Exemple #1
0
func (scene *Floor) Draw(camera Camera) {
	shader, _ := scene.UseShader(nil)

	gl.Enable(gl.STENCIL_TEST)
	gl.StencilFunc(gl.ALWAYS, 1, 0xFF)
	gl.StencilOp(gl.KEEP, gl.KEEP, gl.REPLACE)
	gl.StencilMask(0xFF)
	gl.DepthMask(false)
	gl.Clear(gl.STENCIL_BUFFER_BIT)

	// Draw floor
	gl.Uniform3fv(shader.Uniform("material.ambient"), []float32{0.1, 0.1, 0.1})
	scene.Shape.Draw(shader, camera)

	// Draw reflections
	gl.StencilFunc(gl.EQUAL, 1, 0xFF)
	gl.StencilMask(0x00)
	gl.DepthMask(true)

	view := camera.View()
	gl.Uniform3fv(shader.Uniform("material.ambient"), []float32{0.3, 0.3, 0.3})
	for _, node := range scene.reflected {
		model := node.Transform(scene.transform)
		gl.UniformMatrix4fv(shader.Uniform("model"), model[:])

		normal := model.Mul4(view).Inv().Transpose()
		gl.UniformMatrix4fv(shader.Uniform("normalMatrix"), normal[:])

		node.Draw(camera)
	}

	gl.Disable(gl.STENCIL_TEST)
}
Exemple #2
0
func (shape *Skybox) Draw(camera Camera) {
	shader := shape.shader

	gl.DepthFunc(gl.LEQUAL)
	gl.DepthMask(false)

	projection, view := camera.Projection(), camera.View().Mat3().Mat4()
	gl.UniformMatrix4fv(shader.Uniform("projection"), projection[:])
	gl.UniformMatrix4fv(shader.Uniform("view"), view[:])

	gl.BindTexture(gl.TEXTURE_CUBE_MAP, shape.Texture)

	gl.BindBuffer(gl.ARRAY_BUFFER, shape.VBO)
	gl.EnableVertexAttribArray(shader.Attrib("vertCoord"))
	gl.VertexAttribPointer(shader.Attrib("vertCoord"), vertexDim, gl.FLOAT, false, shape.Stride(), 0)

	gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, shape.IBO)
	gl.DrawElements(gl.TRIANGLES, len(shape.indices), gl.UNSIGNED_BYTE, 0)
	gl.DisableVertexAttribArray(shader.Attrib("vertCoord"))

	gl.DepthMask(true)
	gl.DepthFunc(gl.LESS)
}