func (scene *Floor) Draw(camera Camera) { shader, _ := scene.UseShader(nil) gl.Enable(gl.STENCIL_TEST) gl.StencilFunc(gl.ALWAYS, 1, 0xFF) gl.StencilOp(gl.KEEP, gl.KEEP, gl.REPLACE) gl.StencilMask(0xFF) gl.DepthMask(false) gl.Clear(gl.STENCIL_BUFFER_BIT) // Draw floor gl.Uniform3fv(shader.Uniform("material.ambient"), []float32{0.1, 0.1, 0.1}) scene.Shape.Draw(shader, camera) // Draw reflections gl.StencilFunc(gl.EQUAL, 1, 0xFF) gl.StencilMask(0x00) gl.DepthMask(true) view := camera.View() gl.Uniform3fv(shader.Uniform("material.ambient"), []float32{0.3, 0.3, 0.3}) for _, node := range scene.reflected { model := node.Transform(scene.transform) gl.UniformMatrix4fv(shader.Uniform("model"), model[:]) normal := model.Mul4(view).Inv().Transpose() gl.UniformMatrix4fv(shader.Uniform("normalMatrix"), normal[:]) node.Draw(camera) } gl.Disable(gl.STENCIL_TEST) }
func (scene *sliceScene) Draw(camera Camera) { // Setup MVP projection, view, position := camera.Projection(), camera.View(), camera.Position() var parentShader Shader for _, node := range scene.nodes { shader, changed := node.UseShader(parentShader) if changed { // TODO: Pre-load these into relevant shaders? gl.UniformMatrix4fv(shader.Uniform("cameraPos"), position[:]) gl.UniformMatrix4fv(shader.Uniform("view"), view[:]) gl.UniformMatrix4fv(shader.Uniform("projection"), projection[:]) } // TODO: Move these into node.Draw? model := node.Transform(scene.transform) normal := model.Mul4(view).Inv().Transpose() // Camera space gl.UniformMatrix4fv(shader.Uniform("model"), model[:]) gl.UniformMatrix4fv(shader.Uniform("normalMatrix"), normal[:]) node.Draw(camera) } }
func (e *Engine) Draw(c size.Event) { gl.Enable(gl.DEPTH_TEST) gl.DepthFunc(gl.LESS) gl.ClearColor(0.2, 0.2, 0.2, 1) gl.Clear(gl.COLOR_BUFFER_BIT) gl.Clear(gl.DEPTH_BUFFER_BIT) gl.UseProgram(e.shader.program) m := mgl32.Perspective(0.785, float32(c.WidthPt/c.HeightPt), 0.1, 10.0) gl.UniformMatrix4fv(e.shader.projection, m[:]) eye := mgl32.Vec3{0, 0, 8} center := mgl32.Vec3{0, 0, 0} up := mgl32.Vec3{0, 1, 0} m = mgl32.LookAtV(eye, center, up) gl.UniformMatrix4fv(e.shader.view, m[:]) m = mgl32.HomogRotate3D(float32(e.touchLoc.X/c.WidthPt-0.5)*3.14*2, mgl32.Vec3{0, 1, 0}) gl.UniformMatrix4fv(e.shader.modelx, m[:]) m = mgl32.HomogRotate3D(float32(e.touchLoc.Y/c.HeightPt-0.5)*3.14, mgl32.Vec3{1, 0, 0}) gl.UniformMatrix4fv(e.shader.modely, m[:]) coordsPerVertex := 3 for _, obj := range e.shape.Objs { gl.BindBuffer(gl.ARRAY_BUFFER, obj.coord) gl.EnableVertexAttribArray(e.shader.vertCoord) gl.VertexAttribPointer(e.shader.vertCoord, coordsPerVertex, gl.FLOAT, false, 12, 0) if obj.useuv == true { gl.Uniform1i(e.shader.useuv, 1) texCoordsPerVertex := 2 gl.BindBuffer(gl.ARRAY_BUFFER, obj.uvcoord) gl.EnableVertexAttribArray(e.shader.vertTexCoord) gl.VertexAttribPointer(e.shader.vertTexCoord, texCoordsPerVertex, gl.FLOAT, false, 8, 0) gl.BindTexture(gl.TEXTURE_2D, obj.tex) } else { gl.Uniform1i(e.shader.useuv, 0) gl.Uniform4f(e.shader.color, obj.color[0], obj.color[1], obj.color[2], obj.color[3]) } gl.DrawArrays(gl.TRIANGLES, 0, obj.vcount) if obj.useuv { gl.DisableVertexAttribArray(e.shader.vertTexCoord) } gl.DisableVertexAttribArray(e.shader.vertCoord) } debug.DrawFPS(c) }
func (e *Engine) Draw(c size.Event) { gl.Enable(gl.DEPTH_TEST) gl.DepthFunc(gl.LESS) gl.ClearColor(0.5, 0.8, 0.8, 1) gl.Clear(gl.COLOR_BUFFER_BIT) gl.Clear(gl.DEPTH_BUFFER_BIT) gl.UseProgram(e.shader.program) gl.Uniform3fv(e.shader.lightdir, []float32{0.5, 0.6, 0.7}) m := mgl32.Perspective(1.3, float32(c.WidthPt/c.HeightPt), 0.1, 10.0) gl.UniformMatrix4fv(e.shader.projectionmatrix, m[:]) eye := mgl32.Vec3{0, 0, 0.2} center := mgl32.Vec3{0, 0, 0} up := mgl32.Vec3{0, 1, 0} m = mgl32.LookAtV(eye, center, up) gl.UniformMatrix4fv(e.shader.viewmatrix, m[:]) m = mgl32.HomogRotate3D((e.touchx/float32(c.WidthPt)-0.5)*6.28, mgl32.Vec3{0, 1, 0}) gl.UniformMatrix4fv(e.shader.modelmatrix, m[:]) m = mgl32.HomogRotate3D((e.touchx/float32(c.WidthPt)-0.5)*6.28, mgl32.Vec3{0, -1, 0}) gl.UniformMatrix4fv(e.shader.lightmatrix, m[:]) coordsPerVertex := 3 for _, obj := range e.shape.Objs { gl.BindBuffer(gl.ARRAY_BUFFER, obj.coord) gl.EnableVertexAttribArray(e.shader.vertCoord) gl.VertexAttribPointer(e.shader.vertCoord, coordsPerVertex, gl.FLOAT, false, 12, 0) texCoordsPerVertex := 2 gl.BindBuffer(gl.ARRAY_BUFFER, obj.uvcoord) gl.EnableVertexAttribArray(e.shader.texcoord) gl.VertexAttribPointer(e.shader.texcoord, texCoordsPerVertex, gl.FLOAT, false, 8, 0) gl.BindBuffer(gl.ARRAY_BUFFER, obj.normal) gl.EnableVertexAttribArray(e.shader.normal) gl.VertexAttribPointer(e.shader.normal, 3, gl.FLOAT, false, 12, 0) gl.BindTexture(gl.TEXTURE_2D, obj.tex) gl.DrawArrays(gl.TRIANGLES, 0, obj.vcount) gl.DisableVertexAttribArray(e.shader.texcoord) gl.DisableVertexAttribArray(e.shader.normal) gl.DisableVertexAttribArray(e.shader.vertCoord) } debug.DrawFPS(c) }
func onPaint(c size.Event) { //清场 gl.ClearColor(1, 1, 1, 1) //设置背景颜色 gl.Clear(gl.COLOR_BUFFER_BIT) //使用program gl.UseProgram(program) gl.Uniform4f(color, 0, 0.5, 0.8, 1) //设置color对象值,设置4个浮点数. //offset有两个值X,Y,窗口左上角为(0,0),右下角为(1,1) //gl.Uniform4f(offset,5.0,1.0,1.0,1.0 ) //gl.Uniform2f(offset,offsetx,offsety )//为2参数的uniform变量赋值 //log.Println("offset:",offsetx,offsety, 0, 0) gl.UniformMatrix4fv(scan, []float32{ float32(touchLoc.X/c.WidthPt*4 - 2), 0, 0, 0, 0, float32(touchLoc.Y/c.HeightPt*4 - 2), 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, }) gl.BindBuffer(gl.ARRAY_BUFFER, buf) gl.EnableVertexAttribArray(position) /*glVertexAttribPointer 指定了渲染时索引值为 index 的顶点属性数组的数据格式和位置。调用gl.vertexAttribPointer()方法,把顶点着色器中某个属性相对应的通用属性索引连接到绑定的webGLBUffer对象上。 index 指定要修改的顶点属性的索引值 size 指定每个顶点属性的组件数量。必须为1、2、3或者4。初始值为4。(如position是由3个(x,y,z)组成,而颜色是4个(r,g,b,a)) type 指定数组中每个组件的数据类型。可用的符号常量有GL_BYTE, GL_UNSIGNED_BYTE, GL_SHORT,GL_UNSIGNED_SHORT, GL_FIXED, 和 GL_FLOAT,初始值为GL_FLOAT。 normalized 指定当被访问时,固定点数据值是否应该被归一化(GL_TRUE)或者直接转换为固定点值(GL_FALSE)。 stride 指定连续顶点属性之间的偏移量。如果为0,那么顶点属性会被理解为:它们是紧密排列在一起的。初始值为0。 pointer 指定第一个组件在数组的第一个顶点属性中的偏移量。该数组与GL_ARRAY_BUFFER绑定,储存于缓冲区中。初始值为0; */ gl.VertexAttribPointer(position, coordsPerVertex, gl.FLOAT, false, 0, 0) //更新position值 gl.DrawArrays(gl.TRIANGLES, 0, vertexCount) gl.DisableVertexAttribArray(position) debug.DrawFPS(c) }
func (e *Engine) Draw(c size.Event) { since := time.Now().Sub(e.started) //gl.Enable() gl.Enable(gl.DEPTH_TEST) gl.DepthFunc(gl.LESS) gl.ClearColor(0, 0, 0, 1) gl.Clear(gl.COLOR_BUFFER_BIT) gl.Clear(gl.DEPTH_BUFFER_BIT) gl.UseProgram(e.shader.program) m := mgl32.Perspective(0.785, float32(c.WidthPt/c.HeightPt), 0.1, 10.0) gl.UniformMatrix4fv(e.shader.projection, m[:]) eye := mgl32.Vec3{3, 3, 3} center := mgl32.Vec3{0, 0, 0} up := mgl32.Vec3{0, 1, 0} m = mgl32.LookAtV(eye, center, up) gl.UniformMatrix4fv(e.shader.view, m[:]) m = mgl32.HomogRotate3D(float32(since.Seconds()), mgl32.Vec3{0, 1, 0}) gl.UniformMatrix4fv(e.shader.model, m[:]) gl.BindBuffer(gl.ARRAY_BUFFER, e.shape.buf) coordsPerVertex := 3 texCoordsPerVertex := 2 vertexCount := len(cubeData) / (coordsPerVertex + texCoordsPerVertex) gl.EnableVertexAttribArray(e.shader.vertCoord) gl.VertexAttribPointer(e.shader.vertCoord, coordsPerVertex, gl.FLOAT, false, 20, 0) // 4 bytes in float, 5 values per vertex gl.EnableVertexAttribArray(e.shader.vertTexCoord) gl.VertexAttribPointer(e.shader.vertTexCoord, texCoordsPerVertex, gl.FLOAT, false, 20, 12) gl.BindTexture(gl.TEXTURE_2D, e.shape.texture) gl.DrawArrays(gl.TRIANGLES, 0, vertexCount) gl.DisableVertexAttribArray(e.shader.vertCoord) debug.DrawFPS(c) }
func (e *Engine) Draw(c event.Config) { since := time.Now().Sub(e.started) gl.Enable(gl.DEPTH_TEST) gl.DepthFunc(gl.LESS) gl.ClearColor(0, 0, 0, 1) gl.Clear(gl.COLOR_BUFFER_BIT) gl.Clear(gl.DEPTH_BUFFER_BIT) gl.UseProgram(e.shader.program) // Setup MVP var m mgl.Mat4 m = mgl.Perspective(0.785, float32(c.Width/c.Height), 0.1, 10.0) gl.UniformMatrix4fv(e.shader.projection, m[:]) m = mgl.LookAtV( mgl.Vec3{3, 3, 3}, // eye mgl.Vec3{0, 0, 0}, // center mgl.Vec3{0, 1, 0}, // up ) gl.UniformMatrix4fv(e.shader.view, m[:]) m = mgl.HomogRotate3D(float32(since.Seconds()), mgl.Vec3{0, 1, 0}) gl.UniformMatrix4fv(e.shader.model, m[:]) // Draw our shape gl.BindBuffer(gl.ARRAY_BUFFER, e.shape.buf) gl.EnableVertexAttribArray(e.shader.vertCoord) gl.VertexAttribPointer(e.shader.vertCoord, e.shape.coordsPerVertex, gl.FLOAT, false, 20, 0) // 4 bytes in float, 5 values per vertex gl.EnableVertexAttribArray(e.shader.vertTexCoord) gl.VertexAttribPointer(e.shader.vertTexCoord, e.shape.texCoordsPerVertex, gl.FLOAT, false, 20, 12) gl.ActiveTexture(gl.TEXTURE0) gl.BindTexture(gl.TEXTURE_2D, e.shape.texture) gl.DrawArrays(gl.TRIANGLES, 0, e.shape.vertexCount) gl.DisableVertexAttribArray(e.shader.vertCoord) //debug.DrawFPS(c) }
func (e *Engine) Draw(c size.Event) { gl.Enable(gl.DEPTH_TEST) gl.DepthFunc(gl.LESS) gl.ClearColor(0, 0, 0, 1) gl.Clear(gl.COLOR_BUFFER_BIT) gl.Clear(gl.DEPTH_BUFFER_BIT) gl.UseProgram(e.shader.program) m := mgl32.Perspective(0.785, float32(c.WidthPt/c.HeightPt), 0.1, 10.0) gl.UniformMatrix4fv(e.shader.projection, m[:]) eye := mgl32.Vec3{0, 3, 3} center := mgl32.Vec3{0, 0, 0} up := mgl32.Vec3{0, 1, 0} m = mgl32.LookAtV(eye, center, up) gl.UniformMatrix4fv(e.shader.view, m[:]) m = mgl32.HomogRotate3D(float32(e.touchLocX*5/c.WidthPt), mgl32.Vec3{0, 1, 0}) gl.UniformMatrix4fv(e.shader.modelx, m[:]) m = mgl32.HomogRotate3D(float32(e.touchLocY*5/c.HeightPt), mgl32.Vec3{1, 0, 0}) gl.UniformMatrix4fv(e.shader.modely, m[:]) gl.BindBuffer(gl.ARRAY_BUFFER, e.shape.buf) gl.EnableVertexAttribArray(e.shader.vertCoord) gl.VertexAttribPointer(e.shader.vertCoord, coordsPerVertex, gl.FLOAT, false, 0, 0) gl.BindBuffer(gl.ARRAY_BUFFER, e.shape.colorbuf) gl.EnableVertexAttribArray(e.shader.color) gl.VertexAttribPointer(e.shader.color, colorsPerVertex, gl.FLOAT, false, 0, 0) //更新color值 gl.DrawArrays(gl.TRIANGLES, 0, vertexCount) gl.DisableVertexAttribArray(e.shader.vertCoord) gl.DisableVertexAttribArray(e.shader.color) debug.DrawFPS(c) }
func (e *Engine) Draw(c size.Event) { gl.Enable(gl.DEPTH_TEST) gl.DepthFunc(gl.LESS) gl.ClearColor(0.2, 0.2, 0.2, 1) gl.Clear(gl.COLOR_BUFFER_BIT) gl.Clear(gl.DEPTH_BUFFER_BIT) gl.UseProgram(e.shader.program) m := mgl32.Perspective(0.785, float32(c.WidthPt/c.HeightPt), 0.1, 10.0) gl.UniformMatrix4fv(e.shader.projection, m[:]) eye := mgl32.Vec3{0, 0, 5} center := mgl32.Vec3{0, 0, 0} up := mgl32.Vec3{0, 1, 0} m = mgl32.LookAtV(eye, center, up) gl.UniformMatrix4fv(e.shader.view, m[:]) m = mgl32.HomogRotate3D(float32(e.touchLoc.X*10/c.WidthPt), mgl32.Vec3{0, 1, 0}) gl.UniformMatrix4fv(e.shader.modelx, m[:]) m = mgl32.HomogRotate3D(float32(e.touchLoc.Y*10/c.HeightPt), mgl32.Vec3{1, 0, 0}) gl.UniformMatrix4fv(e.shader.modely, m[:]) coordsPerVertex := 3 for _, buf := range e.shape.bufs { gl.BindBuffer(gl.ARRAY_BUFFER, buf.coord) gl.EnableVertexAttribArray(e.shader.vertCoord) gl.VertexAttribPointer(e.shader.vertCoord, coordsPerVertex, gl.FLOAT, false, 0, 0) gl.Uniform4f(e.shader.color, buf.color[0], buf.color[1], buf.color[2], buf.color[3]) gl.DrawArrays(gl.TRIANGLES, 0, buf.vcount) gl.DisableVertexAttribArray(e.shader.vertCoord) } debug.DrawFPS(c) }
func (shape *Skybox) Draw(camera Camera) { shader := shape.shader gl.DepthFunc(gl.LEQUAL) gl.DepthMask(false) projection, view := camera.Projection(), camera.View().Mat3().Mat4() gl.UniformMatrix4fv(shader.Uniform("projection"), projection[:]) gl.UniformMatrix4fv(shader.Uniform("view"), view[:]) gl.BindTexture(gl.TEXTURE_CUBE_MAP, shape.Texture) gl.BindBuffer(gl.ARRAY_BUFFER, shape.VBO) gl.EnableVertexAttribArray(shader.Attrib("vertCoord")) gl.VertexAttribPointer(shader.Attrib("vertCoord"), vertexDim, gl.FLOAT, false, shape.Stride(), 0) gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, shape.IBO) gl.DrawElements(gl.TRIANGLES, len(shape.indices), gl.UNSIGNED_BYTE, 0) gl.DisableVertexAttribArray(shader.Attrib("vertCoord")) gl.DepthMask(true) gl.DepthFunc(gl.LESS) }