func renderToScreen() { gl.BindFramebuffer(gl.FRAMEBUFFER, 0) gl.Viewport(0, 0, winWidth, winHeight) gl.UseProgram(shaderTextureDisplay.glProg) gl.BindTexture(gl.TEXTURE_2D, rttFrameTex) gl.Uniform1i(shaderTextureDisplay.unifTex, 0) gl.BindBuffer(gl.ARRAY_BUFFER, dispVertBuf) gl.EnableVertexAttribArray(shaderTextureDisplay.attrPos) gl.VertexAttribPointer(shaderTextureDisplay.attrPos, 3, gl.FLOAT, gl.FALSE, 0, gl.Pointer(nil)) gl.DrawArrays(gl.TRIANGLE_FAN, 0, 4) gl.DisableVertexAttribArray(shaderTextureDisplay.attrPos) gl.BindBuffer(gl.ARRAY_BUFFER, 0) }
func renderToTexture() { gl.BindFramebuffer(gl.FRAMEBUFFER, rttFrameBuf) gl.Viewport(0, 0, texSize, texSize) gl.ClearColor(0.9, 0.6, 0.3, 1) gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) gl.UseProgram(shaderTextureCreator.glProg) gl.BindBuffer(gl.ARRAY_BUFFER, rttVertBuf) gl.EnableVertexAttribArray(shaderTextureCreator.attrPos) gl.VertexAttribPointer(shaderTextureCreator.attrPos, 2, gl.FLOAT, gl.FALSE, 0, gl.Pointer(nil)) gl.DrawArrays(gl.TRIANGLE_FAN, 0, 4) gl.DisableVertexAttribArray(shaderTextureCreator.attrPos) gl.BindBuffer(gl.ARRAY_BUFFER, 0) }
func renderToTexture() { gl.BindFramebuffer(gl.FRAMEBUFFER, rttFrameBuf) gl.Viewport(0, 0, texWidth, texHeight) gl.ClearColor(0.1, 0.2, 0.3, 1) gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) gl.UseProgram(shaderTextureCreator.glProg) gl.BindTexture(gl.TEXTURE_3D, volTex) gl.Uniform1i(shaderTextureCreator.unifTex, 0) gl.BindBuffer(gl.ARRAY_BUFFER, rttVertBuf) gl.EnableVertexAttribArray(shaderTextureCreator.attrPos) gl.VertexAttribPointer(shaderTextureCreator.attrPos, 2, gl.FLOAT, gl.FALSE, 0, gl.Pointer(nil)) gl.DrawArrays(gl.TRIANGLE_FAN, 0, 4) gl.DisableVertexAttribArray(shaderTextureCreator.attrPos) gl.BindBuffer(gl.ARRAY_BUFFER, 0) }
func RenderFunction() { gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) gl.DrawArrays(gl.TRIANGLES, 0, 3) glfw.SwapBuffers() }
func display() { gl.ClearColor(0.19, 0.19, 0.21, 0) gl.ClearDepth(1) gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) gl.UseProgram(theProgram) // Temporarily set the cam t clip id := gls.Identity() trans := getLookAtMatrix() // log.Println(trans) gls.UniformMatrix4fv(wtcm_unif, 1, false, trans) gls.UniformMatrix4fv(mtwm_unif, 1, false, id) // And here we do the actual rendering // Generate a name for vufferobj and store it gl.GenBuffers(1, &positionBufferObject) // Bind it to a target gl.BindBuffer(gl.ARRAY_BUFFER, positionBufferObject) // Conver all nodes to a long array of vertexes! i := 0 // TODO: Fix this, based on 4 per eleemnts vpos := make([]float32, len(elements)*4*4) elms := make(map[uint32]mS, len(elements)) // Note that the order here is undefined! ii := 0 for k, v := range elements { elms[k] = mS{ii, len(v.Nodes())} for _, vv := range v.Nodes() { ii++ vpos[i] = float32(nodes[vv][0]) i++ vpos[i] = float32(nodes[vv][1]) i++ vpos[i] = float32(nodes[vv][2]) i++ vpos[i] = 1.0 i++ } } /* for _, v := range nodes { vpos[i] = float32(v[0]) i++ vpos[i] = float32(v[1]) i++ vpos[i] = float32(v[2]) i++ } */ gl.BufferData(gl.ARRAY_BUFFER, gl.Sizeiptr(32/8*len(vpos)), (gl.Pointer)(&vpos[0]), gl.STATIC_DRAW) gl.BindBuffer(gl.ARRAY_BUFFER, 0) gl.BindBuffer(gl.ARRAY_BUFFER, positionBufferObject) gl.EnableVertexAttribArray(0) gl.VertexAttribPointer(0, 4, gl.FLOAT, gl.FALSE, 0, (gl.Pointer)(nil)) /* for _,v := range elms { } */ for _, v := range elms { gl.DrawArrays(gl.LINE_LOOP, gl.Int(v.Start), gl.Sizei(v.Length)) } // Draw Coordinate acis /*for i := 9; i < 9+2*5; i += 2 { gl.DrawArrays(gl.LINE_STRIP, gl.Int(i), 2) }*/ }