/
worldObjects.go
163 lines (134 loc) · 4.66 KB
/
worldObjects.go
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package gogl
import (
"github.com/go-gl/gl/v3.3-core/gl"
"github.com/go-gl/mathgl/mgl32"
)
type Object struct {
Type string
Verticies []float32 //in XYZ UV
VertexStride int // 5 if using XYZ UV
normals []float32
bufferLoader *BufferLoader
vao BufferID
nao BufferID
}
func (o *Object) FillBuffers() {
o.bufferLoader = NewBufferLoader()
o.vao = GenBindVertexArray()
o.nao = GenBindBuffer(gl.ARRAY_BUFFER)
GenBindBuffer(gl.ARRAY_BUFFER) //VBO
BindVertexArray(o.vao)
o.bufferLoader.BuildFloatBuffer(o.vao, NewBufferLayout([]int32{3, 2}, o.Verticies))
gl.BindBuffer(gl.ARRAY_BUFFER, uint32(o.nao))
o.bufferLoader.BuildFloatBuffer(o.nao, NewBufferLayout([]int32{3}, o.normals))
}
func (o *Object) CalcNormals(triangleCount int) {
vertexCount := triangleCount * 3 //3 bc we are working in 3d space so XYZ
o.normals = make([]float32, vertexCount*3)
for tri := 0; tri < triangleCount; tri++ {
index := tri * o.VertexStride * 3
p1 := mgl32.Vec3{o.Verticies[index], o.Verticies[index+1], o.Verticies[index+2]}
index += o.VertexStride
p2 := mgl32.Vec3{o.Verticies[index], o.Verticies[index+1], o.Verticies[index+2]}
index += o.VertexStride
p3 := mgl32.Vec3{o.Verticies[index], o.Verticies[index+1], o.Verticies[index+2]}
normal := TriangleNormal(p1, p2, p3)
o.normals[tri*9+0] = normal.X()
o.normals[tri*9+1] = normal.Y()
o.normals[tri*9+2] = normal.Z()
o.normals[tri*9+3] = normal.X()
o.normals[tri*9+4] = normal.Y()
o.normals[tri*9+5] = normal.Z()
o.normals[tri*9+6] = normal.X()
o.normals[tri*9+7] = normal.Y()
o.normals[tri*9+8] = normal.Z()
}
}
func (o Object) Draw(shader Shader, drawMatrix mgl32.Mat4) {
BindVertexArray(o.vao)
shader.SetMatrix4("model", drawMatrix)
gl.DrawArrays(gl.TRIANGLES, 0, int32(len(o.Verticies)/o.VertexStride))
}
func (o Object) DrawMultiple(shader Shader, num int, drawMatrix func(int) mgl32.Mat4) {
BindVertexArray(o.vao)
for i := 0; i < num; i++ {
shader.SetMatrix4("model", drawMatrix(i))
gl.DrawArrays(gl.TRIANGLES, 0, int32(len(o.Verticies)/o.VertexStride))
}
}
func Cube(size float32) Object {
o := Object{
Type: "cube",
}
o.Verticies = []float32{
-size / 2, -size / 2, -size / 2, 0.0, 0.0,
size / 2, size / 2, -size / 2, 1.0, 1.0,
size / 2, -size / 2, -size / 2, 1.0, 0.0,
size / 2, size / 2, -size / 2, 1.0, 1.0,
-size / 2, -size / 2, -size / 2, 0.0, 0.0,
-size / 2, size / 2, -size / 2, 0.0, 1.0,
-size / 2, -size / 2, size / 2, 0.0, 0.0,
size / 2, -size / 2, size / 2, 1.0, 0.0,
size / 2, size / 2, size / 2, 1.0, 1.0,
size / 2, size / 2, size / 2, 1.0, 1.0,
-size / 2, size / 2, size / 2, 0.0, 1.0,
-size / 2, -size / 2, size / 2, 0.0, 0.0,
-size / 2, size / 2, size / 2, 1.0, 0.0,
-size / 2, size / 2, -size / 2, 1.0, 1.0,
-size / 2, -size / 2, -size / 2, 0.0, 1.0,
-size / 2, -size / 2, -size / 2, 0.0, 1.0,
-size / 2, -size / 2, size / 2, 0.0, 0.0,
-size / 2, size / 2, size / 2, 1.0, 0.0,
size / 2, size / 2, size / 2, 1.0, 0.0,
size / 2, -size / 2, -size / 2, 0.0, 1.0,
size / 2, size / 2, -size / 2, 1.0, 1.0,
size / 2, -size / 2, -size / 2, 0.0, 1.0,
size / 2, size / 2, size / 2, 1.0, 0.0,
size / 2, -size / 2, size / 2, 0.0, 0.0,
-size / 2, -size / 2, -size / 2, 0.0, 1.0,
size / 2, -size / 2, -size / 2, 1.0, 1.0,
size / 2, -size / 2, size / 2, 1.0, 0.0,
size / 2, -size / 2, size / 2, 1.0, 0.0,
-size / 2, -size / 2, size / 2, 0.0, 0.0,
-size / 2, -size / 2, -size / 2, 0.0, 1.0,
-size / 2, size / 2, -size / 2, 0.0, 1.0,
size / 2, size / 2, size / 2, 1.0, 0.0,
size / 2, size / 2, -size / 2, 1.0, 1.0,
size / 2, size / 2, size / 2, 1.0, 0.0,
-size / 2, size / 2, -size / 2, 0.0, 1.0,
-size / 2, size / 2, size / 2, 0.0, 0.0,
}
o.VertexStride = 5
o.CalcNormals(12)
o.FillBuffers()
return o
}
func Pentahedron(size float32) Object {
o := Object{
Type: "pentahedron",
}
o.Verticies = []float32{
size / 2, -size / 2, size / 2, 0.0, 1.0,
-size / 2, -size / 2, -size / 2, 1.0, 0.0,
size / 2, -size / 2, -size / 2, 0.0, 0.0,
size / 2, -size / 2, size / 2, 0.0, 1.0,
-size / 2, -size / 2, size / 2, 1.0, 1.0,
-size / 2, -size / 2, -size / 2, 1.0, 0.0,
0.0, size / 2, 0.0, 0.5, 1.0,
size / 2, -size / 2, -size / 2, 1.0, 0.0,
-size / 2, -size / 2, -size / 2, 0.0, 0.0,
0.0, size / 2, 0.0, 0.5, 1.0,
size / 2, -size / 2, size / 2, 1.0, 0.0,
size / 2, -size / 2, -size / 2, 0.0, 0.0,
0.0, size / 2, 0.0, 0.5, 1.0,
-size / 2, -size / 2, size / 2, 1.0, 0.0,
size / 2, -size / 2, size / 2, 0.0, 0.0,
0.0, size / 2, 0.0, 0.5, 1.0,
-size / 2, -size / 2, -size / 2, 1.0, 0.0,
-size / 2, -size / 2, size / 2, 0.0, 0.0,
}
o.VertexStride = 5
o.CalcNormals(6)
o.FillBuffers()
return o
}