render: move render_world_helper, remove chunks drawn behind view
This commit is contained in:
parent
d8df67bc20
commit
7b6c16789c
@ -145,6 +145,12 @@ func (g *Game) Init(win *glfw.Window) {
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g.fullscreen = true
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g.fullscreen = true
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}
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}
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win.MakeContextCurrent()
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glfw.SwapInterval(1)
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}
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if key == glfw.KeyF3 {
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io.ShowDebugInfo = !io.ShowDebugInfo
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}
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}
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}
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}
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})
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})
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@ -225,6 +231,8 @@ func (g *Game) Update(win *glfw.Window, delta time.Duration) {
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g.player.Update(g.world, delta)
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g.player.Update(g.world, delta)
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g.view.LookAt(g.player.EyePosition().ToFloat32(), g.rotY, itype.Degrees(g.rotZ))
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g.view.LookAt(g.player.EyePosition().ToFloat32(), g.rotY, itype.Degrees(g.rotZ))
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io.ViewPos = g.player.EyePosition()
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io.ViewDir = itype.Vec3d(mgl64.Rotate3DY(float64(g.rotY.Radians())).Mul3(mgl64.Rotate3DZ(float64(itype.Degrees(g.rotZ)))).Mul3x1(mgl64.Vec3{1, 0, 0}))
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render.Framewire.PushBox(g.player.WorldHitbox().ToFloat32(), color.White)
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render.Framewire.PushBox(g.player.WorldHitbox().ToFloat32(), color.White)
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@ -4,4 +4,10 @@ import "edgaru089.ml/go/gl01/internal/util/itype"
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var (
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var (
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DisplaySize itype.Vec2i // Size of the window viewport in pixels.
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DisplaySize itype.Vec2i // Size of the window viewport in pixels.
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// Directions are not always normalized.
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ViewPos, ViewDir itype.Vec3d // Position and Direction of the player view.
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RenderPos, RenderDir itype.Vec3d // Position and Direction of view for the current render pass. Might be different for e.g. lighting passes
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ShowDebugInfo bool // Show debug info (F3 screen)?
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)
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)
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23
internal/render/drawtexture.frag
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23
internal/render/drawtexture.frag
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@ -0,0 +1,23 @@
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#version 330
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#define DrawTextureChannels_R (1<<0)
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#define DrawTextureChannels_G (1<<1)
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#define DrawTextureChannels_B (1<<2)
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#define DrawTextureChannels_A (1<<3)
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uniform float valueMin, valueMax;
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uniform int channels;
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uniform sampler2D tex;
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in vec2 fragVert;
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in vec2 fragTexCoord;
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out vec4 outputColor;
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void main() {
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outputColor = vec4(0, 0, 0, 1);
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}
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17
internal/render/drawtexture.vert
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17
internal/render/drawtexture.vert
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@ -0,0 +1,17 @@
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#version 330
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uniform vec2 onScreenPos, onScreenSize;
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layout (location = 0) in vec2 vert;
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layout (location = 1) in vec2 texCoord;
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out vec2 fragVert;
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out vec2 fragTexCoord;
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void main() {
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gl_Position = vec4(onScreenPos + onScreenSize * texCoord, 1, 0);
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fragVert = texCoord * 2 - vec2(1, 1);
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fragTexCoord = texCoord;
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}
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@ -138,6 +138,8 @@ func (r *WorldRenderer) ResizeDisplay(newSize itype.Vec2i) {
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var sun = [3]float32{0.2, 0.4, 0.3}
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var sun = [3]float32{0.2, 0.4, 0.3}
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func (r *WorldRenderer) Render(world *world.World, view *View) {
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func (r *WorldRenderer) Render(world *world.World, view *View) {
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io.RenderPos = io.ViewPos
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io.RenderDir = io.ViewDir
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// re-generate the G-buffers if the display size changed
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// re-generate the G-buffers if the display size changed
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if r.lastDisplaySize != io.DisplaySize {
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if r.lastDisplaySize != io.DisplaySize {
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@ -169,12 +171,18 @@ func (r *WorldRenderer) Render(world *world.World, view *View) {
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lightProjection := mgl32.Ortho(-50, 50, -50, 50, 1, 100)
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lightProjection := mgl32.Ortho(-50, 50, -50, 50, 1, 100)
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lightspace := lightProjection.Mul4(lightView)
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lightspace := lightProjection.Mul4(lightView)
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io.RenderPos = lightPos.ToFloat64()
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io.RenderDir = view.EyePos.Add(lightPos.Negative()).ToFloat64()
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r.depthmap.shader.UseProgram()
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r.depthmap.shader.UseProgram()
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r.depthmap.shader.SetUniformMat4("lightspace", lightspace)
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r.depthmap.shader.SetUniformMat4("lightspace", lightspace)
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world.Render()
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world.Render()
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// 2. Geometry pass, render to G-buffer
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// 2. Geometry pass, render to G-buffer
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io.RenderPos = io.ViewPos
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io.RenderDir = io.ViewDir
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gl.Viewport(0, 0, int32(r.lastDisplaySize[0]), int32(r.lastDisplaySize[1]))
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gl.Viewport(0, 0, int32(r.lastDisplaySize[0]), int32(r.lastDisplaySize[1]))
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gl.BindFramebuffer(gl.FRAMEBUFFER, r.gbuffer.fbo)
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gl.BindFramebuffer(gl.FRAMEBUFFER, r.gbuffer.fbo)
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gl.ClearColor(0, 0, 0, 1)
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gl.ClearColor(0, 0, 0, 1)
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@ -202,5 +210,11 @@ func (r *WorldRenderer) Render(world *world.World, view *View) {
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r.shader.SetUniformVec4f("fogColor", itype.Vec4f{0.6, 0.8, 1.0, 1.0})
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r.shader.SetUniformVec4f("fogColor", itype.Vec4f{0.6, 0.8, 1.0, 1.0})
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r.shader.SetUniformVec3f("sun", normalSun)
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r.shader.SetUniformVec3f("sun", normalSun)
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r.drawScreenQuad()
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DrawScreenQuad()
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// Show G-buffers?
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/*if io.ShowDebugInfo {
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DrawTexture(r.gbuffer.pos, itype.Rectf{0.5, 0.5, 0.5, 0.5}, DrawTextureChannels_R|DrawTextureChannels_G|DrawTextureChannels_B, 0, 32)
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DrawTexture(r.gbuffer.depth, itype.Rectf{0.5, 0, 0.5, 0.5}, DrawTextureChannels_R, 0, 1)
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}*/
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}
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}
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@ -1,54 +0,0 @@
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package render
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import (
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"unsafe"
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"github.com/go-gl/gl/all-core/gl"
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)
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var (
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screenQuadVerts = []float32{
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-1, -1,
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0, 0,
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1, -1,
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1, 0,
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1, 1,
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1, 1,
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-1, -1,
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0, 0,
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1, 1,
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1, 1,
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-1, 1,
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0, 1,
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}
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screenQuadVAO uint32
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screenQuadVBO uint32
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)
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func initScreenQuad() {
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gl.GenBuffers(1, &screenQuadVBO)
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gl.BindBuffer(gl.ARRAY_BUFFER, screenQuadVBO)
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gl.BufferData(gl.ARRAY_BUFFER, int(unsafe.Sizeof(float32(0)))*len(screenQuadVerts), gl.Ptr(screenQuadVerts), gl.STATIC_DRAW)
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gl.GenVertexArrays(1, &screenQuadVAO)
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gl.BindVertexArray(screenQuadVAO)
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gl.VertexAttribPointer(0, 2, gl.FLOAT, false, int32(4*unsafe.Sizeof(float32(0))), gl.PtrOffset(0))
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gl.VertexAttribPointer(1, 2, gl.FLOAT, false, int32(4*unsafe.Sizeof(float32(0))), gl.PtrOffset(int(2*unsafe.Sizeof(float32(0)))))
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gl.EnableVertexAttribArray(0)
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gl.EnableVertexAttribArray(1)
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}
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// drawScreenQuad draws a Quad covering the entire screen.
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//
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// Attribute: vert: [ -1.0 --> 1.0]
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func (r *WorldRenderer) drawScreenQuad() {
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if screenQuadVAO == 0 {
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initScreenQuad()
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}
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gl.Disable(gl.DEPTH_TEST)
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gl.Disable(gl.CULL_FACE)
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gl.BindVertexArray(screenQuadVAO)
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gl.DrawArrays(gl.TRIANGLES, 0, 6)
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}
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122
internal/render/screenquad.go
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122
internal/render/screenquad.go
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@ -0,0 +1,122 @@
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package render
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import (
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_ "embed"
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"unsafe"
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"edgaru089.ml/go/gl01/internal/util/itype"
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"github.com/go-gl/gl/all-core/gl"
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)
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var (
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screenQuadVerts = []float32{
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-1, -1,
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0, 0,
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1, -1,
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1, 0,
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1, 1,
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1, 1,
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-1, -1,
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0, 0,
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1, 1,
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1, 1,
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-1, 1,
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0, 1,
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}
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screenQuadVAO uint32
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screenQuadVBO uint32
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drawTextureShader *Shader // Shader for dumping textures to screen
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)
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func initScreenQuad() {
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gl.GenBuffers(1, &screenQuadVBO)
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gl.BindBuffer(gl.ARRAY_BUFFER, screenQuadVBO)
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gl.BufferData(gl.ARRAY_BUFFER, int(unsafe.Sizeof(float32(0)))*len(screenQuadVerts), gl.Ptr(screenQuadVerts), gl.STATIC_DRAW)
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gl.GenVertexArrays(1, &screenQuadVAO)
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gl.BindVertexArray(screenQuadVAO)
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gl.VertexAttribPointer(0, 2, gl.FLOAT, false, int32(4*unsafe.Sizeof(float32(0))), gl.PtrOffset(0))
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gl.VertexAttribPointer(1, 2, gl.FLOAT, false, int32(4*unsafe.Sizeof(float32(0))), gl.PtrOffset(int(2*unsafe.Sizeof(float32(0)))))
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gl.EnableVertexAttribArray(0)
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gl.EnableVertexAttribArray(1)
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}
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// DrawScreenQuad draws a Quad covering the entire screen with the current binding shader.
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//
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// Attribute: (location=0) vert: [ -1.0 --> 1.0]
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// (location=1) texCoord: [ 0 --> 1]
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func DrawScreenQuad() {
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if screenQuadVAO == 0 {
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initScreenQuad()
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}
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gl.Disable(gl.DEPTH_TEST)
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gl.Disable(gl.CULL_FACE)
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gl.BindVertexArray(screenQuadVAO)
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gl.DrawArrays(gl.TRIANGLES, 0, 6)
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}
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// DrawTextureChannels specifies the channels in RGBA to be drawn.
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type DrawTextureChannels int
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const (
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DrawTextureChannels_R DrawTextureChannels = 1 << iota
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DrawTextureChannels_G
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DrawTextureChannels_B
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DrawTextureChannels_A
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)
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var (
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//go:embed drawtexture.vert
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drawTextureShaderVert string
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//go:embed drawtexture.frag
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drawTextureShaderFrag string
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)
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func initDrawTexture() {
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var err error
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drawTextureShader, err = NewShader(drawTextureShaderVert, drawTextureShaderFrag)
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if err != nil {
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panic(err)
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}
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gl.BindFragDataLocation(drawTextureShader.Handle(), 0, gl.Str("outputColor\x00"))
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}
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// DrawTexture dumps the contents of a Texture onto the portion of the screen.
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// It disables depth test and cull face.
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//
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// onScreen is specified in [-1, 1] size.
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//
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// If only one channel is specified, that channel is drawn in black and white.
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// Otherwise, R/G/B are drawn in their specified channels and A is ignored.
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//
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// The texture values from vauleRange is mapped to [0, 1] linearly.
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//
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// TODO: This does not work. Maybe something wrong with the shaders or blending
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func DrawTexture(texture uint32, onScreen itype.Rectf, channels DrawTextureChannels, valueMin, valueMax float32) {
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if screenQuadVAO == 0 {
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initScreenQuad()
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}
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if drawTextureShader == nil {
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initDrawTexture()
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}
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drawTextureShader.UseProgram()
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drawTextureShader.SetUniformVec2f("onScreenPos", onScreen.MinPoint())
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drawTextureShader.SetUniformVec2f("onScreenSize", onScreen.Size())
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drawTextureShader.SetUniformFloat("valueMin", valueMin)
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drawTextureShader.SetUniformFloat("valueMax", valueMax)
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drawTextureShader.SetUniformInt("channels", int32(channels))
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drawTextureShader.SetUniformTextureHandle("tex", texture)
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drawTextureShader.BindTextures()
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gl.Disable(gl.DEPTH_TEST)
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gl.Disable(gl.CULL_FACE)
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gl.BindVertexArray(screenQuadVAO)
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gl.DrawArrays(gl.TRIANGLES, 0, 6)
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}
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@ -66,6 +66,11 @@ func NewTextureRGBA(image *image.RGBA) *Texture {
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return &Texture{tex: tex}
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return &Texture{tex: tex}
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}
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}
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// NewTextureFromHandle creates a new *Texture from an existing OpenGL handle.
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func NewTextureFromHandle(handle uint32) *Texture {
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return &Texture{tex: handle}
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}
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// updateFilters updates the MIN/MAG_FILTER parameters of the texture based on t.smooth and t.hasMipmap.
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// updateFilters updates the MIN/MAG_FILTER parameters of the texture based on t.smooth and t.hasMipmap.
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//
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//
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// It does not bind the texture; the caller has to do that
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// It does not bind the texture; the caller has to do that
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@ -14,12 +14,36 @@ type Rectf struct {
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Width, Height float32
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Width, Height float32
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}
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}
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func (r Rectf) MinPoint() Vec2f {
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return Vec2f{r.Left, r.Top}
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}
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func (r Rectf) MaxPoint() Vec2f {
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return Vec2f{r.Left + r.Width, r.Top + r.Height}
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}
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func (r Rectf) Size() Vec2f {
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return Vec2f{r.Width, r.Height}
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}
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// Rectd is a 2D rectangle with float64 coordinates.
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// Rectd is a 2D rectangle with float64 coordinates.
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type Rectd struct {
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type Rectd struct {
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Left, Top float64
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Left, Top float64
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Width, Height float64
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Width, Height float64
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}
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}
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func (r Rectd) MinPoint() Vec2d {
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return Vec2d{r.Left, r.Top}
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}
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func (r Rectd) MaxPoint() Vec2d {
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return Vec2d{r.Left + r.Width, r.Top + r.Height}
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}
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func (r Rectd) Size() Vec2d {
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return Vec2d{r.Width, r.Height}
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}
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// Boxi is a 3D box with int coordinates.
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// Boxi is a 3D box with int coordinates.
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type Boxi struct {
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type Boxi struct {
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OffX, OffY, OffZ int
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OffX, OffY, OffZ int
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@ -79,6 +79,10 @@ func (v Vec2f) ToFloat64() Vec2d {
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// Vec3f is a three-element float vector
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// Vec3f is a three-element float vector
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type Vec3f [3]float32
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type Vec3f [3]float32
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func (v Vec3f) Negative() Vec3f {
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return Vec3f{-v[0], -v[1], -v[2]}
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||||||
|
}
|
||||||
|
|
||||||
func (v Vec3f) Add(add Vec3f) Vec3f {
|
func (v Vec3f) Add(add Vec3f) Vec3f {
|
||||||
return Vec3f{v[0] + add[0], v[1] + add[1], v[2] + add[2]}
|
return Vec3f{v[0] + add[0], v[1] + add[1], v[2] + add[2]}
|
||||||
}
|
}
|
||||||
|
@ -6,6 +6,7 @@ import (
|
|||||||
"unsafe"
|
"unsafe"
|
||||||
|
|
||||||
"edgaru089.ml/go/gl01/internal/asset"
|
"edgaru089.ml/go/gl01/internal/asset"
|
||||||
|
"edgaru089.ml/go/gl01/internal/io"
|
||||||
"edgaru089.ml/go/gl01/internal/util/itype"
|
"edgaru089.ml/go/gl01/internal/util/itype"
|
||||||
"github.com/go-gl/gl/all-core/gl"
|
"github.com/go-gl/gl/all-core/gl"
|
||||||
)
|
)
|
||||||
@ -67,14 +68,45 @@ func (c *Chunk) updateRender() {
|
|||||||
|
|
||||||
select {
|
select {
|
||||||
case vert := <-c.vertUpdate:
|
case vert := <-c.vertUpdate:
|
||||||
log.Printf("Chunk [%d,%d]: received len=%d", c.X, c.Z, len(vert))
|
|
||||||
gl.BufferData(gl.ARRAY_BUFFER, int(unsafe.Sizeof(Vertex{}))*len(vert), gl.Ptr(vert), gl.DYNAMIC_DRAW)
|
gl.BufferData(gl.ARRAY_BUFFER, int(unsafe.Sizeof(Vertex{}))*len(vert), gl.Ptr(vert), gl.DYNAMIC_DRAW)
|
||||||
c.vbolen = len(vert)
|
c.vbolen = len(vert)
|
||||||
default: // do nothing
|
default: // do nothing
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
var checkViewOffset = []itype.Vec3d{
|
||||||
|
{0, 0, 0},
|
||||||
|
{ChunkSizeX, 0, 0},
|
||||||
|
{0, 0, ChunkSizeZ},
|
||||||
|
{ChunkSizeX, 0, ChunkSizeZ},
|
||||||
|
{0, ChunkSizeY, 0},
|
||||||
|
{ChunkSizeX, ChunkSizeY, 0},
|
||||||
|
{0, ChunkSizeY, ChunkSizeZ},
|
||||||
|
{ChunkSizeX, ChunkSizeY, ChunkSizeZ},
|
||||||
|
}
|
||||||
|
|
||||||
|
// checkView checks if the chunk is in the front-facing direction of the view.
|
||||||
|
func (c *Chunk) checkView(from, facing itype.Vec3d) bool {
|
||||||
|
off := itype.Vec3d{
|
||||||
|
float64(c.X * ChunkSizeX),
|
||||||
|
0,
|
||||||
|
float64(c.Z * ChunkSizeZ),
|
||||||
|
}
|
||||||
|
|
||||||
|
for _, check := range checkViewOffset {
|
||||||
|
ok := off.Add(check).Add(from.Negative()).Dot(facing) > 0
|
||||||
|
if ok {
|
||||||
|
return true
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return false
|
||||||
|
}
|
||||||
|
|
||||||
func (c *Chunk) Render() {
|
func (c *Chunk) Render() {
|
||||||
|
if !c.checkView(io.ViewPos, io.ViewDir) || !c.checkView(io.RenderPos, io.RenderDir) {
|
||||||
|
return
|
||||||
|
}
|
||||||
|
|
||||||
c.Bind()
|
c.Bind()
|
||||||
c.updateRender()
|
c.updateRender()
|
||||||
gl.DrawArrays(gl.TRIANGLES, 0, int32(c.vbolen))
|
gl.DrawArrays(gl.TRIANGLES, 0, int32(c.vbolen))
|
||||||
|
Loading…
Reference in New Issue
Block a user