// 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) } } }
// initScene is called once on startup to load the 3D data. func (ld *ldtag) initScene() { ld.persp = lin.NewM4() ld.mvp64 = lin.NewM4() ld.mvp = render.NewMvp() gl.Init() ldr := load.NewLoader() meshes, _ := ldr.Obj("monkey") mesh := meshes[0] ld.faceCount = int32(len(mesh.F)) // Gather the one scene into this one vertex array object. gl.GenVertexArrays(1, &ld.vao) gl.BindVertexArray(ld.vao) // vertex data. var vbuff uint32 gl.GenBuffers(1, &vbuff) gl.BindBuffer(gl.ARRAY_BUFFER, vbuff) gl.BufferData(gl.ARRAY_BUFFER, int64(len(mesh.V)*4), gl.Pointer(&(mesh.V[0])), gl.STATIC_DRAW) gl.VertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0) gl.EnableVertexAttribArray(0) // normal data. var nbuff uint32 gl.GenBuffers(1, &nbuff) gl.BindBuffer(gl.ARRAY_BUFFER, nbuff) gl.BufferData(gl.ARRAY_BUFFER, int64(len(mesh.N)*4), gl.Pointer(&(mesh.N[0])), gl.STATIC_DRAW) gl.VertexAttribPointer(1, 3, gl.FLOAT, false, 0, 0) gl.EnableVertexAttribArray(1) // faces data, uint32 in this case, so 4 bytes per element. var fbuff uint32 gl.GenBuffers(1, &fbuff) gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, fbuff) gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, int64(len(mesh.F)*2), gl.Pointer(&(mesh.F[0])), gl.STATIC_DRAW) ld.initShader() gl.ClearColor(0.2, 0.2, 0.2, 1.0) gl.Enable(gl.DEPTH_TEST) gl.Enable(gl.CULL_FACE) // set the initial perspetive matrix. ld.resize(0, 0, 800, 600) }
// Renderer implementation. func (gc *opengl) Enable(attribute uint32, enabled bool) { switch attribute { case CULL, DEPTH: if enabled { gl.Enable(attribute) } else { gl.Disable(attribute) } case BLEND: if enabled { gl.Enable(attribute) // Using non pre-multiplied alpha colour data so... gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) } else { gl.Disable(attribute) } } }
// 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) }