示例#1
0
//
// Draw Loop Function
// This function gets called on every update.
//
func drawLoop(glw *wrapper.Glw) {
	// Sets the Clear Color (Background Color)
	gl.ClearColor(0.0, 0.0, 0.0, 1.0)

	// Clears the Window
	gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)

	// Enables Depth
	gl.Enable(gl.DEPTH_TEST)

	// Sets the Shader program to Use
	gl.UseProgram(shaderProgram)

	// Define the model transformations for the cube
	cube.ResetModel()
	cube.Translate(x+0.5, y, z)
	cube.Scale(scale, scale, scale)            //scale equally in all axis
	cube.Rotate(-angle_x, mgl32.Vec3{1, 0, 0}) //rotating in clockwise direction around x-axis
	cube.Rotate(-angle_y, mgl32.Vec3{0, 1, 0}) //rotating in clockwise direction around y-axis
	cube.Rotate(-angle_z, mgl32.Vec3{0, 0, 1}) //rotating in clockwise direction around z-axis

	// Define the model transformations for our sphere
	sphere.ResetModel()
	sphere.Translate(-x-0.5, 0, 0)
	sphere.Scale(scale/3.0, scale/3.0, scale/3.0) //scale equally in all axis
	sphere.Rotate(-angle_x, mgl32.Vec3{1, 0, 0})  //rotating in clockwise direction around x-axis
	sphere.Rotate(-angle_y, mgl32.Vec3{0, 1, 0})  //rotating in clockwise direction around y-axis
	sphere.Rotate(-angle_z, mgl32.Vec3{0, 0, 1})  //rotating in clockwise direction around z-axis

	// Projection matrix : 45° Field of View, 4:3 ratio, display range : 0.1 unit <-> 100 units
	var Projection mgl32.Mat4 = mgl32.Perspective(30.0, aspect_ratio, 0.1, 100.0)

	// Camera matrix
	var View mgl32.Mat4 = mgl32.LookAtV(
		mgl32.Vec3{0, 0, 4}, // Camera is at (0,0,4), in World Space
		mgl32.Vec3{0, 0, 0}, // and looks at the origin
		mgl32.Vec3{0, 1, 0}, // Head is up (set to 0,-1,0 to look upside-down)
	)

	// Send our uniforms variables to the currently bound shader,
	gl.Uniform1ui(colourmodeUniform, uint32(colourmode))
	gl.UniformMatrix4fv(viewUniform, 1, false, &View[0])
	gl.UniformMatrix4fv(projectionUniform, 1, false, &Projection[0])

	// Draws the Cube
	gl.UniformMatrix4fv(modelUniform, 1, false, &cube.Model[0])
	cube.Draw()

	// Draw our sphere
	gl.UniformMatrix4fv(modelUniform, 1, false, &sphere.Model[0])
	sphere.DrawSphere()

	gl.DisableVertexAttribArray(0)
	gl.UseProgram(0)

	/* Modify our animation variables */
	angle_x += angle_inc_x
	angle_y += angle_inc_y
	angle_z += angle_inc_z
}
示例#2
0
文件: core.go 项目: wmiller848/karma
func (r *Renderer) Render() {
	// defer glfw.Terminate()
	shader := r.Shaders.textureFlat
	program := shader.program
	//
	gl.UseProgram(program)
	//
	gl.BindFragDataLocation(program, 0, gl.Str("outputColor\x00"))
	// // Configure global settings
	gl.Enable(gl.DEPTH_TEST)
	gl.DepthFunc(gl.LESS)
	gl.ClearColor(1.0, 1.0, 1.0, 1.0)

	//
	// angle += elapsed
	// r.Mesh.modelView = mgl32.HomogRotate3D(float32(angle), mgl32.Vec3{0, 1, 0})

	// Render
	// gl.UniformMatrix4fv(shader.uniforms["modelView"], 1, false, &r.Mesh.modelView[0])

	time := glfw.GetTime()
	_ = time - r.PreviousTime
	r.PreviousTime = time

	// fmt.Println(elapsed * 100)

	gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)

	gl.UniformMatrix4fv(shader.uniforms["projection"], 1, false, &r.Projection[0])
	gl.UniformMatrix4fv(shader.uniforms["camera"], 1, false, &r.Camera[0])

	// TODO : batch triangles and use multiple textures
	for _, mesh := range r.Meshes {
		gl.UniformMatrix4fv(shader.uniforms["modelView"], 1, false, &mesh.modelView[0])
		gl.Uniform1i(shader.uniforms["tex"], 0)

		gl.BindVertexArray(mesh.vao)

		gl.ActiveTexture(gl.TEXTURE0)
		gl.BindTexture(gl.TEXTURE_2D, mesh.textures[0])

		gl.DrawArrays(gl.TRIANGLES, 0, int32(len(mesh.verticies)/5))
	}

	// Maintenance
	r.Window.SwapBuffers()
	glfw.PollEvents()
	if r.Ready == false {
		r.Ready = true
	}
}
示例#3
0
文件: gl.go 项目: gmacd/rt
func (glr *GlRenderer) Start() {
	go func() {
		glr.initSystem()
		glr.initScreen()

		// Prepare 2 frames to double buffer
		for i := 0; i < 2; i++ {
			glr.freeFrames <- &Frame{
				glr.window.ShouldClose(),
				make([]maths.Rgba, glr.width*glr.height),
				glr.width, glr.height}
		}

		// Loop until stop is requested
		for nextFrame := range glr.framesToRender {
			if nextFrame.ShouldStop {
				break
			}

			gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)

			gl.UseProgram(glr.program)
			gl.BindVertexArray(glr.vao)

			updateScreenTexture(glr.texture, nextFrame.Pixels, glr.width, glr.height)
			gl.DrawArrays(gl.TRIANGLES, 0, 6)

			glr.window.SwapBuffers()
			glfw.PollEvents()

			// Consider frame rendered, so push back to be reused
			nextFrame.ShouldStop = glr.window.ShouldClose()
			glr.freeFrames <- nextFrame
		}
	}()
}
示例#4
0
文件: demo.go 项目: rdterner/gl
func render(w *glfw.Window, r *gResources) {

	width, height := w.GetFramebufferSize()
	ratio := float32(width) / float32(height)

	var xmul, ymul float32
	if ratio > 1 {
		xmul, ymul = ra/ratio, ra
	} else {
		xmul, ymul = ra, ra*ratio
	}

	d := time.Since(start).Seconds()
	sin := float32(math.Sin(d))
	cos := float32(math.Cos(d))

	gl.Viewport(0, 0, int32(width), int32(height))
	gl.Clear(gl.COLOR_BUFFER_BIT)

	////////////////

	// axes

	gl.UseProgram(r.program1)

	gl.BindBuffer(gl.ARRAY_BUFFER, r.vertexBuffer1)

	gl.VertexAttribPointer(
		uint32(r.attributes1.position), // attribute
		2,               // size
		gl.FLOAT,        // type
		false,           // normalized?
		8,               // stride
		gl.PtrOffset(0)) // array buffer offset
	gl.EnableVertexAttribArray(uint32(r.attributes1.position))

	gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, r.elementBuffer1)

	gl.LineWidth(1)
	gl.DrawElements(
		gl.LINES,        // mode
		4,               // count
		gl.UNSIGNED_INT, // type
		gl.PtrOffset(0)) // element array buffer offset

	gl.DisableVertexAttribArray(uint32(r.attributes1.position))

	////////////////

	// triangle

	gl.UseProgram(r.program2)

	gl.Uniform1f(r.uniforms2.xmul, xmul)
	gl.Uniform1f(r.uniforms2.ymul, ymul)
	gl.Uniform1f(r.uniforms2.sin, sin)
	gl.Uniform1f(r.uniforms2.cos, cos)

	gl.BindBuffer(gl.ARRAY_BUFFER, r.vertexBuffer2)

	gl.VertexAttribPointer(
		uint32(r.attributes2.position), // attribute
		2,               // size
		gl.FLOAT,        // type
		false,           // normalized?
		8,               // stride
		gl.PtrOffset(0)) // array buffer offset
	gl.EnableVertexAttribArray(uint32(r.attributes2.position))

	gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, r.elementBuffer2)

	gl.EnableVertexAttribArray(uint32(r.attributes2.color))
	gl.BindBuffer(gl.ARRAY_BUFFER, r.colorBuffer2)
	gl.VertexAttribPointer(
		uint32(r.attributes2.color), // attribute
		3,               // size
		gl.FLOAT,        // type
		false,           // normalized?
		0,               // stride
		gl.PtrOffset(0)) // array buffer offset

	gl.DrawElements(
		gl.TRIANGLES,    // mode
		3,               // count
		gl.UNSIGNED_INT, // type
		gl.PtrOffset(0)) // element array buffer offset

	////////////////

	// circle

	gl.BindBuffer(gl.ARRAY_BUFFER, r.vertexBuffer3)

	gl.VertexAttribPointer(
		uint32(r.attributes2.position), // attribute
		2,               // size
		gl.FLOAT,        // type
		false,           // normalized?
		8,               // stride
		gl.PtrOffset(0)) // array buffer offset

	gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, r.elementBuffer3)

	gl.BindBuffer(gl.ARRAY_BUFFER, r.colorBuffer3)

	gl.VertexAttribPointer(
		uint32(r.attributes2.color), // attribute
		3,               // size
		gl.FLOAT,        // type
		false,           // normalized?
		0,               // stride
		gl.PtrOffset(0)) // array buffer offset

	gl.LineWidth(5)
	gl.DrawElements(
		gl.LINE_LOOP,    // mode
		r.len3,          // count
		gl.UNSIGNED_INT, // type
		gl.PtrOffset(0)) // element array buffer offset

	gl.DisableVertexAttribArray(uint32(r.attributes2.color))
	gl.DisableVertexAttribArray(uint32(r.attributes2.position))

}