Example #1
0
func (node *Node) Draw(renderer Renderer, transform mgl32.Mat4) {
	node.load(renderer)
	tx := transform.Mul4(node.Transform)
	for _, child := range node.children {
		node.DrawChild(renderer, tx, child)
	}
	node.cleanupDeleted(renderer)
}
Example #2
0
func (i *Instance) GetModel() mgl32.Mat4 {
	if i.dirty {
		var model mgl32.Mat4
		model = mgl32.Translate3D(
			i.position.X(),
			i.position.Y(),
			i.position.Z(),
		)
		model = model.Mul4(mgl32.HomogRotate3DZ(mgl32.DegToRad(i.rotation)))
		model = model.Mul4(mgl32.Scale3D(i.scale.X(), i.scale.Y(), i.scale.Z()))
		i.model = model
		i.dirty = false
	}
	return i.model
}
Example #3
0
// MultiMul multiplies every non-nil Mat4 reference and returns the result. If
// none are given, then it returns the identity matrix.
func MultiMul(matrices ...*mgl.Mat4) mgl.Mat4 {
	var r mgl.Mat4
	ok := false
	for _, m := range matrices {
		if m == nil {
			continue
		}
		if !ok {
			r = *m
			ok = true
			continue
		}
		r = r.Mul4(*m)
	}
	if ok {
		return r
	}
	return mgl.Ident4()
}
Example #4
0
// Left multiplies the current top of the matrix by the
// argument.
func (ms *MatStack) LeftMul(m mgl32.Mat4) {
	(*ms)[len(*ms)-1] = m.Mul4((*ms)[len(*ms)-1])
}
Example #5
0
func (r *Renderable) Draw(perspective mgl.Mat4, view mgl.Mat4) {
	gl.UseProgram(r.Shader)
	gl.BindVertexArray(r.Vao)

	model := r.GetTransformMat4()

	var mvp mgl.Mat4
	shaderMvp := getUniformLocation(r.Shader, "MVP_MATRIX")
	if shaderMvp >= 0 {
		mvp = perspective.Mul4(view).Mul4(model)
		gl.UniformMatrix4fv(shaderMvp, 1, false, &mvp[0])
	}

	shaderMv := getUniformLocation(r.Shader, "MV_MATRIX")
	if shaderMv >= 0 {
		mv := view.Mul4(model)
		gl.UniformMatrix4fv(shaderMv, 1, false, &mv[0])
	}

	shaderTex0 := getUniformLocation(r.Shader, "DIFFUSE_TEX")
	if shaderTex0 >= 0 {
		gl.ActiveTexture(gl.TEXTURE0)
		gl.BindTexture(gl.TEXTURE_2D, r.Tex0)
		gl.Uniform1i(shaderTex0, 0)
	}

	shaderColor := getUniformLocation(r.Shader, "MATERIAL_DIFFUSE")
	if shaderColor >= 0 {
		gl.Uniform4f(shaderColor, r.Color[0], r.Color[1], r.Color[2], r.Color[3])
	}

	shaderTex1 := getUniformLocation(r.Shader, "MATERIAL_TEX_0")
	if shaderTex1 >= 0 {
		gl.ActiveTexture(gl.TEXTURE0)
		gl.BindTexture(gl.TEXTURE_2D, r.Tex0)
		gl.Uniform1i(shaderTex1, 0)
	}

	shaderCameraWorldPos := getUniformLocation(r.Shader, "CAMERA_WORLD_POSITION")
	if shaderCameraWorldPos >= 0 {
		gl.Uniform3f(shaderCameraWorldPos, -view[12], -view[13], -view[14])
	}

	shaderPosition := getAttribLocation(r.Shader, "VERTEX_POSITION")
	if shaderPosition >= 0 {
		gl.BindBuffer(gl.ARRAY_BUFFER, r.VertVBO)
		gl.EnableVertexAttribArray(uint32(shaderPosition))
		gl.VertexAttribPointer(uint32(shaderPosition), 3, gl.FLOAT, false, 0, gl.PtrOffset(0))
	}

	shaderNormal := getAttribLocation(r.Shader, "VERTEX_NORMAL")
	if shaderNormal >= 0 {
		gl.BindBuffer(gl.ARRAY_BUFFER, r.NormsVBO)
		gl.EnableVertexAttribArray(uint32(shaderNormal))
		gl.VertexAttribPointer(uint32(shaderNormal), 3, gl.FLOAT, false, 0, gl.PtrOffset(0))
	}

	shaderVertUv := getAttribLocation(r.Shader, "VERTEX_UV_0")
	if shaderVertUv >= 0 {
		gl.BindBuffer(gl.ARRAY_BUFFER, r.UvVBO)
		gl.EnableVertexAttribArray(uint32(shaderVertUv))
		gl.VertexAttribPointer(uint32(shaderVertUv), 2, gl.FLOAT, false, 0, gl.PtrOffset(0))
	}

	gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, r.ElementsVBO)
	gl.DrawElements(gl.TRIANGLES, int32(r.FaceCount*3), gl.UNSIGNED_INT, gl.PtrOffset(0))
	gl.BindVertexArray(0)
}
Example #6
0
func (node *Node) Optimize(geometry *Geometry, transform mgl32.Mat4) {
	newTransform := transform.Mul4(node.Transform)
	for _, child := range node.children {
		child.Optimize(geometry, newTransform)
	}
}