Example #1
0
func setupUniforms(shader *renderer.Shader) {
	for name, uniform := range shader.Uniforms {
		uniformLocation := gl.GetUniformLocation(shader.Program, gl.Str(name+"\x00"))
		switch t := uniform.(type) {
		case bool:
			if t {
				gl.Uniform1i(uniformLocation, 1)
			} else {
				gl.Uniform1i(uniformLocation, 0)
			}
		case float32:
			gl.Uniform1f(uniformLocation, t)
		case float64:
			gl.Uniform1f(uniformLocation, float32(t))
		case int32:
			gl.Uniform1i(uniformLocation, t)
		case int:
			gl.Uniform1i(uniformLocation, int32(t))
		case mgl32.Vec2:
			gl.Uniform2f(uniformLocation, t[0], t[1])
		case mgl32.Vec3:
			gl.Uniform3f(uniformLocation, t[0], t[1], t[2])
		case mgl32.Vec4:
			gl.Uniform4f(uniformLocation, t[0], t[1], t[2], t[3])
		case mgl32.Mat4:
			gl.UniformMatrix4fv(uniformLocation, 1, false, &t[0])
		case []float32:
			gl.Uniform4fv(uniformLocation, (int32)(len(t)), &t[0])
		case []int32:
			gl.Uniform4iv(uniformLocation, (int32)(len(t)), &t[0])
		default:
			fmt.Printf("unexpected type for shader uniform: %T\n", t)
		}
	}
}
Example #2
0
func programLoop(window *win.Window) error {

	// the linked shader program determines how the data will be rendered
	vertShader, err := gfx.NewShaderFromFile("shaders/phong.vert", gl.VERTEX_SHADER)
	if err != nil {
		return err
	}

	fragShader, err := gfx.NewShaderFromFile("shaders/phong.frag", gl.FRAGMENT_SHADER)
	if err != nil {
		return err
	}

	program, err := gfx.NewProgram(vertShader, fragShader)
	if err != nil {
		return err
	}
	defer program.Delete()

	lightFragShader, err := gfx.NewShaderFromFile("shaders/light.frag", gl.FRAGMENT_SHADER)
	if err != nil {
		return err
	}

	// special shader program so that lights themselves are not affected by lighting
	lightProgram, err := gfx.NewProgram(vertShader, lightFragShader)
	if err != nil {
		return err
	}

	VAO := createVAO(cubeVertices, nil)
	lightVAO := createVAO(cubeVertices, nil)

	// ensure that triangles that are "behind" others do not draw over top of them
	gl.Enable(gl.DEPTH_TEST)

	camera := cam.NewFpsCamera(mgl32.Vec3{0, 0, 3}, mgl32.Vec3{0, 1, 0}, -90, 0, window.InputManager())

	for !window.ShouldClose() {

		// swaps in last buffer, polls for window events, and generally sets up for a new render frame
		window.StartFrame()

		// update camera position and direction from input evevnts
		camera.Update(window.SinceLastFrame())

		// background color
		gl.ClearColor(0, 0, 0, 1.0)
		gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) // depth buffer needed for DEPTH_TEST

		// cube rotation matrices
		rotateX := (mgl32.Rotate3DX(mgl32.DegToRad(-45 * float32(glfw.GetTime()))))
		rotateY := (mgl32.Rotate3DY(mgl32.DegToRad(-45 * float32(glfw.GetTime()))))
		rotateZ := (mgl32.Rotate3DZ(mgl32.DegToRad(-45 * float32(glfw.GetTime()))))

		// creates perspective
		fov := float32(60.0)
		projectTransform := mgl32.Perspective(mgl32.DegToRad(fov),
			float32(window.Width())/float32(window.Height()),
			0.1,
			100.0)

		camTransform := camera.GetTransform()
		lightPos := mgl32.Vec3{0.6, 1, 0.1}
		lightTransform := mgl32.Translate3D(lightPos.X(), lightPos.Y(), lightPos.Z()).Mul4(
			mgl32.Scale3D(0.2, 0.2, 0.2))

		program.Use()
		gl.UniformMatrix4fv(program.GetUniformLocation("view"), 1, false, &camTransform[0])
		gl.UniformMatrix4fv(program.GetUniformLocation("project"), 1, false,
			&projectTransform[0])

		gl.BindVertexArray(VAO)

		// draw each cube after all coordinate system transforms are bound

		// obj is colored, light is white
		gl.Uniform3f(program.GetUniformLocation("material.ambient"), 1.0, 0.5, 0.31)
		gl.Uniform3f(program.GetUniformLocation("material.diffuse"), 1.0, 0.5, 0.31)
		gl.Uniform3f(program.GetUniformLocation("material.specular"), 0.5, 0.5, 0.5)
		gl.Uniform1f(program.GetUniformLocation("material.shininess"), 32.0)

		lightColor := mgl32.Vec3{
			float32(math.Sin(glfw.GetTime() * 1)),
			float32(math.Sin(glfw.GetTime() * 0.35)),
			float32(math.Sin(glfw.GetTime() * 0.65)),
		}

		diffuseColor := mgl32.Vec3{
			0.5 * lightColor[0],
			0.5 * lightColor[1],
			0.5 * lightColor[2],
		}
		ambientColor := mgl32.Vec3{
			0.2 * lightColor[0],
			0.2 * lightColor[1],
			0.2 * lightColor[2],
		}

		gl.Uniform3f(program.GetUniformLocation("light.ambient"),
			ambientColor[0], ambientColor[1], ambientColor[2])
		gl.Uniform3f(program.GetUniformLocation("light.diffuse"),
			diffuseColor[0], diffuseColor[1], diffuseColor[2])
		gl.Uniform3f(program.GetUniformLocation("light.specular"), 1.0, 1.0, 1.0)
		gl.Uniform3f(program.GetUniformLocation("light.position"), lightPos.X(), lightPos.Y(), lightPos.Z())

		for _, pos := range cubePositions {

			// turn the cubes into rectangular prisms for more fun
			worldTranslate := mgl32.Translate3D(pos[0], pos[1], pos[2])
			worldTransform := worldTranslate.Mul4(
				rotateX.Mul3(rotateY).Mul3(rotateZ).Mat4(),
			)

			gl.UniformMatrix4fv(program.GetUniformLocation("model"), 1, false,
				&worldTransform[0])

			gl.DrawArrays(gl.TRIANGLES, 0, 36)
		}
		gl.BindVertexArray(0)

		// Draw the light obj after the other boxes using its separate shader program
		// this means that we must re-bind any uniforms
		lightProgram.Use()
		gl.BindVertexArray(lightVAO)
		gl.UniformMatrix4fv(lightProgram.GetUniformLocation("model"), 1, false, &lightTransform[0])
		gl.UniformMatrix4fv(lightProgram.GetUniformLocation("view"), 1, false, &camTransform[0])
		gl.UniformMatrix4fv(lightProgram.GetUniformLocation("project"), 1, false, &projectTransform[0])
		gl.DrawArrays(gl.TRIANGLES, 0, 36)

		gl.BindVertexArray(0)

		// end of draw loop
	}

	return nil
}