func (s *Sprite) Draw() { gg.UseProgram(s.program) vattrib, err := gg.GetAttribLocation(s.program, "vertex_position") if err != nil { log.Fatal(err) } gg.EnableVertexAttribArray(vattrib) gg.BindBuffer(gg.ARRAY_BUFFER, s.pvbo) gg.VertexAttribPointer(vattrib, 3, gg.FLOAT, false, 0, 0) tattrib, err := gg.GetAttribLocation(s.program, "vertex_texture") if err != nil { log.Fatal(err) } gg.EnableVertexAttribArray(tattrib) gg.BindBuffer(gg.ARRAY_BUFFER, s.tvbo) gg.VertexAttribPointer(tattrib, 2, gg.FLOAT, false, 0, 0) gg.ActiveTexture(gg.TEXTURE0) gg.BindTexture(gg.TEXTURE_2D, s.tex) texUniform, err := gg.GetUniformLocation(s.program, "tex_loc") if err != nil { log.Fatal(err) } gg.Uniform1i(texUniform, 0) gg.DrawArrays(gg.TRIANGLE_FAN, 0, 4) }
func NewTetris(vertShader, fragShader string) (*Tetris, error) { gg.Enable(gg.BLEND) gg.BlendFunc(gg.SRC_ALPHA, gg.ONE_MINUS_SRC_ALPHA) // Compile the global shader program vshader, err := gg.CreateShader([]byte(vertShader), gg.VERTEX_SHADER) if err != nil { return nil, err } fshader, err := gg.CreateShader([]byte(fragShader), gg.FRAGMENT_SHADER) if err != nil { return nil, err } program := gg.CreateProgram() gg.AttachShader(program, vshader) gg.AttachShader(program, fshader) if err := gg.LinkProgram(program); err != nil { return nil, err } // Set the global projection matrix gg.UseProgram(program) proj := mgl.Ortho(0, float32(WindowWidth), float32(WindowHeight), 0, 0, 1) projUniform, err := gg.GetUniformLocation(program, "proj") if err != nil { return nil, err } gg.UniformMatrix4fv(projUniform, proj[:]) tetris := &Tetris{} tetris.textures, err = LoadTextures() if err != nil { return nil, err } tetris.bg = NewSprite(WindowWidth, WindowHeight, program, tetris.textures["bg"]) tetris.board = NewBoard(WidthCells, HeightCells, program, tetris.textures) tetris.board.x = Padding tetris.board.y = Padding rand.Seed(time.Now().Unix()) tetris.board.current = tetris.board.NewRandomPiece() go func() { t := time.NewTicker(time.Second) for range t.C { tetris.mu.Lock() if tetris.gameOver { return } tetris.mu.Unlock() tetris.HandleInput(inputDown) } }() return tetris, nil }
func (s *Sprite) Draw() error { gg.UseProgram(s.program) model := s.transform() modelUniform, err := gg.GetUniformLocation(s.program, "model") if err != nil { return err } gg.UniformMatrix4fv(modelUniform, model[:]) gg.ActiveTexture(gg.TEXTURE0) gg.BindTexture(gg.TEXTURE_2D, s.tex) textureUniform, err := gg.GetUniformLocation(s.program, "tex_loc") if err != nil { return err } gg.Uniform1i(textureUniform, 0) vattrib, err := gg.GetAttribLocation(s.program, "vertex_position") if err != nil { return err } gg.EnableVertexAttribArray(vattrib) gg.BindBuffer(gg.ARRAY_BUFFER, s.pbuf) gg.VertexAttribPointer(vattrib, 3, gg.FLOAT, false, 0, 0) tattrib, err := gg.GetAttribLocation(s.program, "vertex_texture") if err != nil { return err } gg.EnableVertexAttribArray(tattrib) gg.BindBuffer(gg.ARRAY_BUFFER, s.tbuf) gg.VertexAttribPointer(tattrib, 2, gg.FLOAT, false, 0, 0) gg.DrawArrays(gg.TRIANGLE_FAN, 0, 4) return nil }
func NewScene(vertShader, fragShader string, texture *gg.Texture) (*Scene, error) { gg.Enable(gg.DEPTH_TEST) gg.Enable(gg.CULL_FACE) gg.DepthFunc(gg.LESS) gg.Enable(gg.BLEND) gg.BlendFunc(gg.SRC_ALPHA, gg.ONE_MINUS_SRC_ALPHA) // Compile the global shader program vshader, err := gg.CreateShader([]byte(vertShader), gg.VERTEX_SHADER) if err != nil { return nil, err } fshader, err := gg.CreateShader([]byte(fragShader), gg.FRAGMENT_SHADER) if err != nil { return nil, err } program := gg.CreateProgram() gg.AttachShader(program, vshader) gg.AttachShader(program, fshader) if err := gg.LinkProgram(program); err != nil { return nil, err } // Set the global projection matrix gg.UseProgram(program) proj := mgl.Ortho(0, float32(WindowWidth), float32(WindowHeight), 0, 0, 1) projUniform, err := gg.GetUniformLocation(program, "proj") if err != nil { return nil, err } gg.UniformMatrix4fv(projUniform, proj[:]) vertices := []float32{ float32(WindowWidth)/2 - 50, float32(WindowHeight)/2 - 50, 0, float32(WindowWidth)/2 - 50, float32(WindowHeight)/2 + 50, 0, float32(WindowWidth)/2 + 50, float32(WindowHeight)/2 + 50, 0, float32(WindowWidth)/2 + 50, float32(WindowHeight)/2 - 50, 0, } // Initialize sprite sprite, err := NewSprite(vertices, program, texture) if err != nil { return nil, err } return &Scene{sprite: sprite}, nil }
func (t *Triangle) Draw() { gg.UseProgram(t.program) colorUniform, err := gg.GetUniformLocation(t.program, "color") if err != nil { log.Fatal(err) } gg.Uniform4f(colorUniform, 1.0, 0.0, 1.0, 1.0) vattrib, err := gg.GetAttribLocation(t.program, "vertex_position") if err != nil { log.Fatal(err) } gg.EnableVertexAttribArray(vattrib) gg.BindBuffer(gg.ARRAY_BUFFER, t.vbo) gg.VertexAttribPointer(vattrib, 3, gg.FLOAT, false, 0, 0) gg.DrawArrays(gg.TRIANGLE_FAN, 0, 3) }