• 设为首页
  • 点击收藏
  • 手机版
    手机扫一扫访问
    迪恩网络手机版
  • 关注官方公众号
    微信扫一扫关注
    迪恩网络公众号

Golang opengl.Context类代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了Golang中github.com/hajimehoshi/ebiten/internal/opengl.Context的典型用法代码示例。如果您正苦于以下问题:Golang Context类的具体用法?Golang Context怎么用?Golang Context使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。



在下文中一共展示了Context类的11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,您的评价将有助于我们的系统推荐出更棒的Golang代码示例。

示例1: Exec

func (c *drawImageCommand) Exec(context *opengl.Context, indexOffsetInBytes int) error {
	f, err := c.dst.createFramebufferIfNeeded(context)
	if err != nil {
		return err
	}
	if err := f.setAsViewport(context); err != nil {
		return err
	}
	context.BlendFunc(c.mode)

	n := c.quadsNum()
	if n == 0 {
		return nil
	}
	_, h := c.dst.Size()
	proj := f.projectionMatrix(h)
	p := &programContext{
		state:            &theOpenGLState,
		program:          theOpenGLState.programTexture,
		context:          context,
		projectionMatrix: proj,
		texture:          c.src.texture.native,
		colorM:           c.color,
	}
	if err := p.begin(); err != nil {
		return err
	}
	// TODO: We should call glBindBuffer here?
	// The buffer is already bound at begin() but it is counterintuitive.
	context.DrawElements(opengl.Triangles, 6*n, indexOffsetInBytes)
	return nil
}
开发者ID:hajimehoshi,项目名称:ebiten,代码行数:32,代码来源:command.go


示例2: shader

func shader(c *opengl.Context, id shaderId) string {
	str := shaders[id]
	if !c.GlslHighpSupported() {
		str = strings.Replace(str, "highp ", "", -1)
		str = strings.Replace(str, "lowp ", "", -1)
	}
	return str
}
开发者ID:hajimehoshi,项目名称:ebiten,代码行数:8,代码来源:shader.go


示例3: newFramebufferFromTexture

func newFramebufferFromTexture(context *opengl.Context, texture *texture) (*framebuffer, error) {
	native, err := context.NewFramebuffer(opengl.Texture(texture.native))
	if err != nil {
		return nil, err
	}
	return &framebuffer{
		native: native,
	}, nil
}
开发者ID:hajimehoshi,项目名称:ebiten,代码行数:9,代码来源:framebuffer.go


示例4: Pixels

func (i *Image) Pixels(context *opengl.Context) ([]uint8, error) {
	// Flush the enqueued commands so that pixels are certainly read.
	if err := theCommandQueue.Flush(context); err != nil {
		return nil, err
	}
	f, err := i.createFramebufferIfNeeded(context)
	if err != nil {
		return nil, err
	}
	return context.FramebufferPixels(f.native, i.width, i.height)
}
开发者ID:hajimehoshi,项目名称:ebiten,代码行数:11,代码来源:image.go


示例5: enable

func (a *arrayBufferLayout) enable(c *opengl.Context, program opengl.Program) {
	for _, p := range a.parts {
		c.EnableVertexAttribArray(program, p.name)
	}
	total := a.totalBytes()
	offset := 0
	for _, p := range a.parts {
		c.VertexAttribPointer(program, p.name, p.num, p.dataType, p.normalize, total, offset)
		offset += p.dataType.SizeInBytes() * p.num
	}
}
开发者ID:hajimehoshi,项目名称:ebiten,代码行数:11,代码来源:program.go


示例6: Flush

func (q *commandQueue) Flush(context *opengl.Context) error {
	q.m.Lock()
	defer q.m.Unlock()
	// glViewport must be called at least at every frame on iOS.
	context.ResetViewportSize()
	for _, g := range q.commandGroups() {
		n := 0
		for _, c := range g {
			switch c := c.(type) {
			case *drawImageCommand:
				n += len(c.vertices)
			}
		}
		vertices := make([]float32, 0, n)
		for _, c := range g {
			switch c := c.(type) {
			case *drawImageCommand:
				vertices = append(vertices, c.vertices...)
			}
		}
		if 0 < len(vertices) {
			context.BufferSubData(opengl.ArrayBuffer, vertices)
		}
		// 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 maxQuads < len(vertices)*opengl.Float.SizeInBytes()/QuadVertexSizeInBytes() {
			return fmt.Errorf("len(quads) must be equal to or less than %d", maxQuads)
		}
		numc := len(g)
		indexOffsetInBytes := 0
		for _, c := range g {
			if err := c.Exec(context, indexOffsetInBytes); err != nil {
				return err
			}
			if c, ok := c.(*drawImageCommand); ok {
				n := len(c.vertices) * opengl.Float.SizeInBytes() / QuadVertexSizeInBytes()
				indexOffsetInBytes += 6 * n * 2
			}
		}
		if 0 < numc {
			// Call glFlush to prevent black flicking (especially on Android (#226) and iOS).
			context.Flush()
		}
	}
	q.commands = []command{}
	return nil
}
开发者ID:hajimehoshi,项目名称:ebiten,代码行数:47,代码来源:command.go


示例7: IsInvalidated

func (i *Image) IsInvalidated(context *opengl.Context) bool {
	return !context.IsTexture(i.texture.native)
}
开发者ID:hajimehoshi,项目名称:ebiten,代码行数:3,代码来源:image.go


示例8: setAsViewport

func (f *framebuffer) setAsViewport(context *opengl.Context) error {
	width := viewportSize
	height := viewportSize
	return context.SetViewport(f.native, width, height)
}
开发者ID:hajimehoshi,项目名称:ebiten,代码行数:5,代码来源:framebuffer.go


示例9: disable

func (a *arrayBufferLayout) disable(c *opengl.Context, program opengl.Program) {
	// TODO: Disabling should be done in reversed order?
	for _, p := range a.parts {
		c.DisableVertexAttribArray(program, p.name)
	}
}
开发者ID:hajimehoshi,项目名称:ebiten,代码行数:6,代码来源:program.go


示例10: newArrayBuffer

func (a *arrayBufferLayout) newArrayBuffer(c *opengl.Context) opengl.Buffer {
	return c.NewBuffer(opengl.ArrayBuffer, a.totalBytes()*4*maxQuads, opengl.DynamicDraw)
}
开发者ID:hajimehoshi,项目名称:ebiten,代码行数:3,代码来源:program.go


示例11: reset

func (s *openGLState) reset(context *opengl.Context) error {
	if err := context.Reset(); err != nil {
		return err
	}
	s.lastProgram = zeroProgram
	s.lastProjectionMatrix = nil
	s.lastColorMatrix = nil
	s.lastColorMatrixTranslation = nil

	if s.arrayBuffer != zeroBuffer {
		context.DeleteBuffer(s.arrayBuffer)
	}
	if s.indexBufferQuads != zeroBuffer {
		context.DeleteBuffer(s.indexBufferQuads)
	}
	if s.programTexture != zeroProgram {
		context.DeleteProgram(s.programTexture)
	}

	shaderVertexModelviewNative, err := context.NewShader(opengl.VertexShader, shader(context, shaderVertexModelview))
	if err != nil {
		panic(fmt.Sprintf("graphics: shader compiling error:\n%s", err))
	}
	defer context.DeleteShader(shaderVertexModelviewNative)

	shaderFragmentTextureNative, err := context.NewShader(opengl.FragmentShader, shader(context, shaderFragmentTexture))
	if err != nil {
		panic(fmt.Sprintf("graphics: shader compiling error:\n%s", err))
	}
	defer context.DeleteShader(shaderFragmentTextureNative)

	s.programTexture, err = context.NewProgram([]opengl.Shader{
		shaderVertexModelviewNative,
		shaderFragmentTextureNative,
	})
	if err != nil {
		return err
	}

	s.arrayBuffer = theArrayBufferLayout.newArrayBuffer(context)

	indices := make([]uint16, 6*maxQuads)
	for i := uint16(0); i < maxQuads; i++ {
		indices[6*i+0] = 4*i + 0
		indices[6*i+1] = 4*i + 1
		indices[6*i+2] = 4*i + 2
		indices[6*i+3] = 4*i + 1
		indices[6*i+4] = 4*i + 2
		indices[6*i+5] = 4*i + 3
	}
	s.indexBufferQuads = context.NewBuffer(opengl.ElementArrayBuffer, indices, opengl.StaticDraw)

	return nil
}
开发者ID:hajimehoshi,项目名称:ebiten,代码行数:54,代码来源:program.go



注:本文中的github.com/hajimehoshi/ebiten/internal/opengl.Context类示例整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。


鲜花

握手

雷人

路过

鸡蛋
该文章已有0人参与评论

请发表评论

全部评论

专题导读
上一篇:
Golang GeneticGo.Solver类代码示例发布时间:2022-05-23
下一篇:
Golang opengl.Context类代码示例发布时间:2022-05-23
热门推荐
热门话题
阅读排行榜

扫描微信二维码

查看手机版网站

随时了解更新最新资讯

139-2527-9053

在线客服(服务时间 9:00~18:00)

在线QQ客服
地址:深圳市南山区西丽大学城创智工业园
电邮:jeky_zhao#qq.com
移动电话:139-2527-9053

Powered by 互联科技 X3.4© 2001-2213 极客世界.|Sitemap