本文整理汇总了Golang中golang.org/x/mobile/exp/gl/glutil.CreateProgram函数的典型用法代码示例。如果您正苦于以下问题:Golang CreateProgram函数的具体用法?Golang CreateProgram怎么用?Golang CreateProgram使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。
在下文中一共展示了CreateProgram函数的17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: 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)
}
}
}
开发者ID:gophergala2016,项目名称:rex,代码行数:35,代码来源:main.go
示例2: 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
}
开发者ID:rakyll,项目名称:GCSolutions,代码行数:33,代码来源:waveform.go
示例3: 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)
}
开发者ID:rakyll,项目名称:GCSolutions,代码行数:34,代码来源:main.go
示例4: 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
}
开发者ID:rakyll,项目名称:GCSolutions,代码行数:33,代码来源:waveform.go
示例5: onStart
func onStart() {
var err error
program, err = glutil.CreateProgram(vertexShader, fragmentShader)
if err != nil {
log.Printf("error creating GL program: %v", err)
return
}
//创建一个WebGLBuffer对象,把它绑定到顶点缓冲上,并把顶点数据载入到顶点冲。
buf = gl.CreateBuffer()
gl.BindBuffer(gl.ARRAY_BUFFER, buf)
gl.BufferData(gl.ARRAY_BUFFER, lineData, gl.STATIC_DRAW)
/*opengl中三种变量
uniform变量是外部application程序传递给(vertex和fragment)shader的变量。因此它是application通过函数glUniform**()函数赋值的。
在(vertex和fragment)shader程序内部,uniform变量就像是C语言里面的常量(const ),它不能被shader程序修改。(shader只能用,不能改)
attribute变量是只能在vertex shader中使用的变量。(它不能在fragment shader中声明attribute变量,也不能被fragment shader中使用)
一般用attribute变量来表示一些顶点的数据,如:顶点坐标,法线,纹理坐标,顶点颜色等。
在application中,一般用函数glBindAttribLocation()来绑定每个attribute变量的位置,然后用函数glVertexAttribPointer()为每个attribute变量赋值。
varying变量是vertex和fragment shader之间做数据传递用的。一般vertex shader修改varying变量的值,然后fragment shader使用该varying变量的值。
因此varying变量在vertex和fragment shader二者之间的声明必须是一致的。application不能使用此变量。
*/
position = gl.GetAttribLocation(program, "position") //获取位置对象(索引)
color = gl.GetUniformLocation(program, "color") // 获取颜色对象(索引)
scan = gl.GetUniformLocation(program, "scan") // 获取偏移对象(索引)
// fmt.Println(position.String(),color.String(),offset.String())//Attrib(0) Uniform(1) Uniform(0)
// TODO(crawshaw): the debug package needs to put GL state init here
// Can this be an event.Register call now??
}
开发者ID:lovexiaov,项目名称:gomobileapp,代码行数:31,代码来源:main.go
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)
}
开发者ID:bmatsuo,项目名称:rex,代码行数:25,代码来源:main.go
示例7: createProgram
func createProgram(vShaderPath, fShaderPath string) gl.Program {
// loading vertex shader
vShader, e := loadSource(vShaderPath)
def_check(e)
// loading fragment shader
fShader, e := loadSource(fShaderPath)
def_check(e)
// linking program
program, e := glutil.CreateProgram(string(vShader), string(fShader))
crash_check(e)
return program
}
开发者ID:gitter-badger,项目名称:bukkake,代码行数:12,代码来源:loader.go
示例8: LoadProgram
// LoadProgram reads shader sources from the asset repository, compiles, and
// links them into a program.
func LoadProgram(vertexAsset, fragmentAsset string) (p gl.Program, err error) {
vertexSrc, err := loadAsset(vertexAsset)
if err != nil {
return
}
fragmentSrc, err := loadAsset(fragmentAsset)
if err != nil {
return
}
p, err = glutil.CreateProgram(string(vertexSrc), string(fragmentSrc))
return
}
开发者ID:lomoalbert,项目名称:gomobileapp,代码行数:16,代码来源:main.go
示例9: 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()
}
开发者ID:rakyll,项目名称:GCSolutions,代码行数:15,代码来源:main.go
示例10: 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)
}
开发者ID:lomoalbert,项目名称:gomobileapp,代码行数:16,代码来源:main.go
示例11: onStart
func onStart() {
var err error
program, err = glutil.CreateProgram(vertexShader, fragmentShader)
if err != nil {
log.Printf("error creating GL program: %v", err)
return
}
buf = gl.CreateBuffer()
gl.BindBuffer(gl.ARRAY_BUFFER, buf)
gl.BufferData(gl.ARRAY_BUFFER, rectData, gl.STATIC_DRAW)
position = gl.GetAttribLocation(program, "position")
color = gl.GetUniformLocation(program, "color")
offset = gl.GetUniformLocation(program, "offset")
}
开发者ID:natasharomanoff,项目名称:blinker,代码行数:16,代码来源:main.go
示例12: 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
}
开发者ID:asimshankar,项目名称:triangles,代码行数:20,代码来源:gl.go
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()
}
开发者ID:rakyll,项目名称:GCSolutions,代码行数:44,代码来源:main.go
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
}
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)
}
开发者ID:richiebful,项目名称:ptime,代码行数:19,代码来源:.main.go
示例15: onStart
func onStart() {
var err error
program, err = glutil.CreateProgram(vertexShader, fragmentShader)
if err != nil {
log.Printf("error creating GL program: %v", err)
return
}
buf = gl.CreateBuffer()
gl.BindBuffer(gl.ARRAY_BUFFER, buf)
gl.BufferData(gl.ARRAY_BUFFER, triangleData, gl.STATIC_DRAW)
position = gl.GetAttribLocation(program, "position")
color = gl.GetUniformLocation(program, "color")
offset = gl.GetUniformLocation(program, "offset")
// TODO(crawshaw): the debug package needs to put GL state init here
// Can this be an app.RegisterFilter call now??
}
开发者ID:paulhankin,项目名称:mobile,代码行数:19,代码来源:main.go
示例16: 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)
}
开发者ID:pyros2097,项目名称:spike,代码行数:20,代码来源:spike.go
示例17: Start
func (s *Screen) Start() {
for i, c := range playerColors {
playerColors[i] = Color{c.R / 255.0, c.G / 255.0, c.B / 255.0}
}
s.buf = s.glctx.CreateBuffer()
s.glctx.BindBuffer(gl.ARRAY_BUFFER, s.buf)
triangleData = makeTriangleData()
s.glctx.BufferData(gl.ARRAY_BUFFER, triangleData, gl.STATIC_DRAW)
var err error
s.program, err = glutil.CreateProgram(s.glctx, vertexShader, fragmentShader)
if err != nil {
log.Printf("Error in screen.Start: %v", err)
return
}
s.position = s.glctx.GetAttribLocation(s.program, "jrPosition")
s.color = s.glctx.GetUniformLocation(s.program, "jrColor")
s.offset = s.glctx.GetUniformLocation(s.program, "jrOffset")
s.glctx.UseProgram(s.program)
}
开发者ID:monopole,项目名称:volley,代码行数:22,代码来源:screen.go
注:本文中的golang.org/x/mobile/exp/gl/glutil.CreateProgram函数示例由纯净天空整理自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。 |
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