本文整理汇总了Golang中github.com/inkyblackness/shocked-client/opengl.OpenGl.BindBuffer方法的典型用法代码示例。如果您正苦于以下问题:Golang OpenGl.BindBuffer方法的具体用法?Golang OpenGl.BindBuffer怎么用?Golang OpenGl.BindBuffer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类github.com/inkyblackness/shocked-client/opengl.OpenGl
的用法示例。
在下文中一共展示了OpenGl.BindBuffer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: 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2: 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3: 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: 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
}