本文整理汇总了Golang中golang.org/x/mobile/gl.Context.UseProgram方法的典型用法代码示例。如果您正苦于以下问题:Golang Context.UseProgram方法的具体用法?Golang Context.UseProgram怎么用?Golang Context.UseProgram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.UseProgram方法的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: 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2: 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3: onPaint
func onPaint(glctx gl.Context, sz size.Event) {
glctx.ClearColor(0.2, 0.2, 0.2, 0.5)
glctx.Clear(gl.DEPTH_BUFFER_BIT)
glctx.Clear(gl.COLOR_BUFFER_BIT)
glctx.UseProgram(program)
board.Draw()
}
示例4: onTouch
func onTouch(glctx gl.Context, e touch.Event) {
touchX = e.X
touchY = e.Y
// When touch occurs we need to figure out which key is pressed.
// Using color picking for this.
// That is, scene is redrawn with each key given a unique color.
// And then the color is read on the touched pixel to figure out which key
// is pressed or if a key is pressed at all.
glctx.ClearColor(0.73, 0.5, 0.75, 0.5)
glctx.Clear(gl.DEPTH_BUFFER_BIT)
glctx.Clear(gl.COLOR_BUFFER_BIT)
glctx.UseProgram(program)
board.DrawI() // Draw the board with each key in a unique color
c := make([]byte, 12, 12)
glctx.ReadPixels(c, int(e.X), int(e.Y), 1, 1, gl.RGB, gl.UNSIGNED_BYTE)
// gl.RGB, gl.UNSIGNED_BYTE is the combination that is preffered by my Android
// phone. And is said to be the one preffered by many.
r := (float32(c[0]) / 255) * 100 // Convert byte to float
out := float32(math.Floor(float64(r)+0.5)) / 100 // and round up
key, ok := board.idColorKey[out]
if !ok {
curKey, ok := keystate[e.Sequence] //stop already playing sound
if ok {
StopSound(curKey)
}
return
}
if e.Type == touch.TypeBegin {
keystate[e.Sequence] = key
PlaySound(key)
} else if e.Type == touch.TypeEnd {
delete(keystate, e.Sequence)
StopSound(key)
} else if e.Type == touch.TypeMove {
if keystate[e.Sequence] != key {
// Drag has moved out of initial key
curKey, ok := keystate[e.Sequence] //stop already playing sound
if ok {
StopSound(curKey)
}
PlaySound(key) // play new key's sound
keystate[e.Sequence] = key
}
}
}
示例5: 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6: onPaint
func onPaint(glctx gl.Context, sz size.Event) {
glctx.ClearColor(0.5, 0.5, 0.5, 1)
glctx.Clear(gl.COLOR_BUFFER_BIT)
glctx.UseProgram(frameData.Program)
glctx.Uniform4f(frameData.Color, 0.5, 0.5, 0.5, 1)
// Put ourselves in the +x/+y quadrant (upper right quadrant)
glctx.Uniform2f(frameData.Offset, 0.0, 1.0)
glctx.EnableVertexAttribArray(frameData.Position)
manager.PaintLayers(sz, frameData)
// End drawing
glctx.DisableVertexAttribArray(frameData.Position)
}
示例7: 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)
}
示例8: appPaint
// This is the main rendering call that updates the current scene and all children in the scene
func appPaint(glctx gl.Context, sz size.Event, delta float32) {
glctx.ClearColor(currentScene.BGColor.R, currentScene.BGColor.G, currentScene.BGColor.B, currentScene.BGColor.A)
glctx.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
for _, child := range currentScene.Children {
child.act(delta)
child.draw(tempBatch, 1.0)
if len(InputChannel) > 0 {
for e := range InputChannel {
if child.Input != nil {
child.Input(child, e)
}
if len(InputChannel) == 0 {
break
}
}
}
}
glctx.UseProgram(program)
green += 0.01
if green > 1 {
green = 0
}
glctx.Uniform4f(color, 0, green, 0, 1)
glctx.Uniform2f(offset, touchX/float32(sz.WidthPx), touchY/float32(sz.HeightPx))
glctx.BindBuffer(gl.ARRAY_BUFFER, buf)
glctx.EnableVertexAttribArray(position)
glctx.VertexAttribPointer(position, coordsPerVertex, gl.FLOAT, false, 0, 0)
glctx.DrawArrays(gl.TRIANGLES, 0, vertexCount)
glctx.DisableVertexAttribArray(position)
fps.Draw(sz)
}
示例9: Use
func (prg Program) Use(ctx gl.Context, options ...func(gl.Context, Program)) {
ctx.UseProgram(prg.Program)
for _, opt := range options {
opt(ctx, prg)
}
}