func setupGL() int32 { gl.Disable(gl.DEPTH_TEST) gl.ClearColor(0.7, 0.7, 0.7, 1) program, _ := loadResources() gl.BindFragDataLocation(program, 0, gl.Str("outputColor\x00")) cameraMatrixUniform := gl.GetUniformLocation(program, gl.Str("cameraMatrix\x00")) octUniform := gl.GetUniformLocation(program, gl.Str("oct\x00")) gl.Uniform1i(octUniform, 0) gl.Viewport(0, 0, winWidth, winHeight) var vao uint32 gl.GenVertexArrays(1, &vao) gl.BindVertexArray(vao) quadVertexBufferData := []float32{ -1, -1, 0, 1, -1, 0, -1, 1, 0, -1, 1, 0, 1, -1, 0, 1, 1, 0, } var vbo uint32 gl.GenBuffers(1, &vbo) gl.BindBuffer(gl.ARRAY_BUFFER, vbo) gl.BufferData(gl.ARRAY_BUFFER, len(quadVertexBufferData)*4, gl.Ptr(quadVertexBufferData), gl.STATIC_DRAW) vertAttrib := uint32(gl.GetAttribLocation(program, gl.Str("inputPosition\x00"))) gl.EnableVertexAttribArray(vertAttrib) gl.VertexAttribPointer(vertAttrib, 3, gl.FLOAT, false, 0, gl.PtrOffset(0)) return cameraMatrixUniform }
// BindVertexArray implements the opengl.OpenGl interface. func (native *OpenGl) BindVertexArray(array uint32) { gl.BindVertexArray(array) }