func onPaint(glctx gl.Context, sz size.Event) { glctx.Viewport(0, 0, sz.WidthPx, sz.HeightPx) glctx.ClearColor(0.5, 0.5, 0.5, 1) glctx.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) glctx.UseProgram(program) projectionMtx = mgl32.Perspective(45, float32(width)/float32(height), 0.1, 100) arcBallMtx := arcball.getMtx() glctx.UniformMatrix4fv(projection, projectionMtx[:]) glctx.UniformMatrix4fv(view, arcBallMtx[:]) glctx.BindBuffer(gl.ARRAY_BUFFER, triBuf) glctx.EnableVertexAttribArray(position) glctx.EnableVertexAttribArray(color) glctx.EnableVertexAttribArray(normals) vertSize := 4 * (coordsPerVertex + colorPerVertex + normalsPerVertex) glctx.VertexAttribPointer(position, coordsPerVertex, gl.FLOAT, false, vertSize, 0) glctx.VertexAttribPointer(color, colorPerVertex, gl.FLOAT, false, vertSize, 4*coordsPerVertex) glctx.VertexAttribPointer(normals, normalsPerVertex, gl.FLOAT, false, vertSize, 4*(coordsPerVertex+colorPerVertex)) glctx.DepthMask(true) glctx.Uniform3fv(lightPos, light.Pos[:]) glctx.Uniform3fv(lightIntensity, light.Intensities[:]) for _, k := range piano.Keys { glctx.Uniform4fv(tint, k.Color[:]) mtx := k.GetMtx() normMat := mtx.Mat3().Inv().Transpose() glctx.UniformMatrix3fv(normalMatrix, normMat[:]) glctx.UniformMatrix4fv(model, mtx[:]) glctx.DrawArrays(gl.TRIANGLES, 0, len(triangleData)/vertSize) } modelMtx := mgl32.Ident4() modelMtx = modelMtx.Mul4(mgl32.Translate3D(worldPos.X(), worldPos.Y(), worldPos.Z())) modelMtx = modelMtx.Mul4(mgl32.Scale3D(0.5, 0.5, 0.5)) /* glctx.Uniform4fv(tint, red[:]) // Disable depthmask so we dont get the pixel depth of the cursor cube glctx.DepthMask(false) glctx.UniformMatrix4fv(model, modelMtx[:]) glctx.DepthMask(true) */ glctx.DisableVertexAttribArray(position) glctx.DisableVertexAttribArray(color) glctx.DisableVertexAttribArray(normals) fps.Draw(sz) }
// writeAffine writes the contents of an Affine to a 3x3 matrix GL uniform. func writeAffine(glctx gl.Context, u gl.Uniform, a *f32.Affine) { var m [9]float32 m[0*3+0] = a[0][0] m[0*3+1] = a[1][0] m[0*3+2] = 0 m[1*3+0] = a[0][1] m[1*3+1] = a[1][1] m[1*3+2] = 0 m[2*3+0] = a[0][2] m[2*3+1] = a[1][2] m[2*3+2] = 1 glctx.UniformMatrix3fv(u, m[:]) }
// writeAff3 must only be called while holding windowImpl.glctxMu. func writeAff3(glctx gl.Context, u gl.Uniform, a f64.Aff3) { var m [9]float32 m[0*3+0] = float32(a[0*3+0]) m[0*3+1] = float32(a[1*3+0]) m[0*3+2] = 0 m[1*3+0] = float32(a[0*3+1]) m[1*3+1] = float32(a[1*3+1]) m[1*3+2] = 0 m[2*3+0] = float32(a[0*3+2]) m[2*3+1] = float32(a[1*3+2]) m[2*3+2] = 1 glctx.UniformMatrix3fv(u, m[:]) }