func Run() { if err := glfw.Init(); err != nil { glog.Fatalln("failed to initialize glfw", err) } defer glfw.Terminate() setupWindowOptions() window, err := glfw.CreateWindow(WindowWidth, WindowHeight, "Game", nil, nil) if err != nil { panic(err) } window.MakeContextCurrent() //initilize Glow if err := gl.Init(); err != nil { panic(err) } version := gl.GoStr(gl.GetString(gl.VERSION)) fmt.Println("OpenGL version", version) shaderSource, err := ReadShaders("colorShader") if err != nil { panic(err) } program, err := NewProgram(shaderSource) if err != nil { panic(err) } program.Use() sprite := &SpriteComponent{-.5, -.5, 1, 1} sprite.ReloadGraphics() vertAttrib := uint32(gl.GetAttribLocation(program.program, CStr("vertPosition"))) gl.EnableVertexAttribArray(vertAttrib) gl.VertexAttribPointer(vertAttrib, 3, gl.FLOAT, false, 0, gl.PtrOffset(0)) 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) program.Use() gl.BindVertexArray(sprite.vaoID) gl.DrawArrays(gl.TRIANGLES, 0, 2*3) window.SwapBuffers() glfw.PollEvents() } }
func (r *Renderer) Draw() { /* Clear screen */ gl.ClearColor(0.9, 0.9, 0.9, 1.0) gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) /* Enable blending */ gl.Enable(gl.BLEND) gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) /* Depth test */ gl.Enable(gl.DEPTH_TEST) gl.DepthFunc(gl.LESS) for _, pass := range r.Passes { pass.DrawPass(r.Scene) } }
func initGL() string { // Initialize Glow if err := gl.Init(); err != nil { panic(err) } version := gl.GoStr(gl.GetString(gl.VERSION)) fmt.Println("OpenGL version", version) fmt.Println("OpenGl shading version", gl.GoStr(gl.GetString(gl.SHADING_LANGUAGE_VERSION))) fmt.Println("OpenGl renderer", gl.GoStr(gl.GetString(gl.RENDERER))) // Configure global settings gl.Enable(gl.DEPTH_TEST) gl.DepthFunc(gl.LESS) gl.ClearColor(0.5, 0.5, 0.5, 1.0) return version }
func main() { 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, 4) glfw.WindowHint(glfw.ContextVersionMinor, 1) glfw.WindowHint(glfw.OpenGLProfile, glfw.OpenGLCoreProfile) glfw.WindowHint(glfw.OpenGLForwardCompatible, 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) } 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(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]) 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 Main() { err := glfw.Init() if err != nil { panic(err) } defer glfw.Terminate() glfw.WindowHint(glfw.Resizable, glfw.False) glfw.WindowHint(glfw.ContextVersionMajor, 3) glfw.WindowHint(glfw.ContextVersionMinor, 2) glfw.WindowHint(glfw.OpenGLProfile, glfw.OpenGLCoreProfile) glfw.WindowHint(glfw.OpenGLForwardCompatible, glfw.True) window, err := glfw.CreateWindow(WindowWidth, WindowHeight, "Cube", nil, nil) Window = window if err != nil { panic(err) } window.MakeContextCurrent() // Initialize Glow if err := gl.Init(); err != nil { panic(err) } version := gl.GoStr(gl.GetString(gl.VERSION)) fmt.Println("OpenGL version", version) // Configure the vertex and fragment shaders program, err := newProgram("SimpleVertexShader.vertexshader", "SimpleFragmentShader.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]) textureUniform := gl.GetUniformLocation(program, gl.Str("tex\x00")) gl.Uniform1i(textureUniform, 0) 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 := 0.0 previousTime := glfw.GetTime() width, height := window.GetSize() window.SetCursorPos(float64(width/2), float64(height/2)) window.SetKeyCallback(input.OnKey) window.SetCursorPosCallback(input.OnCursor) window.SetMouseButtonCallback(input.OnMouse) meshes.LoadColladaCube("cube.dae") for !player.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]) player.MainPlayer.Draw(program) for _, element := range game.Universe { (element).Draw(program) } // Maintenance window.SwapBuffers() glfw.PollEvents() } }
//Start - func (glRenderer *OpenglRenderer) Start() { 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, 4) glfw.WindowHint(glfw.ContextVersionMinor, 1) glfw.WindowHint(glfw.OpenGLProfile, glfw.OpenGLCoreProfile) glfw.WindowHint(glfw.OpenGLForwardCompatible, glfw.True) if glRenderer.FullScreen { glRenderer.WindowWidth = glfw.GetPrimaryMonitor().GetVideoMode().Width } else if glRenderer.WindowWidth == 0 { glRenderer.WindowWidth = glfw.GetPrimaryMonitor().GetVideoMode().Width * 95 / 100 } if glRenderer.FullScreen { glRenderer.WindowHeight = glfw.GetPrimaryMonitor().GetVideoMode().Height } else if glRenderer.WindowHeight == 0 { glRenderer.WindowHeight = glfw.GetPrimaryMonitor().GetVideoMode().Height * 95 / 100 } var monitor *glfw.Monitor if glRenderer.FullScreen { monitor = glfw.GetPrimaryMonitor() } window, err := glfw.CreateWindow(glRenderer.WindowWidth, glRenderer.WindowHeight, glRenderer.WindowTitle, monitor, nil) if err != nil { panic(err) } window.MakeContextCurrent() glRenderer.Window = window // Initialize Glow if err := gl.Init(); err != nil { panic(err) } var vao uint32 gl.GenVertexArrays(1, &vao) gl.BindVertexArray(vao) gl.Enable(gl.TEXTURE_CUBE_MAP_SEAMLESS) gl.Enable(gl.BLEND) gl.DepthFunc(gl.LEQUAL) gl.CullFace(gl.BACK) glRenderer.initPostEffects() glRenderer.onInit() window.SetRefreshCallback(func(w *glfw.Window) { glRenderer.mainLoop() window.SwapBuffers() }) //Main loop for !window.ShouldClose() { glRenderer.mainLoop() window.SwapBuffers() glfw.PollEvents() } }
func (me *Core) EnableDepth() { gl.Enable(gl.DEPTH_TEST) gl.DepthFunc(gl.LESS) me.ClearOpt = me.ClearOpt | gl.DEPTH_BUFFER_BIT }