func (lr *LinesRenderer) Draw(line *LineGeometry, mv mgl32.Mat4, style *LineStyle) (err error) { var ( dataBytes int = len(line.Vertices) * int(lr.stride) indexBytes int = len(line.Indices) * int(lr.stride) elementCount int32 = int32(len(line.Indices)) r, g, b, a = style.Color.RGBA() ) gl.Uniform1f(lr.thicknessLoc, style.Thickness) gl.Uniform1f(lr.innerLoc, style.Inner) gl.Uniform4f(lr.colorLoc, float32(r)/255.0, float32(g)/255.0, float32(b)/255.0, float32(a)/255.0) gl.UniformMatrix4fv(lr.modelviewLoc, 1, false, &mv[0]) if dataBytes > lr.bufferBytes { lr.bufferBytes = dataBytes gl.BufferData(gl.ARRAY_BUFFER, dataBytes, gl.Ptr(line.Vertices), gl.STREAM_DRAW) gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, indexBytes, gl.Ptr(line.Indices), gl.STREAM_DRAW) } else { gl.BufferSubData(gl.ARRAY_BUFFER, 0, dataBytes, gl.Ptr(line.Vertices)) gl.BufferSubData(gl.ELEMENT_ARRAY_BUFFER, 0, indexBytes, gl.Ptr(line.Indices)) } gl.DrawElements(gl.TRIANGLES, elementCount, gl.UNSIGNED_INT, gl.PtrOffset(0)) if e := gl.GetError(); e != 0 { err = fmt.Errorf("ERROR: OpenGL error %X", e) } return }
func (b *GLBuffer) Upload(data interface{}, size int) { b.Bind() if size > b.bufferBytes { b.bufferBytes = size gl.BufferData(b.target, size, gl.Ptr(data), gl.STREAM_DRAW) } else { gl.BufferSubData(b.target, 0, size, gl.Ptr(data)) } }
func (r *Framerate) Render(camera *core.Camera) (err error) { r.data.Sample() var ( modelView = mgl32.Ident4() dataBytes int = int(r.data.Count) * int(r.stride) ) gl.Uniform4f(r.locColor, 255.0/255.0, 0, 0, 255.0/255.0) gl.UniformMatrix4fv(r.locModelView, 1, false, &modelView[0]) gl.UniformMatrix4fv(r.locProjection, 1, false, &camera.Projection[0]) if dataBytes > r.vboBytes { r.vboBytes = dataBytes gl.BufferData(gl.ARRAY_BUFFER, dataBytes, gl.Ptr(r.data.Points), gl.STREAM_DRAW) } else { gl.BufferSubData(gl.ARRAY_BUFFER, 0, dataBytes, gl.Ptr(r.data.Points)) } gl.DrawArrays(gl.POINTS, 0, r.data.Count) if e := gl.GetError(); e != 0 { err = fmt.Errorf("ERROR: OpenGL error %X", e) } return }
func (tr *SpriteRenderer) Draw(instances []SpriteConfig) error { var ( bytesNeeded int byteoffset int count int32 data unsafe.Pointer float float32 = 0 floatSize uint32 i uint32 offset unsafe.Pointer sprite SpriteConfig stride int32 ) floatSize = uint32(unsafe.Sizeof(float)) stride = int32(unsafe.Sizeof(sprite)) gl.UseProgram(tr.program) gl.Uniform1i(tr.textureUnitLoc, 0) // Instance data binding gl.BindBuffer(gl.ARRAY_BUFFER, tr.instanceVBO) count = int32(len(instances)) bytesNeeded = int(stride * count) data = gl.Ptr(instances) if bytesNeeded > tr.instanceBytes { gl.BufferData(gl.ARRAY_BUFFER, bytesNeeded, data, gl.STREAM_DRAW) tr.instanceBytes = bytesNeeded } else { gl.BufferSubData(gl.ARRAY_BUFFER, 0, bytesNeeded, data) } gl.EnableVertexAttribArray(tr.translationLoc) gl.VertexAttribPointer(tr.translationLoc, 3, gl.FLOAT, false, stride, tr.offAttrX) gl.VertexAttribDivisor(tr.translationLoc, 1) gl.EnableVertexAttribArray(tr.rotationLoc) gl.VertexAttribPointer(tr.rotationLoc, 3, gl.FLOAT, false, stride, tr.offAttrRotationX) gl.VertexAttribDivisor(tr.rotationLoc, 1) gl.EnableVertexAttribArray(tr.scaleLoc) gl.VertexAttribPointer(tr.scaleLoc, 3, gl.FLOAT, false, stride, tr.offAttrScaleX) gl.VertexAttribDivisor(tr.scaleLoc, 1) gl.EnableVertexAttribArray(tr.colorLoc) gl.VertexAttribPointer(tr.colorLoc, 4, gl.FLOAT, false, stride, tr.offAttrColor) gl.VertexAttribDivisor(tr.colorLoc, 1) for i = 0; i < 4; i++ { byteoffset = int(i * 4 * floatSize) offset = gl.PtrOffset(tr.offAttrPointAdj + byteoffset) gl.EnableVertexAttribArray(tr.pointAdjLoc + i) gl.VertexAttribPointer(tr.pointAdjLoc+i, 4, gl.FLOAT, false, stride, offset) gl.VertexAttribDivisor(tr.pointAdjLoc+i, 1) offset = gl.PtrOffset(tr.offAttrTextureAdj + byteoffset) gl.EnableVertexAttribArray(tr.textureAdjLoc + i) gl.VertexAttribPointer(tr.textureAdjLoc+i, 4, gl.FLOAT, false, stride, offset) gl.VertexAttribDivisor(tr.textureAdjLoc+i, 1) } // Projection gl.UniformMatrix4fv(tr.projectionLoc, 1, false, &tr.Renderer.Camera.Projection[0]) // Actually draw. gl.DrawArraysInstanced(gl.TRIANGLES, 0, 6, int32(len(instances))) // Undo instance attr repetition. gl.VertexAttribDivisor(tr.translationLoc, 0) gl.VertexAttribDivisor(tr.rotationLoc, 0) gl.VertexAttribDivisor(tr.scaleLoc, 0) gl.VertexAttribDivisor(tr.colorLoc, 0) for i = 0; i < 4; i++ { gl.VertexAttribDivisor(tr.pointAdjLoc+i, 0) gl.VertexAttribDivisor(tr.textureAdjLoc+i, 0) } gl.BindBuffer(gl.ARRAY_BUFFER, 0) return nil }