// // Draw Loop Function // This function gets called on every update. // func drawLoop(glw *wrapper.Glw) { // Sets the Clear Color (Background Color) gl.ClearColor(0.0, 0.0, 0.0, 1.0) // Clears the Window gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) // Enables Depth gl.Enable(gl.DEPTH_TEST) // Sets the Shader program to Use gl.UseProgram(shaderProgram) // Define the model transformations for the cube cube.ResetModel() cube.Translate(x+0.5, y, z) cube.Scale(scale, scale, scale) //scale equally in all axis cube.Rotate(-angle_x, mgl32.Vec3{1, 0, 0}) //rotating in clockwise direction around x-axis cube.Rotate(-angle_y, mgl32.Vec3{0, 1, 0}) //rotating in clockwise direction around y-axis cube.Rotate(-angle_z, mgl32.Vec3{0, 0, 1}) //rotating in clockwise direction around z-axis // Define the model transformations for our sphere sphere.ResetModel() sphere.Translate(-x-0.5, 0, 0) sphere.Scale(scale/3.0, scale/3.0, scale/3.0) //scale equally in all axis sphere.Rotate(-angle_x, mgl32.Vec3{1, 0, 0}) //rotating in clockwise direction around x-axis sphere.Rotate(-angle_y, mgl32.Vec3{0, 1, 0}) //rotating in clockwise direction around y-axis sphere.Rotate(-angle_z, mgl32.Vec3{0, 0, 1}) //rotating in clockwise direction around z-axis // Projection matrix : 45° Field of View, 4:3 ratio, display range : 0.1 unit <-> 100 units var Projection mgl32.Mat4 = mgl32.Perspective(30.0, aspect_ratio, 0.1, 100.0) // Camera matrix var View mgl32.Mat4 = mgl32.LookAtV( mgl32.Vec3{0, 0, 4}, // Camera is at (0,0,4), in World Space mgl32.Vec3{0, 0, 0}, // and looks at the origin mgl32.Vec3{0, 1, 0}, // Head is up (set to 0,-1,0 to look upside-down) ) // Send our uniforms variables to the currently bound shader, gl.Uniform1ui(colourmodeUniform, uint32(colourmode)) gl.UniformMatrix4fv(viewUniform, 1, false, &View[0]) gl.UniformMatrix4fv(projectionUniform, 1, false, &Projection[0]) // Draws the Cube gl.UniformMatrix4fv(modelUniform, 1, false, &cube.Model[0]) cube.Draw() // Draw our sphere gl.UniformMatrix4fv(modelUniform, 1, false, &sphere.Model[0]) sphere.DrawSphere() gl.DisableVertexAttribArray(0) gl.UseProgram(0) /* Modify our animation variables */ angle_x += angle_inc_x angle_y += angle_inc_y angle_z += angle_inc_z }
func (shaderManager *ShaderManager) SetUniform1ui(shaderName, uniformName string, value uint32) { gl.Uniform1ui(shaderManager.GetUniform(shaderName, uniformName), value) }