// Draws the sphere form the previously defined vertex and index buffers func (sphere *Sphere) Draw() { // Adds the Sphere Model to the Active Shader sphere.ShaderManager.SetUniformMatrix4fv(sphere.ShaderManager.ActiveShader, "model", 1, false, &sphere.Model[0]) /* Draw the vertices as GL_POINTS */ gl.BindBuffer(gl.ARRAY_BUFFER, sphere.sphereBufferObject) gl.VertexAttribPointer(0, 3, gl.FLOAT, false, 0, nil) gl.EnableVertexAttribArray(0) /* Bind the sphere colours */ gl.BindBuffer(gl.ARRAY_BUFFER, sphere.sphereColours) gl.VertexAttribPointer(1, 4, gl.FLOAT, false, 0, nil) gl.EnableVertexAttribArray(1) /* Bind the sphere normals */ gl.BindBuffer(gl.ARRAY_BUFFER, sphere.sphereNormals) gl.VertexAttribPointer(2, 3, gl.FLOAT, false, 0, nil) gl.EnableVertexAttribArray(2) gl.PointSize(3.0) // Enable this line to show model in wireframe if sphere.DrawMode == DRAW_LINES { gl.PolygonMode(gl.FRONT_AND_BACK, gl.LINE) } else { gl.PolygonMode(gl.FRONT_AND_BACK, gl.FILL) } if sphere.DrawMode == DRAW_POINTS { gl.DrawArrays(gl.POINTS, 0, int32(sphere.numSphereVertices)) } else { /* Bind the indexed vertex buffer */ gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, sphere.elementBuffer) /* Draw the north pole regions as a triangle */ gl.DrawElements(gl.TRIANGLE_FAN, int32(sphere.numLongs+2), gl.UNSIGNED_INT, nil) /* Calculate offsets into the indexed array. Note that we multiply offsets by 4 because it is a memory offset the indices are type GLuint which is 4-bytes */ var lat_offset_jump int = int((sphere.numLongs * 2) + 2) var lat_offset_start int = int(sphere.numLongs + 2) var lat_offset_current int = lat_offset_start * 4 var i uint32 /* Draw the triangle strips of latitudes */ for i = 0; i < sphere.numLats-2; i++ { gl.DrawElements(gl.TRIANGLE_STRIP, int32(sphere.numLongs*2+2), gl.UNSIGNED_INT, gl.PtrOffset(lat_offset_current)) lat_offset_current += (lat_offset_jump * 4) } /* Draw the south pole as a triangle fan */ gl.DrawElements(gl.TRIANGLE_FAN, int32(sphere.numLongs+2), gl.UNSIGNED_INT, gl.PtrOffset(lat_offset_current)) } }
// Draws the cog form the previously defined vertex and index buffers func (cog *Cog) Draw() { // Adds the Sphere Model to the Active Shader cog.ShaderManager.SetUniformMatrix4fv(cog.ShaderManager.ActiveShader, "model", 1, false, &cog.Model[0]) /* Draw the vertices as GL_POINTS */ gl.BindBuffer(gl.ARRAY_BUFFER, cog.cogBufferObject) gl.VertexAttribPointer(0, 3, gl.FLOAT, false, 0, nil) gl.EnableVertexAttribArray(0) /* Bind the sphere colours */ gl.BindBuffer(gl.ARRAY_BUFFER, cog.cogColours) gl.VertexAttribPointer(1, 4, gl.FLOAT, false, 0, nil) gl.EnableVertexAttribArray(1) /* Bind the sphere normals */ gl.BindBuffer(gl.ARRAY_BUFFER, cog.cogNormals) gl.VertexAttribPointer(2, 3, gl.FLOAT, false, 0, nil) gl.EnableVertexAttribArray(2) gl.PointSize(3.0) // Enable this line to show model in wireframe if cog.DrawMode == DRAW_LINES { gl.PolygonMode(gl.FRONT_AND_BACK, gl.LINE) } else { gl.PolygonMode(gl.FRONT_AND_BACK, gl.FILL) } if cog.DrawMode == DRAW_POINTS { gl.DrawArrays(gl.POINTS, 0, int32(cog.numCogVertices)) } else { // Bind the indexed vertex buffer gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, cog.elementBuffer) // Draw the north pole regions as a triangle gl.DrawElements(gl.TRIANGLE_FAN, int32(cog.VerticesPerDisk+2), gl.UNSIGNED_INT, nil) // Calculate offsets into the indexed array. Note that we multiply offsets by 4 // because it is a memory offset the indices are type GLuint which is 4-bytes var lat_offset_jump int = int((cog.VerticesPerDisk * 2) + 2) var lat_offset_start int = int(cog.VerticesPerDisk + 2) var lat_offset_current int = lat_offset_start * 4 // Draw the triangle strips of Sides gl.DrawElements(gl.TRIANGLE_STRIP, int32(cog.VerticesPerDisk*2+2), gl.UNSIGNED_INT, gl.PtrOffset(lat_offset_current)) lat_offset_current += (lat_offset_jump * 4) // Draw the south pole as a triangle fan gl.DrawElements(gl.TRIANGLE_FAN, int32(cog.VerticesPerDisk+2), gl.UNSIGNED_INT, gl.PtrOffset(lat_offset_current)) } }
func render(w *glfw.Window, r *gResources) { /* width, height := w.GetFramebufferSize() gl.Viewport(0, 0, int32(width), int32(height)) gl.Clear(gl.COLOR_BUFFER_BIT) gl.MatrixMode(gl.PROJECTION) gl.LoadIdentity() gl.MatrixMode(gl.MODELVIEW) gl.LoadIdentity() */ //////////////// gl.UseProgram(r.program) gl.Uniform1f(r.uniforms.fadeFactor, r.fadeFactor) gl.ActiveTexture(gl.TEXTURE0) gl.BindTexture(gl.TEXTURE_2D, r.textures[0]) gl.Uniform1i(r.uniforms.textures[0], 0) gl.ActiveTexture(gl.TEXTURE1) gl.BindTexture(gl.TEXTURE_2D, r.textures[1]) gl.Uniform1i(r.uniforms.textures[1], 1) gl.BindBuffer(gl.ARRAY_BUFFER, r.vertexBuffer) gl.VertexAttribPointer( uint32(r.attributes.position), /* attribute */ 2, /* size */ gl.FLOAT, /* type */ false, /* normalized? */ 8, /* stride */ gl.PtrOffset(0)) /* array buffer offset */ gl.EnableVertexAttribArray(uint32(r.attributes.position)) gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, r.elementBuffer) gl.DrawElements( gl.TRIANGLE_STRIP, /* mode */ 4, /* count */ gl.UNSIGNED_INT, /* type */ gl.PtrOffset(0)) /* element array buffer offset */ gl.DisableVertexAttribArray(uint32(r.attributes.position)) }
func (objectLoader *WavefrontObject) DrawObject(shaderProgram uint32) { for _, object := range objectLoader.Objects { // Reads the uniform Locations modelUniform := gl.GetUniformLocation(shaderProgram, gl.Str("model\x00")) ambientUniform := gl.GetUniformLocation(shaderProgram, gl.Str("ambient\x00")) diffuseUniform := gl.GetUniformLocation(shaderProgram, gl.Str("diffuse\x00")) specularUniform := gl.GetUniformLocation(shaderProgram, gl.Str("specular\x00")) emissiveUniform := gl.GetUniformLocation(shaderProgram, gl.Str("emissive\x00")) // Send our uniforms variables to the currently bound shader if object.Material != nil { gl.Uniform4f(ambientUniform, object.Material.KaR, object.Material.KaG, object.Material.KaB, object.Material.Tr) // Ambient colour. gl.Uniform4f(diffuseUniform, object.Material.KdR, object.Material.KdG, object.Material.KdB, object.Material.Tr) // Diffuse colour. gl.Uniform4f(specularUniform, object.Material.KsR, object.Material.KsG, object.Material.KsB, object.Material.Tr) // Specular colour. gl.Uniform4f(emissiveUniform, object.Material.KeR, object.Material.KeG, object.Material.KeB, object.Material.Tr) // Emissive colour. if object.Material.Texture != 0 { textureUniform := gl.GetUniformLocation(shaderProgram, gl.Str("DiffuseTextureSampler\x00")) gl.Uniform1i(textureUniform, 0) normalTextureUniform := gl.GetUniformLocation(shaderProgram, gl.Str("NormalTextureSampler\x00")) gl.Uniform1i(normalTextureUniform, 1) specularTextureUniform := gl.GetUniformLocation(shaderProgram, gl.Str("SpecularTextureSampler\x00")) gl.Uniform1i(specularTextureUniform, 2) gl.ActiveTexture(gl.TEXTURE0) gl.BindTexture(gl.TEXTURE_2D, object.Material.Texture) gl.ActiveTexture(gl.TEXTURE1) gl.BindTexture(gl.TEXTURE_2D, object.Material.NormalMap) gl.ActiveTexture(gl.TEXTURE2) gl.BindTexture(gl.TEXTURE_2D, object.Material.SpecularMap) } if object.Material.Tr < 1.0 { // Enables Transparencies gl.Enable(gl.BLEND) // gl.BlendFunc(gl.SRC_COLOR, gl.ONE) // gl.BlendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA) gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) } } // Geometry var size int32 // Used to get the byte size of the element (vertex index) array gl.UniformMatrix4fv(modelUniform, 1, false, &object.Model[0]) // Get the vertices uniform position verticesUniform := uint32(gl.GetAttribLocation(shaderProgram, gl.Str("position\x00"))) normalsUniform := uint32(gl.GetAttribLocation(shaderProgram, gl.Str("normal\x00"))) textureCoordinatesUniform := uint32(gl.GetAttribLocation(shaderProgram, gl.Str("texcoord\x00"))) // Describe our vertices array to OpenGL (it can't guess its format automatically) gl.BindBuffer(gl.ARRAY_BUFFER, object.VertexBufferObjectVertices) gl.VertexAttribPointer( verticesUniform, // attribute index 3, // number of elements per vertex, here (x,y,z) gl.FLOAT, // the type of each element false, // take our values as-is 0, // no extra data between each position nil, // offset of first element ) gl.EnableVertexAttribArray(normalsUniform) gl.BindBuffer(gl.ARRAY_BUFFER, object.VertexBufferObjectNormals) gl.VertexAttribPointer( normalsUniform, // attribute 3, // number of elements per vertex, here (x,y,z) gl.FLOAT, // the type of each element false, // take our values as-is 0, // no extra data between each position nil, // offset of first element ) gl.EnableVertexAttribArray(textureCoordinatesUniform) gl.BindBuffer(gl.ARRAY_BUFFER, object.VertexBufferObjectTextureCoords) gl.VertexAttribPointer( textureCoordinatesUniform, // attribute 2, // number of elements per vertex, here (u,v) gl.FLOAT, // the type of each element false, // take our values as-is 0, // no extra data between each position nil, // offset of first element ) size = int32(len(object.Vertex)) gl.PointSize(3.0) // Enable this line to show model in wireframe switch objectLoader.DrawMode { case 1: gl.PolygonMode(gl.FRONT_AND_BACK, gl.LINE) default: gl.PolygonMode(gl.FRONT_AND_BACK, gl.FILL) } gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, object.VertexBufferObjectFaces) gl.GetBufferParameteriv(gl.ELEMENT_ARRAY_BUFFER, gl.BUFFER_SIZE, &size) gl.DrawElements(gl.TRIANGLES, int32(len(object.Faces)), gl.UNSIGNED_SHORT, nil) // gl.DrawElements(gl.POINTS, int32(len(object.Faces)), gl.UNSIGNED_SHORT, nil) // Disables transparencies gl.Disable(gl.BLEND) } }
func render(w *glfw.Window, r *gResources) { width, height := w.GetFramebufferSize() ratio := float32(width) / float32(height) var xmul, ymul float32 if ratio > 1 { xmul, ymul = ra/ratio, ra } else { xmul, ymul = ra, ra*ratio } d := time.Since(start).Seconds() sin := float32(math.Sin(d)) cos := float32(math.Cos(d)) gl.Viewport(0, 0, int32(width), int32(height)) gl.Clear(gl.COLOR_BUFFER_BIT) //////////////// // axes gl.UseProgram(r.program1) gl.BindBuffer(gl.ARRAY_BUFFER, r.vertexBuffer1) gl.VertexAttribPointer( uint32(r.attributes1.position), // attribute 2, // size gl.FLOAT, // type false, // normalized? 8, // stride gl.PtrOffset(0)) // array buffer offset gl.EnableVertexAttribArray(uint32(r.attributes1.position)) gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, r.elementBuffer1) gl.LineWidth(1) gl.DrawElements( gl.LINES, // mode 4, // count gl.UNSIGNED_INT, // type gl.PtrOffset(0)) // element array buffer offset gl.DisableVertexAttribArray(uint32(r.attributes1.position)) //////////////// // triangle gl.UseProgram(r.program2) gl.Uniform1f(r.uniforms2.xmul, xmul) gl.Uniform1f(r.uniforms2.ymul, ymul) gl.Uniform1f(r.uniforms2.sin, sin) gl.Uniform1f(r.uniforms2.cos, cos) gl.BindBuffer(gl.ARRAY_BUFFER, r.vertexBuffer2) gl.VertexAttribPointer( uint32(r.attributes2.position), // attribute 2, // size gl.FLOAT, // type false, // normalized? 8, // stride gl.PtrOffset(0)) // array buffer offset gl.EnableVertexAttribArray(uint32(r.attributes2.position)) gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, r.elementBuffer2) gl.EnableVertexAttribArray(uint32(r.attributes2.color)) gl.BindBuffer(gl.ARRAY_BUFFER, r.colorBuffer2) gl.VertexAttribPointer( uint32(r.attributes2.color), // attribute 3, // size gl.FLOAT, // type false, // normalized? 0, // stride gl.PtrOffset(0)) // array buffer offset gl.DrawElements( gl.TRIANGLES, // mode 3, // count gl.UNSIGNED_INT, // type gl.PtrOffset(0)) // element array buffer offset //////////////// // circle gl.BindBuffer(gl.ARRAY_BUFFER, r.vertexBuffer3) gl.VertexAttribPointer( uint32(r.attributes2.position), // attribute 2, // size gl.FLOAT, // type false, // normalized? 8, // stride gl.PtrOffset(0)) // array buffer offset gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, r.elementBuffer3) gl.BindBuffer(gl.ARRAY_BUFFER, r.colorBuffer3) gl.VertexAttribPointer( uint32(r.attributes2.color), // attribute 3, // size gl.FLOAT, // type false, // normalized? 0, // stride gl.PtrOffset(0)) // array buffer offset gl.LineWidth(5) gl.DrawElements( gl.LINE_LOOP, // mode r.len3, // count gl.UNSIGNED_INT, // type gl.PtrOffset(0)) // element array buffer offset gl.DisableVertexAttribArray(uint32(r.attributes2.color)) gl.DisableVertexAttribArray(uint32(r.attributes2.position)) }
/* Enable vertex attributes and draw object Could improve efficiency by moving the vertex attribute pointer functions to the create object but this method is more general This code is almost untouched fomr the tutorial code except that I changed the number of elements per vertex from 4 to 3*/ func (terrain *Terrain) DrawObject(shaderProgram uint32) { toneUniform := gl.GetAttribLocation(shaderProgram, gl.Str("tone\x00")) gl.Uniform4f(toneUniform, terrain.ColorTone.X(), terrain.ColorTone.Y(), terrain.ColorTone.Z(), terrain.ColorTone.W()) // gl.Uniform4f(toneUniform, 0.0, 1.0, 0.5, 1.0) // gl.Uniform4fv(toneUniform, 1, &terrain.ColorTone[0]) // Reads the uniform Locations modelUniform := gl.GetUniformLocation(shaderProgram, gl.Str("model\x00")) // Send our uniforms variables to the currently bound shader gl.UniformMatrix4fv(modelUniform, 1, false, &terrain.Model[0]) // Get the vertices uniform position verticesUniform := uint32(gl.GetAttribLocation(shaderProgram, gl.Str("position\x00"))) normalsUniform := uint32(gl.GetAttribLocation(shaderProgram, gl.Str("normal\x00"))) colorsUniform := uint32(gl.GetAttribLocation(shaderProgram, gl.Str("colour\x00"))) // Describe our vertices array to OpenGL (it can't guess its format automatically) gl.EnableVertexAttribArray(verticesUniform) gl.BindBuffer(gl.ARRAY_BUFFER, terrain.VBOVertices) gl.VertexAttribPointer( verticesUniform, // attribute index 3, // number of elements per vertex, here (x,y,z) gl.FLOAT, // the type of each element false, // take our values as-is 0, // no extra data between each position nil, // offset of first element ) gl.EnableVertexAttribArray(normalsUniform) gl.BindBuffer(gl.ARRAY_BUFFER, terrain.VBONormals) gl.VertexAttribPointer( normalsUniform, // attribute 3, // number of elements per vertex, here (x,y,z) gl.FLOAT, // the type of each element false, // take our values as-is 0, // no extra data between each position nil, // offset of first element ) gl.EnableVertexAttribArray(colorsUniform) gl.BindBuffer(gl.ARRAY_BUFFER, terrain.VBOColors) gl.VertexAttribPointer( colorsUniform, // attribute 3, // number of elements per vertex, here (x,y,z) gl.FLOAT, // the type of each element false, // take our values as-is 0, // no extra data between each position nil, // offset of first element ) size := int32(len(terrain.Indices)) gl.PointSize(3.0) gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, terrain.VBOIndices) gl.GetBufferParameteriv(gl.ELEMENT_ARRAY_BUFFER, gl.BUFFER_SIZE, &size) // Enable this line to show model in wireframe switch terrain.DrawMode { case 1: gl.PolygonMode(gl.FRONT_AND_BACK, gl.LINE) case 2: gl.DrawArrays(gl.POINTS, 0, int32(len(terrain.Vertices))) // gl.DrawElements(gl.POINTS, int32(len(terrain.Indices)), gl.UNSIGNED_SHORT, nil) return default: gl.PolygonMode(gl.FRONT_AND_BACK, gl.FILL) } var location int = 0 /* Draw the triangle strips */ for i := uint32(0); i < terrain.XSize-1; i++ { location = SizeOfUint16 * int(i*terrain.ZSize*2) gl.DrawElements(gl.TRIANGLE_STRIP, int32(terrain.ZSize*2), gl.UNSIGNED_SHORT, gl.PtrOffset(location)) } // gl.DrawElements( // gl.TRIANGLE_STRIP, // len(terrain.Indices), // gl.UNSIGNED_SHORT, // nil, // ) }