Example #1
0
// drawScene renders the 3D models consisting of one VAO
func (tag *trtag) drawScene() {
	gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
	tag.checkError("gl.Clear")
	gl.UseProgram(tag.shaders)
	tag.checkError("gl.UseProgram")
	gl.BindVertexArray(tag.vao)
	tag.checkError("gl.BindVertexArray")

	// Use a modelview matrix and quaternion to rotate the 3D object.
	tag.mvp64.SetQ(lin.NewQ().SetAa(0, 1, 0, lin.Rad(-tag.rotateAngle)))
	tag.mvp64.TranslateMT(0, 0, -4)
	tag.mvp64.Mult(tag.mvp64, tag.persp)
	tag.mvp32 = renderMatrix(tag.mvp64, tag.mvp32)
	gl.UniformMatrix4fv(tag.mvpRef, 1, false, tag.mvp32.Pointer())
	if err := gl.GetError(); err != 0 {
		fmt.Printf("gl.UniformMatrix error %d\n", err)
	}
	gl.DrawElements(gl.TRIANGLES, int32(len(tag.faces)), gl.UNSIGNED_BYTE, gl.Pointer(nil))
	if err := gl.GetError(); err != 0 {
		fmt.Printf("gl.DrawElements error %d\n", err)
	}

	// cleanup
	gl.UseProgram(0)
	tag.checkError("gl.UseProgram-0")
	gl.BindVertexArray(0)
	tag.checkError("gl.BindVertexArray-0")

	// rotate based on time... not on how fast the computer runs.
	if time.Now().Sub(tag.lastTime).Seconds() > 0.01 {
		tag.rotateAngle += 1
		tag.lastTime = time.Now()
	}
}
Example #2
0
// drawScene renders the shader-only scene.
func (sf *sftag) drawScene() {
	gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
	gl.UseProgram(sf.shaders)
	gl.BindVertexArray(sf.vao)
	timeSinceStart := time.Since(sf.sTime).Seconds()
	gl.Uniform1f(sf.gTime, float32(timeSinceStart))
	gl.Uniform2f(sf.sizes, 500, 500)
	sf.mvp32 = renderMatrix(sf.ortho, sf.mvp32)
	gl.UniformMatrix4fv(sf.mvpref, 1, false, sf.mvp32.Pointer())
	gl.DrawElements(gl.TRIANGLES, int32(len(sf.faces)), gl.UNSIGNED_BYTE, gl.Pointer(nil))

	// cleanup
	gl.UseProgram(0)
	gl.BindVertexArray(0)
}
Example #3
0
// drawScene renders the scene consisting of one VAO.
func (tb *tbtag) drawScene() {
	gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
	gl.UseProgram(tb.shaders)
	gl.Uniform1i(tb.sampler, 0)
	gl.ActiveTexture(gl.TEXTURE0 + 0)
	gl.BindTexture(gl.TEXTURE_2D, tb.texture.Tid)
	gl.BindVertexArray(tb.vao)
	tb.mvp32 = renderMatrix(tb.ortho, tb.mvp32)
	gl.UniformMatrix4fv(tb.mvpref, 1, false, tb.mvp32.Pointer())
	gl.DrawElements(gl.TRIANGLES, int32(len(tb.faces)), gl.UNSIGNED_BYTE, gl.Pointer(nil))

	// cleanup
	gl.ActiveTexture(0)
	gl.UseProgram(0)
	gl.BindVertexArray(0)
}
Example #4
0
// render draws the scene consisting of one VAO
func (ld *ldtag) render() {
	gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
	gl.UseProgram(ld.shaders)
	gl.BindVertexArray(ld.vao)

	// use a model-view-projection matrix
	ld.mvp64.Set(lin.M4I).ScaleSM(0.5, 0.5, 0.5).TranslateMT(0, 0, -2)
	ld.mvp64.Mult(ld.mvp64, ld.persp)
	v3 := renderMatrix(ld.mvp64, ld.mvp32)
	gl.UniformMatrix4fv(ld.mvpref, 1, false, v3.Pointer())
	gl.CullFace(gl.BACK)
	gl.DrawElements(gl.TRIANGLES, ld.faceCount, gl.UNSIGNED_SHORT, gl.Pointer(nil))

	// cleanup
	gl.UseProgram(0)
	gl.BindVertexArray(0)
}
Example #5
0
// bindUniforms wraps all the various glUniform calls as a single method.
// It expects the variable parameter list to match the given type.
func (gc *opengl) bindUniforms(uniform int32, utype int, udata ...interface{}) {
	switch utype {
	case i1:
		i1 := udata[0].(int32)
		gl.Uniform1i(uniform, i1)
	case f1:
		f1 := udata[0].(float32)
		gl.Uniform1f(uniform, f1)
	case f2:
		f1 := udata[0].(float32)
		f2 := udata[1].(float32)
		gl.Uniform2f(uniform, f1, f2)
	case f3:
		f1 := udata[0].(float32)
		f2 := udata[1].(float32)
		f3 := udata[2].(float32)
		gl.Uniform3f(uniform, f1, f2, f3)
	case f4:
		f1 := udata[0].(float32)
		f2 := udata[1].(float32)
		f3 := udata[2].(float32)
		f4 := udata[3].(float32)
		gl.Uniform4f(uniform, f1, f2, f3, f4)
	case vf1:
		count := udata[0].(int32)
		vptr := udata[1].(*float32)
		gl.Uniform1fv(uniform, count, vptr)
	case vf2:
		count := udata[0].(int32)
		vptr := udata[1].(*float32)
		gl.Uniform2fv(uniform, count, vptr)
	case vi1:
		count := udata[0].(int32)
		vptr := udata[1].(*int32)
		gl.Uniform1iv(uniform, count, vptr)
	case m3:
		mptr := udata[0].(*float32)
		gl.UniformMatrix3fv(uniform, 1, false, mptr)
	case m4:
		mptr := udata[0].(*float32)
		gl.UniformMatrix4fv(uniform, 1, false, mptr)
	}
}