// bindUniform links data to uniforms expected by shaders. // It expects the variable parameter list types to match the uniform type. func (gc *opengl) bindUniform(uniform int32, utype, cnt 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 x3: mptr := udata[0].(*float32) gl.UniformMatrix3fv(uniform, int32(cnt), false, mptr) case x34: mptr := udata[0].(*float32) gl.UniformMatrix3x4fv(uniform, int32(cnt), false, mptr) case x4: mptr := udata[0].(*float32) gl.UniformMatrix4fv(uniform, int32(cnt), false, mptr) } }
// drawScene renders the single texture on the quad. func (rt *rtrace) drawScene() { gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) gl.UseProgram(rt.shaders) gl.Uniform1i(rt.tex2D, 0) gl.ActiveTexture(gl.TEXTURE0 + 0) gl.BindVertexArray(rt.vao) gl.UniformMatrix4fv(rt.mvpId, 1, false, rt.mvp.Pointer()) gl.DrawElements(gl.TRIANGLES, int32(len(rt.faces)), gl.UNSIGNED_BYTE, 0) // cleanup gl.ActiveTexture(0) gl.UseProgram(0) gl.BindVertexArray(0) }