Example #1
0
func (t *Text) Draw() {
	if t.IsDebug {
		t.BoundingBox.Draw()
	}
	gl.UseProgram(t.font.program)

	gl.ActiveTexture(gl.TEXTURE0)
	gl.BindTexture(gl.TEXTURE_2D, t.font.textureID)

	// uniforms
	gl.Uniform1i(t.font.fragmentTextureUniform, 0)
	gl.Uniform4fv(t.font.colorUniform, 1, &t.color[0])
	gl.Uniform2fv(t.font.finalPositionUniform, 1, &t.finalPosition[0])
	gl.UniformMatrix4fv(t.font.orthographicMatrixUniform, 1, false, &t.font.OrthographicMatrix[0])
	gl.UniformMatrix4fv(t.font.scaleMatrixUniform, 1, false, &t.scaleMatrix[0])

	// draw
	drawCount := int32(t.RuneCount * 6)
	if drawCount > int32(t.eboIndexCount) {
		drawCount = int32(t.eboIndexCount)
	}
	if drawCount < 0 {
		drawCount = 0
	}
	gl.Enable(gl.BLEND)
	gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
	gl.BindVertexArray(t.vao)
	gl.DrawElements(gl.TRIANGLES, drawCount, gl.UNSIGNED_INT, nil)
	gl.BindVertexArray(0)
	gl.Disable(gl.BLEND)
}
Example #2
0
func CreateSprite(t Texture) (s Sprite, err error) {

	s.texture = t
	s.shader, err = CreateShader(vertexShader, fragmentShader)
	if err != nil {
		return s, err
	}

	gl.GenBuffers(1, &s.ebo)
	gl.GenBuffers(1, &s.vbo)
	gl.GenVertexArrays(1, &s.vao)

	gl.BindVertexArray(s.vao)

	gl.BindBuffer(gl.ARRAY_BUFFER, s.vbo)
	gl.BufferData(gl.ARRAY_BUFFER, len(vertices)*4, gl.Ptr(vertices), gl.STATIC_DRAW)

	gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, s.ebo)
	gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, len(indices)*4, gl.Ptr(indices), gl.STATIC_DRAW)

	err = s.shader.SetAttrib("vert", 2, gl.FLOAT, 4*4, 0)
	err = s.shader.SetAttrib("vertTexCoord", 2, gl.FLOAT, 4*4, 2*4)

	gl.BindVertexArray(0)

	return s, err
}
Example #3
0
func LoadText(f *Font) (t *Text) {
	t = new(Text)
	t.font = f

	// text hover values
	// "resting state" of a text object is the min scale
	t.ScaleMin = 1.0
	t.ScaleMax = 1.1
	t.SetScale(1)

	// size of glfloat
	glfloat_size := int32(4)

	// stride of the buffered data
	xy_count := int32(2)
	stride := xy_count + int32(2)

	gl.GenVertexArrays(1, &t.vao)
	gl.GenBuffers(1, &t.vbo)
	gl.GenBuffers(1, &t.ebo)

	// vao
	gl.BindVertexArray(t.vao)

	gl.ActiveTexture(gl.TEXTURE0)
	gl.BindTexture(gl.TEXTURE_2D, t.font.textureID)

	// vbo
	// specify the buffer for which the VertexAttribPointer calls apply
	gl.BindBuffer(gl.ARRAY_BUFFER, t.vbo)

	gl.EnableVertexAttribArray(t.font.centeredPosition)
	gl.VertexAttribPointer(
		t.font.centeredPosition,
		2,
		gl.FLOAT,
		false,
		glfloat_size*stride,
		gl.PtrOffset(0),
	)

	gl.EnableVertexAttribArray(t.font.uv)
	gl.VertexAttribPointer(
		t.font.uv,
		2,
		gl.FLOAT,
		false,
		glfloat_size*stride,
		gl.PtrOffset(int(glfloat_size*xy_count)),
	)

	// ebo
	gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, t.ebo)

	// i am guessing that order is important here
	gl.BindVertexArray(0)
	gl.BindBuffer(gl.ARRAY_BUFFER, 0)
	gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, 0)
	return t
}
Example #4
0
func (t *Text) SetString(fs string, argv ...interface{}) {
	var indices []rune
	if len(argv) == 0 {
		indices = []rune(fs)
	} else {
		indices = []rune(fmt.Sprintf(fs, argv...))
	}
	if len(indices) == 0 {
		return
	}
	if t.MaxRuneCount > 0 && len(indices) > t.MaxRuneCount+1 {
		indices = indices[0:t.MaxRuneCount]
	}
	t.String = string(indices)

	// ebo, vbo data
	glfloat_size := int32(4)

	t.vboIndexCount = len(indices) * 4 * 2 * 2 // 4 indexes per rune (containing 2 position + 2 texture)
	t.eboIndexCount = len(indices) * 6         // each rune requires 6 triangle indices for a quad
	t.RuneCount = len(indices)
	t.vboData = make([]float32, t.vboIndexCount, t.vboIndexCount)
	t.eboData = make([]int32, t.eboIndexCount, t.eboIndexCount)

	// generate the basic vbo data and bounding box
	t.X1 = Point{0, 0}
	t.X2 = Point{0, 0}
	t.makeBufferData(indices)

	// find the centered position of the bounding box
	lowerLeft := t.getLowerLeft()

	// reposition the vbo data so that it is centered at (0,0)
	// according to the orthographic projection being used
	t.setDataPosition(lowerLeft)

	if t.IsDebug {
		fmt.Printf("bounding box %v %v\n", t.X1, t.X2)
		fmt.Printf("lower left\n%v\n", lowerLeft)
		fmt.Printf("text vbo data\n%v\n", t.vboData)
		fmt.Printf("text ebo data\n%v\n", t.eboData)
	}
	gl.BindVertexArray(t.vao)
	gl.BindBuffer(gl.ARRAY_BUFFER, t.vbo)
	gl.BufferData(
		gl.ARRAY_BUFFER, int(glfloat_size)*t.vboIndexCount, gl.Ptr(t.vboData), gl.DYNAMIC_DRAW)
	gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, t.ebo)
	gl.BufferData(
		gl.ELEMENT_ARRAY_BUFFER, int(glfloat_size)*t.eboIndexCount, gl.Ptr(t.eboData), gl.DYNAMIC_DRAW)
	gl.BindVertexArray(0)

	// not necesssary, but i just want to better understand using vertex arrays
	gl.BindBuffer(gl.ARRAY_BUFFER, 0)
	gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, 0)

	// SetString can be called at anytime.  we want to make sure that if the user is updating the text,
	// the previous position will be maintained
	t.SetPosition(t.SetPositionX, t.SetPositionY)
}
Example #5
0
func (b *BoundingBox) Draw() {
	gl.UseProgram(b.program)

	// uniforms
	gl.Uniform2fv(b.finalPositionUniform, 1, &b.finalPosition[0])
	gl.UniformMatrix4fv(b.orthographicMatrixUniform, 1, false, &b.font.OrthographicMatrix[0])

	// draw
	gl.BindVertexArray(b.vao)
	gl.DrawElements(gl.TRIANGLES, int32(b.eboIndexCount), gl.UNSIGNED_INT, nil)
	gl.BindVertexArray(0)
}
Example #6
0
func (s *Sprite) Draw() {
	s.shader.Use()
	s.texture.Bind()

	gl.BindVertexArray(s.vao)
	gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, s.ebo)
	gl.BindBuffer(gl.ARRAY_BUFFER, s.vbo)
	//gl.DrawArrays(gl.TRIANGLES, 0, 3)
	gl.DrawElements(gl.TRIANGLES, 6, gl.UNSIGNED_INT, gl.PtrOffset(0))
	gl.BindVertexArray(0)
	gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, 0)

}
Example #7
0
// Updating the list of Points that this LineRender should be rendering.
func (lr *LineRender) UpdatePoints(points []Point) {
	// Determining the buffer mode.
	var mode uint32
	if lr.static {
		mode = gl.STATIC_DRAW
	} else {
		mode = gl.DYNAMIC_DRAW
	}

	// Setting the number of points.
	lr.points = int32(len(points))

	// Generating the buffer data.
	vboData := generateVBOData(points)
	eboData := generateEBOData(len(points))

	// Filling the buffer data.
	gl.BindVertexArray(lr.vao)

	gl.BindBuffer(gl.ARRAY_BUFFER, lr.vbo)
	gl.BufferData(gl.ARRAY_BUFFER, len(vboData)*4, gl.Ptr(vboData), mode)

	gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, lr.ebo)
	gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, len(eboData)*4, gl.Ptr(eboData), mode)
}
Example #8
0
// Rendering this LineRender.
func (lr *LineRender) Render() {
	// Binding the appropriate information.
	gl.BindVertexArray(lr.vao)
	gl.BindBuffer(gl.ARRAY_BUFFER, lr.vbo)
	gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, lr.ebo)
	gl.UseProgram(lr.shaderProgram)

	// Loading up vertex attributes.
	vertAttrib := uint32(gl.GetAttribLocation(lr.shaderProgram, gl.Str("vert\x00")))
	gl.EnableVertexAttribArray(vertAttrib)
	gl.VertexAttribPointer(vertAttrib, 2, gl.FLOAT, false, 2*4, gl.PtrOffset(0))

	// Line thickness information.
	gl.Uniform1f(
		gl.GetUniformLocation(lr.shaderProgram, gl.Str("in_thickness\x00")),
		lr.weight)

	// Fragment shader color information.
	gl.Uniform4f(
		gl.GetUniformLocation(lr.shaderProgram, gl.Str("in_color\x00")),
		lr.color.Red,
		lr.color.Green,
		lr.color.Blue,
		lr.color.Alpha)

	gl.BindFragDataLocation(lr.shaderProgram, 0, gl.Str("out_color\x00"))

	// Performing the render.
	gl.DrawElements(gl.LINE_STRIP, lr.points, gl.UNSIGNED_INT, nil)
}
Example #9
0
// Creating a RenderObject with a given shaderProgram, texture, and set of
// vertices.
func CreateRenderObject(shaderProgram ShaderProgram, texture Texture, vertices []float32) *RenderObject {
	renderObject := new(RenderObject)

	// Creating the basic information.
	renderObject.shaderProgram = uint32(shaderProgram)
	renderObject.texture = uint32(texture)

	gl.GenVertexArrays(1, &renderObject.vao)
	gl.GenBuffers(1, &renderObject.vbo)
	gl.GenBuffers(1, &renderObject.ebo)

	// Filling the RenderObject with information.
	gl.BindVertexArray(renderObject.vao)
	gl.BindBuffer(gl.ARRAY_BUFFER, renderObject.vbo)
	gl.BufferData(gl.ARRAY_BUFFER, len(vertices)*4, gl.Ptr(vertices), gl.STATIC_DRAW)

	gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, renderObject.ebo)
	vertOrder := []uint32{
		0, 1, 2,
		2, 3, 0,
	}
	gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, len(vertOrder)*4, gl.Ptr(vertOrder), gl.STATIC_DRAW)

	// Loading up vertex attributes.
	vertAttrib := uint32(gl.GetAttribLocation(renderObject.shaderProgram, gl.Str("vert\x00")))
	gl.EnableVertexAttribArray(vertAttrib)
	gl.VertexAttribPointer(vertAttrib, 2, gl.FLOAT, false, 4*4, gl.PtrOffset(0))

	// Loading up texture attributes.
	texAttrib := uint32(gl.GetAttribLocation(renderObject.shaderProgram, gl.Str("vertTexCoord\x00")))
	gl.EnableVertexAttribArray(texAttrib)
	gl.VertexAttribPointer(texAttrib, 2, gl.FLOAT, false, 4*4, gl.PtrOffset(2*4))

	return renderObject
}
Example #10
0
func (c *Context) Delete() {
	cleanupSound()
	gl.BindVertexArray(0)
	gl.DeleteVertexArrays(1, &c.VAO)
	if c.window != nil {
		c.window.Destroy()
	}
	glfw.Terminate()
}
Example #11
0
func (p *Program) createVAO() error {
	gl.GenVertexArrays(1, &p.vao)
	if e := gl.GetError(); e != 0 {
		return fmt.Errorf("ERROR gl.GenVertexArray %X", e)
	}
	gl.BindVertexArray(p.vao)
	if e := gl.GetError(); e != 0 {
		return fmt.Errorf("ERROR array.Bind %X", e)
	}
	return nil
}
Example #12
0
//CreateVertexArray is a "constructor" of vertex array, hence returns a opengl
//mesh, specifically a cube for testing
func CreateVertexArray() VertexArray {
	var vertexArray VertexArray
	cubeVertices := vertexArray.PosData()
	gl.GenVertexArrays(1, &vertexArray.handleVAO)

	gl.BindVertexArray(vertexArray.handleVAO)

	gl.GenBuffers(1, &vertexArray.handleVBO)
	gl.BindBuffer(gl.ARRAY_BUFFER, vertexArray.handleVBO)
	gl.BufferData(gl.ARRAY_BUFFER, len(cubeVertices)*4, gl.Ptr(cubeVertices), gl.STATIC_DRAW)
	return vertexArray
}
Example #13
0
func CreateVAO() (array uint32, err error) {
	gl.GenVertexArrays(1, &array)
	if e := gl.GetError(); e != 0 {
		err = fmt.Errorf("ERROR gl.GenVertexArray %X", e)
		return
	}
	gl.BindVertexArray(array)
	if e := gl.GetError(); e != 0 {
		err = fmt.Errorf("ERROR array.Bind %X", e)
		return
	}
	return
}
Example #14
0
func (renderObject *RenderObject) Render() {
	gl.BindVertexArray(renderObject.vao)
	gl.BindBuffer(gl.ARRAY_BUFFER, renderObject.vbo)
	gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, renderObject.ebo)
	gl.UseProgram(renderObject.shaderProgram)

	// Binding the texture.
	gl.ActiveTexture(gl.TEXTURE0)
	gl.BindTexture(gl.TEXTURE_2D, renderObject.texture)
	gl.BindFragDataLocation(renderObject.shaderProgram, 0, gl.Str("outputColor\x00"))

	// Drawing the object.
	gl.DrawElements(gl.TRIANGLES, 6, gl.UNSIGNED_INT, nil)
}
Example #15
0
func CreateBuffers() {

	var err error
	program, err = MakeProgram(VertexShader(), FragmentShader())
	// defer program.Delete()

	if err != nil {
		fmt.Println("Error loading shaders: " + err.Error())
		panic("error loading shaders")
	}

	gl.BindFragDataLocation(program, 0, gl.Str("color\x00"))

	MVPid = gl.GetUniformLocation(program, gl.Str("MVP\x00"))
	lightpositionID = gl.GetUniformLocation(program, gl.Str("light.position\x00"))
	lightintensitiesID = gl.GetUniformLocation(program, gl.Str("light.intensities\x00"))
	lightattenuationID = gl.GetUniformLocation(program, gl.Str("light.attenuation\x00"))
	lightambientCoeficientID = gl.GetUniformLocation(program, gl.Str("light.ambientCoeficient\x00"))

	cameraPositionID = gl.GetUniformLocation(program, gl.Str("cameraPosition\x00"))

	// View := mathgl.LookAt(0.0, 0.0, 5.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0)

	// viewM = View

	gl.DepthFunc(gl.LEQUAL)
	gl.Enable(gl.BLEND)
	gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)

	// var vao uint32
	gl.GenVertexArrays(1, &vao)
	gl.BindVertexArray(vao)

	// var vbo uint32
	gl.GenBuffers(1, &vbo)

	// gl.GenBuffers(1, &elementvbo)
	// fmt.Println(program)
	gl.UseProgram(program)

	for idx, img := range aggregateImages {
		bindAggregateImage(img, idx)

	}

}
Example #16
0
// 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)
}
Example #17
0
func (c *Context) CreateWindow(w, h int, name string) (err error) {
	c.w = w
	c.h = h
	c.name = name
	var monitor *glfw.Monitor
	if c.fullscreen == true {
		monitor = glfw.GetPrimaryMonitor()
	}
	if c.window, err = glfw.CreateWindow(c.w, c.h, c.name, monitor, nil); err != nil {
		return
	}
	if c.cursor == false {
		c.window.SetInputMode(glfw.CursorMode, glfw.CursorHidden)
	}
	c.window.MakeContextCurrent()
	gl.Init()
	if e := gl.GetError(); e != 0 {
		if e == gl.INVALID_ENUM {
			fmt.Printf("GL_INVALID_ENUM when calling glInit\n")
		} else {
			err = fmt.Errorf("OpenGL glInit error: %X\n", e)
			return
		}
	}
	c.OpenGLVersion = glfw.GetVersionString()
	c.ShaderVersion = gl.GoStr(gl.GetString(gl.SHADING_LANGUAGE_VERSION))
	gl.Enable(gl.BLEND)
	gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
	gl.ClearColor(0.0, 0.0, 0.0, 1.0)
	gl.Disable(gl.CULL_FACE)
	glfw.SwapInterval(1)
	if c.VAO, err = CreateVAO(); err != nil {
		return
	}
	gl.BindVertexArray(c.VAO)
	c.Events = NewEventHandler(c.window)
	return
}
Example #18
0
func main() {
	// init glfw
	if err := glfw.Init(); err != nil {
		panic(err)
	}

	defer glfw.Terminate()

	glfw.WindowHint(glfw.Resizable, glfw.False)
	glfw.WindowHint(glfw.ContextVersionMajor, 4)
	glfw.WindowHint(glfw.ContextVersionMinor, 1)
	glfw.WindowHint(glfw.OpenGLProfile, glfw.OpenGLCoreProfile)
	glfw.WindowHint(glfw.OpenGLForwardCompatible, glfw.True)

	// make an application window
	window, err := glfw.CreateWindow(windowWidth, windowHeight, "Hello", nil, nil)
	if err != nil {
		panic(err)
	}
	window.MakeContextCurrent()

	// init gl
	if err := gl.Init(); err != nil {
		panic(err)
	}
	fmt.Println("OpenGL version", gl.GoStr(gl.GetString(gl.VERSION)))

	// create vertex & fragment shader
	program, err := newProgram(vertexShader, fragmentShader)
	if err != nil {
		panic(err)
	}
	gl.UseProgram(program)

	gl.BindFragDataLocation(program, 0, gl.Str("fc\x00"))

	points := []float32{
		-0.5, -0.5,
		0.5, 0.5,
		0.5, -0.5,
		-0.5, 0.5,
	}

	vertices := []uint32{
		0, 2, 1, 3,
	}

	// configure the vertex data
	var vao uint32
	gl.GenVertexArrays(1, &vao)
	gl.BindVertexArray(vao)

	defer gl.BindVertexArray(0)

	var vbo uint32
	gl.GenBuffers(1, &vbo)
	gl.BindBuffer(gl.ARRAY_BUFFER, vbo)
	gl.BufferData(gl.ARRAY_BUFFER, len(points)*4, gl.Ptr(points), gl.STATIC_DRAW)

	var ibo uint32
	gl.GenBuffers(1, &ibo)
	gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, ibo)
	gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, len(vertices)*4, gl.Ptr(vertices), gl.STATIC_DRAW)

	vertAttrib := uint32(gl.GetAttribLocation(program, gl.Str("pv\x00")))
	gl.EnableVertexAttribArray(vertAttrib)
	gl.VertexAttribPointer(vertAttrib, 2, gl.FLOAT, false, 2*4, gl.PtrOffset(0))

	// global settings
	gl.Enable(gl.DEPTH_TEST)
	gl.DepthFunc(gl.LESS)
	gl.ClearColor(1.0, 1.0, 1.0, 1.0)

	for !window.ShouldClose() {
		gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)

		gl.UseProgram(program)

		gl.BindVertexArray(vao)

		gl.DrawElements(gl.LINE_LOOP, 4, gl.UNSIGNED_INT, gl.PtrOffset(0))

		window.SwapBuffers()
		glfw.PollEvents()
	}
}
Example #19
0
func main() {
	// init glfw
	if err := glfw.Init(); err != nil {
		panic(err)
	}

	defer glfw.Terminate()

	glfw.WindowHint(glfw.Resizable, glfw.False)
	glfw.WindowHint(glfw.ContextVersionMajor, 4)
	glfw.WindowHint(glfw.ContextVersionMinor, 1)
	glfw.WindowHint(glfw.OpenGLProfile, glfw.OpenGLCoreProfile)
	glfw.WindowHint(glfw.OpenGLForwardCompatible, glfw.True)

	// make an application window
	window, err := glfw.CreateWindow(windowWidth, windowHeight, "Transform", nil, nil)
	if err != nil {
		panic(err)
	}
	window.MakeContextCurrent()

	// init gl
	if err := gl.Init(); err != nil {
		panic(err)
	}
	fmt.Println("OpenGL version", gl.GoStr(gl.GetString(gl.VERSION)))

	// create vertex & fragment shader
	program, err := newProgram(vertexShader, fragmentShader)
	if err != nil {
		panic(err)
	}
	gl.UseProgram(program)

	projection := mgl32.Perspective(mgl32.DegToRad(45.0), 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])

	gl.BindFragDataLocation(program, 0, gl.Str("vert\x00"))

	points := []float32{
		-0.9, -0.9, -0.9,
		0.9, -0.9, -0.9,
		0.9, -0.9, 0.9,
		-0.9, -0.9, 0.9,
		-0.9, 0.9, -0.9,
		0.9, 0.9, -0.9,
		0.9, 0.9, 0.9,
		-0.9, 0.9, 0.9,
	}

	vertices := []uint32{
		0, 1,
		1, 2,
		2, 3,
		3, 0,
		0, 4,
		1, 5,
		2, 6,
		3, 7,
		4, 5,
		5, 6,
		6, 7,
		7, 4,
	}

	// configure the vertex data
	var vao uint32
	gl.GenVertexArrays(1, &vao)
	gl.BindVertexArray(vao)

	defer gl.BindVertexArray(0)

	var vbo uint32
	gl.GenBuffers(1, &vbo)
	gl.BindBuffer(gl.ARRAY_BUFFER, vbo)
	gl.BufferData(gl.ARRAY_BUFFER, len(points)*4, gl.Ptr(points), gl.STATIC_DRAW)

	var ibo uint32
	gl.GenBuffers(1, &ibo)
	gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, ibo)
	gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, len(vertices)*4, gl.Ptr(vertices), gl.STATIC_DRAW)

	vertAttrib := uint32(gl.GetAttribLocation(program, gl.Str("vert\x00")))
	gl.EnableVertexAttribArray(vertAttrib)
	gl.VertexAttribPointer(vertAttrib, 3, gl.FLOAT, false, 3*4, gl.PtrOffset(0))

	// global settings
	gl.Enable(gl.DEPTH_TEST)
	gl.DepthFunc(gl.LESS)
	gl.ClearColor(0.0, 0.0, 0.0, 1.0)

	angleX := 0.0
	angleY := 0.0
	angleZ := 0.0
	previousTime := glfw.GetTime()

	for !window.ShouldClose() {
		gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)

		time := glfw.GetTime()
		elapsed := time - previousTime
		previousTime = time

		angleX += math.Sin((elapsed / period) * math.Pi * 2.0)
		angleY += math.Sin((elapsed / period) / 6.0 * math.Pi * 2.0)
		angleZ += math.Sin((elapsed / period) / 3.0 * math.Pi * 2.0)
		model = mgl32.HomogRotate3DY(float32(angleY)).Mul4(mgl32.HomogRotate3DX(float32(angleX))).Mul4(mgl32.HomogRotate3DZ(float32(angleZ)))
		gl.UseProgram(program)
		gl.UniformMatrix4fv(modelUniform, 1, false, &model[0])

		gl.BindVertexArray(vao)

		gl.DrawElements(gl.LINES, int32(len(vertices)), gl.UNSIGNED_INT, gl.PtrOffset(0))

		window.SwapBuffers()
		glfw.PollEvents()
	}
}
Example #20
0
func createMeshes(objs []*obj) []*mesh {
	var vertexTable []*objVertex
	var normalTable []*objNormal
	var texCoordTable []*objTexCoord

	var vertices []float32
	var normals []float32
	var texCoords []float32

	elementIndexMap := map[objFaceElement]uint16{}
	var nextIndex uint16

	var meshes []*mesh
	var iboNames []uint32

	for _, o := range objs {
		for _, v := range o.vertices {
			vertexTable = append(vertexTable, v)
		}
		for _, n := range o.normals {
			normalTable = append(normalTable, n)
		}
		for _, tc := range o.texCoords {
			texCoordTable = append(texCoordTable, tc)
		}

		var indices []uint16
		for _, f := range o.faces {
			for _, e := range f {
				if _, exists := elementIndexMap[e]; !exists {
					elementIndexMap[e] = nextIndex
					nextIndex++

					v := vertexTable[e.vertexIndex-1]
					vertices = append(vertices, v.x, v.y, v.z)

					n := normalTable[e.normalIndex-1]
					normals = append(normals, n.x, n.y, n.z)

					// Flip the y-axis to convert from OBJ to OpenGL.
					// OpenGL considers the origin to be lower left.
					// OBJ considers the origin to be upper left.
					tc := texCoordTable[e.texCoordIndex-1]
					texCoords = append(texCoords, tc.s, 1.0-tc.t)
				}

				indices = append(indices, elementIndexMap[e])
			}
		}

		meshes = append(meshes, &mesh{
			id:    o.id,
			count: int32(len(indices)),
		})
		iboNames = append(iboNames, createElementArrayBuffer(indices))
	}

	log.Printf("vertices: %d", len(vertexTable))
	log.Printf("normals: %d", len(normalTable))
	log.Printf("texCoords: %d", len(texCoordTable))

	vbo := createArrayBuffer(vertices)
	nbo := createArrayBuffer(normals)
	tbo := createArrayBuffer(texCoords)

	const (
		positionLocation = iota
		normalLocation
		texCoordLocation
	)

	for i, m := range meshes {
		gl.GenVertexArrays(1, &m.vao)
		gl.BindVertexArray(m.vao)

		gl.BindBuffer(gl.ARRAY_BUFFER, vbo)
		gl.EnableVertexAttribArray(positionLocation)
		gl.VertexAttribPointer(positionLocation, 3, gl.FLOAT, false, 0, gl.PtrOffset(0))

		gl.BindBuffer(gl.ARRAY_BUFFER, nbo)
		gl.EnableVertexAttribArray(normalLocation)
		gl.VertexAttribPointer(normalLocation, 3, gl.FLOAT, false, 0, gl.PtrOffset(0))

		gl.BindBuffer(gl.ARRAY_BUFFER, tbo)
		gl.EnableVertexAttribArray(texCoordLocation)
		gl.VertexAttribPointer(texCoordLocation, 2, gl.FLOAT, false, 0, gl.PtrOffset(0))

		gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, iboNames[i])
		gl.BindVertexArray(0)
	}

	return meshes
}
Example #21
0
func (m *mesh) drawElements() {
	gl.BindVertexArray(m.vao)
	gl.DrawElements(gl.TRIANGLES, m.count, gl.UNSIGNED_SHORT, gl.Ptr(nil))
	gl.BindVertexArray(0)
}
Example #22
0
func (p *Program) Unbind() {
	gl.BindVertexArray(0)
}
Example #23
0
func (p *Program) Bind() {
	gl.BindVertexArray(p.vao)
	gl.UseProgram(p.program)
}
Example #24
0
// bindString generates all of the vertex buffers and vertex arrays for a single constant line of
// text.  No error checking is done.
func (d *Dictionary) bindString(str string) strData {
	var data strData
	gl.GenVertexArrays(1, &data.varrays[0])
	gl.BindVertexArray(data.varrays[0])
	gl.GenBuffers(2, &data.vbuffers[0])

	var positions, texcoords []float32

	var pen pos
	var prev rune
	for _, r := range str {
		ri := d.Runes[r]

		var scale float32 = 1.0 / float32(d.GlyphMax.Dy())

		var posMin, posMax pos
		posMin.x = pen.x + float32(ri.GlyphBounds.Min.X)*scale
		posMin.y = pen.y + float32(ri.GlyphBounds.Min.Y)*scale
		posMax.x = pen.x + float32(ri.GlyphBounds.Max.X)*scale
		posMax.y = pen.y + float32(ri.GlyphBounds.Max.Y)*scale

		var texMin, texMax pos
		texMin.x = float32(ri.PixBounds.Min.X) / float32(d.Dx)
		texMin.y = float32(ri.PixBounds.Min.Y) / float32(d.Dy)
		texMax.x = float32(ri.PixBounds.Max.X) / float32(d.Dx)
		texMax.y = float32(ri.PixBounds.Max.Y) / float32(d.Dy)
		pen.x += float32(ri.AdvanceWidth) * scale
		pen.x += float32(d.Kerning[RunePair{prev, r}]) * scale
		// pen.x -= float32(d.Kerning[RunePair{prev, r}]) * scale

		positions = append(positions, posMin.x) // lower left
		positions = append(positions, posMin.y)
		positions = append(positions, posMin.x) // upper left
		positions = append(positions, posMax.y)
		positions = append(positions, posMax.x) // upper right
		positions = append(positions, posMax.y)
		positions = append(positions, posMin.x) // lower left
		positions = append(positions, posMin.y)
		positions = append(positions, posMax.x) // upper right
		positions = append(positions, posMax.y)
		positions = append(positions, posMax.x) // lower right
		positions = append(positions, posMin.y)
		texcoords = append(texcoords, texMin.x) // lower left
		texcoords = append(texcoords, texMax.y)
		texcoords = append(texcoords, texMin.x) // upper left
		texcoords = append(texcoords, texMin.y)
		texcoords = append(texcoords, texMax.x) // upper right
		texcoords = append(texcoords, texMin.y)
		texcoords = append(texcoords, texMin.x) // lower left
		texcoords = append(texcoords, texMax.y)
		texcoords = append(texcoords, texMax.x) // upper right
		texcoords = append(texcoords, texMin.y)
		texcoords = append(texcoords, texMax.x) // lower right
		texcoords = append(texcoords, texMax.y)

		prev = r
	}
	data.count = int32(len(positions))
	gl.BindBuffer(gl.ARRAY_BUFFER, data.vbuffers[0])
	gl.BufferData(gl.ARRAY_BUFFER, len(positions)*int(unsafe.Sizeof(positions[0])), gl.Ptr(&positions[0]), gl.STATIC_DRAW)
	location, _ := render.GetAttribLocation("glop.font", "position")
	gl.EnableVertexAttribArray(uint32(location))
	gl.VertexAttribPointer(uint32(location), 2, gl.FLOAT, false, 0, gl.PtrOffset(0))

	gl.BindBuffer(gl.ARRAY_BUFFER, data.vbuffers[1])
	gl.BufferData(gl.ARRAY_BUFFER, len(texcoords)*int(unsafe.Sizeof(texcoords[0])), gl.Ptr(&texcoords[0]), gl.STATIC_DRAW)
	location, _ = render.GetAttribLocation("glop.font", "texCoord")
	gl.EnableVertexAttribArray(uint32(location))
	gl.VertexAttribPointer(uint32(location), 2, gl.FLOAT, false, 0, gl.PtrOffset(0))

	return data
}
Example #25
0
func main() {
	vertices, normals := obj.Parse(os.Args[1])

	// initialize GLFW
	if err := glfw.Init(); err != nil {
		panic(err)
	}
	defer glfw.Terminate()

	// set opengl core profile 3.3
	glfw.WindowHint(glfw.ContextVersionMajor, 3)
	glfw.WindowHint(glfw.ContextVersionMinor, 3)
	glfw.WindowHint(glfw.OpenGLProfile, glfw.OpenGLCoreProfile)
	glfw.WindowHint(glfw.OpenGLForwardCompatible, glfw.True)

	window, err := glfw.CreateWindow(640, 480, "GOpenGL", nil, nil)
	if err != nil {
		panic(err)
	}
	window.MakeContextCurrent()

	// initialise OpenGL library
	if err := gl.Init(); err != nil {
		panic(err)
	}

	// link program from shaders
	program, err := newProgram("vertex.glsl", "fragment.glsl")
	if err != nil {
		panic(err)
	}
	gl.UseProgram(program)

	// vertex attribute object holds links between attributes and vbo
	var vao uint32
	gl.GenVertexArrays(1, &vao)
	gl.BindVertexArray(vao)

	// vertex buffer with per-vertex data
	var vbo [2]uint32
	gl.GenBuffers(2, &vbo[0])

	// position data
	gl.BindBuffer(gl.ARRAY_BUFFER, vbo[0])
	gl.BufferData(gl.ARRAY_BUFFER, len(vertices)*4, gl.Ptr(vertices), gl.STATIC_DRAW)

	// set up position attribute with layout of vertices
	posAttrib := uint32(gl.GetAttribLocation(program, gl.Str("position\x00")))
	gl.VertexAttribPointer(posAttrib, 3, gl.FLOAT, false, 3*4, gl.PtrOffset(0))
	gl.EnableVertexAttribArray(posAttrib)

	// normal data
	gl.BindBuffer(gl.ARRAY_BUFFER, vbo[1])
	gl.BufferData(gl.ARRAY_BUFFER, len(normals)*4, gl.Ptr(normals), gl.STATIC_DRAW)

	normAttrib := uint32(gl.GetAttribLocation(program, gl.Str("normal\x00")))
	gl.VertexAttribPointer(normAttrib, 3, gl.FLOAT, false, 3*4, gl.PtrOffset(0))
	gl.EnableVertexAttribArray(normAttrib)

	uniModel := gl.GetUniformLocation(program, gl.Str("model\x00"))
	uniView := gl.GetUniformLocation(program, gl.Str("view\x00"))
	uniProj := gl.GetUniformLocation(program, gl.Str("proj\x00"))

	matView := mgl32.LookAt(2.0, 2.0, 2.0,
		0.0, 0.0, 0.0,
		0.0, 0.0, 1.0)
	gl.UniformMatrix4fv(uniView, 1, false, &matView[0])

	matProj := mgl32.Perspective(mgl32.DegToRad(45.0), 640.0/480.0, 1.0, 10.0)
	gl.UniformMatrix4fv(uniProj, 1, false, &matProj[0])

	uniLightDir := gl.GetUniformLocation(program, gl.Str("lightDir\x00"))
	uniLightCol := gl.GetUniformLocation(program, gl.Str("lightCol\x00"))

	gl.Uniform3f(uniLightDir, -0.5, 0.0, -1.0)
	gl.Uniform3f(uniLightCol, 0.0, 0.5, 0.5)

	startTime := glfw.GetTime()
	gl.Enable(gl.DEPTH_TEST)
	gl.ClearColor(1.0, 1.0, 1.0, 1.0)

	for !window.ShouldClose() {
		// clear buffer
		gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)

		matRot := mgl32.HomogRotate3DZ(float32(glfw.GetTime() - startTime))
		gl.UniformMatrix4fv(uniModel, 1, false, &matRot[0])

		gl.DrawArrays(gl.TRIANGLES, 0, int32(len(vertices)))

		window.SwapBuffers()
		glfw.PollEvents()
	}
}
Example #26
0
//Bind is the implementation of the opengl object interface. Makes this object current
//in the opengl state
func (vertexArray VertexArray) Bind() {
	gl.BindVertexArray(vertexArray.handleVAO)

}
Example #27
0
func loadBoundingBox(f *Font, X1 Point, X2 Point) (b *BoundingBox, err error) {
	b = new(BoundingBox)
	b.font = f

	// create shader program and define attributes and uniforms
	b.program, err = NewProgram(boxVertexShaderSource, boxFragmentShaderSource)
	if err != nil {
		return b, err
	}

	// ebo, vbo data
	b.vboIndexCount = 4 * 2 // 4 indexes per bounding box (containing 2 position)
	b.eboIndexCount = 6     // each rune requires 6 triangle indices for a quad
	b.vboData = make([]float32, b.vboIndexCount, b.vboIndexCount)
	b.eboData = make([]int32, b.eboIndexCount, b.eboIndexCount)
	b.makeBufferData(X1, X2)
	if f.IsDebug {
		fmt.Printf("bounding %v %v\n", X1, X2)
		fmt.Printf("bounding vbo data\n%v\n", b.vboData)
		fmt.Printf("bounding ebo data\n%v\n", b.eboData)
	}

	// attributes
	b.centeredPosition = uint32(gl.GetAttribLocation(b.program, gl.Str("centered_position\x00")))

	// uniforms
	b.finalPositionUniform = gl.GetUniformLocation(b.program, gl.Str("final_position\x00"))
	b.orthographicMatrixUniform = gl.GetUniformLocation(b.program, gl.Str("orthographic_matrix\x00"))

	// size of glfloat
	glfloatSize := int32(4)

	gl.GenVertexArrays(1, &b.vao)
	gl.GenBuffers(1, &b.vbo)
	gl.GenBuffers(1, &b.ebo)

	// vao
	gl.BindVertexArray(b.vao)

	// vbo
	// specify the buffer for which the VertexAttribPointer calls apply
	gl.BindBuffer(gl.ARRAY_BUFFER, b.vbo)

	gl.EnableVertexAttribArray(b.centeredPosition)
	gl.VertexAttribPointer(
		b.centeredPosition,
		2,
		gl.FLOAT,
		false,
		0,
		gl.PtrOffset(0),
	)
	gl.BufferData(gl.ARRAY_BUFFER, int(glfloatSize)*b.vboIndexCount, gl.Ptr(b.vboData), gl.DYNAMIC_DRAW)

	gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, b.ebo)
	gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, int(glfloatSize)*b.eboIndexCount, gl.Ptr(b.eboData), gl.DYNAMIC_DRAW)
	gl.BindVertexArray(0)

	// not necesssary, but i just want to better understand using vertex arrays
	gl.BindBuffer(gl.ARRAY_BUFFER, 0)
	gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, 0)

	return b, nil
}
Example #28
0
func CreateContext(width, height int) Context {
	vertexShader := `
#version 330
uniform mat4 projection;
uniform mat4 camera;
uniform mat4 model;
in vec3 vert;
void main() {
    gl_Position = projection * camera * model * vec4(vert, 1);
}
` + "\x00"

	fragmentShader := `
#version 330
uniform vec4 color;
out vec4 outputColor;
void main() {
    outputColor = color;
}
` + "\x00"

	vertices := []float32{
		0.0, 0.0, 0.0,
		1.0, 0.0, 0.0,
		1.0, 1.0, 0.0,
		1.0, 1.0, 0.0,
		0.0, 1.0, 0.0,
		0.0, 0.0, 0.0,
	}

	if err := glfw.Init(); err != nil {
		log.Fatalln("failed to initialize glfw:", err)
	}
	// defer glfw.Terminate()

	glfw.WindowHint(glfw.Resizable, glfw.False)
	glfw.WindowHint(glfw.ContextVersionMajor, 3)
	glfw.WindowHint(glfw.ContextVersionMinor, 3)
	glfw.WindowHint(glfw.OpenGLProfile, glfw.OpenGLCoreProfile)
	glfw.WindowHint(glfw.OpenGLForwardCompatible, glfw.True)
	window, err := glfw.CreateWindow(width, height, "OpenGL", nil, nil)
	if err != nil {
		panic(err)
	}
	window.MakeContextCurrent()

	if err := gl.Init(); err != nil {
		panic(err)
	}

	program, err := newProgram(vertexShader, fragmentShader)
	if err != nil {
		panic(err)
	}

	gl.UseProgram(program)

	projection := mgl32.Ortho2D(0, 800, 0, 600)
	projectionUniform := gl.GetUniformLocation(program, gl.Str("projection\x00"))
	gl.UniformMatrix4fv(projectionUniform, 1, false, &projection[0])

	camera := mgl32.LookAtV(mgl32.Vec3{0, 0, 0.5}, 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])

	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(vertices)*4, gl.Ptr(vertices), gl.STATIC_DRAW)

	vertAttrib := uint32(gl.GetAttribLocation(program, gl.Str("vert\x00")))
	gl.EnableVertexAttribArray(vertAttrib)
	gl.VertexAttribPointer(vertAttrib, 3, gl.FLOAT, false, 3*4, gl.PtrOffset(0))

	gl.Enable(gl.DEPTH_TEST)
	gl.DepthFunc(gl.LESS)

	return Context{Window: window, program: program}
}
Example #29
0
func (r *Renderable) Draw(perspective mgl.Mat4, view mgl.Mat4) {
	gl.UseProgram(r.Shader)
	gl.BindVertexArray(r.Vao)

	model := r.GetTransformMat4()

	var mvp mgl.Mat4
	shaderMvp := getUniformLocation(r.Shader, "MVP_MATRIX")
	if shaderMvp >= 0 {
		mvp = perspective.Mul4(view).Mul4(model)
		gl.UniformMatrix4fv(shaderMvp, 1, false, &mvp[0])
	}

	shaderMv := getUniformLocation(r.Shader, "MV_MATRIX")
	if shaderMv >= 0 {
		mv := view.Mul4(model)
		gl.UniformMatrix4fv(shaderMv, 1, false, &mv[0])
	}

	shaderTex0 := getUniformLocation(r.Shader, "DIFFUSE_TEX")
	if shaderTex0 >= 0 {
		gl.ActiveTexture(gl.TEXTURE0)
		gl.BindTexture(gl.TEXTURE_2D, r.Tex0)
		gl.Uniform1i(shaderTex0, 0)
	}

	shaderColor := getUniformLocation(r.Shader, "MATERIAL_DIFFUSE")
	if shaderColor >= 0 {
		gl.Uniform4f(shaderColor, r.Color[0], r.Color[1], r.Color[2], r.Color[3])
	}

	shaderTex1 := getUniformLocation(r.Shader, "MATERIAL_TEX_0")
	if shaderTex1 >= 0 {
		gl.ActiveTexture(gl.TEXTURE0)
		gl.BindTexture(gl.TEXTURE_2D, r.Tex0)
		gl.Uniform1i(shaderTex1, 0)
	}

	shaderCameraWorldPos := getUniformLocation(r.Shader, "CAMERA_WORLD_POSITION")
	if shaderCameraWorldPos >= 0 {
		gl.Uniform3f(shaderCameraWorldPos, -view[12], -view[13], -view[14])
	}

	shaderPosition := getAttribLocation(r.Shader, "VERTEX_POSITION")
	if shaderPosition >= 0 {
		gl.BindBuffer(gl.ARRAY_BUFFER, r.VertVBO)
		gl.EnableVertexAttribArray(uint32(shaderPosition))
		gl.VertexAttribPointer(uint32(shaderPosition), 3, gl.FLOAT, false, 0, gl.PtrOffset(0))
	}

	shaderNormal := getAttribLocation(r.Shader, "VERTEX_NORMAL")
	if shaderNormal >= 0 {
		gl.BindBuffer(gl.ARRAY_BUFFER, r.NormsVBO)
		gl.EnableVertexAttribArray(uint32(shaderNormal))
		gl.VertexAttribPointer(uint32(shaderNormal), 3, gl.FLOAT, false, 0, gl.PtrOffset(0))
	}

	shaderVertUv := getAttribLocation(r.Shader, "VERTEX_UV_0")
	if shaderVertUv >= 0 {
		gl.BindBuffer(gl.ARRAY_BUFFER, r.UvVBO)
		gl.EnableVertexAttribArray(uint32(shaderVertUv))
		gl.VertexAttribPointer(uint32(shaderVertUv), 2, gl.FLOAT, false, 0, gl.PtrOffset(0))
	}

	gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, r.ElementsVBO)
	gl.DrawElements(gl.TRIANGLES, int32(r.FaceCount*3), gl.UNSIGNED_INT, gl.PtrOffset(0))
	gl.BindVertexArray(0)
}