Files
nmage/renderer/rend3dgl/rend3dgl.go
2024-05-13 04:57:16 +04:00

87 lines
2.0 KiB
Go
Executable File

package rend3dgl
import (
"github.com/bloeys/gglm/gglm"
"github.com/bloeys/nmage/buffers"
"github.com/bloeys/nmage/materials"
"github.com/bloeys/nmage/meshes"
"github.com/bloeys/nmage/renderer"
"github.com/go-gl/gl/v4.1-core/gl"
)
var _ renderer.Render = &Rend3DGL{}
type Rend3DGL struct {
BoundVaoId uint32
BoundMatId uint32
BoundMeshVaoId uint32
}
func (r *Rend3DGL) DrawMesh(mesh *meshes.Mesh, modelMat *gglm.TrMat, mat *materials.Material) {
if mesh.Vao.Id != r.BoundMeshVaoId {
mesh.Vao.Bind()
r.BoundMeshVaoId = mesh.Vao.Id
}
if mat.Id != r.BoundMatId {
mat.Bind()
r.BoundMatId = mat.Id
}
if mat.Settings.Has(materials.MaterialSettings_HasModelMtx) {
mat.SetUnifMat4("modelMat", &modelMat.Mat4)
}
if mat.Settings.Has(materials.MaterialSettings_HasNormalMtx) {
normalMat := modelMat.Clone().InvertAndTranspose().ToMat3()
mat.SetUnifMat3("normalMat", &normalMat)
}
for i := 0; i < len(mesh.SubMeshes); i++ {
gl.DrawElementsBaseVertexWithOffset(gl.TRIANGLES, mesh.SubMeshes[i].IndexCount, gl.UNSIGNED_INT, uintptr(mesh.SubMeshes[i].BaseIndex), mesh.SubMeshes[i].BaseVertex)
}
}
func (r *Rend3DGL) DrawVertexArray(mat *materials.Material, vao *buffers.VertexArray, firstElement int32, elementCount int32) {
if vao.Id != r.BoundVaoId {
vao.Bind()
r.BoundVaoId = vao.Id
}
if mat.Id != r.BoundMatId {
mat.Bind()
r.BoundMatId = mat.Id
}
gl.DrawArrays(gl.TRIANGLES, firstElement, elementCount)
}
func (r *Rend3DGL) DrawCubemap(mesh *meshes.Mesh, mat *materials.Material) {
if mesh.Vao.Id != r.BoundMeshVaoId {
mesh.Vao.Bind()
r.BoundMeshVaoId = mesh.Vao.Id
}
if mat.Id != r.BoundMatId {
mat.Bind()
r.BoundMatId = mat.Id
}
for i := 0; i < len(mesh.SubMeshes); i++ {
gl.DrawElementsBaseVertexWithOffset(gl.TRIANGLES, mesh.SubMeshes[i].IndexCount, gl.UNSIGNED_INT, uintptr(mesh.SubMeshes[i].BaseIndex), mesh.SubMeshes[i].BaseVertex)
}
}
func (r3d *Rend3DGL) FrameEnd() {
r3d.BoundVaoId = 0
r3d.BoundMatId = 0
r3d.BoundMeshVaoId = 0
}
func NewRend3DGL() *Rend3DGL {
return &Rend3DGL{}
}