertexPositionBuffer)
gl.BufferData(opengl.ARRAY_BUFFER, len(vertices)*4, vertices, opengl.STATIC_DRAW)
})
return renderable
}
示例6: NewTileTextureMapRenderable
// NewTileTextureMapRenderable returns a new instance of a renderable for tile maps
func NewTileTextureMapRenderable(gl opengl.OpenGl, paletteTexture graphics.Texture,
textureQuery TextureQuery) *TileTextureMapRenderable {
vertexShader, err1 := opengl.CompileNewShader(gl, opengl.VERTEX_SHADER, mapTileVertexShaderSource)
defer gl.DeleteShader(vertexShader)
fragmentShader, err2 := opengl.CompileNewShader(gl, opengl.FRAGMENT_SHADER, mapTileFragmentShaderSource)
defer gl.DeleteShader(fragmentShader)
program, _ := opengl.LinkNewProgram(gl, vertexShader, fragmentShader)
if err1 != nil {
fmt.Fprintf(os.Stderr, "Failed to compile shader 1:\n", err1)
}
if err2 != nil {
fmt.Fprintf(os.Stderr, "Failed to compile shader 2:\n", err2)
}
renderable := &TileTextureMapRenderable{
gl: gl,
program: program,
vertexArrayObject: gl.GenVertexArrays(1)[0],
vertexPositionBuffer: gl.GenBuffers(1)[0],
vertexPositionAttrib: gl.GetAttribLocation(program, "vertexPosition"),
modelMatrixUniform: gl.GetUniformLocation(program, "modelMatrix"),
viewMatrixUniform: gl.GetUniformLocation(program, "viewMatrix"),
projectionMatrixUniform: gl.GetUniformLocation(program, "projectionMatrix"),
uvMatrixUniform: gl.GetUniformLocation(program, "uvMatrix"),
paletteUniform: gl.GetUniformLocation(program, "palette"),
bitmapUniform: gl.GetUniformLocation(program, "bitmap"),
paletteTexture: paletteTexture,
textureQuery: textureQuery,
tiles: make([][]*model.TileProperties, 64),
lastTileType: model.Solid}
for i := 0; i < 64; i++ {
renderable.tiles[i] = make([]*model.TileProperties, 64)
}
renderable.withShader(func() {
gl.BindBuffer(opengl.ARRAY_BUFFER, renderable.vertexPositionBuffer)
limit := float32(1.0)
var vertices = []float32{
0.0, 0.0, 0.0,
limit, 0.0, 0.0,
limit, limit, 0.0,
limit, limit, 0.0,
0.0, limit, 0.0,
0.0, 0.0, 0.0}
gl.BufferData(opengl.ARRAY_BUFFER, len(vertices)*4, vertices, opengl.STATIC_DRAW)
})
return renderable
}
示例7: NewTextRenderable
// NewTextRenderable returns a new instance of a text renderable
func NewTextRenderable(gl opengl.OpenGl, positionX, positionY float32, displaySize float32,
paletteTexture graphics.Texture) *TextRenderable {
vertexShader, err1 := opengl.CompileNewShader(gl, opengl.VERTEX_SHADER, textVertexShaderSource)
defer gl.DeleteShader(vertexShader)
fragmentShader, err2 := opengl.CompileNewShader(gl, opengl.FRAGMENT_SHADER, textFragmentShaderSource)
defer gl.DeleteShader(fragmentShader)
program, _ := opengl.LinkNewProgram(gl, vertexShader, fragmentShader)
if err1 != nil {
fmt.Fprintf(os.Stderr, "Failed to compile shader 1:\n", err1)
}
if err2 != nil {
fmt.Fprintf(os.Stderr, "Failed to compile shader 2:\n", err2)
}
renderable := &TextRenderable{
gl: gl,
program: program,
modelMatrix: mgl.Ident4().
Mul4(mgl.Translate3D(positionX, positionY, 0.0)).
Mul4(mgl.Scale3D(displaySize, displaySize, 1.0)),
vertexArrayObject: gl.GenVertexArrays(1)[0],
vertexPositionBuffer: gl.GenBuffers(1)[0],
vertexPositionAttrib: gl.GetAttribLocation(program, "vertexPosition"),
uvPositionBuffer: gl.GenBuffers(1)[0],
uvPositionAttrib: gl.GetAttribLocation(program, "uvPosition"),
modelMatrixUniform: gl.GetUniformLocation(program, "modelMatrix"),
viewMatrixUniform: gl.GetUniformLocation(program, "viewMatrix"),
projectionMatrixUniform: gl.GetUniformLocation(program, "projectionMatrix"),
paletteTexture: paletteTexture,
paletteUniform: gl.GetUniformLocation(program, "palette"),
bitmapUniform: gl.GetUniformLocation(program, "bitmap"),
text: ""}
return renderable
}
示例8: NewTextureRenderable
// NewTextureRenderable returns a new instance of a texture renderable
func NewTextureRenderable(gl opengl.OpenGl, positionX, positionY float32, displaySize float32,
paletteTexture graphics.Texture, bitmapTexture graphics.Texture) *TextureRenderable {
vertexShader, err1 := opengl.CompileNewShader(gl, opengl.VERTEX_SHADER, textureVertexShaderSource)
defer gl.DeleteShader(vertexShader)
fragmentShader, err2 := opengl.CompileNewShader(gl, opengl.FRAGMENT_SHADER, textureFragmentShaderSource)
defer gl.DeleteShader(fragmentShader)
program, _ := opengl.LinkNewProgram(gl, vertexShader, fragmentShader)
if err1 != nil {
fmt.Fprintf(os.Stderr, "Failed to compile shader 1:\n", err1)
}
if err2 != nil {
fmt.Fprintf(os.Stderr, "Failed to compile shader 2:\n", err2)
}
renderable := &TextureRenderable{
gl: gl,
program: program,
modelMatrix: mgl.Ident4().
Mul4(mgl.Translate3D(positionX, positionY, 0.0)).
Mul4(mgl.Scale3D(displaySize, displaySize, 1.0)),
vertexArrayObject: gl.GenVertexArrays(1)[0],
vertexPositionBuffer: gl.GenBuffers(1)[0],
vertexPositionAttrib: gl.GetAttribLocation(program, "vertexPosition"),
modelMatrixUniform: gl.GetUniformLocation(program, "modelMatrix"),
viewMatrixUniform: gl.GetUniformLocation(program, "viewMatrix"),
projectionMatrixUniform: gl.GetUniformLocation(program, "projectionMatrix"),
paletteTexture: paletteTexture,
paletteUniform: gl.GetUniformLocation(program, "palette"),
bitmapTexture: bitmapTexture,
bitmapUniform: gl.GetUniformLocation(program, "bitmap")}
renderable.withShader(func() {
gl.BindBuffer(opengl.ARRAY_BUFFER, renderable.vertexPositionBuffer)
limit := float32(1.0)
var vertices = []float32{
0.0, 0.0, 0.0,
limit, 0.0, 0.0,
limit, limit, 0.0,
limit, limit, 0.0,
0.0, limit, 0.0,
0.0, 0.0, 0.0}
gl.BufferData(opengl.ARRAY_BUFFER, len(vertices)*4, vertices, opengl.STATIC_DRAW)
})
return renderable
}
示例9: NewTileGridMapRenderable
// NewTileGridMapRenderable returns a new instance of a renderable for tile grid maps
func NewTileGridMapRenderable(gl opengl.OpenGl) *TileGridMapRenderable {
vertexShader, err1 := opengl.CompileNewShader(gl, opengl.VERTEX_SHADER, mapTileGridVertexShaderSource)
defer gl.DeleteShader(vertexShader)
fragmentShader, err2 := opengl.CompileNewShader(gl, opengl.FRAGMENT_SHADER, mapTileGridFragmentShaderSource)
defer gl.DeleteShader(fragmentShader)
program, _ := opengl.LinkNewProgram(gl, vertexShader, fragmentShader)
if err1 != nil {
fmt.Fprintf(os.Stderr, "Failed to compile shader 1:\n", err1)
}
if err2 != nil {
fmt.Fprintf(os.Stderr, "Failed to compile shader 2:\n", err2)
}
renderable := &TileGridMapRenderable{
gl: gl,
program: program,
vertexArrayObject: gl.GenVertexArrays(1)[0],
vertexPositionBuffer: gl.GenBuffers(1)[0],
vertexPositionAttrib: gl.GetAttribLocation(program, "vertexPosition"),
viewMatrixUniform: gl.GetUniformLocation(program, "viewMatrix"),
projectionMatrixUniform: gl.GetUniformLocation(program, "projectionMatrix"),
tiles: make([][]*model.TileProperties, 64)}
for i := 0; i < 64; i++ {
renderable.tiles[i] = make([]*model.TileProperties, 64)
}
return renderable
}