Exemple #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()
	}
}
Exemple #2
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// Implements Renderer interface.
func (gc *opengl) Render(v *Vis) {
	if v.Mesh != nil && v.Shader != nil {
		gl.BindVertexArray(v.Mesh.Vao)
		gl.UseProgram(v.Shader.Program)
		gc.bindShaderUniforms(v)
		gl.DrawElements(gl.TRIANGLES, int32(len(v.Mesh.F)), gl.UNSIGNED_SHORT, gl.Pointer(nil))

		// cleanup.
		gl.ActiveTexture(gl.TEXTURE0)
		gl.UseProgram(0)
		gl.BindVertexArray(0)
	}
}
Exemple #3
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// 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)
}
Exemple #4
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// 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)
}
Exemple #5
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// 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)
}
Exemple #6
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// initScene is one time initialization that creates a single VAO
func (tag *trtag) initScene() {
	tag.mvp64 = lin.NewM4()
	tag.mvp32 = &render.M4{}
	tag.persp = lin.NewPersp(60, float64(600)/float64(600), 0.1, 50)
	tag.initData()

	// Bind the OpenGL calls and dump some version info.
	gl.Init()
	fmt.Printf("%s %s", gl.GetString(gl.RENDERER), gl.GetString(gl.VERSION))
	fmt.Printf(" GLSL %s\n", gl.GetString(gl.SHADING_LANGUAGE_VERSION))

	// Gather the one scene into this one vertex array object.
	gl.GenVertexArrays(1, &tag.vao)
	gl.BindVertexArray(tag.vao)

	// create shaders
	tag.initShader()
	gl.UseProgram(tag.shaders)

	// vertex data.
	var vbuff uint32
	gl.GenBuffers(1, &vbuff)
	gl.BindBuffer(gl.ARRAY_BUFFER, vbuff)
	gl.BufferData(gl.ARRAY_BUFFER, int64(len(tag.points)*4), gl.Pointer(&(tag.points[0])), gl.STATIC_DRAW)
	vattr := uint32(gl.GetAttribLocation(tag.shaders, "in_Position"))
	gl.EnableVertexAttribArray(vattr)
	gl.VertexAttribPointer(vattr, 4, gl.FLOAT, false, 0, 0)

	// colour data.
	var cbuff uint32
	gl.GenBuffers(1, &cbuff)
	gl.BindBuffer(gl.ARRAY_BUFFER, cbuff)
	gl.BufferData(gl.ARRAY_BUFFER, int64(len(tag.colour)*4), gl.Pointer(&(tag.colour[0])), gl.STATIC_DRAW)
	cattr := uint32(gl.GetAttribLocation(tag.shaders, "in_Color"))
	gl.EnableVertexAttribArray(cattr)
	gl.VertexAttribPointer(cattr, 4, gl.FLOAT, false, 0, 0)

	// faces data.
	var ebuff uint32
	gl.GenBuffers(1, &ebuff)
	gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, ebuff)
	gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, int64(len(tag.faces)), gl.Pointer(&(tag.faces[0])), gl.STATIC_DRAW)

	// set some state that doesn't need to change during drawing.
	gl.ClearColor(0.0, 0.0, 0.0, 1.0)
	gl.Enable(gl.DEPTH_TEST)
	gl.Enable(gl.CULL_FACE)
	gl.CullFace(gl.BACK)
}
Exemple #7
0
// Implements Renderer interface.
func (gc *opengl) BindModel(mesh *data.Mesh) (err error) {
	if glerr := gl.GetError(); glerr != gl.NO_ERROR {
		log.Printf("opengl:bindModel need to find and fix prior error %X", glerr)
	}

	// Gather the one scene into this one vertex array object.
	gl.GenVertexArrays(1, &(mesh.Vao))
	gl.BindVertexArray(mesh.Vao)

	// vertex data.
	var vbuff uint32
	gl.GenBuffers(1, &vbuff)
	gl.BindBuffer(gl.ARRAY_BUFFER, vbuff)
	gl.BufferData(gl.ARRAY_BUFFER, int64(len(mesh.V)*4), gl.Pointer(&(mesh.V[0])), gl.STATIC_DRAW)
	var vattr uint32 = 0
	gl.VertexAttribPointer(vattr, 4, gl.FLOAT, false, 0, 0)
	gl.EnableVertexAttribArray(vattr)

	// normal data.
	var nbuff uint32
	gl.GenBuffers(1, &nbuff)
	gl.BindBuffer(gl.ARRAY_BUFFER, nbuff)
	gl.BufferData(gl.ARRAY_BUFFER, int64(len(mesh.N)*4), gl.Pointer(&(mesh.N[0])), gl.STATIC_DRAW)
	var nattr uint32 = 1
	gl.VertexAttribPointer(nattr, 3, gl.FLOAT, false, 0, 0)
	gl.EnableVertexAttribArray(nattr)

	// texture coordatinate, 2 float32's
	if len(mesh.T) > 0 {
		var tbuff uint32
		gl.GenBuffers(1, &tbuff)
		gl.BindBuffer(gl.ARRAY_BUFFER, tbuff)
		gl.BufferData(gl.ARRAY_BUFFER, int64(len(mesh.T)*4), gl.Pointer(&(mesh.T[0])), gl.STATIC_DRAW)
		var tattr uint32 = 2
		gl.VertexAttribPointer(tattr, 2, gl.FLOAT, false, 0, 0)
		gl.EnableVertexAttribArray(tattr)
	}

	// faces data, uint16 in this case, so 2 bytes per element.
	var fbuff uint32
	gl.GenBuffers(1, &fbuff)
	gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, fbuff)
	gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, int64(len(mesh.F)*2), gl.Pointer(&(mesh.F[0])), gl.STATIC_DRAW)
	if glerr := gl.GetError(); glerr != gl.NO_ERROR {
		err = fmt.Errorf("Failed binding model %s\n", mesh.Name)
	}
	return
}
Exemple #8
0
// initScene is one time initialization that creates a single VAO
func (tb *tbtag) initScene() {
	tb.mvp32 = &render.M4{}
	tb.initData()

	// Bind the OpenGL calls and dump some version info.
	gl.Init()
	fmt.Printf("%s %s", gl.GetString(gl.RENDERER), gl.GetString(gl.VERSION))
	fmt.Printf(" GLSL %s\n", gl.GetString(gl.SHADING_LANGUAGE_VERSION))

	// Gather the one scene into this one vertex array object.
	gl.GenVertexArrays(1, &tb.vao)
	gl.BindVertexArray(tb.vao)

	// vertex data.
	var vbuff uint32
	gl.GenBuffers(1, &vbuff)
	gl.BindBuffer(gl.ARRAY_BUFFER, vbuff)
	gl.BufferData(gl.ARRAY_BUFFER, int64(len(tb.points)*4), gl.Pointer(&(tb.points[0])), gl.STATIC_DRAW)
	var vattr uint32 = 0
	gl.VertexAttribPointer(vattr, 4, gl.FLOAT, false, 0, 0)
	gl.EnableVertexAttribArray(vattr)

	// texture coordatinates
	var tbuff uint32
	gl.GenBuffers(1, &tbuff)
	gl.BindBuffer(gl.ARRAY_BUFFER, tbuff)
	gl.BufferData(gl.ARRAY_BUFFER, int64(len(tb.tcoords)*4), gl.Pointer(&(tb.tcoords[0])), gl.STATIC_DRAW)
	var tattr uint32 = 2
	gl.VertexAttribPointer(tattr, 2, gl.FLOAT, false, 0, 0)
	gl.EnableVertexAttribArray(tattr)

	// faces data.
	var ebuff uint32
	gl.GenBuffers(1, &ebuff)
	gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, ebuff)
	gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, int64(len(tb.faces)), gl.Pointer(&(tb.faces[0])), gl.STATIC_DRAW)

	// create texture and shaders after all the data has been set up.
	tb.initTexture()
	tb.initShader()
	tb.ortho = lin.NewOrtho(0, 4, 0, 4, 0, 10)

	// set some state that doesn't need to change during drawing.
	gl.ClearColor(0.0, 0.0, 0.0, 1.0)
	gl.Enable(gl.DEPTH_TEST)
	gl.Enable(gl.TEXTURE_2D)
}
Exemple #9
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// initScene is called once on startup to load the 3D data.
func (ld *ldtag) initScene() {
	ld.persp = lin.NewM4()
	ld.mvp64 = lin.NewM4()
	ld.mvp32 = &render.M4{}
	gl.Init()
	mesh := &data.Mesh{}
	loader := data.NewLoader()
	loader.Load("monkey", &mesh)
	ld.faceCount = int32(len(mesh.F))

	// Gather the one scene into this one vertex array object.
	gl.GenVertexArrays(1, &ld.vao)
	gl.BindVertexArray(ld.vao)

	// vertex data.
	var vbuff uint32
	gl.GenBuffers(1, &vbuff)
	gl.BindBuffer(gl.ARRAY_BUFFER, vbuff)
	gl.BufferData(gl.ARRAY_BUFFER, int64(len(mesh.V)*4), gl.Pointer(&(mesh.V[0])), gl.STATIC_DRAW)
	var vattr uint32 = 0
	gl.VertexAttribPointer(vattr, 4, gl.FLOAT, false, 0, 0)
	gl.EnableVertexAttribArray(vattr)

	// normal data.
	var nbuff uint32
	gl.GenBuffers(1, &nbuff)
	gl.BindBuffer(gl.ARRAY_BUFFER, nbuff)
	gl.BufferData(gl.ARRAY_BUFFER, int64(len(mesh.N)*4), gl.Pointer(&(mesh.N[0])), gl.STATIC_DRAW)
	var nattr uint32 = 1
	gl.VertexAttribPointer(nattr, 3, gl.FLOAT, false, 0, 0)
	gl.EnableVertexAttribArray(nattr)

	// faces data, uint32 in this case, so 4 bytes per element.
	var ebuff uint32
	gl.GenBuffers(1, &ebuff)
	gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, ebuff)
	gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, int64(len(mesh.F)*2), gl.Pointer(&(mesh.F[0])), gl.STATIC_DRAW)

	ld.initShader()
	gl.ClearColor(0.2, 0.2, 0.2, 1.0)
	gl.Enable(gl.DEPTH_TEST)
	gl.Enable(gl.CULL_FACE)

	// set the initial perspetive matrix.
	ld.resize(0, 0, 800, 600)
}
Exemple #10
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// initScene is one time initialization that creates a single VAO
func (sf *sftag) initScene() {
	sf.mvp32 = &render.M4{}
	sf.sTime = time.Now()
	sf.initData()

	// Bind the OpenGL calls and dump some version info.
	gl.Init()
	fmt.Printf("%s %s", gl.GetString(gl.RENDERER), gl.GetString(gl.VERSION))
	fmt.Printf(" GLSL %s\n", gl.GetString(gl.SHADING_LANGUAGE_VERSION))

	gl.GenVertexArrays(1, &sf.vao)
	gl.BindVertexArray(sf.vao)

	// vertex data.
	var vbuff uint32
	gl.GenBuffers(1, &vbuff)
	gl.BindBuffer(gl.ARRAY_BUFFER, vbuff)
	gl.BufferData(gl.ARRAY_BUFFER, int64(len(sf.points)*4), gl.Pointer(&(sf.points[0])), gl.STATIC_DRAW)
	var vattr uint32 = 0
	gl.VertexAttribPointer(vattr, 4, gl.FLOAT, false, 0, 0)
	gl.EnableVertexAttribArray(vattr)

	// faces data.
	var ebuff uint32
	gl.GenBuffers(1, &ebuff)
	gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, ebuff)
	gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, int64(len(sf.faces)), gl.Pointer(&(sf.faces[0])), gl.STATIC_DRAW)

	// create texture and shaders after all the data has been set up.
	shader := &data.Shader{}
	loader := data.NewLoader()
	loader.Load("fire", &shader)
	sf.shaders = gl.CreateProgram()
	if err := gl.BindProgram(sf.shaders, shader.Vsh, shader.Fsh); err != nil {
		fmt.Printf("Failed to create program: %s\n", err)
	}
	sf.mvpref = gl.GetUniformLocation(sf.shaders, "Mvpm")
	sf.gTime = gl.GetUniformLocation(sf.shaders, "time")
	sf.sizes = gl.GetUniformLocation(sf.shaders, "resolution")
	sf.ortho = lin.NewOrtho(0, 4, 0, 4, 0, 10)

	// set some state that doesn't need to change during drawing.
	gl.ClearColor(0.0, 0.0, 0.0, 1.0)
}
Exemple #11
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// Implements Renderer interface.
func (gc *opengl) BindGlyphs(mesh *data.Mesh) (err error) {
	if glerr := gl.GetError(); glerr != gl.NO_ERROR {
		log.Printf("opengl:bindGlyphs need to find and fix prior error %X", glerr)
	}

	// Reuse existing vertex array object, otherwise create one.
	if mesh.Vao == 0 {
		gl.GenVertexArrays(1, &(mesh.Vao))
	}
	gl.BindVertexArray(mesh.Vao)

	// Reuse existing vertex buffer, otherwise create one.
	if mesh.Vbuf == 0 {
		gl.GenBuffers(1, &(mesh.Vbuf))
	}
	gl.BindBuffer(gl.ARRAY_BUFFER, mesh.Vbuf)
	gl.BufferData(gl.ARRAY_BUFFER, int64(len(mesh.V)*4), gl.Pointer(&(mesh.V[0])), gl.DYNAMIC_DRAW)
	var vattr uint32 = 0
	gl.VertexAttribPointer(vattr, 4, gl.FLOAT, false, 0, 0)
	gl.EnableVertexAttribArray(vattr)

	// Reuse existing texture buffer, otherwise create one.
	if mesh.Tbuf == 0 {
		gl.GenBuffers(1, &(mesh.Tbuf))
	}
	gl.BindBuffer(gl.ARRAY_BUFFER, mesh.Tbuf)
	gl.BufferData(gl.ARRAY_BUFFER, int64(len(mesh.T)*4), gl.Pointer(&(mesh.T[0])), gl.DYNAMIC_DRAW)
	var tattr uint32 = 2
	gl.VertexAttribPointer(tattr, 2, gl.FLOAT, false, 0, 0)
	gl.EnableVertexAttribArray(tattr)

	// Reuse existing faces buffer, otherwise create one.
	if mesh.Fbuf == 0 {
		gl.GenBuffers(1, &mesh.Fbuf)
	}
	gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, mesh.Fbuf)
	gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, int64(len(mesh.F)*2), gl.Pointer(&(mesh.F[0])), gl.DYNAMIC_DRAW)
	if glerr := gl.GetError(); glerr != gl.NO_ERROR {
		err = fmt.Errorf("Failed binding glyphs %s\n", mesh.Name)
	}
	return
}