Example #1
0
func (t *Text) Draw() {
	if t.IsDebug {
		t.BoundingBox.Draw()
	}
	gl.UseProgram(t.font.program)

	gl.ActiveTexture(gl.TEXTURE0)
	gl.BindTexture(gl.TEXTURE_2D, t.font.textureID)

	// uniforms
	gl.Uniform1i(t.font.fragmentTextureUniform, 0)
	gl.Uniform4fv(t.font.colorUniform, 1, &t.color[0])
	gl.Uniform2fv(t.font.finalPositionUniform, 1, &t.finalPosition[0])
	gl.UniformMatrix4fv(t.font.orthographicMatrixUniform, 1, false, &t.font.OrthographicMatrix[0])
	gl.UniformMatrix4fv(t.font.scaleMatrixUniform, 1, false, &t.scaleMatrix[0])

	// draw
	drawCount := int32(t.RuneCount * 6)
	if drawCount > int32(t.eboIndexCount) {
		drawCount = int32(t.eboIndexCount)
	}
	if drawCount < 0 {
		drawCount = 0
	}
	gl.Enable(gl.BLEND)
	gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
	gl.BindVertexArray(t.vao)
	gl.DrawElements(gl.TRIANGLES, drawCount, gl.UNSIGNED_INT, nil)
	gl.BindVertexArray(0)
	gl.Disable(gl.BLEND)
}
Example #2
0
func (b *BoundingBox) Draw() {
	gl.UseProgram(b.program)

	// uniforms
	gl.Uniform2fv(b.finalPositionUniform, 1, &b.finalPosition[0])
	gl.UniformMatrix4fv(b.orthographicMatrixUniform, 1, false, &b.font.OrthographicMatrix[0])

	// draw
	gl.BindVertexArray(b.vao)
	gl.DrawElements(gl.TRIANGLES, int32(b.eboIndexCount), gl.UNSIGNED_INT, nil)
	gl.BindVertexArray(0)
}