Beispiel #1
0
// drawScene renders the 3D models consisting of one VAO
func (tag *trtag) drawScene() {
	gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
	tag.checkError("gl.Clear")
	gl.UseProgram(tag.shaders)
	tag.checkError("gl.UseProgram")
	gl.BindVertexArray(tag.vao)
	tag.checkError("gl.BindVertexArray")

	// Use a modelview matrix and quaternion to rotate the 3D object.
	tag.mvp64.SetQ(lin.NewQ().SetAa(0, 1, 0, lin.Rad(-tag.rotateAngle)))
	tag.mvp64.TranslateMT(0, 0, -4)
	tag.mvp.Set(tag.mvp64.Mult(tag.mvp64, tag.persp))
	gl.UniformMatrix4fv(tag.mvpRef, 1, false, tag.mvp.Pointer())
	if err := gl.GetError(); err != 0 {
		fmt.Printf("gl.UniformMatrix error %d\n", err)
	}
	gl.DrawElements(gl.TRIANGLES, int32(len(tag.faces)), gl.UNSIGNED_BYTE, 0)
	if err := gl.GetError(); err != 0 {
		fmt.Printf("gl.DrawElements error %d\n", err)
	}

	// cleanup
	gl.UseProgram(0)
	tag.checkError("gl.UseProgram-0")
	gl.BindVertexArray(0)
	tag.checkError("gl.BindVertexArray-0")

	// rotate based on time... not on how fast the computer runs.
	if time.Now().Sub(tag.lastTime).Seconds() > 0.01 {
		tag.rotateAngle += 1
		tag.lastTime = time.Now()
	}
}
Beispiel #2
0
// drawScene renders the shader-only scene.
func (sf *sftag) drawScene() {
	gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
	gl.UseProgram(sf.shaders)
	gl.BindVertexArray(sf.vao)
	timeSinceStart := time.Since(sf.sTime).Seconds()
	gl.Uniform1f(sf.gTime, float32(timeSinceStart))
	gl.Uniform2f(sf.sizes, 500, 500)
	gl.UniformMatrix4fv(sf.mvpref, 1, false, sf.mvp.Pointer())
	gl.DrawElements(gl.TRIANGLES, int32(len(sf.faces)), gl.UNSIGNED_BYTE, 0)

	// cleanup
	gl.UseProgram(0)
	gl.BindVertexArray(0)
}
Beispiel #3
0
// drawScene renders the single texture on the quad.
func (rt *rtrace) drawScene() {
	gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
	gl.UseProgram(rt.shaders)
	gl.Uniform1i(rt.tex2D, 0)
	gl.ActiveTexture(gl.TEXTURE0 + 0)
	gl.BindVertexArray(rt.vao)
	gl.UniformMatrix4fv(rt.mvpId, 1, false, rt.mvp.Pointer())
	gl.DrawElements(gl.TRIANGLES, int32(len(rt.faces)), gl.UNSIGNED_BYTE, 0)

	// cleanup
	gl.ActiveTexture(0)
	gl.UseProgram(0)
	gl.BindVertexArray(0)
}
Beispiel #4
0
Datei: ld.go Projekt: toophy/vu
// render draws the scene consisting of one VAO
func (ld *ldtag) render() {
	gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
	gl.UseProgram(ld.shaders)
	gl.BindVertexArray(ld.vao)

	// use a model-view-projection matrix
	ld.mvp64.Set(lin.M4I).ScaleSM(0.5, 0.5, 0.5).TranslateMT(0, 0, -2)
	ld.mvp.Set(ld.mvp64.Mult(ld.mvp64, ld.persp))
	gl.UniformMatrix4fv(ld.mvpref, 1, false, ld.mvp.Pointer())
	gl.DrawElements(gl.TRIANGLES, ld.faceCount, gl.UNSIGNED_SHORT, 0)

	// cleanup
	gl.UseProgram(0)
	gl.BindVertexArray(0)
}
Beispiel #5
0
// Render implementation.
// FUTURE: all kinds of possible optimizations that would need to be
//         profiled before implementing.
//           • group by vao to avoid switching vao's.
//           • group by texture to avoid switching textures.
//           • use interleaved vertex data.
//           • uniform buffers http://www.opengl.org/wiki/Uniform_Buffer_Object.
//           • ... lots more possiblities... leave your fav here.
func (gc *opengl) Render(dr Draw) {
	d, ok := dr.(*draw)
	if !ok || d == nil {
		return
	}

	// switch state only if necessary.
	if gc.depthTest != d.depth {
		if d.depth {
			gl.Enable(gl.DEPTH_TEST)
		} else {
			gl.Disable(gl.DEPTH_TEST)
		}
		gc.depthTest = d.depth
	}

	// switch shaders only if necessary.
	if gc.shader != d.shader {
		gl.UseProgram(d.shader)
		gc.shader = d.shader
	}

	// Ask the model to bind its provisioned uniforms.
	// FUTURE: only need to bind uniforms that have changed.
	gc.bindUniforms(d)

	// bind the data buffers and render.
	gl.BindVertexArray(d.vao)
	switch d.mode {
	case LINES:
		gl.PolygonMode(gl.FRONT_AND_BACK, gl.LINE)
		gl.DrawElements(gl.LINES, d.numFaces, gl.UNSIGNED_SHORT, 0)
		gl.PolygonMode(gl.FRONT_AND_BACK, gl.FILL)
	case POINTS:
		gl.Enable(gl.PROGRAM_POINT_SIZE)
		gl.DrawArrays(gl.POINTS, 0, d.numVerts)
		gl.Disable(gl.PROGRAM_POINT_SIZE)
	case TRIANGLES:
		if len(d.texs) > 1 && d.texs[0].fn > 0 {
			// Multiple textures on one model specify which verticies they apply to.
			for _, tex := range d.texs {
				// Use the same texture unit and sampler. Just update which
				// image is being sampled.
				gl.BindTexture(gl.TEXTURE_2D, tex.tid)
				// fn is the number of triangles, 3 indicies per triangle.
				// f0 is the offset in triangles where each triangle has 3 indicies
				//    of 2 bytes (uShort) each.
				gl.DrawElements(gl.TRIANGLES, tex.fn*3, gl.UNSIGNED_SHORT, int64(3*2*tex.f0))
			}
		} else {
			// Single textures are handled with a standard bindUniforms
			gl.DrawElements(gl.TRIANGLES, d.numFaces, gl.UNSIGNED_SHORT, 0)
		}
	}
}
Beispiel #6
0
// initScene is one time initialization that creates a single VAO
func (tag *trtag) initScene() {
	tag.mvp64 = lin.NewM4()
	tag.persp = lin.NewM4().Persp(60, float64(600)/float64(600), 0.1, 50)
	tag.mvp = render.NewMvp()
	tag.initData()

	// Bind the OpenGL calls and dump some version info.
	gl.Init()
	fmt.Printf("%s %s", gl.GetString(gl.RENDERER), gl.GetString(gl.VERSION))
	fmt.Printf(" GLSL %s\n", gl.GetString(gl.SHADING_LANGUAGE_VERSION))

	// Gather the one scene into this one vertex array object.
	gl.GenVertexArrays(1, &tag.vao)
	gl.BindVertexArray(tag.vao)

	// create shaders
	tag.initShader()
	gl.UseProgram(tag.shaders)

	// vertex data.
	var vbuff uint32
	gl.GenBuffers(1, &vbuff)
	gl.BindBuffer(gl.ARRAY_BUFFER, vbuff)
	gl.BufferData(gl.ARRAY_BUFFER, int64(len(tag.verticies)*4), gl.Pointer(&(tag.verticies[0])), gl.STATIC_DRAW)
	vattr := uint32(gl.GetAttribLocation(tag.shaders, "in_v"))
	gl.EnableVertexAttribArray(vattr)
	gl.VertexAttribPointer(vattr, 3, gl.FLOAT, false, 0, 0)

	// colour data.
	var cbuff uint32
	gl.GenBuffers(1, &cbuff)
	gl.BindBuffer(gl.ARRAY_BUFFER, cbuff)
	gl.BufferData(gl.ARRAY_BUFFER, int64(len(tag.colour)*4), gl.Pointer(&(tag.colour[0])), gl.STATIC_DRAW)
	cattr := uint32(gl.GetAttribLocation(tag.shaders, "in_c"))
	gl.EnableVertexAttribArray(cattr)
	gl.VertexAttribPointer(cattr, 4, gl.FLOAT, false, 0, 0)

	// faces data.
	var ebuff uint32
	gl.GenBuffers(1, &ebuff)
	gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, ebuff)
	gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, int64(len(tag.faces)), gl.Pointer(&(tag.faces[0])), gl.STATIC_DRAW)

	// set some state that doesn't need to change during drawing.
	gl.ClearColor(0.0, 0.0, 0.0, 1.0)
	gl.Enable(gl.CULL_FACE)
	gl.CullFace(gl.BACK)
}