本文整理汇总了Golang中golang.org/x/mobile/gl.Context.GetUniformLocation方法的典型用法代码示例。如果您正苦于以下问题:Golang Context.GetUniformLocation方法的具体用法?Golang Context.GetUniformLocation怎么用?Golang Context.GetUniformLocation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.GetUniformLocation方法的13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: 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2: 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3: 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4: 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
frameData.Program, err = glutil.CreateProgram(glctx, vertexShader, fragmentShader)
if err != nil {
log.Printf("error creating GL program: %v", err)
return
}
frameData.Position = glctx.GetAttribLocation(frameData.Program, "position")
frameData.Color = glctx.GetUniformLocation(frameData.Program, "color")
frameData.Offset = glctx.GetUniformLocation(frameData.Program, "offset")
manager = layers.NewLayerManager(glctx)
manager.StartLayers()
}
示例7: 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8: NewGL
// NewGL returns a GL. ctx can be nil and the returned value can be nil, which
// is okay, a nil *GL functions correctly and doesn't crash.
func NewGL(ctx gl.Context) (*GL, error) {
if ctx == nil {
return nil, nil
}
program, err := glutil.CreateProgram(ctx, vertexShader, fragmentShader)
if err != nil {
return nil, err
}
g := &GL{
ctx: ctx,
program: program,
buf: ctx.CreateBuffer(),
position: ctx.GetAttribLocation(program, "position"),
color: ctx.GetUniformLocation(program, "color"),
offset: ctx.GetUniformLocation(program, "offset"),
}
return g, nil
}
示例9: 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
}
triangleData = genCircleTriangles(0.0, 0.0, 0.5)
buf = glctx.CreateBuffer()
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10: appStart
func appStart(glctx gl.Context) {
println("Starting")
program, err = glutil.CreateProgram(glctx, vertexShader, fragmentShader)
if err != nil {
panic("error creating GL program: " + err.Error())
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)
SetScene(currentScene.Name)
}
示例11: onStart
func onStart(glctx gl.Context, sz size.Event) {
log.Printf("creating GL program")
var err error
keystate = map[touch.Sequence]int{}
program, err = glutil.CreateProgram(glctx, vertexShader, fragmentShader)
if err != nil {
log.Printf("error creating GL program: %v", err)
return
}
glctx.Enable(gl.DEPTH_TEST)
position = glctx.GetAttribLocation(program, "position")
texCordIn = glctx.GetAttribLocation(program, "texCordIn")
color = glctx.GetUniformLocation(program, "color")
drawi = glctx.GetUniformLocation(program, "drawi")
projection = glctx.GetUniformLocation(program, "projection")
camera = glctx.GetUniformLocation(program, "camera")
loadTexture(glctx)
glctx.UseProgram(program)
projectionMat := mgl32.Perspective(mgl32.DegToRad(75.0), float32(1), 0.5, 40.0)
glctx.UniformMatrix4fv(projection, projectionMat[:])
cameraMat := mgl32.LookAtV(mgl32.Vec3{0.5, 0, 1.5}, mgl32.Vec3{0, 0, 0}, mgl32.Vec3{0, 1, 0})
glctx.UniformMatrix4fv(camera, cameraMat[:])
board = NewBoard(glctx, float32(0.05), 10)
numKeys := len(board.bigKeys) + len(board.smallKeys)
InitializeSound(numKeys)
}
示例12: Uniform
func (prg Program) Uniform(ctx gl.Context, name string) gl.Uniform {
return ctx.GetUniformLocation(prg.Program, name)
}
示例13: 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()
}