Beispiel #1
0
func (m *Map) Draw() {

	gl.PushMatrix()
	gl.PushAttrib(gl.CURRENT_BIT | gl.ENABLE_BIT | gl.LIGHTING_BIT | gl.POLYGON_BIT | gl.LINE_BIT)

	gl.EnableClientState(gl.VERTEX_ARRAY)
	gl.VertexPointer(3, gl.FLOAT, 0, m.vertices)

	gl.EnableClientState(gl.NORMAL_ARRAY)
	gl.NormalPointer(gl.FLOAT, 0, m.normals)

	// gl.EnableClientState(gl.TEXTURE_COORD_ARRAY)
	// gl.TexCoordPointer(2, gl.FLOAT, 0, m.texcoords)

	gl.EnableClientState(gl.COLOR_ARRAY)
	gl.ColorPointer(3, gl.FLOAT, 0, m.colors)

	// draw solids
	gl.Enable(gl.COLOR_MATERIAL)
	// gl.DrawArrays(gl.TRIANGLE_STRIP, 0, len(m.vertices)/3)

	gl.PolygonMode(gl.FRONT_AND_BACK, gl.LINE)
	gl.LineWidth(1.0)
	gl.Color4f(1, 1, 1, 1)
	gl.DrawArrays(gl.TRIANGLE_STRIP, 0, len(m.vertices)/3)

	gl.PopAttrib()
	gl.PopMatrix()

}
Beispiel #2
0
// Arrays mode uses vertex arrays which involves gl*Pointer calls and
// directly passing in the vertex data on every render pass. This is slower
// than using VBO's, because the data has to be uploaded to the GPU on every
// render pass, but it is useful for older systems where glBufferData is
// not available.
func (mb *MeshBuffer) renderArrays(mode gl.GLenum, m Mesh, pa, ca, na, ta, ia *Attr) {
	ps, pc := m[mbPositionKey][0], m[mbPositionKey][1]
	is, ic := m[mbIndexKey][0], m[mbIndexKey][1]
	cc := m[mbColorKey][1]
	nc := m[mbNormalKey][1]
	tc := m[mbTexCoordKey][1]

	gl.PushClientAttrib(gl.CLIENT_VERTEX_ARRAY_BIT)
	defer gl.PopClientAttrib()

	if pc > 0 {
		gl.EnableClientState(gl.VERTEX_ARRAY)
		defer gl.DisableClientState(gl.VERTEX_ARRAY)
		gl.VertexPointer(pa.size, pa.typ, 0, pa.ptr(0))
	}

	if cc > 0 {
		gl.EnableClientState(gl.COLOR_ARRAY)
		defer gl.DisableClientState(gl.COLOR_ARRAY)
		gl.ColorPointer(ca.size, ca.typ, 0, ca.ptr(0))
	}

	if nc > 0 {
		gl.EnableClientState(gl.NORMAL_ARRAY)
		defer gl.DisableClientState(gl.NORMAL_ARRAY)
		gl.NormalPointer(na.typ, 0, na.ptr(0))
	}

	if tc > 0 {
		gl.EnableClientState(gl.TEXTURE_COORD_ARRAY)
		defer gl.DisableClientState(gl.TEXTURE_COORD_ARRAY)
		gl.TexCoordPointer(ta.size, ta.typ, 0, ta.ptr(0))
	}

	if ic > 0 {
		gl.EnableClientState(gl.INDEX_ARRAY)
		defer gl.DisableClientState(gl.INDEX_ARRAY)
		gl.IndexPointer(ia.typ, 0, ia.ptr(0))
		gl.DrawElements(mode, ic, ia.typ, ia.ptr(is*ia.size))
	} else {
		gl.DrawArrays(mode, ps, pc)
	}
}
Beispiel #3
0
// renderBuffered uses VBO's. This is the preferred mode for systems
// where shader support is not present or deemed necessary.
func (mb *MeshBuffer) renderBuffered(mode gl.GLenum, m Mesh, pa, ca, na, ta, ia *Attr) {
	ps, pc := m[mbPositionKey][0], m[mbPositionKey][1]
	is, ic := m[mbIndexKey][0], m[mbIndexKey][1]
	cc := m[mbColorKey][1]
	nc := m[mbNormalKey][1]
	tc := m[mbTexCoordKey][1]

	if pc > 0 {
		gl.EnableClientState(gl.VERTEX_ARRAY)
		defer gl.DisableClientState(gl.VERTEX_ARRAY)

		pa.bind()
		if pa.Invalid() {
			pa.buffer()
		}
		gl.VertexPointer(pa.size, pa.typ, 0, uintptr(0))
		pa.unbind()
	}

	if cc > 0 {
		gl.EnableClientState(gl.COLOR_ARRAY)
		defer gl.DisableClientState(gl.COLOR_ARRAY)

		ca.bind()
		if ca.Invalid() {
			ca.buffer()
		}
		gl.ColorPointer(ca.size, ca.typ, 0, uintptr(0))
		ca.unbind()
	}

	if nc > 0 {
		gl.EnableClientState(gl.NORMAL_ARRAY)
		defer gl.DisableClientState(gl.NORMAL_ARRAY)

		na.bind()
		if na.Invalid() {
			na.buffer()
		}
		gl.NormalPointer(na.typ, 0, uintptr(0))
		na.unbind()
	}

	if tc > 0 {
		gl.EnableClientState(gl.TEXTURE_COORD_ARRAY)
		defer gl.DisableClientState(gl.TEXTURE_COORD_ARRAY)

		ta.bind()
		if ta.Invalid() {
			ta.buffer()
		}
		gl.TexCoordPointer(ta.size, ta.typ, 0, uintptr(0))
		ta.unbind()
	}

	if ic > 0 {
		ia.bind()

		if ia.Invalid() {
			ia.buffer()
		}

		gl.PushClientAttrib(gl.CLIENT_VERTEX_ARRAY_BIT)
		gl.DrawElements(mode, ic, ia.typ, uintptr(is*ia.stride))
		gl.PopClientAttrib()
		ia.unbind()
	} else {
		pa.bind()
		gl.PushClientAttrib(gl.CLIENT_VERTEX_ARRAY_BIT)
		gl.DrawArrays(mode, ps, pc)
		gl.PopClientAttrib()
		pa.unbind()
	}
}