func (a *VertexAttribute) vertexAttrib(l uint32, size int32, xtype uint32, offset uintptr, divisor uint32) { var offsetPtr = gl.PtrOffset(int(offset)) gl.EnableVertexAttribArray(a.location + l) gl.VertexAttribPointer(a.location+l, size, xtype, false, int32(a.stride), offsetPtr) gl.VertexAttribDivisor(a.location+l, divisor) }
func (tr *SpriteRenderer) Draw(instances []SpriteConfig) error { var ( bytesNeeded int byteoffset int count int32 data unsafe.Pointer float float32 = 0 floatSize uint32 i uint32 offset unsafe.Pointer sprite SpriteConfig stride int32 ) floatSize = uint32(unsafe.Sizeof(float)) stride = int32(unsafe.Sizeof(sprite)) gl.UseProgram(tr.program) gl.Uniform1i(tr.textureUnitLoc, 0) // Instance data binding gl.BindBuffer(gl.ARRAY_BUFFER, tr.instanceVBO) count = int32(len(instances)) bytesNeeded = int(stride * count) data = gl.Ptr(instances) if bytesNeeded > tr.instanceBytes { gl.BufferData(gl.ARRAY_BUFFER, bytesNeeded, data, gl.STREAM_DRAW) tr.instanceBytes = bytesNeeded } else { gl.BufferSubData(gl.ARRAY_BUFFER, 0, bytesNeeded, data) } gl.EnableVertexAttribArray(tr.translationLoc) gl.VertexAttribPointer(tr.translationLoc, 3, gl.FLOAT, false, stride, tr.offAttrX) gl.VertexAttribDivisor(tr.translationLoc, 1) gl.EnableVertexAttribArray(tr.rotationLoc) gl.VertexAttribPointer(tr.rotationLoc, 3, gl.FLOAT, false, stride, tr.offAttrRotationX) gl.VertexAttribDivisor(tr.rotationLoc, 1) gl.EnableVertexAttribArray(tr.scaleLoc) gl.VertexAttribPointer(tr.scaleLoc, 3, gl.FLOAT, false, stride, tr.offAttrScaleX) gl.VertexAttribDivisor(tr.scaleLoc, 1) gl.EnableVertexAttribArray(tr.colorLoc) gl.VertexAttribPointer(tr.colorLoc, 4, gl.FLOAT, false, stride, tr.offAttrColor) gl.VertexAttribDivisor(tr.colorLoc, 1) for i = 0; i < 4; i++ { byteoffset = int(i * 4 * floatSize) offset = gl.PtrOffset(tr.offAttrPointAdj + byteoffset) gl.EnableVertexAttribArray(tr.pointAdjLoc + i) gl.VertexAttribPointer(tr.pointAdjLoc+i, 4, gl.FLOAT, false, stride, offset) gl.VertexAttribDivisor(tr.pointAdjLoc+i, 1) offset = gl.PtrOffset(tr.offAttrTextureAdj + byteoffset) gl.EnableVertexAttribArray(tr.textureAdjLoc + i) gl.VertexAttribPointer(tr.textureAdjLoc+i, 4, gl.FLOAT, false, stride, offset) gl.VertexAttribDivisor(tr.textureAdjLoc+i, 1) } // Projection gl.UniformMatrix4fv(tr.projectionLoc, 1, false, &tr.Renderer.Camera.Projection[0]) // Actually draw. gl.DrawArraysInstanced(gl.TRIANGLES, 0, 6, int32(len(instances))) // Undo instance attr repetition. gl.VertexAttribDivisor(tr.translationLoc, 0) gl.VertexAttribDivisor(tr.rotationLoc, 0) gl.VertexAttribDivisor(tr.scaleLoc, 0) gl.VertexAttribDivisor(tr.colorLoc, 0) for i = 0; i < 4; i++ { gl.VertexAttribDivisor(tr.pointAdjLoc+i, 0) gl.VertexAttribDivisor(tr.textureAdjLoc+i, 0) } gl.BindBuffer(gl.ARRAY_BUFFER, 0) return nil }