func (s *System) Run(ctx *scene.Context) { s.init(ctx) defer s.finish() // TODO: take active camera node w := float32(s.Width) h := float32(s.Height) projM := mathgl.Ortho(0, w, h, 0, -30, 30) viewM := mathgl.Translate3D(0, 0, 0) worldM := mathgl.Translate3D(0, 0, 0) var rect struct { WVP mathgl.Mat4f `uniform:"WorldViewProjectionM"` Diffuse *gfx.Sampler2D `uniform:"Diffuse"` geomobj gfx.Geometry geom gfx.GeometryLayout } rect.WVP = projM.Mul4(viewM).Mul4(worldM) s.cmds <- func() { quadbuffer := geometry.NewBuilder(s.shader.VertexFormat()) quadbuffer.Clear() quadbuffer.P(0, 0, 0).UV(-1, -1).Cf(1, 1, 1, 1) quadbuffer.P(w/3, 0, 0).UV(-1, -1) quadbuffer.P(w/3, h/3, 0).UV(-1, -1) quadbuffer.P(0, h/3, 0).UV(-1, -1) quadbuffer.Indices(0, 1, 2, 2, 0, 3) rect.geomobj.Alloc(gfx.StaticDraw) err := rect.geomobj.CopyFrom(quadbuffer) if err != nil { panic(err) } s.shader.Use() rect.geom.Layout(&s.shader, &rect.geomobj) /* err = rect.geomobj.CopyFrom(quadbuffer) if err != nil { panic(err) } */ whiteImg := image.NewNRGBA(image.Rect(0, 0, 1, 1)) whiteImg.Set(0, 0, color.White) white, err := gfx.Image(whiteImg) if err != nil { panic(err) } rect.Diffuse = white } for ctx.Step() { s.cmds <- func() { gl.Viewport(0, 0, s.Width, s.Height) gl.ClearColor(0, 0, 0, 1.0) gl.ClearDepth(1) gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) } s.meshes.update(s.cmds, &s.shader) s.draw() s.sync() } }
func (s *System) Run(ctx *scene.Context) { ctx.Stage(scene.LayoutStage) ctx.Declare(meshCol()) var ( meshes MeshColumn ) ctx.Require(&meshes) for ctx.Step() { } }
func (c *controlsys) Run(ctx *scene.Context) { var ( ctls controlColumn meshes graphics.MeshColumn ) ctx.Stage(scene.DefaultStage - 1) ctx.Declare(&controlColumn{ ctls: map[scene.Ref]control{}, meshes: map[scene.Ref]scene.Ref{}, dirty: map[scene.Ref]struct{}{}, }) ctx.Require(&ctls, &meshes) for ctx.Step() { dirty := make([]scene.Ref, len(ctls.dirty)) for ref := range ctls.dirty { ctl := ctls.ctls[ref] meshref := ctls.meshes[ref] if meshref == 0 { meshref = ctx.Alloc(&meshes) gfx.DefaultVertexAttributes[gfx.VertexPosition] = "Position" gfx.DefaultVertexAttributes[gfx.VertexColor] = "Color" gfx.DefaultVertexAttributes[gfx.VertexTexcoord] = "UV" // diffuse = white texture // color = white, but by default i guess? meshes.Add(meshref, graphics.Mesh{ G: graphics.Geometry{geometry.NewBuilder(gfx.DefaultVertexAttributes.Format())}, M: graphics.M().Diffuse(0), }) ctls.meshes[ref] = meshref } g := meshes.ModifyGeom(meshref) buildRect(g, ctl.Rect) dirty = append(dirty, ref) } for _, ref := range dirty { delete(ctls.dirty, ref) } } }