func (r *Receiver) Draw(window *glfw.Window) { // fmt.Println("render", r.SimulationTime.Elapsed) bg := gtk.SoftBlack gl.ClearColor(bg[0], bg[1], bg[2], bg[3]) gl.Enable(gl.DEPTH_TEST) gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT) r.Shaders.UseProgram(PROGRAM_FILL) gl.Uniform4fv(r.FillLoc.Color, 1, >k.SkyBlue[0]) gl.Uniform1f(r.FillLoc.Depth, gl.Float(r.Constants.PlayerViewFar)) r.Shaders.UseProgram(PROGRAM_SCENE) gl.Uniform1f(r.SceneLoc.ElapsedSeconds, gl.Float(r.SimulationTime.Elapsed)) gl.Uniform1f(r.SceneLoc.Glow, 0) gl.UniformMatrix4fv(r.SceneLoc.Projection, 1, gl.FALSE, gtk.MatArray(r.Data.Projection)) gl.UniformMatrix4fv(r.SceneLoc.Cameraview, 1, gl.FALSE, gtk.MatArray(r.Data.Cameraview)) gl.UniformMatrix4fv(r.SceneLoc.Inception, 1, gl.FALSE, gtk.MatArray(r.Data.Inception)) mv := glm.Ident4d() gl.UniformMatrix4fv(r.SceneLoc.Portalview, 1, gl.FALSE, gtk.MatArray(mv)) gl.UniformMatrix4fv(r.SceneLoc.Worldview, 1, gl.FALSE, gtk.MatArray(mv)) // gtk.AttachTexture(r.SceneLoc.Tex0, gl.TEXTURE0, gl.TEXTURE_2D, r.Data.Tex0) // gtk.AttachTexture(r.SceneLoc.Tex1, gl.TEXTURE1, gl.TEXTURE_2D, r.Data.Tex1) gtk.PanicOnError() r.DrawPortalScene(mv, 0, 1) r.Invalid = false }
func (s *StencilOp) Enable() *StencilOp { gl.Enable(gl.STENCIL_TEST) s.Draw() s.Mask(0) s.Keep() s.Depth() s.DepthMask() s.DepthLT() return s }
func (r *Receiver) Draw(window *glfw.Window) { bg := gtk.SoftBlack gl.ClearColor(bg[0], bg[1], bg[2], bg[3]) gl.Enable(gl.DEPTH_TEST) gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT) r.Shaders.UseProgram(ProgramScene) gl.UniformMatrix4fv(r.SceneLoc.Projection, 1, gl.FALSE, gtk.MatArray(r.Data.Projection)) gl.UniformMatrix4fv(r.SceneLoc.Cameraview, 1, gl.FALSE, gtk.MatArray(r.Data.Cameraview)) gtk.PanicOnError() gtk.DrawModel(glm.Ident4d(), r.Data.Scene, r.SceneLoc.Worldview, r.SceneLoc.Position, r.Data.Vao) // p := r.Data.Scene.Children[0].Transform.Mul4x1(r.Car.Center) // m := glm.Translate3Dd(math.Ceil(p[0]/5)*5,0,math.Ceil(p[2]/5)*5) // gtk.DrawModel(m, r.Data.Scene.Children[1], r.SceneLoc.Worldview, r.SceneLoc.Position, r.Data.Vao) }
func (s *StencilOp) Depth() *StencilOp { gl.Enable(gl.DEPTH_TEST) return s }
func (r *Receiver) DrawPortalScene(mv glm.Mat4d, stencilLevel int, depth int) { s := gtk.Stencil if depth == 0 { if stencilLevel > 0 { gl.Enable(gl.CLIP_DISTANCE0) } s.Enable().Mask(stencilLevel) r.DrawModel(mv, r.Data.Scene, false) s.Disable() gl.Disable(gl.CLIP_DISTANCE0) } else { s.Enable().Mask(stencilLevel).NoDraw() r.DrawModel(mv, r.Data.Scene, false) s.DepthLE().Increment() gl.Enable(gl.CULL_FACE) r.DrawModel(mv, r.Data.Portal, false) if r.Constants.Debug { r.DrawModel(mv, r.Data.Portal, true) } gl.Disable(gl.CULL_FACE) s.Draw().Keep() if stencilLevel > 0 { gl.Enable(gl.CLIP_DISTANCE0) } r.DrawModel(mv, r.Data.Scene, false) if r.Constants.Debug { gl.Uniform1f(r.SceneLoc.Glow, 1) s.Mask(stencilLevel + 1) r.DrawModel(mv, r.Data.Portal, true) gl.Uniform1f(r.SceneLoc.Glow, 0) } gl.Disable(gl.CLIP_DISTANCE0) //scene drawn at stencil level //portal are at level 1 r.StepDown(stencilLevel + 1) r.Shaders.UseProgram(PROGRAM_SCENE) s.Enable().Depth().DepthLE().Mask(stencilLevel) //scene is at stencil level for i, portal := range r.Portals { s.NoDraw().Increment() gl.UniformMatrix4fv(r.SceneLoc.Worldview, 1, gl.FALSE, gtk.MatArray(mv)) gl.Enable(gl.CULL_FACE) r.DrawGeometry(r.Data.Portal.Geometry[i], r.SceneLoc.Position, false) gl.Disable(gl.CULL_FACE) s.Draw().Keep() //need to clear the depth buffer on stencil level1 r.Shaders.UseProgram(PROGRAM_FILL) s.NoDraw().DepthAlways().Mask(stencilLevel + 1) // color := gtk.DebugPallet.Pick(i) // gl.Uniform4fv(r.FillLoc.Color, 1, &color[0]) r.DrawGeometry(r.Data.Fill, r.FillLoc.Position, false) r.Shaders.UseProgram(PROGRAM_SCENE) s.Enable().Depth().DepthLE().Mask(stencilLevel) gl.UniformMatrix4fv(r.SceneLoc.Portalview, 1, gl.FALSE, gtk.MatArray(portal.Portalview)) w1 := mv.Mul4(portal.Transform) r.DrawPortalScene(w1, stencilLevel+1, depth-1) r.StepDown(stencilLevel + 1) r.Shaders.UseProgram(PROGRAM_SCENE) s.Enable().Depth().DepthLE().Mask(stencilLevel) } s.Disable() } }