func setupUniforms(shader *renderer.Shader) { for name, uniform := range shader.Uniforms { uniformLocation := gl.GetUniformLocation(shader.Program, gl.Str(name+"\x00")) switch t := uniform.(type) { case bool: if t { gl.Uniform1i(uniformLocation, 1) } else { gl.Uniform1i(uniformLocation, 0) } case float32: gl.Uniform1f(uniformLocation, t) case float64: gl.Uniform1f(uniformLocation, float32(t)) case int32: gl.Uniform1i(uniformLocation, t) case int: gl.Uniform1i(uniformLocation, int32(t)) case mgl32.Vec2: gl.Uniform2f(uniformLocation, t[0], t[1]) case mgl32.Vec3: gl.Uniform3f(uniformLocation, t[0], t[1], t[2]) case mgl32.Vec4: gl.Uniform4f(uniformLocation, t[0], t[1], t[2], t[3]) case mgl32.Mat4: gl.UniformMatrix4fv(uniformLocation, 1, false, &t[0]) case []float32: gl.Uniform4fv(uniformLocation, (int32)(len(t)), &t[0]) case []int32: gl.Uniform4iv(uniformLocation, (int32)(len(t)), &t[0]) default: fmt.Printf("unexpected type for shader uniform: %T\n", t) } } }
func programLoop(window *win.Window) error { // the linked shader program determines how the data will be rendered vertShader, err := gfx.NewShaderFromFile("shaders/phong.vert", gl.VERTEX_SHADER) if err != nil { return err } fragShader, err := gfx.NewShaderFromFile("shaders/phong.frag", gl.FRAGMENT_SHADER) if err != nil { return err } program, err := gfx.NewProgram(vertShader, fragShader) if err != nil { return err } defer program.Delete() lightFragShader, err := gfx.NewShaderFromFile("shaders/light.frag", gl.FRAGMENT_SHADER) if err != nil { return err } // special shader program so that lights themselves are not affected by lighting lightProgram, err := gfx.NewProgram(vertShader, lightFragShader) if err != nil { return err } VAO := createVAO(cubeVertices, nil) lightVAO := createVAO(cubeVertices, nil) // ensure that triangles that are "behind" others do not draw over top of them gl.Enable(gl.DEPTH_TEST) camera := cam.NewFpsCamera(mgl32.Vec3{0, 0, 3}, mgl32.Vec3{0, 1, 0}, -90, 0, window.InputManager()) for !window.ShouldClose() { // swaps in last buffer, polls for window events, and generally sets up for a new render frame window.StartFrame() // update camera position and direction from input evevnts camera.Update(window.SinceLastFrame()) // background color gl.ClearColor(0, 0, 0, 1.0) gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) // depth buffer needed for DEPTH_TEST // cube rotation matrices rotateX := (mgl32.Rotate3DX(mgl32.DegToRad(-45 * float32(glfw.GetTime())))) rotateY := (mgl32.Rotate3DY(mgl32.DegToRad(-45 * float32(glfw.GetTime())))) rotateZ := (mgl32.Rotate3DZ(mgl32.DegToRad(-45 * float32(glfw.GetTime())))) // creates perspective fov := float32(60.0) projectTransform := mgl32.Perspective(mgl32.DegToRad(fov), float32(window.Width())/float32(window.Height()), 0.1, 100.0) camTransform := camera.GetTransform() lightPos := mgl32.Vec3{0.6, 1, 0.1} lightTransform := mgl32.Translate3D(lightPos.X(), lightPos.Y(), lightPos.Z()).Mul4( mgl32.Scale3D(0.2, 0.2, 0.2)) program.Use() gl.UniformMatrix4fv(program.GetUniformLocation("view"), 1, false, &camTransform[0]) gl.UniformMatrix4fv(program.GetUniformLocation("project"), 1, false, &projectTransform[0]) gl.BindVertexArray(VAO) // draw each cube after all coordinate system transforms are bound // obj is colored, light is white gl.Uniform3f(program.GetUniformLocation("material.ambient"), 1.0, 0.5, 0.31) gl.Uniform3f(program.GetUniformLocation("material.diffuse"), 1.0, 0.5, 0.31) gl.Uniform3f(program.GetUniformLocation("material.specular"), 0.5, 0.5, 0.5) gl.Uniform1f(program.GetUniformLocation("material.shininess"), 32.0) lightColor := mgl32.Vec3{ float32(math.Sin(glfw.GetTime() * 1)), float32(math.Sin(glfw.GetTime() * 0.35)), float32(math.Sin(glfw.GetTime() * 0.65)), } diffuseColor := mgl32.Vec3{ 0.5 * lightColor[0], 0.5 * lightColor[1], 0.5 * lightColor[2], } ambientColor := mgl32.Vec3{ 0.2 * lightColor[0], 0.2 * lightColor[1], 0.2 * lightColor[2], } gl.Uniform3f(program.GetUniformLocation("light.ambient"), ambientColor[0], ambientColor[1], ambientColor[2]) gl.Uniform3f(program.GetUniformLocation("light.diffuse"), diffuseColor[0], diffuseColor[1], diffuseColor[2]) gl.Uniform3f(program.GetUniformLocation("light.specular"), 1.0, 1.0, 1.0) gl.Uniform3f(program.GetUniformLocation("light.position"), lightPos.X(), lightPos.Y(), lightPos.Z()) for _, pos := range cubePositions { // turn the cubes into rectangular prisms for more fun worldTranslate := mgl32.Translate3D(pos[0], pos[1], pos[2]) worldTransform := worldTranslate.Mul4( rotateX.Mul3(rotateY).Mul3(rotateZ).Mat4(), ) gl.UniformMatrix4fv(program.GetUniformLocation("model"), 1, false, &worldTransform[0]) gl.DrawArrays(gl.TRIANGLES, 0, 36) } gl.BindVertexArray(0) // Draw the light obj after the other boxes using its separate shader program // this means that we must re-bind any uniforms lightProgram.Use() gl.BindVertexArray(lightVAO) gl.UniformMatrix4fv(lightProgram.GetUniformLocation("model"), 1, false, &lightTransform[0]) gl.UniformMatrix4fv(lightProgram.GetUniformLocation("view"), 1, false, &camTransform[0]) gl.UniformMatrix4fv(lightProgram.GetUniformLocation("project"), 1, false, &projectTransform[0]) gl.DrawArrays(gl.TRIANGLES, 0, 36) gl.BindVertexArray(0) // end of draw loop } return nil }