// // 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 }
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 } }
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 } }() }
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)) }