func (p *Program) UniformMat4(name string, m *mat4.Mat4) { loc := p.GetUniformLocation(name) //loc.Uniform1fv(m.Fv32()) loc.UniformMatrix4fv(m.Fv32(), 1, false) //f := m.Fv32() //for i := range f { // fmt.Println(f[i]) //} }
func (this *App) Run() { fmt.Println("running") var done bool cam := camera.New() cam.Pos = V3(-0, 0, 3) cam.Dir = V3(0, -0, -1) pos := []float32{5.0, 5.0, 10.0, 0.0} gl.Lightfv(gl.LIGHT0, gl.POSITION, pos) gl.Enable(gl.LIGHT0) elapsed := 0.0 rotateSpeed := DegToRad(100.0) moveSpeed := 3.0 texture.SetDefaultTexturePaths("res/textures/", ".png") texture.Load("ground") texture.Load("ground2") defer texture.ClearAllData() tex1 := texture.Get("ground2") //tex2 := texture.Get("ground2") model.SetDefaultModelPaths("res/models/", ".obj") model.Load("teapot") model.Load("cuboid") model.Load("sphere") model.Load("bunny") defer model.ClearAllData() mod1 := model.Get("bunny") //*/ //* prog1 := program.New("test", "test") defer prog1.Destroy() prog := prog1 println(prog.InfoLog()) var mView, mProjection, mModel *mat4.Mat4 mModel = mat4.New() //*/ done = false for !done { time1 := time.Now() this.win.ClearBuffers() this.win.ResetModelViewMatrix() //input if this.il.KeyDown(glfw.KeyLeft) { cam.RotateY(-rotateSpeed * elapsed) } if this.il.KeyDown(glfw.KeyRight) { cam.RotateY(rotateSpeed * elapsed) } if this.il.KeyDown(glfw.KeyUp) { cam.RotateX(-rotateSpeed * elapsed) } if this.il.KeyDown(glfw.KeyDown) { cam.RotateX(rotateSpeed * elapsed) } if this.il.KeyDown(KeyX) { cam.MoveZ(-moveSpeed * elapsed) } if this.il.KeyDown(KeyC) { cam.MoveZ(moveSpeed * elapsed) } if this.il.KeyPressed(KeyR) { prog.Reload() println(prog.InfoLog()) } this.win.ApplyCamera(cam) //* mView = cam.Matrix() mProjection = this.win.ProjectionMatrix() mModel.SetIdentity() prog.SetModelMatrix(mModel) prog.SetViewMatrix(mView) prog.SetProjectionMatrix(mProjection) prog.UniformColor("uColor", Col(1, .1, 0.5, 1)) prog.UniformMat4("uMat", mModel) prog.Use() //*/ material.White.Use() //tex1.Unbind() mod1.Render() tex1.Bind2(Col(1, 1, 1, 1)) gl.Begin(gl.TRIANGLES) gl.Normal3d(0, 0, 1) gl.TexCoord2d(11.0, 10.0) gl.Vertex3d(1.0, 0.0, -15.0) gl.TexCoord2d(0.5, 11.0) gl.Vertex3d(0.0, 1.0, -15.0) gl.TexCoord2d(0.0, 0.0) gl.Vertex3d(-1.0, 0.0, -15.0) gl.TexCoord2d(1.0, 0.0) gl.Vertex3d(1.0, 0.0, -5.0) gl.TexCoord2d(0.5, 1.0) gl.Vertex3d(0.0, 1.0, -5.0) gl.TexCoord2d(0.0, 0.0) gl.Vertex3d(-1.0, 0.0, -5.0) gl.End() //*/ this.win.Flip() done = this.il.MBQuit() || this.il.KeyPressed(glfw.KeyEsc) elapsed = time.Since(time1).Seconds() printFPS() } }
func GlMultMat4(m *mat4.Mat4) { gl.MultMatrixd(m.Ptr()) }
func GlLoadMat4(m *mat4.Mat4) { gl.LoadMatrixd(m.Ptr()) }