func main() { err := glfw.Init() if err != nil { panic(err) } defer glfw.Terminate() w, err := glfw.CreateWindow(640, 480, "Testing 3+", nil, nil) if err != nil { panic(err) } w.MakeContextCurrent() glfw.SwapInterval(1) w.SetCharCallback(charCallBack) if err := gl.Init(); err != nil { panic(err) } r := makeResources() gl.ClearColor(.5, .5, .5, 0) fmt.Println("Press 'q' to quit") for !w.ShouldClose() { time.Sleep(10 * time.Millisecond) render(w, r) w.SwapBuffers() glfw.PollEvents() } }
// // Draw Loop Function // This function gets called on every update. // func drawLoop(glw *wrapper.Glw) { // Sets the Clear Color (Background Color) gl.ClearColor(0.0, 0.0, 0.0, 1.0) // Clears the Window gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) // Enables Depth gl.Enable(gl.DEPTH_TEST) // Sets the Shader program to Use gl.UseProgram(shaderProgram) // Define the model transformations for the cube cube.ResetModel() cube.Translate(x+0.5, y, z) cube.Scale(scale, scale, scale) //scale equally in all axis cube.Rotate(-angle_x, mgl32.Vec3{1, 0, 0}) //rotating in clockwise direction around x-axis cube.Rotate(-angle_y, mgl32.Vec3{0, 1, 0}) //rotating in clockwise direction around y-axis cube.Rotate(-angle_z, mgl32.Vec3{0, 0, 1}) //rotating in clockwise direction around z-axis // Define the model transformations for our sphere sphere.ResetModel() sphere.Translate(-x-0.5, 0, 0) sphere.Scale(scale/3.0, scale/3.0, scale/3.0) //scale equally in all axis sphere.Rotate(-angle_x, mgl32.Vec3{1, 0, 0}) //rotating in clockwise direction around x-axis sphere.Rotate(-angle_y, mgl32.Vec3{0, 1, 0}) //rotating in clockwise direction around y-axis sphere.Rotate(-angle_z, mgl32.Vec3{0, 0, 1}) //rotating in clockwise direction around z-axis // Projection matrix : 45° Field of View, 4:3 ratio, display range : 0.1 unit <-> 100 units var Projection mgl32.Mat4 = mgl32.Perspective(30.0, aspect_ratio, 0.1, 100.0) // Camera matrix var View mgl32.Mat4 = mgl32.LookAtV( mgl32.Vec3{0, 0, 4}, // Camera is at (0,0,4), in World Space mgl32.Vec3{0, 0, 0}, // and looks at the origin mgl32.Vec3{0, 1, 0}, // Head is up (set to 0,-1,0 to look upside-down) ) // Send our uniforms variables to the currently bound shader, gl.Uniform1ui(colourmodeUniform, uint32(colourmode)) gl.UniformMatrix4fv(viewUniform, 1, false, &View[0]) gl.UniformMatrix4fv(projectionUniform, 1, false, &Projection[0]) // Draws the Cube gl.UniformMatrix4fv(modelUniform, 1, false, &cube.Model[0]) cube.Draw() // Draw our sphere gl.UniformMatrix4fv(modelUniform, 1, false, &sphere.Model[0]) sphere.DrawSphere() gl.DisableVertexAttribArray(0) gl.UseProgram(0) /* Modify our animation variables */ angle_x += angle_inc_x angle_y += angle_inc_y angle_z += angle_inc_z }
func (r *Renderer) Render() { // defer glfw.Terminate() shader := r.Shaders.textureFlat program := shader.program // gl.UseProgram(program) // gl.BindFragDataLocation(program, 0, gl.Str("outputColor\x00")) // // Configure global settings gl.Enable(gl.DEPTH_TEST) gl.DepthFunc(gl.LESS) gl.ClearColor(1.0, 1.0, 1.0, 1.0) // // angle += elapsed // r.Mesh.modelView = mgl32.HomogRotate3D(float32(angle), mgl32.Vec3{0, 1, 0}) // Render // gl.UniformMatrix4fv(shader.uniforms["modelView"], 1, false, &r.Mesh.modelView[0]) time := glfw.GetTime() _ = time - r.PreviousTime r.PreviousTime = time // fmt.Println(elapsed * 100) gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) gl.UniformMatrix4fv(shader.uniforms["projection"], 1, false, &r.Projection[0]) gl.UniformMatrix4fv(shader.uniforms["camera"], 1, false, &r.Camera[0]) // TODO : batch triangles and use multiple textures for _, mesh := range r.Meshes { gl.UniformMatrix4fv(shader.uniforms["modelView"], 1, false, &mesh.modelView[0]) gl.Uniform1i(shader.uniforms["tex"], 0) gl.BindVertexArray(mesh.vao) gl.ActiveTexture(gl.TEXTURE0) gl.BindTexture(gl.TEXTURE_2D, mesh.textures[0]) gl.DrawArrays(gl.TRIANGLES, 0, int32(len(mesh.verticies)/5)) } // Maintenance r.Window.SwapBuffers() glfw.PollEvents() if r.Ready == false { r.Ready = true } }
func (glr *GlRenderer) initScreen() { var err error glr.program, err = createScreenShader() if err != nil { panic(err) } gl.UseProgram(glr.program) projection := mgl32.Ortho2D(-1, 1, 1, -1) projectionUniform := gl.GetUniformLocation(glr.program, gl.Str("projection\x00")) gl.UniformMatrix4fv(projectionUniform, 1, false, &projection[0]) textureUniform := gl.GetUniformLocation(glr.program, gl.Str("tex\x00")) gl.Uniform1i(textureUniform, 0) glr.texture = createScreenTexture(glr.width, glr.height) gl.GenVertexArrays(1, &glr.vao) gl.BindVertexArray(glr.vao) var quadVertices = []float32{ // X, Y, Z, U, V 1.0, -1.0, 0.0, 1.0, 0.0, -1.0, -1.0, 0.0, 0.0, 0.0, 1.0, 1.0, 0.0, 1.0, 1.0, -1.0, -1.0, 0.0, 0.0, 0.0, -1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 0.0, 1.0, 1.0, } var vbo uint32 gl.GenBuffers(1, &vbo) gl.BindBuffer(gl.ARRAY_BUFFER, vbo) gl.BufferData(gl.ARRAY_BUFFER, len(quadVertices)*4, gl.Ptr(quadVertices), gl.STATIC_DRAW) vertAttrib := uint32(gl.GetAttribLocation(glr.program, gl.Str("vert\x00"))) gl.EnableVertexAttribArray(vertAttrib) gl.VertexAttribPointer(vertAttrib, 3, gl.FLOAT, false, 5*4, gl.PtrOffset(0)) texCoordAttrib := uint32(gl.GetAttribLocation(glr.program, gl.Str("vertTexCoord\x00"))) gl.EnableVertexAttribArray(texCoordAttrib) gl.VertexAttribPointer(texCoordAttrib, 2, gl.FLOAT, false, 5*4, gl.PtrOffset(3*4)) gl.Enable(gl.DEPTH_TEST) gl.ClearColor(1.0, 1.0, 1.0, 1.0) }
func main() { err := glfw.Init() if err != nil { panic(err) } defer glfw.Terminate() glfw.WindowHint(glfw.Resizable, glfw.False) w, err := glfw.CreateWindow(400, 300, "Hello World", nil, nil) if err != nil { panic(err) } w.MakeContextCurrent() glfw.SwapInterval(1) w.SetCharCallback(charCallBack) if err := gl.Init(); err != nil { panic(err) } r := makeResources() gl.ClearColor(1, 1, 1, 0) fmt.Println("Press 'q' to quit") for !w.ShouldClose() { time.Sleep(10 * time.Millisecond) updateFadeFactor(r) render(w, r) w.SwapBuffers() glfw.PollEvents() } }