// drawScene renders the 3D models consisting of one VAO func (tag *trtag) drawScene() { gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) tag.checkError("gl.Clear") gl.UseProgram(tag.shaders) tag.checkError("gl.UseProgram") gl.BindVertexArray(tag.vao) tag.checkError("gl.BindVertexArray") // Use a modelview matrix and quaternion to rotate the 3D object. tag.mvp64.SetQ(lin.NewQ().SetAa(0, 1, 0, lin.Rad(-tag.rotateAngle))) tag.mvp64.TranslateMT(0, 0, -4) tag.mvp64.Mult(tag.mvp64, tag.persp) tag.mvp32 = renderMatrix(tag.mvp64, tag.mvp32) gl.UniformMatrix4fv(tag.mvpRef, 1, false, tag.mvp32.Pointer()) if err := gl.GetError(); err != 0 { fmt.Printf("gl.UniformMatrix error %d\n", err) } gl.DrawElements(gl.TRIANGLES, int32(len(tag.faces)), gl.UNSIGNED_BYTE, gl.Pointer(nil)) if err := gl.GetError(); err != 0 { fmt.Printf("gl.DrawElements error %d\n", err) } // cleanup gl.UseProgram(0) tag.checkError("gl.UseProgram-0") gl.BindVertexArray(0) tag.checkError("gl.BindVertexArray-0") // rotate based on time... not on how fast the computer runs. if time.Now().Sub(tag.lastTime).Seconds() > 0.01 { tag.rotateAngle += 1 tag.lastTime = time.Now() } }
// 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) }
// drawScene renders the scene consisting of one VAO. func (tb *tbtag) drawScene() { gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) gl.UseProgram(tb.shaders) gl.Uniform1i(tb.sampler, 0) gl.ActiveTexture(gl.TEXTURE0 + 0) gl.BindTexture(gl.TEXTURE_2D, tb.texture.Tid) gl.BindVertexArray(tb.vao) tb.mvp32 = renderMatrix(tb.ortho, tb.mvp32) gl.UniformMatrix4fv(tb.mvpref, 1, false, tb.mvp32.Pointer()) gl.DrawElements(gl.TRIANGLES, int32(len(tb.faces)), gl.UNSIGNED_BYTE, gl.Pointer(nil)) // cleanup gl.ActiveTexture(0) gl.UseProgram(0) gl.BindVertexArray(0) }
// render draws the scene consisting of one VAO func (ld *ldtag) render() { gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) gl.UseProgram(ld.shaders) gl.BindVertexArray(ld.vao) // use a model-view-projection matrix ld.mvp64.Set(lin.M4I).ScaleSM(0.5, 0.5, 0.5).TranslateMT(0, 0, -2) ld.mvp64.Mult(ld.mvp64, ld.persp) v3 := renderMatrix(ld.mvp64, ld.mvp32) gl.UniformMatrix4fv(ld.mvpref, 1, false, v3.Pointer()) gl.CullFace(gl.BACK) gl.DrawElements(gl.TRIANGLES, ld.faceCount, gl.UNSIGNED_SHORT, gl.Pointer(nil)) // cleanup gl.UseProgram(0) gl.BindVertexArray(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) } }