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Golang Context.BufferSubData方法代碼示例

本文整理匯總了Golang中github.com/hajimehoshi/ebiten/internal/graphics/opengl.Context.BufferSubData方法的典型用法代碼示例。如果您正苦於以下問題:Golang Context.BufferSubData方法的具體用法?Golang Context.BufferSubData怎麽用?Golang Context.BufferSubData使用的例子?那麽, 這裏精選的方法代碼示例或許可以為您提供幫助。您也可以進一步了解該方法所在github.com/hajimehoshi/ebiten/internal/graphics/opengl.Context的用法示例。


在下文中一共展示了Context.BufferSubData方法的3個代碼示例,這些例子默認根據受歡迎程度排序。您可以為喜歡或者感覺有用的代碼點讚,您的評價將有助於係統推薦出更棒的Golang代碼示例。

示例1: drawTexture

func drawTexture(c *opengl.Context, texture opengl.Texture, projectionMatrix *[4][4]float64, quads TextureQuads, geo Matrix, color Matrix) error {
	// NOTE: WebGL doesn't seem to have Check gl.MAX_ELEMENTS_VERTICES or gl.MAX_ELEMENTS_INDICES so far.
	// Let's use them to compare to len(quads) in the future.

	if !shadersInitialized {
		if err := initialize(c); err != nil {
			return err
		}
		shadersInitialized = true
	}

	if quads.Len() == 0 {
		return nil
	}
	if quadsMaxNum < quads.Len() {
		return errors.New(fmt.Sprintf("len(quads) must be equal to or less than %d", quadsMaxNum))
	}

	f := useProgramForTexture(c, glMatrix(projectionMatrix), texture, geo, color)
	defer f.FinishProgram()

	vertices := vertices[0:0]
	num := 0
	for i := 0; i < quads.Len(); i++ {
		x0, y0, x1, y1 := quads.Vertex(i)
		u0, v0, u1, v1 := quads.Texture(i)
		if x0 == x1 || y0 == y1 || u0 == u1 || v0 == v1 {
			continue
		}
		vertices = append(vertices,
			int16(x0), int16(y0), int16(u0), int16(v0),
			int16(x1), int16(y0), int16(u1), int16(v0),
			int16(x0), int16(y1), int16(u0), int16(v1),
			int16(x1), int16(y1), int16(u1), int16(v1),
		)
		num++
	}
	if len(vertices) == 0 {
		return nil
	}
	c.BufferSubData(c.ArrayBuffer, vertices)
	c.DrawElements(c.Triangles, 6*num)
	return nil
}
開發者ID:DrJosh9000,項目名稱:ebiten,代碼行數:44,代碼來源:draw.go

示例2: drawFilledRects

func drawFilledRects(c *opengl.Context, projectionMatrix *[4][4]float64, rects Rects) error {
	if !shadersInitialized {
		if err := initialize(c); err != nil {
			return err
		}
		shadersInitialized = true
	}

	if rects.Len() == 0 {
		return nil
	}

	f := useProgramForRects(c, glMatrix(projectionMatrix))
	defer f.FinishProgram()

	vertices := vertices[0:0]
	num := 0
	for i := 0; i < rects.Len(); i++ {
		x, y, w, h := rects.Rect(i)
		if w == 0 || h == 0 {
			continue
		}
		x0, y0, x1, y1 := x, y, x+w, y+h
		r, g, b, a := rects.Color(i).RGBA()
		vertices = append(vertices,
			int16(x0), int16(y0), int16(r), int16(g), int16(b), int16(a),
			int16(x1), int16(y0), int16(r), int16(g), int16(b), int16(a),
			int16(x0), int16(y1), int16(r), int16(g), int16(b), int16(a),
			int16(x1), int16(y1), int16(r), int16(g), int16(b), int16(a),
		)
		num++
	}
	if len(vertices) == 0 {
		return nil
	}
	c.BufferSubData(c.ArrayBuffer, vertices)
	c.DrawElements(c.Triangles, 6*num)

	return nil
}
開發者ID:DrJosh9000,項目名稱:ebiten,代碼行數:40,代碼來源:draw.go

示例3: drawLines

func drawLines(c *opengl.Context, projectionMatrix *[4][4]float64, lines Lines) error {
	if !shadersInitialized {
		if err := initialize(c); err != nil {
			return err
		}
		shadersInitialized = true
	}

	if lines.Len() == 0 {
		return nil
	}

	f := useProgramForLines(c, glMatrix(projectionMatrix))
	defer f.FinishProgram()

	vertices := vertices[0:0]
	num := 0
	for i := 0; i < lines.Len(); i++ {
		x0, y0, x1, y1 := lines.Points(i)
		if x0 == x1 && y0 == y1 {
			continue
		}
		r, g, b, a := lines.Color(i).RGBA()
		vertices = append(vertices,
			int16(x0), int16(y0), int16(r), int16(g), int16(b), int16(a),
			int16(x1), int16(y1), int16(r), int16(g), int16(b), int16(a),
		)
		num++
	}
	if len(vertices) == 0 {
		return nil
	}
	c.BufferSubData(c.ArrayBuffer, vertices)
	c.DrawElements(c.Lines, 2*num)

	return nil
}
開發者ID:DrJosh9000,項目名稱:ebiten,代碼行數:37,代碼來源:draw.go


注:本文中的github.com/hajimehoshi/ebiten/internal/graphics/opengl.Context.BufferSubData方法示例由純淨天空整理自Github/MSDocs等開源代碼及文檔管理平台,相關代碼片段篩選自各路編程大神貢獻的開源項目,源碼版權歸原作者所有,傳播和使用請參考對應項目的License;未經允許,請勿轉載。