// InitGraphics creates an OpenGL window and initializes the required graphics libraries. // It will either succeed or panic. func (app *ExampleApp) InitGraphics(title string, w int, h int) { err := glfw.Init() if err != nil { panic("Can't init glfw! " + err.Error()) } // request a OpenGL 3.3 core context glfw.WindowHint(glfw.Samples, 0) glfw.WindowHint(glfw.ContextVersionMajor, 3) glfw.WindowHint(glfw.ContextVersionMinor, 3) glfw.WindowHint(glfw.OpenGLForwardCompatible, glfw.True) glfw.WindowHint(glfw.OpenGLProfile, glfw.OpenGLCoreProfile) // do the actual window creation app.MainWindow, err = glfw.CreateWindow(w, h, title, nil, nil) if err != nil { panic("Failed to create the main window! " + err.Error()) } app.MainWindow.MakeContextCurrent() glfw.SwapInterval(0) // make sure that all of the GL functions are initialized err = gl.Init() if err != nil { panic("Failed to initialize GL! " + err.Error()) } // set the app window dimensions app.Width = w app.Height = h gl.FrontFace(gl.CCW) gl.CullFace(gl.BACK) gl.Enable(gl.CULL_FACE) }
//BindForDrawing binds this fbo, change face culling for back face, start using the shadow program, calculate projection and clears the texture. func (sfbo *ShadowFBO) BindForDrawing() { sfbo.framebuffer.Bind(gl2.FRAMEBUFFER) sfbo.program.Use() sfbo.vp = sfbo.projection.Mul4(sfbo.view) gl.Clear(gl.DEPTH_BUFFER_BIT | gl.COLOR_BUFFER_BIT) ViewportChange(sfbo.width, sfbo.height) gl.CullFace(gl.FRONT) }
func Init() error { if err := gl.Init(); err != nil { return err } log.Printf("OpenGL version: %s", gl.GoStr(gl.GetString(gl.VERSION))) vs, err := asset.String("shader.vert") if err != nil { return err } fs, err := asset.String("shader.frag") if err != nil { return err } program, err := createProgram(vs, fs) if err != nil { return err } gl.UseProgram(program) var shaderErr error uniform := func(name string) int32 { var loc int32 loc, shaderErr = getUniformLocation(program, name) return loc } projectionViewMatrixUniform = uniform("u_projectionViewMatrix") modelMatrixUniform = uniform("u_modelMatrix") normalMatrixUniform = uniform("u_normalMatrix") ambientLightColorUniform = uniform("u_ambientLightColor") directionalLightColorUniform = uniform("u_directionalLightColor") directionalVectorUniform = uniform("u_directionalVector") textureUniform = uniform("u_texture") grayscaleUniform = uniform("u_grayscale") brightnessUniform = uniform("u_brightness") alphaUniform = uniform("u_alpha") mixColorUniform = uniform("u_mixColor") mixAmountUniform = uniform("u_mixAmount") if shaderErr != nil { return shaderErr } vm := newViewMatrix(cameraPosition, targetPosition, up) nm := vm.inverse().transpose() gl.UniformMatrix4fv(normalMatrixUniform, 1, false, &nm[0]) gl.Uniform3fv(ambientLightColorUniform, 1, &ambientLightColor[0]) gl.Uniform3fv(directionalLightColorUniform, 1, &directionalLightColor[0]) gl.Uniform3fv(directionalVectorUniform, 1, &directionalVector[0]) SizeCallback = func(width, height int) { if winWidth == width && winHeight == height { return } log.Printf("window size changed (%dx%d -> %dx%d)", int(winWidth), int(winHeight), width, height) gl.Viewport(0, 0, int32(width), int32(height)) // Calculate new perspective projection view matrix. winWidth, winHeight = width, height fw, fh := float32(width), float32(height) aspect := fw / fh fovRadians := float32(math.Pi) / 3 perspectiveProjectionViewMatrix = vm.mult(newPerspectiveMatrix(fovRadians, aspect, 1, 2000)) // Calculate new ortho projection view matrix. orthoProjectionViewMatrix = newOrthoMatrix(fw, fh, fw /* use width as depth */) } if err := initMeshes(); err != nil { return err } if err := initTextures(); err != nil { return err } gl.Enable(gl.CULL_FACE) gl.CullFace(gl.BACK) gl.Enable(gl.DEPTH_TEST) gl.DepthFunc(gl.LESS) gl.Enable(gl.BLEND) gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) gl.ClearColor(0, 0, 0, 0) return nil }
//Unbind return cull face to front and unbind this fbo. func (sfbo *ShadowFBO) Unbind() { sfbo.framebuffer.Unbind(gl2.FRAMEBUFFER) gl.CullFace(gl.BACK) }
func InitGL() error { defer tlog.FuncLog(tlog.Func("InitGL")) err := gl.Init() if err != nil { return err } gl.GetError() // cleanup gl error state version := gl.GoStr(gl.GetString(gl.VERSION)) tlog.Println("OpenGL version", version) gl.PolygonMode(gl.FRONT_AND_BACK, gl.FILL) Check() gl.ReadBuffer(gl.BACK) Check() gl.DrawBuffer(gl.BACK) Check() gl.FrontFace(gl.CW) Check() gl.CullFace(gl.BACK) Check() gl.Disable(gl.CULL_FACE) Check() gl.ClearColor(1, 1, 0.5, 0) Check() gl.ClearDepth(1.0) Check() gl.ClearStencil(0) Check() gl.Disable(gl.STENCIL_TEST) Check() gl.StencilMask(0xFFFFFFFF) Check() gl.StencilFunc(gl.EQUAL, 0x00000000, 0x00000001) Check() gl.StencilOp(gl.KEEP, gl.KEEP, gl.KEEP) Check() gl.Disable(gl.DITHER) Check() gl.Enable(gl.DEPTH_TEST) Check() gl.DepthFunc(gl.LEQUAL) Check() gl.DepthMask(true) Check() gl.DepthRange(0., 1.) Check() gl.Enable(gl.DEPTH_CLAMP) Check() gl.Enable(gl.BLEND) Check() gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) ForceCheck() return nil }