Esempio n. 1
0
// 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)
}
Esempio n. 2
0
// bindUniforms wraps all the various glUniform calls as a single method.
// It expects the variable parameter list to match the given type.
func (gc *opengl) bindUniforms(uniform int32, utype int, udata ...interface{}) {
	switch utype {
	case i1:
		i1 := udata[0].(int32)
		gl.Uniform1i(uniform, i1)
	case f1:
		f1 := udata[0].(float32)
		gl.Uniform1f(uniform, f1)
	case f2:
		f1 := udata[0].(float32)
		f2 := udata[1].(float32)
		gl.Uniform2f(uniform, f1, f2)
	case f3:
		f1 := udata[0].(float32)
		f2 := udata[1].(float32)
		f3 := udata[2].(float32)
		gl.Uniform3f(uniform, f1, f2, f3)
	case f4:
		f1 := udata[0].(float32)
		f2 := udata[1].(float32)
		f3 := udata[2].(float32)
		f4 := udata[3].(float32)
		gl.Uniform4f(uniform, f1, f2, f3, f4)
	case vf1:
		count := udata[0].(int32)
		vptr := udata[1].(*float32)
		gl.Uniform1fv(uniform, count, vptr)
	case vf2:
		count := udata[0].(int32)
		vptr := udata[1].(*float32)
		gl.Uniform2fv(uniform, count, vptr)
	case vi1:
		count := udata[0].(int32)
		vptr := udata[1].(*int32)
		gl.Uniform1iv(uniform, count, vptr)
	case m3:
		mptr := udata[0].(*float32)
		gl.UniformMatrix3fv(uniform, 1, false, mptr)
	case m4:
		mptr := udata[0].(*float32)
		gl.UniformMatrix4fv(uniform, 1, false, mptr)
	}
}