func getLookAtMatrix() gls.Mat4 { lookDir := latpt.Copy() lookDir.Minus(getCamPos()) lookDir.Normalize() updir.Normalize() rightDir := gls.Cross(lookDir, updir) rightDir.Normalize() perpUpDir := gls.Cross(rightDir, lookDir) rotMat := gls.Identity() rotMat.SetCol(0, gls.NewVec4(rightDir, 0)) rotMat.SetCol(1, gls.NewVec4(perpUpDir, 0)) rotMat.SetCol(2, gls.NewVec4(lookDir.Neg(), 0)) /*log.Println("updir: ", updir) log.Println("rightdir: ", rightDir) log.Println("perpupdir: ",perpUpDir) log.Println("lookdir: ", lookDir) log.Println(rotMat) */ rotMat.Transpose() //log.Println(rotMat) transMat := gls.Identity() camPos := getCamPos() transMat.SetCol(3, gls.NewVec4(camPos.Neg(), 1)) //log.Println(transMat) if true { return rotMat.Times(transMat) } //transMat = gls.Identity() return transMat }
func display() { gl.ClearColor(0.19, 0.19, 0.21, 0) gl.ClearDepth(1) gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) gl.UseProgram(theProgram) // Temporarily set the cam t clip id := gls.Identity() trans := getLookAtMatrix() // log.Println(trans) gls.UniformMatrix4fv(wtcm_unif, 1, false, trans) gls.UniformMatrix4fv(mtwm_unif, 1, false, id) // And here we do the actual rendering // Generate a name for vufferobj and store it gl.GenBuffers(1, &positionBufferObject) // Bind it to a target gl.BindBuffer(gl.ARRAY_BUFFER, positionBufferObject) // Conver all nodes to a long array of vertexes! i := 0 // TODO: Fix this, based on 4 per eleemnts vpos := make([]float32, len(elements)*4*4) elms := make(map[uint32]mS, len(elements)) // Note that the order here is undefined! ii := 0 for k, v := range elements { elms[k] = mS{ii, len(v.Nodes())} for _, vv := range v.Nodes() { ii++ vpos[i] = float32(nodes[vv][0]) i++ vpos[i] = float32(nodes[vv][1]) i++ vpos[i] = float32(nodes[vv][2]) i++ vpos[i] = 1.0 i++ } } /* for _, v := range nodes { vpos[i] = float32(v[0]) i++ vpos[i] = float32(v[1]) i++ vpos[i] = float32(v[2]) i++ } */ gl.BufferData(gl.ARRAY_BUFFER, gl.Sizeiptr(32/8*len(vpos)), (gl.Pointer)(&vpos[0]), gl.STATIC_DRAW) gl.BindBuffer(gl.ARRAY_BUFFER, 0) gl.BindBuffer(gl.ARRAY_BUFFER, positionBufferObject) gl.EnableVertexAttribArray(0) gl.VertexAttribPointer(0, 4, gl.FLOAT, gl.FALSE, 0, (gl.Pointer)(nil)) /* for _,v := range elms { } */ for _, v := range elms { gl.DrawArrays(gl.LINE_LOOP, gl.Int(v.Start), gl.Sizei(v.Length)) } // Draw Coordinate acis /*for i := 9; i < 9+2*5; i += 2 { gl.DrawArrays(gl.LINE_STRIP, gl.Int(i), 2) }*/ }