func main() { // Initialize GLFW for window management glfw.SetErrorCallback(glfwErrorCallback) if !glfw.Init() { panic("failed to initialize glfw") } defer glfw.Terminate() glfw.WindowHint(glfw.Resizable, glfw.False) glfw.WindowHint(glfw.ContextVersionMajor, 3) glfw.WindowHint(glfw.ContextVersionMinor, 3) glfw.WindowHint(glfw.OpenglForwardCompatible, glfw.True) // Necessary for OS X glfw.WindowHint(glfw.OpenglProfile, glfw.OpenglCoreProfile) // Necessary for OS X glfw.WindowHint(glfw.OpenglDebugContext, glfw.True) window, err := glfw.CreateWindow(WindowWidth, WindowHeight, "Cube", nil, nil) if err != nil { panic(err) } window.MakeContextCurrent() // Initialize Glow if err := gl.Init(); err != nil { panic(err) } // Note that it is possible to use GL functions spanning multiple versions if err := gl4.Init(); err != nil { fmt.Printf("Could not initialize GL 4.4 (non-fatal)") } if gl.ARB_debug_output { gl.Enable(gl.DEBUG_OUTPUT_SYNCHRONOUS_ARB) gl.DebugMessageCallbackARB(gl.DebugProc(glDebugCallback), gl.Ptr(nil)) // Trigger an error to demonstrate debug output gl.Enable(gl.CONTEXT_FLAGS) } version := gl.GoStr(gl.GetString(gl.VERSION)) fmt.Println("OpenGL version", version) // Configure the vertex and fragment shaders program, err := newProgram(vertexShader, fragmentShader) if err != nil { panic(err) } gl.UseProgram(program) projection := mgl32.Perspective(70.0, float32(WindowWidth)/WindowHeight, 0.1, 10.0) projectionUniform := gl.GetUniformLocation(program, gl.Str("projection\x00")) gl.UniformMatrix4fv(projectionUniform, 1, false, &projection[0]) camera := mgl32.LookAtV(mgl32.Vec3{3, 3, 3}, mgl32.Vec3{0, 0, 0}, mgl32.Vec3{0, 1, 0}) cameraUniform := gl.GetUniformLocation(program, gl.Str("camera\x00")) gl.UniformMatrix4fv(cameraUniform, 1, false, &camera[0]) model := mgl32.Ident4() modelUniform := gl.GetUniformLocation(program, gl.Str("model\x00")) gl.UniformMatrix4fv(modelUniform, 1, false, &model[0]) textureUniform := gl.GetUniformLocation(program, gl.Str("tex\x00")) gl.Uniform1i(textureUniform, 0) gl.BindFragDataLocation(program, 0, gl.Str("outputColor\x00")) // Load the texture texture, err := newTexture("square.png") if err != nil { panic(err) } // Configure the vertex data var vao uint32 gl.GenVertexArrays(1, &vao) gl.BindVertexArray(vao) var vbo uint32 gl.GenBuffers(1, &vbo) gl.BindBuffer(gl.ARRAY_BUFFER, vbo) gl.BufferData(gl.ARRAY_BUFFER, len(cubeVertices)*4, gl.Ptr(cubeVertices), gl.STATIC_DRAW) vertAttrib := uint32(gl.GetAttribLocation(program, gl.Str("vert\x00"))) gl.EnableVertexAttribArray(vertAttrib) gl.VertexAttribPointer(vertAttrib, 3, gl.FLOAT, false, 5*4, gl.PtrOffset(0)) texCoordAttrib := uint32(gl.GetAttribLocation(program, gl.Str("vertTexCoord\x00"))) gl.EnableVertexAttribArray(texCoordAttrib) gl.VertexAttribPointer(texCoordAttrib, 2, gl.FLOAT, false, 5*4, gl.PtrOffset(3*4)) // Configure global settings gl.Enable(gl.DEPTH_TEST) gl.DepthFunc(gl.LESS) gl.ClearColor(1.0, 1.0, 1.0, 1.0) angle := 0.0 previousTime := glfw.GetTime() for !window.ShouldClose() { gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) // Update time := glfw.GetTime() elapsed := time - previousTime previousTime = time angle += elapsed model = mgl32.HomogRotate3D(float32(angle), mgl32.Vec3{0, 1, 0}) // Render gl.UseProgram(program) gl.UniformMatrix4fv(modelUniform, 1, false, &model[0]) gl.BindVertexArray(vao) gl.ActiveTexture(gl.TEXTURE0) gl.BindTexture(gl.TEXTURE_2D, texture) gl.DrawArrays(gl.TRIANGLES, 0, 6*2*3) // Maintenance window.SwapBuffers() glfw.PollEvents() } }
// RenderString must be called on the render thread. x and y are the initial position of the pen, // in screen coordinates, and height is the height of a full line of text, in screen coordinates. func (d *Dictionary) RenderString(str string, x, y, height float64) { if str == "" { return } // No synchronization necessary because everything is run serially on the render thread anyway. if d.strs == nil { d.strs = make(map[string]strData) } data, ok := d.strs[str] if !ok { data = d.bindString(str) d.strs[str] = data } render.EnableShader("glop.font") defer render.EnableShader("") gl.ActiveTexture(gl.TEXTURE0) gl.BindTexture(gl.TEXTURE_2D, d.atlas.texture) location, _ := render.GetUniformLocation("glop.font", "tex") gl.Uniform1i(location, 0) gl.BindSampler(0, d.atlas.sampler) location, _ = render.GetUniformLocation("glop.font", "height") gl.Uniform1f(location, float32(height)) var viewport [4]int32 gl.GetIntegerv(gl.VIEWPORT, &viewport[0]) location, _ = render.GetUniformLocation("glop.font", "screen") gl.Uniform2f(location, float32(viewport[2]), float32(viewport[3])) location, _ = render.GetUniformLocation("glop.font", "pen") gl.Uniform2f(location, float32(x)+float32(viewport[0]), float32(y)+float32(viewport[1])) location, _ = render.GetUniformLocation("glop.font", "textColor") gl.Uniform3f(location, d.color[0], d.color[1], d.color[2]) gl.Enable(gl.BLEND) gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) gl.BindVertexArray(data.varrays[0]) gl.DrawArrays(gl.TRIANGLES, 0, data.count) }
func newTexture(file string) (uint32, error) { imgFile, err := os.Open(file) if err != nil { return 0, err } img, _, err := image.Decode(imgFile) if err != nil { return 0, err } rgba := image.NewRGBA(img.Bounds()) if rgba.Stride != rgba.Rect.Size().X*4 { return 0, fmt.Errorf("unsupported stride") } draw.Draw(rgba, rgba.Bounds(), img, image.Point{0, 0}, draw.Src) var texture uint32 gl.GenTextures(1, &texture) gl.ActiveTexture(gl.TEXTURE0) gl.BindTexture(gl.TEXTURE_2D, texture) gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR) gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR) gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE) gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE) gl.TexImage2D( gl.TEXTURE_2D, 0, gl.RGBA, int32(rgba.Rect.Size().X), int32(rgba.Rect.Size().Y), 0, gl.RGBA, gl.UNSIGNED_BYTE, gl.Ptr(rgba.Pix)) return texture, nil }
// LoadDictionary reads a gobbed Dictionary object from r, registers its atlas texture with opengl, // and returns a Dictionary that is ready to render text. func LoadDictionary(r io.Reader) (*Dictionary, error) { errChan := make(chan error) initOnce.Do(func() { render.Queue(func() { // errChan <- render.RegisterShader("glop.font", []byte(font_vertex_shader), []byte(font_fragment_shader)) errChan <- render.RegisterShader("glop.font", []byte(font_vshader), []byte(font_fshader)) }) }) err := <-errChan if err != nil { return nil, err } var dict Dictionary dec := gob.NewDecoder(r) err = dec.Decode(&dict) if err != nil { return nil, err } render.Queue(func() { // Create the gl texture for the atlas gl.GenTextures(1, &dict.atlas.texture) glerr := gl.GetError() if glerr != 0 { errChan <- fmt.Errorf("Gl Error on gl.GenTextures: %v", glerr) return } // Send the atlas to opengl gl.BindTexture(gl.TEXTURE_2D, dict.atlas.texture) gl.PixelStorei(gl.UNPACK_ALIGNMENT, 1) gl.TexImage2D( gl.TEXTURE_2D, 0, gl.RED, dict.Dx, dict.Dy, 0, gl.RED, gl.UNSIGNED_BYTE, gl.Ptr(&dict.Pix[0])) glerr = gl.GetError() if glerr != 0 { errChan <- fmt.Errorf("Gl Error on creating texture: %v", glerr) return } // Create the atlas sampler and set the parameters we want for it gl.GenSamplers(1, &dict.atlas.sampler) gl.SamplerParameteri(dict.atlas.sampler, gl.TEXTURE_MIN_FILTER, gl.LINEAR) gl.SamplerParameteri(dict.atlas.sampler, gl.TEXTURE_MAG_FILTER, gl.LINEAR) gl.SamplerParameteri(dict.atlas.sampler, gl.TEXTURE_WRAP_S, gl.REPEAT) gl.SamplerParameteri(dict.atlas.sampler, gl.TEXTURE_WRAP_T, gl.REPEAT) glerr = gl.GetError() if glerr != 0 { errChan <- fmt.Errorf("Gl Error on creating sampler: %v", glerr) return } errChan <- nil }) err = <-errChan if err != nil { return nil, err } return &dict, nil }