Esempio n. 1
0
func GetInverseMatrix(m mgl32.Mat4) (out mgl32.Mat4, err error) {
	var (
		empty = mgl32.Mat4{}
	)
	if out = m.Inv(); out == empty {
		err = fmt.Errorf("Matrix %v not invertible", m)
		return
	}
	return
}
Esempio n. 2
0
func (glRenderer *OpenglRenderer) DrawGeometry(geometry *renderer.Geometry, transform mgl32.Mat4) {
	glRenderer.enableShader()
	glRenderer.enableMaterial()
	glRenderer.enableCubeMap()

	if glRenderer.activeShader == nil {
		panic("ERROR: No shader is configured.")
	}

	shader := glRenderer.activeShader
	program := shader.Program
	params := glRenderer.rendererParams

	glRenderer.enableDepthTest(params.DepthTest)
	glRenderer.enableDepthMask(params.DepthMask)
	glRenderer.enableCullFace(params.CullBackface)
	glRenderer.enableUnlit(params.Unlit)
	glRenderer.setTransparency(params.Transparency)

	// set buffers
	gl.BindBuffer(gl.ARRAY_BUFFER, geometry.VboId)
	gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, geometry.IboId)

	// update buffers
	if geometry.VboDirty && len(geometry.Verticies) > 0 && len(geometry.Indicies) > 0 {
		gl.BufferData(gl.ARRAY_BUFFER, len(geometry.Verticies)*4, gl.Ptr(geometry.Verticies), gl.DYNAMIC_DRAW)
		gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, len(geometry.Indicies)*4, gl.Ptr(geometry.Indicies), gl.DYNAMIC_DRAW)
		geometry.VboDirty = false
	}

	// set uniforms
	modelNormal := transform.Inv().Transpose()
	shader.Uniforms["model"] = transform
	shader.Uniforms["modelNormal"] = modelNormal

	// set camera uniforms
	cam := glRenderer.camera
	win := glRenderer.WindowDimensions()
	shader.Uniforms["cameraTranslation"] = cam.Translation
	if cam.Ortho {
		shader.Uniforms["projection"] = mgl32.Ortho2D(0, win.X(), win.Y(), 0)
		shader.Uniforms["camera"] = mgl32.Ident4()
	} else {
		shader.Uniforms["projection"] = mgl32.Perspective(mgl32.DegToRad(cam.Angle), win.X()/win.Y(), cam.Near, cam.Far)
		shader.Uniforms["camera"] = mgl32.LookAtV(cam.Translation, cam.Lookat, cam.Up)
	}

	shader.Uniforms["unlit"] = glRenderer.unlit
	shader.Uniforms["useTextures"] = glRenderer.useTextures

	shader.Uniforms["ambientLightValue"] = glRenderer.ambientLightValue

	shader.Uniforms["nbPointLights"] = glRenderer.nbPointLights
	shader.Uniforms["pointLightValues"] = glRenderer.pointLightValues
	shader.Uniforms["pointLightPositions"] = glRenderer.pointLightPositions

	shader.Uniforms["nbDirectionalLights"] = glRenderer.nbDirectionalLights
	shader.Uniforms["directionalLightValues"] = glRenderer.directionalLightValues
	shader.Uniforms["directionalLightVectors"] = glRenderer.directionalLightVectors

	// set custom uniforms
	setupUniforms(shader)

	// set verticies attribute
	vertAttrib := uint32(gl.GetAttribLocation(program, gl.Str("vert\x00")))
	gl.EnableVertexAttribArray(vertAttrib)
	gl.VertexAttribPointer(vertAttrib, 3, gl.FLOAT, false, renderer.VertexStride*4, gl.PtrOffset(0))
	// set normals attribute
	normAttrib := uint32(gl.GetAttribLocation(program, gl.Str("normal\x00")))
	gl.EnableVertexAttribArray(normAttrib)
	gl.VertexAttribPointer(normAttrib, 3, gl.FLOAT, false, renderer.VertexStride*4, gl.PtrOffset(3*4))
	// set texture coord attribute
	texCoordAttrib := uint32(gl.GetAttribLocation(program, gl.Str("texCoord\x00")))
	gl.EnableVertexAttribArray(texCoordAttrib)
	gl.VertexAttribPointer(texCoordAttrib, 2, gl.FLOAT, false, renderer.VertexStride*4, gl.PtrOffset(6*4))
	// vertex color attribute
	colorAttrib := uint32(gl.GetAttribLocation(program, gl.Str("color\x00")))
	gl.EnableVertexAttribArray(colorAttrib)
	gl.VertexAttribPointer(colorAttrib, 4, gl.FLOAT, false, renderer.VertexStride*4, gl.PtrOffset(8*4))

	gl.DrawElements(gl.TRIANGLES, (int32)(len(geometry.Indicies)), gl.UNSIGNED_INT, gl.PtrOffset(0))
}