// initScene is one time initialization that creates a single VAO func (tag *trtag) initScene() { tag.mvp64 = lin.NewM4() tag.mvp32 = &render.M4{} tag.persp = lin.NewPersp(60, float64(600)/float64(600), 0.1, 50) tag.initData() // Bind the OpenGL calls and dump some version info. gl.Init() fmt.Printf("%s %s", gl.GetString(gl.RENDERER), gl.GetString(gl.VERSION)) fmt.Printf(" GLSL %s\n", gl.GetString(gl.SHADING_LANGUAGE_VERSION)) // Gather the one scene into this one vertex array object. gl.GenVertexArrays(1, &tag.vao) gl.BindVertexArray(tag.vao) // create shaders tag.initShader() gl.UseProgram(tag.shaders) // vertex data. var vbuff uint32 gl.GenBuffers(1, &vbuff) gl.BindBuffer(gl.ARRAY_BUFFER, vbuff) gl.BufferData(gl.ARRAY_BUFFER, int64(len(tag.points)*4), gl.Pointer(&(tag.points[0])), gl.STATIC_DRAW) vattr := uint32(gl.GetAttribLocation(tag.shaders, "in_Position")) gl.EnableVertexAttribArray(vattr) gl.VertexAttribPointer(vattr, 4, gl.FLOAT, false, 0, 0) // colour data. var cbuff uint32 gl.GenBuffers(1, &cbuff) gl.BindBuffer(gl.ARRAY_BUFFER, cbuff) gl.BufferData(gl.ARRAY_BUFFER, int64(len(tag.colour)*4), gl.Pointer(&(tag.colour[0])), gl.STATIC_DRAW) cattr := uint32(gl.GetAttribLocation(tag.shaders, "in_Color")) gl.EnableVertexAttribArray(cattr) gl.VertexAttribPointer(cattr, 4, gl.FLOAT, false, 0, 0) // faces data. var ebuff uint32 gl.GenBuffers(1, &ebuff) gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, ebuff) gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, int64(len(tag.faces)), gl.Pointer(&(tag.faces[0])), gl.STATIC_DRAW) // set some state that doesn't need to change during drawing. gl.ClearColor(0.0, 0.0, 0.0, 1.0) gl.Enable(gl.DEPTH_TEST) gl.Enable(gl.CULL_FACE) gl.CullFace(gl.BACK) }
// render draws the scene consisting of one VAO func (ld *ldtag) render() { gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) gl.UseProgram(ld.shaders) gl.BindVertexArray(ld.vao) // use a model-view-projection matrix ld.mvp64.Set(lin.M4I).ScaleSM(0.5, 0.5, 0.5).TranslateMT(0, 0, -2) ld.mvp64.Mult(ld.mvp64, ld.persp) v3 := renderMatrix(ld.mvp64, ld.mvp32) gl.UniformMatrix4fv(ld.mvpref, 1, false, v3.Pointer()) gl.CullFace(gl.BACK) gl.DrawElements(gl.TRIANGLES, ld.faceCount, gl.UNSIGNED_SHORT, gl.Pointer(nil)) // cleanup gl.UseProgram(0) gl.BindVertexArray(0) }