/
gl-geometry.go
77 lines (68 loc) · 1.63 KB
/
gl-geometry.go
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
package main
import (
gl "github.com/chsc/gogl/gl21"
)
type VertexBufferRenderStep struct {
Mode gl.Enum
Indices []gl.Int
}
type VertexBuffer struct {
VertexData []gl.Double
ColorData []gl.Double
TexCoordData []gl.Double
RenderSteps []VertexBufferRenderStep
}
func (vb *VertexBuffer) InitVertexData(
points []Point3,
colors []Color,
texCoords [][2]float64) {
vb.VertexData = make([]gl.Double, len(points)*3)
for i := range points {
vb.VertexData[3*i+0] = gl.Double(points[i].X)
vb.VertexData[3*i+1] = gl.Double(points[i].Y)
vb.VertexData[3*i+2] = gl.Double(points[i].Z)
}
vb.ColorData = make([]gl.Double, len(colors)*4)
for i := range colors {
vb.ColorData[4*i+0] = gl.Double(colors[i].R)
vb.ColorData[4*i+1] = gl.Double(colors[i].G)
vb.ColorData[4*i+2] = gl.Double(colors[i].B)
vb.ColorData[4*i+3] = gl.Double(colors[i].A)
}
vb.TexCoordData = make([]gl.Double, len(texCoords)*2)
for i := range texCoords {
vb.TexCoordData[2*i+0] = gl.Double(texCoords[i][0])
vb.TexCoordData[2*i+1] = gl.Double(texCoords[i][1])
}
}
func (vb *VertexBuffer) Render(position Point3) {
gl.PushMatrix()
gl.Translated(
gl.Double(position.X),
gl.Double(position.Y),
gl.Double(position.Z))
gl.VertexPointer(
gl.Int(3),
gl.DOUBLE,
0,
gl.Pointer(&vb.VertexData[0]))
gl.ColorPointer(
gl.Int(4),
gl.DOUBLE,
0,
gl.Pointer(&vb.ColorData[0]))
gl.TexCoordPointer(
gl.Int(2),
gl.DOUBLE,
0,
gl.Pointer(&vb.TexCoordData[0]))
for i := range vb.RenderSteps {
rs := &vb.RenderSteps[i]
gl.DrawElements(
rs.Mode,
gl.Sizei(len(rs.Indices)),
gl.UNSIGNED_INT,
gl.Pointer(&rs.Indices[0]))
}
gl.PopMatrix()
}