func (s *Sprite) Draw() { gg.UseProgram(s.program) vattrib, err := gg.GetAttribLocation(s.program, "vertex_position") if err != nil { log.Fatal(err) } gg.EnableVertexAttribArray(vattrib) gg.BindBuffer(gg.ARRAY_BUFFER, s.pvbo) gg.VertexAttribPointer(vattrib, 3, gg.FLOAT, false, 0, 0) tattrib, err := gg.GetAttribLocation(s.program, "vertex_texture") if err != nil { log.Fatal(err) } gg.EnableVertexAttribArray(tattrib) gg.BindBuffer(gg.ARRAY_BUFFER, s.tvbo) gg.VertexAttribPointer(tattrib, 2, gg.FLOAT, false, 0, 0) gg.ActiveTexture(gg.TEXTURE0) gg.BindTexture(gg.TEXTURE_2D, s.tex) texUniform, err := gg.GetUniformLocation(s.program, "tex_loc") if err != nil { log.Fatal(err) } gg.Uniform1i(texUniform, 0) gg.DrawArrays(gg.TRIANGLE_FAN, 0, 4) }
func (s *Sprite) Draw() error { gg.UseProgram(s.program) model := s.transform() modelUniform, err := gg.GetUniformLocation(s.program, "model") if err != nil { return err } gg.UniformMatrix4fv(modelUniform, model[:]) gg.ActiveTexture(gg.TEXTURE0) gg.BindTexture(gg.TEXTURE_2D, s.tex) textureUniform, err := gg.GetUniformLocation(s.program, "tex_loc") if err != nil { return err } gg.Uniform1i(textureUniform, 0) vattrib, err := gg.GetAttribLocation(s.program, "vertex_position") if err != nil { return err } gg.EnableVertexAttribArray(vattrib) gg.BindBuffer(gg.ARRAY_BUFFER, s.pbuf) gg.VertexAttribPointer(vattrib, 3, gg.FLOAT, false, 0, 0) tattrib, err := gg.GetAttribLocation(s.program, "vertex_texture") if err != nil { return err } gg.EnableVertexAttribArray(tattrib) gg.BindBuffer(gg.ARRAY_BUFFER, s.tbuf) gg.VertexAttribPointer(tattrib, 2, gg.FLOAT, false, 0, 0) gg.DrawArrays(gg.TRIANGLE_FAN, 0, 4) return nil }
func (t *Triangle) Draw() { gg.UseProgram(t.program) colorUniform, err := gg.GetUniformLocation(t.program, "color") if err != nil { log.Fatal(err) } gg.Uniform4f(colorUniform, 1.0, 0.0, 1.0, 1.0) vattrib, err := gg.GetAttribLocation(t.program, "vertex_position") if err != nil { log.Fatal(err) } gg.EnableVertexAttribArray(vattrib) gg.BindBuffer(gg.ARRAY_BUFFER, t.vbo) gg.VertexAttribPointer(vattrib, 3, gg.FLOAT, false, 0, 0) gg.DrawArrays(gg.TRIANGLE_FAN, 0, 3) }