// Draw draws the Sprite object. func (sprite *Sprite) Draw(frame int) error { gl.BindBuffer(gl.ARRAY_BUFFER, sprite.shape.vertexBuffer) gl.VertexAttribPointer(gl.Uint(0), 2, gl.FLOAT, gl.FALSE, 0, gl.Offset(nil, 0)) gl.BindAttribLocation(paunchEffect.program, gl.Uint(0), gl.GLString("position")) gl.BindBuffer(gl.ARRAY_BUFFER, 0) if sprite.texcoordBuffer != 0 { gl.ActiveTexture(gl.TEXTURE0) gl.BindBuffer(gl.ARRAY_BUFFER, sprite.texcoordBuffer) gl.VertexAttribPointer(gl.Uint(1), 2, gl.FLOAT, gl.FALSE, 0, gl.Offset(nil, 0)) gl.BindAttribLocation(paunchEffect.program, gl.Uint(0), gl.GLString("texcoord")) gl.BindBuffer(gl.ARRAY_BUFFER, 0) gl.BindTexture(gl.TEXTURE_2D, sprite.texture[frame]) gl.EnableVertexAttribArray(gl.Uint(1)) } gl.EnableVertexAttribArray(gl.Uint(0)) gl.DrawArrays(gl.TRIANGLES, 0, gl.Sizei(sprite.shape.size)) gl.DisableVertexAttribArray(gl.Uint(0)) gl.DisableVertexAttribArray(gl.Uint(1)) gl.BindTexture(gl.TEXTURE_2D, 0) return checkForErrors() }
func (m *Model) draw() { m.shader.use() gl.ActiveTexture(gl.TEXTURE0) gl.BindTexture(gl.TEXTURE_2D, m.texture_id) gl.Uniform1i(m.shader.uniform_texture, 0) //texcoord if m.has_uv { gl.BindBuffer(gl.ARRAY_BUFFER, m.texcoord) gl.EnableVertexAttribArray(m.shader.attribute_texcoord) gl.VertexAttribPointer( m.shader.attribute_texcoord, 2, gl.FLOAT, gl.FALSE, 0, gl.Pointer(nil)) } gl.BindBuffer(gl.ARRAY_BUFFER, m.buffer) gl.EnableVertexAttribArray(m.shader.attribute_vertex) gl.VertexAttribPointer( m.shader.attribute_vertex, 3, gl.FLOAT, gl.FALSE, 0, gl.Pointer(nil)) gl.BindBuffer(gl.ARRAY_BUFFER, m.normal_buf) gl.EnableVertexAttribArray(m.shader.attribute_normal) gl.VertexAttribPointer( m.shader.attribute_normal, 3, gl.FLOAT, gl.FALSE, 0, gl.Pointer(nil)) gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, m.index) gl.DrawElements(gl.TRIANGLES, gl.Sizei(len(m.indices)), gl.UNSIGNED_INT, gl.Pointer(nil)) gl.BindBuffer(gl.ARRAY_BUFFER, 0) gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, 0) gl.DisableVertexAttribArray(m.shader.attribute_vertex) gl.DisableVertexAttribArray(m.shader.attribute_normal) if m.has_uv { gl.DisableVertexAttribArray(m.shader.attribute_texcoord) } }
// Draw draws the Shape object. func (shape *Shape) Draw() error { gl.BindBuffer(gl.ARRAY_BUFFER, shape.vertexBuffer) vertexAttribLoc := gl.GetAttribLocation(paunchEffect.program, gl.GLString("position")) gl.VertexAttribPointer(gl.Uint(vertexAttribLoc), 2, gl.FLOAT, gl.FALSE, 0, gl.Offset(nil, 0)) gl.BindBuffer(gl.ARRAY_BUFFER, 0) gl.EnableVertexAttribArray(gl.Uint(vertexAttribLoc)) gl.DrawArrays(shape.mode, 0, gl.Sizei(shape.size/2)) gl.DisableVertexAttribArray(gl.Uint(vertexAttribLoc)) //gl.DisableVertexAttribArray(gl.Uint(1)) //gl.BindTexture(gl.TEXTURE_2D, 0) return checkForErrors() }