Created
July 7, 2014 20:32
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using ModernGL, GLWindow, GLUtil, React, ImmutableArrays | |
const window = createwindow("Example", 512, 512) | |
window_size = window.inputs[:window_size] | |
w,h = window_size.value # get initial window size | |
#Resize glviewport, when window size changes. | |
lift(window_size -> glViewport(0,0, window_size[1], window_size[2]), window_size) | |
const vsh = """ | |
in vec2 position; | |
out vec2 uv; | |
void main() { | |
uv = (position + vec2(1)) / vec2(2); //texture coordinates are between 0-1 | |
gl_Position = vec4(position, 0.0, 1.0); | |
} | |
""" | |
const fsh = """ | |
in vec2 uv; | |
uniform sampler2D image; | |
out vec4 fragment_color; | |
void main() { | |
fragment_color = texture(image, uv); | |
} | |
""" | |
imgdata = [Vector4(0f0) for x=1:w, y=1:h] | |
image = Texture(imgdata) | |
imgdata = 0 | |
const fullscreenquad = RenderObject( | |
[ | |
:position => GLBuffer(GLfloat[-1,-1, -1,1, 1,1, 1,1, 1,-1, -1,-1], 2), | |
:image => image | |
], GLProgram(vsh, fsh, "vertexshader", "fragmentshader")) | |
prerender!(fullscreenquad, render, fullscreenquad.vertexarray) | |
global t = 0 | |
function calculation() | |
global t | |
w,h = window_size.value # get current window size | |
data = [Vector4(float32(x/w), float32(y/h), float32(0.5 * (1 + sin(t * 0.2))), 1f0) for x=1:w, y=1:h] | |
t += 1 | |
glBindTexture(GL_TEXTURE_2D, image.id) | |
glTexSubImage2D(GL_TEXTURE_2D, 0, 0,0 , w,h, image.format, image.pixeltype, data) | |
data = 0 | |
end | |
while !GLFW.WindowShouldClose(window.glfwWindow) | |
glClearColor(0.0, 0.0,0.0, 1.0) | |
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) | |
calculation() | |
render(fullscreenquad) | |
# Swap front and back buffers | |
GLFW.SwapBuffers(window.glfwWindow) | |
# Poll for and process events | |
GLFW.PollEvents() | |
end | |
GLFW.Terminate() | |
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