// Draw actually renders the shape on the surface. func (box *Box) Draw() { box.program.Use() gl.VertexAttribPointer(box.posId, 2, gl.FLOAT, false, 0, &box.vertices[0]) gl.EnableVertexAttribArray(box.posId) gl.VertexAttribPointer(box.colorId, 4, gl.FLOAT, false, 0, &box.vColor[0]) gl.EnableVertexAttribArray(box.colorId) gl.UniformMatrix4fv(int32(box.modelMatrixId), 1, false, (*float32)(&box.modelMatrix[0])) gl.UniformMatrix4fv(int32(box.projMatrixId), 1, false, (*float32)(&box.projMatrix[0])) gl.UniformMatrix4fv(int32(box.viewMatrixId), 1, false, (*float32)(&box.viewMatrix[0])) gl.Uniform1f(int32(box.texRatioId), 0.0) // Texture if len(box.texCoords) > 0 { gl.Uniform1f(int32(box.texRatioId), 1.0) gl.VertexAttribPointer(box.texInId, 2, gl.FLOAT, false, 0, &box.texCoords[0]) gl.EnableVertexAttribArray(box.texInId) gl.ActiveTexture(gl.TEXTURE0) gl.BindTexture(gl.TEXTURE_2D, box.texBuffer) gl.Uniform1i(int32(box.textureId), 0) } gl.DrawArrays(gl.TRIANGLE_STRIP, 0, 4) gl.Flush() gl.Finish() }
func (renderState *renderState) draw() { gl.Clear(gl.COLOR_BUFFER_BIT) gl.VertexAttribPointer(attrPos, 4, gl.FLOAT, false, 6*4, &vertices[0]) gl.VertexAttribPointer(attrTexIn, 2, gl.FLOAT, false, 6*4, &vertices[4]) gl.ActiveTexture(gl.TEXTURE0) gl.BindTexture(gl.TEXTURE_2D, textureBuffer) gl.Uniform1i(int32(unifTexture), 0) gl.DrawArrays(gl.TRIANGLE_FAN, 0, 4) gl.Flush() gl.Finish() }
func (c *Cube) Draw() { c.Program.Use() gl.VertexAttribPointer(c.attrPos, 4, gl.FLOAT, false, SizeOfFloat*6, &c.Vertices[0]) gl.VertexAttribPointer(c.attrTexIn, 2, gl.FLOAT, false, 6*SizeOfFloat, &c.Vertices[4]) gl.UniformMatrix4fv(int32(c.uniformModel), 1, false, (*float32)(&c.model[0])) gl.UniformMatrix4fv(int32(c.uniformProjectionView), 1, false, (*float32)(&c.projectionView[0])) gl.ActiveTexture(gl.TEXTURE0) gl.BindTexture(gl.TEXTURE_2D, c.textureBuffer) gl.Uniform1i(int32(c.uniformTexture), 0) gl.DrawElements(gl.TRIANGLES, gl.Sizei(len(c.indices)), gl.UNSIGNED_BYTE, gl.Void(&c.indices[0])) gl.Flush() gl.Finish() }
// Draw actually renders the segment on the surface. func (segment *Segment) Draw() { segment.program.Use() gl.VertexAttribPointer(segment.posId, 2, gl.FLOAT, false, 0, &segment.vertices[0]) gl.EnableVertexAttribArray(segment.posId) gl.VertexAttribPointer(segment.colorId, 4, gl.FLOAT, false, 0, &segment.vColor[0]) gl.EnableVertexAttribArray(segment.colorId) gl.UniformMatrix4fv(int32(segment.modelMatrixId), 1, false, (*float32)(&segment.modelMatrix[0])) gl.UniformMatrix4fv(int32(segment.projMatrixId), 1, false, (*float32)(&segment.projMatrix[0])) gl.UniformMatrix4fv(int32(segment.viewMatrixId), 1, false, (*float32)(&segment.viewMatrix[0])) gl.DrawArrays(gl.LINES, 0, 2) gl.Flush() gl.Finish() }