本文整理汇总了Golang中golang.org/x/mobile/gl.Context.BindBuffer方法的典型用法代码示例。如果您正苦于以下问题:Golang Context.BindBuffer方法的具体用法?Golang Context.BindBuffer怎么用?Golang Context.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golang.org/x/mobile/gl.Context
的用法示例。
在下文中一共展示了Context.BindBuffer方法的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: NewImages
// NewImages creates an *Images.
func NewImages(glctx gl.Context) *Images {
program, err := CreateProgram(glctx, vertexShader, fragmentShader)
if err != nil {
panic(err)
}
p := &Images{
glctx: glctx,
quadXY: glctx.CreateBuffer(),
quadUV: glctx.CreateBuffer(),
program: program,
pos: glctx.GetAttribLocation(program, "pos"),
mvp: glctx.GetUniformLocation(program, "mvp"),
uvp: glctx.GetUniformLocation(program, "uvp"),
inUV: glctx.GetAttribLocation(program, "inUV"),
textureSample: glctx.GetUniformLocation(program, "textureSample"),
}
glctx.BindBuffer(gl.ARRAY_BUFFER, p.quadXY)
glctx.BufferData(gl.ARRAY_BUFFER, quadXYCoords, gl.STATIC_DRAW)
glctx.BindBuffer(gl.ARRAY_BUFFER, p.quadUV)
glctx.BufferData(gl.ARRAY_BUFFER, quadUVCoords, gl.STATIC_DRAW)
return p
}
示例2: NewWaveform
// TODO just how many samples do we want/need to display something useful?
func NewWaveform(ctx gl.Context, n int, in Sound) (*Waveform, error) {
wf := &Waveform{Sound: in}
wf.outs = make([][]float64, n)
for i := range wf.outs {
wf.outs[i] = make([]float64, in.BufferLen()*in.Channels())
}
wf.samples = make([]float64, in.BufferLen()*in.Channels()*n)
// wf.aligned = make([]float64, in.BufferLen()*in.Channels()*n)
wf.verts = make([]float32, len(wf.samples)*3)
wf.data = make([]byte, len(wf.verts)*4)
if ctx == nil {
return wf, nil
}
var err error
wf.program, err = glutil.CreateProgram(ctx, vertexShader, fragmentShader)
if err != nil {
return nil, fmt.Errorf("error creating GL program: %v", err)
}
// create and alloc hw buf
wf.buf = ctx.CreateBuffer()
ctx.BindBuffer(gl.ARRAY_BUFFER, wf.buf)
ctx.BufferData(gl.ARRAY_BUFFER, make([]byte, len(wf.samples)*12), gl.STREAM_DRAW)
wf.position = ctx.GetAttribLocation(wf.program, "position")
wf.color = ctx.GetUniformLocation(wf.program, "color")
return wf, nil
}
示例3: onPaint
func onPaint(glctx gl.Context, sz size.Event) {
glctx.Viewport(0, 0, sz.WidthPx, sz.HeightPx)
glctx.ClearColor(0.5, 0.5, 0.5, 1)
glctx.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
glctx.UseProgram(program)
projectionMtx = mgl32.Perspective(45, float32(width)/float32(height), 0.1, 100)
arcBallMtx := arcball.getMtx()
glctx.UniformMatrix4fv(projection, projectionMtx[:])
glctx.UniformMatrix4fv(view, arcBallMtx[:])
glctx.BindBuffer(gl.ARRAY_BUFFER, triBuf)
glctx.EnableVertexAttribArray(position)
glctx.EnableVertexAttribArray(color)
glctx.EnableVertexAttribArray(normals)
vertSize := 4 * (coordsPerVertex + colorPerVertex + normalsPerVertex)
glctx.VertexAttribPointer(position, coordsPerVertex, gl.FLOAT, false, vertSize, 0)
glctx.VertexAttribPointer(color, colorPerVertex, gl.FLOAT, false, vertSize, 4*coordsPerVertex)
glctx.VertexAttribPointer(normals, normalsPerVertex, gl.FLOAT, false, vertSize, 4*(coordsPerVertex+colorPerVertex))
glctx.DepthMask(true)
glctx.Uniform3fv(lightPos, light.Pos[:])
glctx.Uniform3fv(lightIntensity, light.Intensities[:])
for _, k := range piano.Keys {
glctx.Uniform4fv(tint, k.Color[:])
mtx := k.GetMtx()
normMat := mtx.Mat3().Inv().Transpose()
glctx.UniformMatrix3fv(normalMatrix, normMat[:])
glctx.UniformMatrix4fv(model, mtx[:])
glctx.DrawArrays(gl.TRIANGLES, 0, len(triangleData)/vertSize)
}
modelMtx := mgl32.Ident4()
modelMtx = modelMtx.Mul4(mgl32.Translate3D(worldPos.X(), worldPos.Y(), worldPos.Z()))
modelMtx = modelMtx.Mul4(mgl32.Scale3D(0.5, 0.5, 0.5))
/*
glctx.Uniform4fv(tint, red[:])
// Disable depthmask so we dont get the pixel depth of the cursor cube
glctx.DepthMask(false)
glctx.UniformMatrix4fv(model, modelMtx[:])
glctx.DepthMask(true)
*/
glctx.DisableVertexAttribArray(position)
glctx.DisableVertexAttribArray(color)
glctx.DisableVertexAttribArray(normals)
fps.Draw(sz)
}
示例4: onStart
func onStart(glctx gl.Context) {
var err error
program, err = glutil.CreateProgram(glctx, vertexShader, fragmentShader)
if err != nil {
log.Printf("[ERR] Failed creating GL program: %v", err)
return
}
buf = glctx.CreateBuffer()
glctx.BindBuffer(gl.ARRAY_BUFFER, buf)
glctx.BufferData(gl.ARRAY_BUFFER, triangleData, gl.STATIC_DRAW)
position = glctx.GetAttribLocation(program, "position")
color = glctx.GetUniformLocation(program, "color")
offset = glctx.GetUniformLocation(program, "offset")
images = glutil.NewImages(glctx)
fps = debug.NewFPS(images)
statusFont, statusFace, err = exfont.LoadAsset("Tuffy.ttf", statusFaceOpt)
if err != nil {
log.Printf("[ERR] Failed to load status font: %v", err)
}
statusPainter = rexdemo.NewStatusPainter(demo, statusFont, statusBG, images)
ifaces, err := net.Interfaces()
if err != nil {
log.Printf("[ERR] Failed to retreived interfaces")
} else {
log.Printf("[DEBUG] %d network interfaces", len(ifaces))
for _, iface := range ifaces {
log.Printf("[DEBUG] IFACE %d %s", iface.Index, iface.Name)
}
}
}
示例5: NewButton
func NewButton(ctx gl.Context, x, y float32, w, h float32) *Button {
btn := &Button{r: 1, g: 1, b: 1, a: 1}
btn.x = (-(-1 - x)) / 2
btn.y = (1 - y) / 2
btn.w, btn.h = (w)/2, (-h)/2
btn.verts = []float32{
x, y, 0,
x + w, y, 0,
x, y + h, 0,
x, y + h, 0,
x + w, y, 0,
x + w, y + h, 0,
}
btn.data = make([]byte, len(btn.verts)*4)
var err error
btn.program, err = glutil.CreateProgram(ctx, vertexShader, fragmentShader)
if err != nil {
panic(fmt.Errorf("error creating GL program: %v", err))
}
// create and alloc hw buf
btn.buf = ctx.CreateBuffer()
ctx.BindBuffer(gl.ARRAY_BUFFER, btn.buf)
ctx.BufferData(gl.ARRAY_BUFFER, make([]byte, len(btn.verts)*4), gl.STATIC_DRAW)
btn.position = ctx.GetAttribLocation(btn.program, "position")
btn.color = ctx.GetUniformLocation(btn.program, "color")
return btn
}
示例6: onStart
func onStart(glctx gl.Context) {
var err error
program, err = glutil.CreateProgram(glctx, vertexShader, fragmentShader)
if err != nil {
log.Printf("[ERR] Failed creating GL program: %v", err)
return
}
buf = glctx.CreateBuffer()
glctx.BindBuffer(gl.ARRAY_BUFFER, buf)
glctx.BufferData(gl.ARRAY_BUFFER, triangleData, gl.STATIC_DRAW)
position = glctx.GetAttribLocation(program, "position")
color = glctx.GetUniformLocation(program, "color")
offset = glctx.GetUniformLocation(program, "offset")
images = glutil.NewImages(glctx)
fps = debug.NewFPS(images)
statusFont, statusFace, err = exfont.LoadAsset("Tuffy.ttf", statusFaceOpt)
if err != nil {
log.Printf("[ERR] Failed to load status font: %v", err)
}
statusPainter = rexdemo.NewStatusPainter(demo, statusFont, _color.White, images)
}
示例7: NewDynamicShape
func NewDynamicShape(glctx gl.Context, bufSize int) *DynamicShape {
shape := &DynamicShape{StaticShape{glctx: glctx}}
shape.VBO = glctx.CreateBuffer()
glctx.BindBuffer(gl.ARRAY_BUFFER, shape.VBO)
glctx.BufferInit(gl.ARRAY_BUFFER, bufSize, gl.DYNAMIC_DRAW)
return shape
}
示例8: newPianoKey
// newPianoKey creates a PianoKey with color and sound.
func newPianoKey(glctx gl.Context, keyColor util.RGBColor, note util.KeyNote) *PianoKey {
key := new(PianoKey)
key.keyColor = keyColor
// Create buffer
key.glBuf = glctx.CreateBuffer()
glctx.BindBuffer(gl.ARRAY_BUFFER, key.glBuf)
// Generate sound
_ = al.OpenDevice()
key.soundBuffers = al.GenBuffers(1)
key.soundSources = al.GenSources(1)
key.soundBuffers[0].BufferData(al.FormatStereo8, audio.GenSound(note), audio.SampleRate)
key.soundSources[0].QueueBuffers(key.soundBuffers)
return key
}
示例9: onPaint
func onPaint(glctx gl.Context, sz size.Event) {
//gl.Enable(gl.DEPTH_TEST)
//gl.DepthFunc(gl.LESS)
//清场
glctx.ClearColor(1, 1, 1, 1) //设置背景颜色
glctx.Clear(gl.COLOR_BUFFER_BIT)
glctx.Clear(gl.DEPTH_BUFFER_BIT)
//使用program
glctx.UseProgram(program)
//gl.Uniform4f(color, 0, 0.5, 0.8, 1)//设置color对象值,设置4个浮点数.
//offset有两个值X,Y,窗口左上角为(0,0),右下角为(1,1)
//gl.Uniform4f(offset,5.0,1.0,1.0,1.0 )
//gl.Uniform2f(offset,offsetx,offsety )//为2参数的uniform变量赋值
//log.Println("offset:",offsetx,offsety, 0, 0)
glctx.UniformMatrix4fv(scan, []float32{
touchLocX/float32(sz.WidthPt)*4 - 2, 0, 0, 0,
0, touchLocY/float32(sz.HeightPt)*4 - 2, 0, 0,
0, 0, 0, 0,
0, 0, 0, 1,
})
/*glVertexAttribPointer 指定了渲染时索引值为 index 的顶点属性数组的数据格式和位置。调用gl.vertexAttribPointer()方法,
把顶点着色器中某个属性相对应的通用属性索引连接到绑定的webGLBUffer对象上。
index 指定要修改的顶点属性的索引值
size 指定每个顶点属性的组件数量。必须为1、2、3或者4。初始值为4。(如position是由3个(x,y,z)组成,而颜色是4个(r,g,b,a))
type 指定数组中每个组件的数据类型。可用的符号常量有GL_BYTE, GL_UNSIGNED_BYTE, GL_SHORT,GL_UNSIGNED_SHORT, GL_FIXED,
和 GL_FLOAT,初始值为GL_FLOAT。
normalized 指定当被访问时,固定点数据值是否应该被归一化(GL_TRUE)或者直接转换为固定点值(GL_FALSE)。
stride 指定连续顶点属性之间的偏移量。如果为0,那么顶点属性会被理解为:它们是紧密排列在一起的。初始值为0。
pointer 指定第一个组件在数组的第一个顶点属性中的偏移量。该数组与GL_ARRAY_BUFFER绑定,储存于缓冲区中。初始值为0;
*/
glctx.BindBuffer(gl.ARRAY_BUFFER, positionbuf)
glctx.EnableVertexAttribArray(position)
defer glctx.DisableVertexAttribArray(position)//必须全部缓存导入完成后再关闭
glctx.VertexAttribPointer(position, coordsPerVertex, gl.FLOAT, false, 0, 0) //导入position缓存
glctx.DrawArrays(gl.TRIANGLES, 0, vertexCount)
glctx.BindBuffer(gl.ARRAY_BUFFER, colorbuf)
glctx.EnableVertexAttribArray(color)
defer glctx.DisableVertexAttribArray(color)//必须全部缓存导入完成后再关闭
glctx.VertexAttribPointer(color, colorsPerVertex, gl.FLOAT, false, 0, 0) //导入color缓存
glctx.DrawArrays(gl.TRIANGLES, 0, vertexCount)
fps.Draw(sz)
}
示例10: ParticleEmitter
func ParticleEmitter(glctx gl.Context, origin mgl.Vec3, num int, rate float32) Emitter {
bufSize := num * particleLen * vecSize
vbo := glctx.CreateBuffer()
glctx.BindBuffer(gl.ARRAY_BUFFER, vbo)
glctx.BufferInit(gl.ARRAY_BUFFER, bufSize, gl.DYNAMIC_DRAW)
return &particleEmitter{
glctx: glctx,
VBO: vbo,
origin: origin,
rate: rate,
particles: make([]*particle, 0, num),
num: num,
}
}
示例11: PaintKey
// PaintKey will paint the key 1) its own color or 2) red if they key is pressed.
func (k *PianoKey) PaintKey(glctx gl.Context, frameData util.FrameData) {
glctx.BindBuffer(gl.ARRAY_BUFFER, k.glBuf)
glctx.VertexAttribPointer(frameData.Position, coordsPerVertex, gl.FLOAT, false, 0, 0)
if k.pressed {
// Paint Red if pressed
glctx.Uniform4f(frameData.Color, 1, 0, 0, 1)
} else {
// Paint white if not pressed
glctx.Uniform4f(frameData.Color, k.keyColor.Red, k.keyColor.Green, k.keyColor.Blue, 1)
}
if frameData.Orientation == util.Portrait {
glctx.DrawArrays(gl.TRIANGLES, 6, vertexCount)
} else if frameData.Orientation == util.Landscape {
glctx.DrawArrays(gl.TRIANGLES, 0, vertexCount)
}
}
示例12: onStart
func onStart(glctx gl.Context) {
var err error
program, err = glutil.CreateProgram(glctx, vertexShader, fragmentShader)
if err != nil {
log.Printf("error creating GL program: %v", err)
return
}
buf = glctx.CreateBuffer()
glctx.BindBuffer(gl.ARRAY_BUFFER, buf)
glctx.BufferData(gl.ARRAY_BUFFER, triangleData, gl.STATIC_DRAW)
position = glctx.GetAttribLocation(program, "position")
color = glctx.GetUniformLocation(program, "color")
offset = glctx.GetUniformLocation(program, "offset")
images = glutil.NewImages(glctx)
fps = debug.NewFPS(images)
}
示例13: NewKey
// NewKey initializes a new Key
func NewKey(glctx gl.Context, x, y, z, length, width, height float32,
color Color, idColor Color, tex []byte) *Key {
r := &Key{
glctx, x, y, z, length, width, height,
[]byte{},
color,
idColor,
glctx.CreateBuffer(),
tex,
}
r.chart()
glctx.BindBuffer(gl.ARRAY_BUFFER, r.buf)
glctx.BufferData(gl.ARRAY_BUFFER, r.data, gl.STATIC_DRAW)
return r
}
示例14: onStart
func onStart(glctx gl.Context) {
var err error
program, err = glutil.CreateProgram(glctx, vertexShader, fragmentShader)
if err != nil {
log.Printf("error creating GL program: %v", err)
return
}
glctx.Enable(gl.DEPTH_TEST)
triBuf = glctx.CreateBuffer()
glctx.BindBuffer(gl.ARRAY_BUFFER, triBuf)
glctx.BufferData(gl.ARRAY_BUFFER, triangleData, gl.STATIC_DRAW)
position = glctx.GetAttribLocation(program, "vPos")
color = glctx.GetAttribLocation(program, "vCol")
normals = glctx.GetAttribLocation(program, "vNorm")
projection = glctx.GetUniformLocation(program, "proj")
view = glctx.GetUniformLocation(program, "view")
model = glctx.GetUniformLocation(program, "model")
tint = glctx.GetUniformLocation(program, "tint")
normalMatrix = glctx.GetUniformLocation(program, "normalMatrix")
lightIntensity = glctx.GetUniformLocation(program, "light.intensities")
lightPos = glctx.GetUniformLocation(program, "light.position")
arcball = NewArcBall(mgl32.Vec3{0, 0, 0}, mgl32.Vec3{0, 10, 10}, mgl32.Vec3{0, 1, 0})
white = mgl32.Vec4{1.0, 1.0, 1.0, 1.0}
red = mgl32.Vec4{1.0, 0.0, 0.0, 1.0}
lastUpdate = time.Now()
images = glutil.NewImages(glctx)
fps = debug.NewFPS(images)
err = al.OpenDevice()
if err != nil {
log.Printf("Err: %+v", err)
}
al.SetListenerPosition(al.Vector{0, 0, 0})
al.SetListenerGain(1.0)
piano = NewPiano()
}
示例15: Paint
func (wf *Waveform) Paint(ctx gl.Context, xps, yps, width, height float32) {
// TODO this is racey and samples can be in the middle of changing
// move the slice copy to Prepare and sync with playback, or feed over chan
// TODO assumes mono
var (
xstep float32 = width / float32(len(wf.samples))
xpos float32 = xps
)
for i, x := range wf.samples {
// clip
if x > 1 {
x = 1
} else if x < -1 {
x = -1
}
wf.verts[i*3] = float32(xpos)
wf.verts[i*3+1] = yps + (height * float32((x+1)/2))
wf.verts[i*3+2] = 0
xpos += xstep
}
for i, x := range wf.verts {
u := math.Float32bits(x)
wf.data[4*i+0] = byte(u >> 0)
wf.data[4*i+1] = byte(u >> 8)
wf.data[4*i+2] = byte(u >> 16)
wf.data[4*i+3] = byte(u >> 24)
}
ctx.UseProgram(wf.program)
ctx.Uniform4f(wf.color, 1, 1, 1, 1)
// update hw buf and draw
ctx.BindBuffer(gl.ARRAY_BUFFER, wf.buf)
ctx.EnableVertexAttribArray(wf.position)
ctx.VertexAttribPointer(wf.position, 3, gl.FLOAT, false, 0, 0)
ctx.BufferSubData(gl.ARRAY_BUFFER, 0, wf.data)
ctx.DrawArrays(gl.LINE_STRIP, 0, len(wf.samples))
ctx.DisableVertexAttribArray(wf.position)
}