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() } }
func RegisterShader(name string, vertex, fragment []byte) error { if _, ok := shader_progs[name]; ok { return fmt.Errorf("Tried to register a shader called '%s' twice", name) } vertex_id := gl.CreateShader(gl.VERTEX_SHADER) pointer := &vertex[0] length := int32(len(vertex)) gl.ShaderSource(vertex_id, 1, (**int8)(unsafe.Pointer(&pointer)), &length) gl.CompileShader(vertex_id) var param int32 gl.GetShaderiv(vertex_id, gl.COMPILE_STATUS, ¶m) if param == 0 { buf := make([]byte, 5*1024) var length int32 gl.GetShaderInfoLog(vertex_id, int32(len(buf)), &length, (*int8)(unsafe.Pointer(&buf[0]))) if length > 0 { length-- } maxVersion := gl.GoStr(gl.GetString(gl.SHADING_LANGUAGE_VERSION)) return fmt.Errorf("Failed to compile vertex shader (max version supported: %q) %q: %q", maxVersion, name, buf[0:int(length)]) } fragment_id := gl.CreateShader(gl.FRAGMENT_SHADER) pointer = &fragment[0] length = int32(len(fragment)) gl.ShaderSource(fragment_id, 1, (**int8)(unsafe.Pointer(&pointer)), &length) gl.CompileShader(fragment_id) gl.GetShaderiv(fragment_id, gl.COMPILE_STATUS, ¶m) if param == 0 { buf := make([]byte, 5*1024) var length int32 gl.GetShaderInfoLog(fragment_id, int32(len(buf)), &length, (*int8)(unsafe.Pointer(&buf[0]))) if length > 0 { length-- } maxVersion := gl.GoStr(gl.GetString(gl.SHADING_LANGUAGE_VERSION)) return fmt.Errorf("Failed to compile fragment shader (max version supported: %q) %q: %q", maxVersion, name, buf[0:int(length)]) } // shader successfully compiled - now link program_id := gl.CreateProgram() gl.AttachShader(program_id, vertex_id) gl.AttachShader(program_id, fragment_id) gl.LinkProgram(program_id) gl.GetProgramiv(program_id, gl.LINK_STATUS, ¶m) if param == 0 { return fmt.Errorf("Failed to link shader '%s': %v", name, param) } shader_progs[name] = program_id return nil }