Example #1
0
// Create a new model from the given data slice.
func NewModel(vertices []Vertex, indices []uint32) (*Model, error) {
	// TODO add error detection
	m := new(Model)
	m.vertices, m.indices = vertices, indices

	m.program = &DefaultShaderProgram

	m.vao = gl.GenVertexArray()
	m.vao.Bind()
	m.vbo = gl.GenBuffer()
	m.vbo.Bind(gl.ARRAY_BUFFER)
	m.ibo = gl.GenBuffer()
	m.ibo.Bind(gl.ELEMENT_ARRAY_BUFFER)

	vSize := int(unsafe.Sizeof(m.vertices[0]))
	uSize := int(unsafe.Sizeof(uint32(0)))
	gl.BufferData(gl.ARRAY_BUFFER, len(m.vertices)*vSize, &m.vertices[0],
		gl.STATIC_DRAW)
	gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, len(m.indices)*uSize, &m.indices[0],
		gl.STATIC_DRAW)

	posLoc.EnableArray()
	colorLoc.EnableArray()
	posLoc.AttribPointer(3, gl.FLOAT, false, vSize, uintptr(0))
	colorLoc.AttribPointer(4, gl.FLOAT, false, vSize,
		uintptr(int(unsafe.Sizeof(float32(0))*3)))
	colorLoc.DisableArray()
	posLoc.DisableArray()

	m.vbo.Unbind(gl.ARRAY_BUFFER)
	m.ibo.Unbind(gl.ELEMENT_ARRAY_BUFFER)
	return m, nil
}
Example #2
0
// NewRenderer creates a new Renderer with the given window size and title.
func NewRenderer(window *Window) (*Renderer, error) {
	logger.Debug("Initializing GLEW")

	// Init glew
	if gl.Init() != 0 {
		return nil, errors.New("Could not initialise glew.")
	}
	gl.GetError()

	if window.Settings.ClearColor != nil {
		color := window.Settings.ClearColor
		gl.ClearColor(
			gl.GLclampf(color.R()),
			gl.GLclampf(color.G()),
			gl.GLclampf(color.B()),
			0.,
		)
	}

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

	gl.Enable(gl.CULL_FACE)

	// Vertex buffers
	vertexArray := gl.GenVertexArray()
	vertexArray.Bind()

	renderer := Renderer{
		vertexArray: vertexArray,
		window:      window,
	}
	return &renderer, nil
}
Example #3
0
func RunIn3DContext(example func()) {
	if !glfw.Init() {
		log.Panic("glfw Error")
	}
	defer glfw.Terminate()

	glfw.WindowHint(glfw.ContextVersionMajor, 3)
	glfw.WindowHint(glfw.ContextVersionMinor, 3)
	glfw.WindowHint(glfw.OpenglForwardCompatible, glfw.True)
	glfw.WindowHint(glfw.OpenglProfile, glfw.OpenglCoreProfile)

	w, h := 100, 100
	window, err := glfw.CreateWindow(w, h, "Test", nil, nil)
	if err != nil {
		log.Panic(err)
	}
	window.MakeContextCurrent()

	if gl.Init() != 0 {
		log.Panic("gl error")
	}
	gl.GetError()

	vertexArray := gl.GenVertexArray()
	vertexArray.Bind()

	example()
}
Example #4
0
func main() {
	if err := glfw.Init(); err != nil {
		fmt.Fprintf(os.Stderr, "%s\n", err.Error())
		return
	}

	defer glfw.Terminate()

	glfw.OpenWindowHint(glfw.FsaaSamples, 4)
	glfw.OpenWindowHint(glfw.OpenGLVersionMajor, 3)
	glfw.OpenWindowHint(glfw.OpenGLVersionMinor, 3)
	glfw.OpenWindowHint(glfw.OpenGLProfile, glfw.OpenGLCoreProfile)

	if err := glfw.OpenWindow(1024, 768, 0, 0, 0, 0, 32, 0, glfw.Windowed); err != nil {
		fmt.Fprintf(os.Stderr, "%s\n", err.Error())
		return
	}

	gl.Init()     // Can't find gl.GLEW_OK or any variation, not sure how to check if this worked
	gl.GetError() // Ignore error

	glfw.SetWindowTitle("Tutorial 02")

	glfw.Enable(glfw.StickyKeys)
	gl.ClearColor(0., 0., 0.4, 0.)

	prog := helper.MakeProgram("SimpleVertexShader.vertexshader", "SimpleFragmentShader.fragmentshader")

	vBufferData := [...]float32{
		-1., -1., 0.,
		1., -1., 0.,
		0., 1., 0.}

	vertexArray := gl.GenVertexArray()
	vertexArray.Bind()
	buffer := gl.GenBuffer()
	buffer.Bind(gl.ARRAY_BUFFER)
	gl.BufferData(gl.ARRAY_BUFFER, len(vBufferData)*4, &vBufferData, gl.STATIC_DRAW)

	// Equivalent to a do... while
	for ok := true; ok; ok = (glfw.Key(glfw.KeyEsc) != glfw.KeyPress && glfw.WindowParam(glfw.Opened) == gl.TRUE) {
		gl.Clear(gl.COLOR_BUFFER_BIT)

		prog.Use()

		attribLoc := gl.AttribLocation(0)
		attribLoc.EnableArray()
		buffer.Bind(gl.ARRAY_BUFFER)
		attribLoc.AttribPointer(3, gl.FLOAT, false, 0, nil)

		gl.DrawArrays(gl.TRIANGLES, 0, 3)

		attribLoc.DisableArray()

		glfw.SwapBuffers()
	}

}
Example #5
0
func (r *Renderer) Initialize() {
	r.vertices = []mapVertex{
		{200, 200, 0, 1, 1, 1, 1, 0, 0},
		{218, 200, 0, 1, 0, 0, 1, 0, 0},
	}

	vs, err := LoadShader(vertexShader, gl.VERTEX_SHADER)
	if err != nil {
		panic(err)
	}

	gs, err := LoadShader(geometryShader, gl.GEOMETRY_SHADER)
	if err != nil {
		panic(err)
	}

	fs, err := LoadShader(fragmentShader, gl.FRAGMENT_SHADER)
	if err != nil {
		panic(err)
	}

	gl.ClearColor(0, 1, 0, 0)

	// Create the VAO
	// GL 3+ allows us to store the vertex layout in a vertex array object (VAO).
	r.vao = gl.GenVertexArray()
	r.vao.Bind()

	// Create VBO
	r.vbo = gl.GenBuffer()
	r.vbo.Bind(gl.ARRAY_BUFFER)
	gl.BufferData(gl.ARRAY_BUFFER, len(r.vertices)*4*9, r.vertices, gl.DYNAMIC_DRAW)

	prog, err := LoadProgram(vs, gs, fs)

	if err != nil {
		panic(err)
	}

	prog.Use()

	r.prog = prog
	r.mvmLocation = r.prog.GetUniformLocation("modelview_matrix")

	pos := r.prog.GetAttribLocation("in_position")
	color := r.prog.GetAttribLocation("in_color")
	texcoord := r.prog.GetAttribLocation("in_texcoord")

	// FIXME: size math
	pos.AttribPointer(3, gl.FLOAT, false, 9*4, nil)
	color.AttribPointer(4, gl.FLOAT, false, 9*4, uintptr(3*4))
	texcoord.AttribPointer(2, gl.FLOAT, false, 9*4, uintptr(7*4))

	pos.EnableArray()
	color.EnableArray()
	texcoord.EnableArray()
}
func (self *OpenGLRenderer) LoadMesh(mesh *render.Mesh) {
	if len(mesh.VertexList) == 0 {
		log.Println("WARNING Stopping load of mesh [", mesh.Name, "] with no verticies")
		return
	}

	vertexArrayObj := gl.GenVertexArray()
	vertexArrayObj.Bind()

	vertexBuffer := gl.GenBuffer()
	vertexBuffer.Bind(gl.ARRAY_BUFFER)
	gl.BufferData(gl.ARRAY_BUFFER, len(mesh.VertexList)*4, mesh.VertexList, gl.STATIC_DRAW)

	attribLoc := gl.AttribLocation(0)
	attribLoc.EnableArray()
	attribLoc.AttribPointer(3, gl.FLOAT, false, 0, nil)

	if len(mesh.UVList) > 0 {
		uvBuffer := gl.GenBuffer()
		uvBuffer.Bind(gl.ARRAY_BUFFER)
		gl.BufferData(gl.ARRAY_BUFFER, len(mesh.UVList)*4, mesh.UVList, gl.STATIC_DRAW)

		attribLoc := gl.AttribLocation(1)
		attribLoc.EnableArray()
		attribLoc.AttribPointer(2, gl.FLOAT, false, 0, nil)

		mesh.UVBuffer = uvBuffer
	} else if len(mesh.ColorList) > 0 {
		colorBuffer := gl.GenBuffer()
		colorBuffer.Bind(gl.ARRAY_BUFFER)
		gl.BufferData(gl.ARRAY_BUFFER, len(mesh.ColorList)*4, mesh.ColorList, gl.STATIC_DRAW)

		attribLoc := gl.AttribLocation(1)
		attribLoc.EnableArray()
		attribLoc.AttribPointer(3, gl.FLOAT, false, 0, nil)

		mesh.ColorBuffer = colorBuffer
	}

	if len(mesh.IndexList) > 0 {
		indexBuffer := gl.GenBuffer()
		indexBuffer.Bind(gl.ELEMENT_ARRAY_BUFFER)
		gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, len(mesh.IndexList)*4, mesh.IndexList, gl.STATIC_DRAW)

		mesh.IndexBuffer = indexBuffer
	}

	mesh.VertexArrayObj = vertexArrayObj
	mesh.VertexBuffer = vertexBuffer
}
Example #7
0
// LayoutGeometry builds a vertex array object holding vertex attribute locations and
// buffer pointers for the given geometry.
func LayoutGeometry(s *Shader, geom *Geometry) *GeometryLayout {
	vertices := geom.VertexBuffer
	if s.vertexFormat != vertices.Format() {
		panic("moo")
	}
	vao := gl.GenVertexArray()
	vao.Bind()

	var attrib gl.AttribLocation
	vertices.bind()

	var i VertexFormat
	offset := 0
	stride := s.vertexFormat.Stride()
	for i = 1; i <= MaxVertexFormat; i <<= 1 {
		if s.vertexFormat&i == 0 {
			continue
		}
		name, ok := s.vertexAttrs[i]
		if !ok {
			// TODO: return error or something?
			break
		}
		attrib = s.prog.GetAttribLocation(name)
		if attrib >= 0 {
			attrib.AttribPointer(i.attribElems(), i.attribType(), i.attribNormalized(), stride, uintptr(offset))
			attrib.EnableArray()
		}
		offset += i.AttribBytes()
	}

	geom.IndexBuffer.bind()

	layout := &GeometryLayout{
		vao:    vao,
		idxbuf: &geom.IndexBuffer,
		shader: s,
	}
	return layout
}
Example #8
0
func (renderer *renderer) SetUp() {
	if renderer == nil {
		panic("setting up a nil renderer")
	}
	if renderer.vao != 0 {
		return
	}
	renderer.vao = gl.GenVertexArray() // Cannot fail.
	renderer.bind()
	program, err := renderer.programs.Serve(renderer.srefs)
	if err != nil {
		panic(err)
	}

	renderer.Vertices.SetUp(program)
	renderer.Elements.SetUp(program)
	if renderer.Instances != nil {
		renderer.Instances.SetUp(program)
	}
	renderer.Uniforms.SetUp(program)

	renderer.unbind()
}
Example #9
0
func NewGlDrawer(vshader, fshader string) *GlDrawer {
	vao := gl.GenVertexArray()
	vao.Bind()

	vbo := gl.GenBuffer()
	vbo.Bind(gl.ARRAY_BUFFER)

	ebo := gl.GenBuffer()
	ebo.Bind(gl.ELEMENT_ARRAY_BUFFER)

	vsh := ShaderFromFile(gl.VERTEX_SHADER, vshader)
	fsh := ShaderFromFile(gl.FRAGMENT_SHADER, fshader)

	program := glh.NewProgram(vsh, fsh)
	program.BindFragDataLocation(0, "outColor")
	program.Use()

	return &GlDrawer{
		program: program,
		vao:     vao,
		vbo:     vbo,
		ebo:     ebo,
	}
}
Example #10
0
func main() {
	if err := glfw.Init(); err != nil {
		fmt.Fprintf(os.Stderr, "%s\n", err.Error())
		return
	}

	defer glfw.Terminate()

	glfw.OpenWindowHint(glfw.FsaaSamples, 4)
	glfw.OpenWindowHint(glfw.OpenGLVersionMajor, 3)
	glfw.OpenWindowHint(glfw.OpenGLVersionMinor, 3)
	glfw.OpenWindowHint(glfw.OpenGLProfile, glfw.OpenGLCoreProfile)

	if err := glfw.OpenWindow(1024, 768, 0, 0, 0, 0, 32, 0, glfw.Windowed); err != nil {
		fmt.Fprintf(os.Stderr, "%s\n", err.Error())
		return
	}

	glfw.SetSwapInterval(0)

	//gl.GlewExperimental(true)
	gl.Init()     // Can't find gl.GLEW_OK or any variation, not sure how to check if this worked
	gl.GetError() // ignore error, since we're telling it to use CoreProfile above, we get "invalid enumerant" (GLError 1280) which freaks the OpenGLSentinel out

	glfw.SetWindowTitle("Tutorial 07")

	glfw.Enable(glfw.StickyKeys)
	glfw.Disable(glfw.MouseCursor) // Not in the original tutorial, but IMO it SHOULD be there
	glfw.SetMousePos(1024.0/2.0, 768.0/2.0)

	gl.ClearColor(0., 0., 0.4, 0.)

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

	gl.Enable(gl.CULL_FACE)

	camera := input.NewCamera()

	vertexArray := gl.GenVertexArray()
	defer vertexArray.Delete()
	vertexArray.Bind()

	prog := helper.MakeProgram("TransformVertexShader.vertexshader", "TextureFragmentShader.fragmentshader")
	defer prog.Delete()

	matrixID := prog.GetUniformLocation("MVP")

	texture := helper.MakeTextureFromTGA("uvmap.tga") // Had to convert to tga, go-gl is missing the texture method for DDS right now
	defer texture.Delete()
	texSampler := prog.GetUniformLocation("myTextureSampler")

	meshObj := objloader.LoadObject("cube.obj")
	vertices, uvs := meshObj.Vertices, meshObj.UVs

	vertexBuffer := gl.GenBuffer()
	defer vertexBuffer.Delete()
	vertexBuffer.Bind(gl.ARRAY_BUFFER)
	gl.BufferData(gl.ARRAY_BUFFER, len(vertices)*3*4, vertices, gl.STATIC_DRAW)

	uvBuffer := gl.GenBuffer()
	defer uvBuffer.Delete()
	uvBuffer.Bind(gl.ARRAY_BUFFER)
	// UV doesn't seem to care
	gl.BufferData(gl.ARRAY_BUFFER, len(uvs)*2*4, uvs, gl.STATIC_DRAW)

	// Equivalent to a do... while
	for ok := true; ok; ok = (glfw.Key(glfw.KeyEsc) != glfw.KeyPress && glfw.WindowParam(glfw.Opened) == gl.TRUE && glfw.Key('Q') != glfw.KeyPress) {
		func() {
			gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)

			prog.Use()
			defer gl.ProgramUnuse()

			view, proj := camera.ComputeViewPerspective()
			model := mathgl.Ident4f()

			MVP := proj.Mul4(view).Mul4(model)

			matrixID.UniformMatrix4fv(false, MVP)

			gl.ActiveTexture(gl.TEXTURE0)
			texture.Bind(gl.TEXTURE_2D)
			defer texture.Unbind(gl.TEXTURE_2D)
			texSampler.Uniform1i(0)

			vertexAttrib := gl.AttribLocation(0)
			vertexAttrib.EnableArray()
			defer vertexAttrib.DisableArray()
			vertexBuffer.Bind(gl.ARRAY_BUFFER)
			defer vertexBuffer.Unbind(gl.ARRAY_BUFFER)
			vertexAttrib.AttribPointer(3, gl.FLOAT, false, 0, nil)

			uvAttrib := gl.AttribLocation(1)
			uvAttrib.EnableArray()
			defer uvAttrib.DisableArray()
			uvBuffer.Bind(gl.ARRAY_BUFFER)
			defer uvBuffer.Unbind(gl.ARRAY_BUFFER)
			uvAttrib.AttribPointer(2, gl.FLOAT, false, 0, nil)

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

			glfw.SwapBuffers()
		}() // Defers unbinds and disables to here, end of the loop
	}

}
Example #11
0
func main() {
	if err := glfw.Init(); err != nil {
		fmt.Fprintf(os.Stderr, "%s\n", err.Error())
		return
	}

	defer glfw.Terminate()

	glfw.OpenWindowHint(glfw.FsaaSamples, 4)
	glfw.OpenWindowHint(glfw.OpenGLVersionMajor, 3)
	glfw.OpenWindowHint(glfw.OpenGLVersionMinor, 3)
	glfw.OpenWindowHint(glfw.OpenGLProfile, glfw.OpenGLCoreProfile)

	if err := glfw.OpenWindow(1024, 768, 0, 0, 0, 0, 32, 0, glfw.Windowed); err != nil {
		fmt.Fprintf(os.Stderr, "%s\n", err.Error())
		return
	}

	gl.Init()
	gl.GetError() // Ignore error

	glfw.SetWindowTitle("Tutorial 04")

	glfw.Enable(glfw.StickyKeys)
	gl.ClearColor(0., 0., 0.4, 0.)

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

	vertexArray := gl.GenVertexArray()
	defer vertexArray.Delete()
	vertexArray.Bind()

	prog := helper.MakeProgram("TransformVertexShader.vertexshader", "ColorFragmentShader.fragmentshader")
	defer prog.Delete()

	matrixID := prog.GetUniformLocation("MVP")

	Projection := mathgl.Perspective(45.0, 4.0/3.0, 0.1, 100.0)

	View := mathgl.LookAt(4.0, 3.0, -3.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0)

	Model := mathgl.Ident4f()

	MVP := Projection.Mul4(View).Mul4(Model) // Remember, transform multiplication order is "backwards"

	vBufferData := [...]float32{
		-1.0, -1.0, -1.0,
		-1.0, -1.0, 1.0,
		-1.0, 1.0, 1.0,
		1.0, 1.0, -1.0,
		-1.0, -1.0, -1.0,
		-1.0, 1.0, -1.0,
		1.0, -1.0, 1.0,
		-1.0, -1.0, -1.0,
		1.0, -1.0, -1.0,
		1.0, 1.0, -1.0,
		1.0, -1.0, -1.0,
		-1.0, -1.0, -1.0,
		-1.0, -1.0, -1.0,
		-1.0, 1.0, 1.0,
		-1.0, 1.0, -1.0,
		1.0, -1.0, 1.0,
		-1.0, -1.0, 1.0,
		-1.0, -1.0, -1.0,
		-1.0, 1.0, 1.0,
		-1.0, -1.0, 1.0,
		1.0, -1.0, 1.0,
		1.0, 1.0, 1.0,
		1.0, -1.0, -1.0,
		1.0, 1.0, -1.0,
		1.0, -1.0, -1.0,
		1.0, 1.0, 1.0,
		1.0, -1.0, 1.0,
		1.0, 1.0, 1.0,
		1.0, 1.0, -1.0,
		-1.0, 1.0, -1.0,
		1.0, 1.0, 1.0,
		-1.0, 1.0, -1.0,
		-1.0, 1.0, 1.0,
		1.0, 1.0, 1.0,
		-1.0, 1.0, 1.0,
		1.0, -1.0, 1.0}

	colorBufferData := [...]float32{
		0.583, 0.771, 0.014,
		0.609, 0.115, 0.436,
		0.327, 0.483, 0.844,
		0.822, 0.569, 0.201,
		0.435, 0.602, 0.223,
		0.310, 0.747, 0.185,
		0.597, 0.770, 0.761,
		0.559, 0.436, 0.730,
		0.359, 0.583, 0.152,
		0.483, 0.596, 0.789,
		0.559, 0.861, 0.639,
		0.195, 0.548, 0.859,
		0.014, 0.184, 0.576,
		0.771, 0.328, 0.970,
		0.406, 0.615, 0.116,
		0.676, 0.977, 0.133,
		0.971, 0.572, 0.833,
		0.140, 0.616, 0.489,
		0.997, 0.513, 0.064,
		0.945, 0.719, 0.592,
		0.543, 0.021, 0.978,
		0.279, 0.317, 0.505,
		0.167, 0.620, 0.077,
		0.347, 0.857, 0.137,
		0.055, 0.953, 0.042,
		0.714, 0.505, 0.345,
		0.783, 0.290, 0.734,
		0.722, 0.645, 0.174,
		0.302, 0.455, 0.848,
		0.225, 0.587, 0.040,
		0.517, 0.713, 0.338,
		0.053, 0.959, 0.120,
		0.393, 0.621, 0.362,
		0.673, 0.211, 0.457,
		0.820, 0.883, 0.371,
		0.982, 0.099, 0.879}

	//elBufferData := [...]uint8{0, 1, 2} // Not sure why this is here

	vertexBuffer := gl.GenBuffer()
	defer vertexBuffer.Delete()
	vertexBuffer.Bind(gl.ARRAY_BUFFER)
	gl.BufferData(gl.ARRAY_BUFFER, len(vBufferData)*4, &vBufferData, gl.STATIC_DRAW)

	colorBuffer := gl.GenBuffer()
	defer colorBuffer.Delete()
	colorBuffer.Bind(gl.ARRAY_BUFFER)
	gl.BufferData(gl.ARRAY_BUFFER, len(colorBufferData)*4, &colorBufferData, gl.STATIC_DRAW)

	// Equivalent to a do... while
	for ok := true; ok; ok = (glfw.Key(glfw.KeyEsc) != glfw.KeyPress && glfw.WindowParam(glfw.Opened) == gl.TRUE) {
		gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)

		prog.Use()

		matrixID.UniformMatrix4fv(false, MVP)

		vertexAttrib := gl.AttribLocation(0)
		vertexAttrib.EnableArray()
		vertexBuffer.Bind(gl.ARRAY_BUFFER)
		vertexAttrib.AttribPointer(3, gl.FLOAT, false, 0, nil)

		colorAttrib := gl.AttribLocation(1)
		colorAttrib.EnableArray()
		colorBuffer.Bind(gl.ARRAY_BUFFER)
		colorAttrib.AttribPointer(3, gl.FLOAT, false, 0, nil)

		gl.DrawArrays(gl.TRIANGLES, 0, 12*3)

		vertexAttrib.DisableArray()
		colorAttrib.DisableArray()

		glfw.SwapBuffers()
	}

}
Example #12
0
func GenVertexArray() VAO {
	return VAO(gl.GenVertexArray())
}
Example #13
0
func main() {
	if err := glfw.Init(); err != nil {
		fmt.Fprintf(os.Stderr, "%s\n", err.Error())
		return
	}

	defer glfw.Terminate()

	glfw.OpenWindowHint(glfw.FsaaSamples, 4)
	glfw.OpenWindowHint(glfw.OpenGLVersionMajor, 3)
	glfw.OpenWindowHint(glfw.OpenGLVersionMinor, 3)
	glfw.OpenWindowHint(glfw.OpenGLProfile, glfw.OpenGLCoreProfile)

	if err := glfw.OpenWindow(1024, 768, 0, 0, 0, 0, 32, 0, glfw.Windowed); err != nil {
		fmt.Fprintf(os.Stderr, "%s\n", err.Error())
		return
	}

	glfw.SetSwapInterval(0)

	//gl.GlewExperimental(true)
	gl.Init()     // Can't find gl.GLEW_OK or any variation, not sure how to check if this worked
	gl.GetError() // ignore error, since we're telling it to use CoreProfile above, we get "invalid enumerant" (GLError 1280) which freaks the OpenGLSentinel out

	glfw.SetWindowTitle("Tutorial 09")

	glfw.Enable(glfw.StickyKeys)
	glfw.Disable(glfw.MouseCursor) // Not in the original tutorial, but IMO it SHOULD be there
	glfw.SetMousePos(1024.0/2.0, 768.0/2.0)

	gl.ClearColor(0., 0., 0.4, 0.)

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

	gl.Enable(gl.CULL_FACE)

	camera := input.NewCamera()

	vertexArray := gl.GenVertexArray()
	defer vertexArray.Delete()
	vertexArray.Bind()

	prog := helper.MakeProgram("StandardShading.vertexshader", "StandardShading.fragmentshader")
	defer prog.Delete()

	matrixID := prog.GetUniformLocation("MVP")
	viewMatrixID := prog.GetUniformLocation("V")
	modelMatrixID := prog.GetUniformLocation("M")

	texture := helper.MakeTextureFromTGA("uvmap.tga") // Had to convert to tga, go-gl is missing the texture method for DDS right now
	defer texture.Delete()
	texSampler := prog.GetUniformLocation("myTextureSampler")

	meshObj := objloader.LoadObject("suzanne.obj")

	indices, indexedVertices, indexedUVs, indexedNormals := indexer.IndexVBO(meshObj.Vertices, meshObj.UVs, meshObj.Normals)

	vertexBuffer := gl.GenBuffer()
	defer vertexBuffer.Delete()
	vertexBuffer.Bind(gl.ARRAY_BUFFER)
	gl.BufferData(gl.ARRAY_BUFFER, len(indexedVertices)*3*4, indexedVertices, gl.STATIC_DRAW)

	uvBuffer := gl.GenBuffer()
	defer uvBuffer.Delete()
	uvBuffer.Bind(gl.ARRAY_BUFFER)
	// And yet, the weird length stuff doesn't seem to matter for UV or normal
	gl.BufferData(gl.ARRAY_BUFFER, len(indexedUVs)*2*4, indexedUVs, gl.STATIC_DRAW)

	normBuffer := gl.GenBuffer()
	defer normBuffer.Delete()
	normBuffer.Bind(gl.ARRAY_BUFFER)
	gl.BufferData(gl.ARRAY_BUFFER, len(indexedNormals)*3*4, indexedNormals, gl.STATIC_DRAW)

	elementBuffer := gl.GenBuffer()
	defer elementBuffer.Delete()
	elementBuffer.Bind(gl.ELEMENT_ARRAY_BUFFER)
	gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, len(indices)*2, indices, gl.STATIC_DRAW) // NOTE: a GL_UNSIGNED_SHORT is 16-bits

	lightID := prog.GetUniformLocation("LightPosition_worldspace")
	lastTime := glfw.Time()
	nbFrames := 0
	// Equivalent to a do... while
	for ok := true; ok; ok = (glfw.Key(glfw.KeyEsc) != glfw.KeyPress && glfw.WindowParam(glfw.Opened) == gl.TRUE && glfw.Key('Q') != glfw.KeyPress) {

		currTime := glfw.Time()
		nbFrames++
		if currTime-lastTime >= 1.0 {
			fmt.Printf("%f ms/frame\n", 1000.0/float64(nbFrames))
			nbFrames = 0
			lastTime += 1.0
		}

		func() {
			gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)

			prog.Use()
			defer gl.ProgramUnuse()

			view, proj := camera.ComputeViewPerspective()
			model := mathgl.Ident4f()

			MVP := proj.Mul4(view).Mul4(model)
			//mvpArray := mvp.AsCMOArray(mathgl.FLOAT32).([16]float32)
			//vArray := view.AsCMOArray(mathgl.FLOAT32).([16]float32)
			//mArray := model.AsCMOArray(mathgl.FLOAT32).([16]float32)

			matrixID.UniformMatrix4fv(false, MVP)
			viewMatrixID.UniformMatrix4fv(false, view)
			modelMatrixID.UniformMatrix4fv(false, model)

			lightID.Uniform3f(4., 4., 4.)

			gl.ActiveTexture(gl.TEXTURE0)
			texture.Bind(gl.TEXTURE_2D)
			defer texture.Unbind(gl.TEXTURE_2D)
			texSampler.Uniform1i(0)

			vertexAttrib := gl.AttribLocation(0)
			vertexAttrib.EnableArray()
			defer vertexAttrib.DisableArray()
			vertexBuffer.Bind(gl.ARRAY_BUFFER)
			defer vertexBuffer.Unbind(gl.ARRAY_BUFFER)
			vertexAttrib.AttribPointer(3, gl.FLOAT, false, 0, nil)

			uvAttrib := gl.AttribLocation(1)
			uvAttrib.EnableArray()
			defer uvAttrib.DisableArray()
			uvBuffer.Bind(gl.ARRAY_BUFFER)
			defer uvBuffer.Unbind(gl.ARRAY_BUFFER)
			uvAttrib.AttribPointer(2, gl.FLOAT, false, 0, nil)

			normAttrib := gl.AttribLocation(2)
			normAttrib.EnableArray()
			defer normAttrib.DisableArray()
			normBuffer.Bind(gl.ARRAY_BUFFER)
			defer normBuffer.Unbind(gl.ARRAY_BUFFER)
			normAttrib.AttribPointer(3, gl.FLOAT, false, 0, nil)

			elementBuffer.Bind(gl.ELEMENT_ARRAY_BUFFER)
			defer elementBuffer.Unbind(gl.ELEMENT_ARRAY_BUFFER)

			gl.DrawElements(gl.TRIANGLES, len(indices), gl.UNSIGNED_SHORT, nil)

			glfw.SwapBuffers()
		}() // Defers unbinds and disables to here, end of the loop
	}

}
Example #14
0
func main() {
	if err := glfw.Init(); err != nil {
		fmt.Fprintf(os.Stderr, "%s\n", err.Error())
		return
	}

	defer glfw.Terminate()

	glfw.OpenWindowHint(glfw.FsaaSamples, 4)
	glfw.OpenWindowHint(glfw.OpenGLVersionMajor, 3)
	glfw.OpenWindowHint(glfw.OpenGLVersionMinor, 3)
	glfw.OpenWindowHint(glfw.OpenGLProfile, glfw.OpenGLCoreProfile)

	if err := glfw.OpenWindow(1024, 768, 0, 0, 0, 0, 32, 0, glfw.Windowed); err != nil {
		fmt.Fprintf(os.Stderr, "%s\n", err.Error())
		return
	}

	//gl.GlewExperimental(true)
	gl.Init()     // Can't find gl.GLEW_OK or any variation, not sure how to check if this worked
	gl.GetError() // ignore error, since we're telling it to use CoreProfile above, we get "invalid enumerant" (GLError 1280) which freaks the OpenGLSentinel out
	// With go-gl we also apparently can't set glewExperimental

	glfw.SetWindowTitle("Tutorial 05")

	glfw.Enable(glfw.StickyKeys)
	gl.ClearColor(0., 0., 0.4, 0.)

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

	vertexArray := gl.GenVertexArray()
	defer vertexArray.Delete()
	vertexArray.Bind()

	prog := helper.MakeProgram("TransformVertexShader.vertexshader", "TextureFragmentShader.fragmentshader")
	defer prog.Delete()

	matrixID := prog.GetUniformLocation("MVP")

	Projection := mathgl.Perspective(45.0, 4.0/3.0, 0.1, 100.0)

	View := mathgl.LookAt(4.0, 3.0, 3.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0)

	Model := mathgl.Ident4f()

	MVP := Projection.Mul4(View).Mul4(Model) // Remember, transform multiplication order is "backwards"

	texture := helper.MakeTextureFromTGA("uvtemplate.tga")
	defer texture.Delete()
	texSampler := prog.GetUniformLocation("myTextureSampler")

	vBufferData := [...]float32{
		-1.0, -1.0, -1.0,
		-1.0, -1.0, 1.0,
		-1.0, 1.0, 1.0,
		1.0, 1.0, -1.0,
		-1.0, -1.0, -1.0,
		-1.0, 1.0, -1.0,
		1.0, -1.0, 1.0,
		-1.0, -1.0, -1.0,
		1.0, -1.0, -1.0,
		1.0, 1.0, -1.0,
		1.0, -1.0, -1.0,
		-1.0, -1.0, -1.0,
		-1.0, -1.0, -1.0,
		-1.0, 1.0, 1.0,
		-1.0, 1.0, -1.0,
		1.0, -1.0, 1.0,
		-1.0, -1.0, 1.0,
		-1.0, -1.0, -1.0,
		-1.0, 1.0, 1.0,
		-1.0, -1.0, 1.0,
		1.0, -1.0, 1.0,
		1.0, 1.0, 1.0,
		1.0, -1.0, -1.0,
		1.0, 1.0, -1.0,
		1.0, -1.0, -1.0,
		1.0, 1.0, 1.0,
		1.0, -1.0, 1.0,
		1.0, 1.0, 1.0,
		1.0, 1.0, -1.0,
		-1.0, 1.0, -1.0,
		1.0, 1.0, 1.0,
		-1.0, 1.0, -1.0,
		-1.0, 1.0, 1.0,
		1.0, 1.0, 1.0,
		-1.0, 1.0, 1.0,
		1.0, -1.0, 1.0}

	uvBufferData := [...]float32{
		0.000059, 1.0 - 0.000004,
		0.000103, 1.0 - 0.336048,
		0.335973, 1.0 - 0.335903,
		1.000023, 1.0 - 0.000013,
		0.667979, 1.0 - 0.335851,
		0.999958, 1.0 - 0.336064,
		0.667979, 1.0 - 0.335851,
		0.336024, 1.0 - 0.671877,
		0.667969, 1.0 - 0.671889,
		1.000023, 1.0 - 0.000013,
		0.668104, 1.0 - 0.000013,
		0.667979, 1.0 - 0.335851,
		0.000059, 1.0 - 0.000004,
		0.335973, 1.0 - 0.335903,
		0.336098, 1.0 - 0.000071,
		0.667979, 1.0 - 0.335851,
		0.335973, 1.0 - 0.335903,
		0.336024, 1.0 - 0.671877,
		1.000004, 1.0 - 0.671847,
		0.999958, 1.0 - 0.336064,
		0.667979, 1.0 - 0.335851,
		0.668104, 1.0 - 0.000013,
		0.335973, 1.0 - 0.335903,
		0.667979, 1.0 - 0.335851,
		0.335973, 1.0 - 0.335903,
		0.668104, 1.0 - 0.000013,
		0.336098, 1.0 - 0.000071,
		0.000103, 1.0 - 0.336048,
		0.000004, 1.0 - 0.671870,
		0.336024, 1.0 - 0.671877,
		0.000103, 1.0 - 0.336048,
		0.336024, 1.0 - 0.671877,
		0.335973, 1.0 - 0.335903,
		0.667969, 1.0 - 0.671889,
		1.000004, 1.0 - 0.671847,
		0.667979, 1.0 - 0.335851}

	vertexBuffer := gl.GenBuffer()
	defer vertexBuffer.Delete()
	vertexBuffer.Bind(gl.ARRAY_BUFFER)
	gl.BufferData(gl.ARRAY_BUFFER, len(vBufferData)*4, &vBufferData, gl.STATIC_DRAW)

	uvBuffer := gl.GenBuffer()
	defer uvBuffer.Delete()
	uvBuffer.Bind(gl.ARRAY_BUFFER)
	gl.BufferData(gl.ARRAY_BUFFER, len(uvBufferData)*4, &uvBufferData, gl.STATIC_DRAW)

	// Equivalent to a do... while
	for ok := true; ok; ok = (glfw.Key(glfw.KeyEsc) != glfw.KeyPress && glfw.WindowParam(glfw.Opened) == gl.TRUE) {
		func() {
			gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)

			prog.Use()
			defer gl.ProgramUnuse()

			matrixID.UniformMatrix4fv(false, MVP)

			gl.ActiveTexture(gl.TEXTURE0)
			texture.Bind(gl.TEXTURE_2D)
			defer texture.Unbind(gl.TEXTURE_2D)
			texSampler.Uniform1i(0)

			vertexAttrib := gl.AttribLocation(0)
			vertexAttrib.EnableArray()
			defer vertexAttrib.DisableArray()
			vertexBuffer.Bind(gl.ARRAY_BUFFER)
			defer vertexBuffer.Unbind(gl.ARRAY_BUFFER)
			vertexAttrib.AttribPointer(3, gl.FLOAT, false, 0, nil)

			uvAttrib := gl.AttribLocation(1)
			uvAttrib.EnableArray()
			defer uvAttrib.DisableArray()
			uvBuffer.Bind(gl.ARRAY_BUFFER)
			defer uvBuffer.Unbind(gl.ARRAY_BUFFER)
			uvAttrib.AttribPointer(2, gl.FLOAT, false, 0, nil)

			gl.DrawArrays(gl.TRIANGLES, 0, 12*3)

			glfw.SwapBuffers()
		}() // Defers unbinds and disables to here, end of the loop
	}

}
Example #15
0
func main() {
	runtime.LockOSThread()

	if !glfw.Init() {
		fmt.Fprintf(os.Stderr, "Can't open GLFW")
		return
	}
	defer glfw.Terminate()

	glfw.WindowHint(glfw.Samples, 4)
	glfw.WindowHint(glfw.ContextVersionMajor, 3)
	glfw.WindowHint(glfw.ContextVersionMinor, 3)
	glfw.WindowHint(glfw.OpenglProfile, glfw.OpenglCoreProfile)
	glfw.WindowHint(glfw.OpenglForwardCompatible, glfw.True) // needed for macs

	window, err := glfw.CreateWindow(1024, 768, "Tutorial 7", nil, nil)
	if err != nil {
		fmt.Fprintf(os.Stderr, "%v\n", err)
		return
	}

	window.MakeContextCurrent()

	gl.Init()
	gl.GetError() // Ignore error
	window.SetInputMode(glfw.StickyKeys, 1)
	window.SetCursorPosition(1024/2, 768/2)
	window.SetInputMode(glfw.Cursor, glfw.CursorHidden)

	gl.ClearColor(0., 0., 0.4, 0.)

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

	gl.Enable(gl.CULL_FACE)

	camera := input.NewCamera(window)

	vertexArray := gl.GenVertexArray()
	defer vertexArray.Delete()
	vertexArray.Bind()

	prog := helper.MakeProgram("TransformVertexShader.vertexshader", "TextureFragmentShader.fragmentshader")
	defer prog.Delete()

	matrixID := prog.GetUniformLocation("MVP")

	texture, err := helper.TextureFromDDS("uvmap.DDS")
	if err != nil {
		fmt.Println("Couldn't load texture")
		return
	}
	defer texture.Delete()
	texSampler := prog.GetUniformLocation("myTextureSampler")

	meshObj := objloader.LoadObject("cube.obj", true)
	vertices, uvs := meshObj.Vertices, meshObj.UVs

	vertexBuffer := gl.GenBuffer()
	defer vertexBuffer.Delete()
	vertexBuffer.Bind(gl.ARRAY_BUFFER)
	gl.BufferData(gl.ARRAY_BUFFER, len(vertices)*3*4, vertices, gl.STATIC_DRAW)

	uvBuffer := gl.GenBuffer()
	defer uvBuffer.Delete()
	uvBuffer.Bind(gl.ARRAY_BUFFER)

	// UV doesn't seem to care
	gl.BufferData(gl.ARRAY_BUFFER, len(uvs)*2*4, uvs, gl.STATIC_DRAW)

	// Equivalent to a do... while
	for ok := true; ok; ok = (window.GetKey(glfw.KeyEscape) != glfw.Press && !window.ShouldClose()) {
		func() {
			gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)

			prog.Use()
			defer gl.ProgramUnuse()

			view, proj := camera.ComputeViewPerspective()
			model := mgl32.Ident4()

			MVP := proj.Mul4(view).Mul4(model)

			matrixID.UniformMatrix4fv(false, MVP)

			gl.ActiveTexture(gl.TEXTURE0)
			texture.Bind(gl.TEXTURE_2D)
			defer texture.Unbind(gl.TEXTURE_2D)
			texSampler.Uniform1i(0)

			vertexAttrib := gl.AttribLocation(0)
			vertexAttrib.EnableArray()
			defer vertexAttrib.DisableArray()
			vertexBuffer.Bind(gl.ARRAY_BUFFER)
			defer vertexBuffer.Unbind(gl.ARRAY_BUFFER)
			vertexAttrib.AttribPointer(3, gl.FLOAT, false, 0, nil)

			uvAttrib := gl.AttribLocation(1)
			uvAttrib.EnableArray()
			defer uvAttrib.DisableArray()
			uvBuffer.Bind(gl.ARRAY_BUFFER)
			defer uvBuffer.Unbind(gl.ARRAY_BUFFER)
			uvAttrib.AttribPointer(2, gl.FLOAT, false, 0, nil)

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

			window.SwapBuffers()
			glfw.PollEvents()
		}() // Defers unbinds and disables to here, end of the loop
	}

}
Example #16
0
func main() {
	runtime.LockOSThread()

	if !glfw.Init() {
		fmt.Fprintf(os.Stderr, "Can't open GLFW")
		return
	}
	defer glfw.Terminate()

	glfw.WindowHint(glfw.Samples, 4)
	glfw.WindowHint(glfw.ContextVersionMajor, 3)
	glfw.WindowHint(glfw.ContextVersionMinor, 3)
	glfw.WindowHint(glfw.OpenglProfile, glfw.OpenglCoreProfile)
	glfw.WindowHint(glfw.OpenglForwardCompatible, glfw.True) // needed for macs

	window, err := glfw.CreateWindow(1024, 768, "Tutorial 2", nil, nil)
	if err != nil {
		fmt.Fprintf(os.Stderr, "%v\n", err)
		return
	}

	window.MakeContextCurrent()

	gl.Init()
	gl.GetError() // Ignore error
	window.SetInputMode(glfw.StickyKeys, 1)

	gl.ClearColor(0., 0., 0.4, 0.)

	vBufferData := [...]float32{
		-1., -1., 0.,
		1., -1., 0.,
		0., 1., 0.}

	vertexArray := gl.GenVertexArray()
	vertexArray.Bind()

	prog := helper.MakeProgram("SimpleVertexShader.vertexshader", "SimpleFragmentShader.fragmentshader")

	buffer := gl.GenBuffer()
	buffer.Bind(gl.ARRAY_BUFFER)
	gl.BufferData(gl.ARRAY_BUFFER, len(vBufferData)*4, &vBufferData[0], gl.STATIC_DRAW)

	// Equivalent to a do... while
	for ok := true; ok; ok = (window.GetKey(glfw.KeyEscape) != glfw.Press && !window.ShouldClose()) {
		gl.Clear(gl.COLOR_BUFFER_BIT)

		prog.Use()

		attribLoc := gl.AttribLocation(0)
		attribLoc.EnableArray()
		buffer.Bind(gl.ARRAY_BUFFER)
		attribLoc.AttribPointer(3, gl.FLOAT, false, 0, nil)

		gl.DrawArrays(gl.TRIANGLES, 0, 3)

		attribLoc.DisableArray()

		window.SwapBuffers()
		glfw.PollEvents()
	}

}
Example #17
0
func (this *Game) init() {

	vs, err := NewShader(gl.VERTEX_SHADER, `#version 150
    in vec4 position;
    uniform mat4 cameraToClipMatrix;
    void main()
    {
    	gl_Position = cameraToClipMatrix * position;
    }`)

	if err != nil {
		log.Printf("Error compiling vertex shader\n")
		log.Println(err)
	}

	fs, err := NewShader(gl.FRAGMENT_SHADER, `#version 150
    uniform vec4 color;
    out vec4 outputF;
    void main(void) {
      outputF = color;
    }`)

	if err != nil {
		log.Printf("Error compiling fragment shader\n")
		log.Println(err)
	}

	program := NewProgram(vs, fs)

	verts := make([]Vector4, 100)

	sides := len(verts)
	vert_scale := 1.0 / float64(sides)
	TWO_PI := math.Pi * 2.0
	for i := 0; i < sides; i++ {
		angle := float64(i) * TWO_PI * vert_scale
		verts[i] = Vector4{float32(math.Cos(angle)), float32(math.Sin(angle)), 0, 1}
	}

	vao := gl.GenVertexArray()
	vao.Bind()

	vbo := gl.GenBuffer()
	vbo.Bind(gl.ARRAY_BUFFER)
	gl.BufferData(gl.ARRAY_BUFFER, int(reflect.TypeOf(Vector4{}).Size())*len(verts), verts, gl.STATIC_DRAW)

	positionAttrib := program.GetAttribLocation("position")
	positionAttrib.AttribPointer(4, gl.FLOAT, false, 0, nil)
	positionAttrib.EnableArray()

	vbo.Unbind(gl.ARRAY_BUFFER)
	vao.Unbind()

	cameraToClipMatrixUniform := program.GetUniformLocation("cameraToClipMatrix")
	colorUniform := program.GetUniformLocation("color")

	zNear := float32(0.0)
	zFar := float32(45.0)
	cameraToClipMatrix := ortho(0, float32(width), 0, float32(height), zNear, zFar)

	this.program = program
	this.vao = vao
	this.cameraToClipMatrixUniform = cameraToClipMatrixUniform
	this.cameraToClipMatrix = cameraToClipMatrix
	this.colorUniform = colorUniform
	this.text = gltext.NewFont("./PixelCarnageMono.ttf", 18, 64, float32(width), float32(height))
	this.gameState = initialized
}
Example #18
0
func main() {
	runtime.LockOSThread()

	if !glfw.Init() {
		fmt.Fprintf(os.Stderr, "Can't open GLFW")
		return
	}
	defer glfw.Terminate()

	glfw.WindowHint(glfw.Samples, 4)
	glfw.WindowHint(glfw.ContextVersionMajor, 3)
	glfw.WindowHint(glfw.ContextVersionMinor, 3)
	glfw.WindowHint(glfw.OpenglProfile, glfw.OpenglCoreProfile)
	glfw.WindowHint(glfw.OpenglForwardCompatible, glfw.True) // needed for macs

	window, err := glfw.CreateWindow(1024, 768, "Tutorial 3", nil, nil)
	if err != nil {
		fmt.Fprintf(os.Stderr, "%v\n", err)
		return
	}

	window.MakeContextCurrent()

	gl.Init()
	gl.GetError() // Ignore error
	window.SetInputMode(glfw.StickyKeys, 1)

	gl.ClearColor(0., 0., 0.4, 0.)

	vertexArray := gl.GenVertexArray()
	defer vertexArray.Delete()
	vertexArray.Bind()

	prog := helper.MakeProgram("SimpleTransform.vertexshader", "SingleColor.fragmentshader")
	defer prog.Delete()

	matrixID := prog.GetUniformLocation("MVP")

	Projection := mgl32.Perspective(45.0, 4.0/3.0, 0.1, 100.0)
	//Projection := mathgl.Identity(4,mathgl.FLOAT64)
	//Projection := mathgl.Ortho2D(-5,5,-5,5)
	View := mgl32.LookAt(4.0, 3.0, 3.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0)
	//View := mathgl.Identity(4,mathgl.FLOAT64)

	Model := mgl32.Ident4()
	//Model := mathgl.Scale3D(2.,2.,2.).Mul(mathgl.HomogRotate3DX(25.0)).Mul(mathgl.Translate3D(.5,.2,-.7))
	MVP := Projection.Mul4(View).Mul4(Model) // Remember, transform multiplication order is "backwards"

	vBufferData := [...]float32{
		-1., -1., 0.,
		1., -1., 0.,
		0., 1., 0.}
	//elBufferData := [...]uint8{0, 1, 2} // Not sure why this is here

	buffer := gl.GenBuffer()
	defer buffer.Delete()
	buffer.Bind(gl.ARRAY_BUFFER)
	gl.BufferData(gl.ARRAY_BUFFER, len(vBufferData)*4, &vBufferData, gl.STATIC_DRAW)

	// Equivalent to a do... while
	for ok := true; ok; ok = (window.GetKey(glfw.KeyEscape) != glfw.Press && !window.ShouldClose()) {
		gl.Clear(gl.COLOR_BUFFER_BIT)

		prog.Use()

		matrixID.UniformMatrix4fv(false, MVP)

		attribLoc := gl.AttribLocation(0)
		attribLoc.EnableArray()
		buffer.Bind(gl.ARRAY_BUFFER)
		attribLoc.AttribPointer(3, gl.FLOAT, false, 0, nil)

		gl.DrawArrays(gl.TRIANGLES, 0, 3)

		attribLoc.DisableArray()

		window.SwapBuffers()
		glfw.PollEvents()
	}

}
Example #19
0
func main() {
	if err := glfw.Init(); err != nil {
		fmt.Fprintf(os.Stderr, "%s\n", err.Error())
		return
	}

	defer glfw.Terminate()

	glfw.OpenWindowHint(glfw.FsaaSamples, 4)
	glfw.OpenWindowHint(glfw.OpenGLVersionMajor, 3)
	glfw.OpenWindowHint(glfw.OpenGLVersionMinor, 3)
	glfw.OpenWindowHint(glfw.OpenGLProfile, glfw.OpenGLCoreProfile)

	if err := glfw.OpenWindow(1024, 768, 0, 0, 0, 0, 32, 0, glfw.Windowed); err != nil {
		fmt.Fprintf(os.Stderr, "%s\n", err.Error())
		return
	}

	gl.Init()     // Can't find gl.GLEW_OK or any variation, not sure how to check if this worked
	gl.GetError() // Ignore error

	glfw.SetWindowTitle("Tutorial 03")

	glfw.Enable(glfw.StickyKeys)
	gl.ClearColor(0., 0., 0.4, 0.)

	vertexArray := gl.GenVertexArray()
	defer vertexArray.Delete()
	vertexArray.Bind()

	prog := helper.MakeProgram("SimpleTransform.vertexshader", "SingleColor.fragmentshader")
	defer prog.Delete()

	matrixID := prog.GetUniformLocation("MVP")

	Projection := mathgl.Perspective(45.0, 4.0/3.0, 0.1, 100.0)
	//Projection := mathgl.Identity(4,mathgl.FLOAT64)
	//Projection := mathgl.Ortho2D(-5,5,-5,5)
	View := mathgl.LookAt(4.0, 3.0, 3.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0)
	//View := mathgl.Identity(4,mathgl.FLOAT64)

	Model := mathgl.Ident4f()
	//Model := mathgl.Scale3D(2.,2.,2.).Mul(mathgl.HomogRotate3DX(25.0)).Mul(mathgl.Translate3D(.5,.2,-.7))
	MVP := Projection.Mul4(View).Mul4(Model) // Remember, transform multiplication order is "backwards"

	vBufferData := [...]float32{
		-1., -1., 0.,
		1., -1., 0.,
		0., 1., 0.}
	//elBufferData := [...]uint8{0, 1, 2} // Not sure why this is here

	buffer := gl.GenBuffer()
	defer buffer.Delete()
	buffer.Bind(gl.ARRAY_BUFFER)
	gl.BufferData(gl.ARRAY_BUFFER, len(vBufferData)*4, &vBufferData, gl.STATIC_DRAW)

	// Equivalent to a do... while
	for ok := true; ok; ok = (glfw.Key(glfw.KeyEsc) != glfw.KeyPress && glfw.WindowParam(glfw.Opened) == gl.TRUE) {
		gl.Clear(gl.COLOR_BUFFER_BIT)

		prog.Use()

		matrixID.UniformMatrix4fv(false, MVP)

		attribLoc := gl.AttribLocation(0)
		attribLoc.EnableArray()
		buffer.Bind(gl.ARRAY_BUFFER)
		attribLoc.AttribPointer(3, gl.FLOAT, false, 0, nil)

		gl.DrawArrays(gl.TRIANGLES, 0, 3)

		attribLoc.DisableArray()

		glfw.SwapBuffers()
	}

}
Example #20
0
func main() {
	runtime.LockOSThread()

	if !glfw.Init() {
		fmt.Fprintf(os.Stderr, "Can't open GLFW")
		return
	}
	defer glfw.Terminate()

	glfw.WindowHint(glfw.Samples, 4)
	glfw.WindowHint(glfw.ContextVersionMajor, 3)
	glfw.WindowHint(glfw.ContextVersionMinor, 3)
	glfw.WindowHint(glfw.OpenglProfile, glfw.OpenglCoreProfile)
	glfw.WindowHint(glfw.OpenglForwardCompatible, glfw.True) // needed for macs

	window, err := glfw.CreateWindow(1024, 768, "Tutorial 6", nil, nil)
	if err != nil {
		fmt.Fprintf(os.Stderr, "%v\n", err)
		return
	}

	window.MakeContextCurrent()

	gl.Init()
	gl.GetError() // Ignore error
	window.SetInputMode(glfw.StickyKeys, 1)
	window.SetCursorPosition(1024/2, 768/2)
	window.SetInputMode(glfw.Cursor, glfw.CursorHidden)

	gl.ClearColor(0., 0., 0.4, 0.)

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

	gl.Enable(gl.CULL_FACE)

	camera := input.NewCamera(window)

	vertexArray := gl.GenVertexArray()
	defer vertexArray.Delete()
	vertexArray.Bind()

	prog := helper.MakeProgram("TransformVertexShader.vertexshader", "TextureFragmentShader.fragmentshader")
	defer prog.Delete()

	matrixID := prog.GetUniformLocation("MVP")

	texture, err := helper.TextureFromDDS("uvtemplate.DDS")
	if err != nil {
		fmt.Printf("Couldn't make texture: %v\n", err)
		return
	}
	defer texture.Delete()
	texSampler := prog.GetUniformLocation("myTextureSampler")

	vBufferData := [...]float32{
		-1.0, -1.0, -1.0,
		-1.0, -1.0, 1.0,
		-1.0, 1.0, 1.0,
		1.0, 1.0, -1.0,
		-1.0, -1.0, -1.0,
		-1.0, 1.0, -1.0,
		1.0, -1.0, 1.0,
		-1.0, -1.0, -1.0,
		1.0, -1.0, -1.0,
		1.0, 1.0, -1.0,
		1.0, -1.0, -1.0,
		-1.0, -1.0, -1.0,
		-1.0, -1.0, -1.0,
		-1.0, 1.0, 1.0,
		-1.0, 1.0, -1.0,
		1.0, -1.0, 1.0,
		-1.0, -1.0, 1.0,
		-1.0, -1.0, -1.0,
		-1.0, 1.0, 1.0,
		-1.0, -1.0, 1.0,
		1.0, -1.0, 1.0,
		1.0, 1.0, 1.0,
		1.0, -1.0, -1.0,
		1.0, 1.0, -1.0,
		1.0, -1.0, -1.0,
		1.0, 1.0, 1.0,
		1.0, -1.0, 1.0,
		1.0, 1.0, 1.0,
		1.0, 1.0, -1.0,
		-1.0, 1.0, -1.0,
		1.0, 1.0, 1.0,
		-1.0, 1.0, -1.0,
		-1.0, 1.0, 1.0,
		1.0, 1.0, 1.0,
		-1.0, 1.0, 1.0,
		1.0, -1.0, 1.0,
	}

	uvBufferData := [...]float32{
		0.000059, 1.0 - 0.000004,
		0.000103, 1.0 - 0.336048,
		0.335973, 1.0 - 0.335903,
		1.000023, 1.0 - 0.000013,
		0.667979, 1.0 - 0.335851,
		0.999958, 1.0 - 0.336064,
		0.667979, 1.0 - 0.335851,
		0.336024, 1.0 - 0.671877,
		0.667969, 1.0 - 0.671889,
		1.000023, 1.0 - 0.000013,
		0.668104, 1.0 - 0.000013,
		0.667979, 1.0 - 0.335851,
		0.000059, 1.0 - 0.000004,
		0.335973, 1.0 - 0.335903,
		0.336098, 1.0 - 0.000071,
		0.667979, 1.0 - 0.335851,
		0.335973, 1.0 - 0.335903,
		0.336024, 1.0 - 0.671877,
		1.000004, 1.0 - 0.671847,
		0.999958, 1.0 - 0.336064,
		0.667979, 1.0 - 0.335851,
		0.668104, 1.0 - 0.000013,
		0.335973, 1.0 - 0.335903,
		0.667979, 1.0 - 0.335851,
		0.335973, 1.0 - 0.335903,
		0.668104, 1.0 - 0.000013,
		0.336098, 1.0 - 0.000071,
		0.000103, 1.0 - 0.336048,
		0.000004, 1.0 - 0.671870,
		0.336024, 1.0 - 0.671877,
		0.000103, 1.0 - 0.336048,
		0.336024, 1.0 - 0.671877,
		0.335973, 1.0 - 0.335903,
		0.667969, 1.0 - 0.671889,
		1.000004, 1.0 - 0.671847,
		0.667979, 1.0 - 0.335851,
	}

	// Invert V because we're using a compressed texture
	for i := 1; i < len(uvBufferData); i += 2 {
		uvBufferData[i] = 1.0 - uvBufferData[i]
	}

	vertexBuffer := gl.GenBuffer()
	defer vertexBuffer.Delete()
	vertexBuffer.Bind(gl.ARRAY_BUFFER)
	gl.BufferData(gl.ARRAY_BUFFER, len(vBufferData)*4, &vBufferData, gl.STATIC_DRAW)

	uvBuffer := gl.GenBuffer()
	defer uvBuffer.Delete()
	uvBuffer.Bind(gl.ARRAY_BUFFER)
	gl.BufferData(gl.ARRAY_BUFFER, len(uvBufferData)*4, &uvBufferData, gl.STATIC_DRAW)

	// Equivalent to a do... while
	for ok := true; ok; ok = (window.GetKey(glfw.KeyEscape) != glfw.Press && !window.ShouldClose()) {
		func() {
			gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)

			prog.Use()
			defer gl.ProgramUnuse()

			view, proj := camera.ComputeViewPerspective()
			model := mgl32.Ident4()

			MVP := proj.Mul4(view).Mul4(model)
			//mvpArray := mvp.AsCMOArray(mathgl.FLOAT32).([16]float32)

			matrixID.UniformMatrix4fv(false, MVP)

			gl.ActiveTexture(gl.TEXTURE0)
			texture.Bind(gl.TEXTURE_2D)
			defer texture.Unbind(gl.TEXTURE_2D)
			texSampler.Uniform1i(0)

			vertexAttrib := gl.AttribLocation(0)
			vertexAttrib.EnableArray()
			defer vertexAttrib.DisableArray()
			vertexBuffer.Bind(gl.ARRAY_BUFFER)
			defer vertexBuffer.Unbind(gl.ARRAY_BUFFER)
			vertexAttrib.AttribPointer(3, gl.FLOAT, false, 0, nil)

			uvAttrib := gl.AttribLocation(1)
			uvAttrib.EnableArray()
			defer uvAttrib.DisableArray()
			uvBuffer.Bind(gl.ARRAY_BUFFER)
			defer uvBuffer.Unbind(gl.ARRAY_BUFFER)
			uvAttrib.AttribPointer(2, gl.FLOAT, false, 0, nil)

			gl.DrawArrays(gl.TRIANGLES, 0, 12*3)

			window.SwapBuffers()
			glfw.PollEvents()
		}() // Defers unbinds and disables to here, end of the loop
	}

}
Example #21
0
func main() {
	runtime.LockOSThread()

	if !glfw.Init() {
		fmt.Fprintf(os.Stderr, "Can't open GLFW")
		return
	}
	defer glfw.Terminate()

	glfw.WindowHint(glfw.Samples, 4)
	glfw.WindowHint(glfw.ContextVersionMajor, 3)
	glfw.WindowHint(glfw.ContextVersionMinor, 3)
	glfw.WindowHint(glfw.OpenglProfile, glfw.OpenglCoreProfile)
	glfw.WindowHint(glfw.OpenglForwardCompatible, glfw.True) // needed for macs

	window, err := glfw.CreateWindow(1024, 768, "Tutorial 8", nil, nil)
	if err != nil {
		fmt.Fprintf(os.Stderr, "%v\n", err)
		return
	}

	window.MakeContextCurrent()

	gl.Init()
	gl.GetError() // Ignore error
	window.SetInputMode(glfw.StickyKeys, 1)
	window.SetCursorPosition(1024/2, 768/2)
	window.SetInputMode(glfw.Cursor, glfw.CursorHidden)

	gl.ClearColor(0., 0., 0.4, 0.)

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

	gl.Enable(gl.CULL_FACE)

	camera := input.NewCamera(window)

	vertexArray := gl.GenVertexArray()
	defer vertexArray.Delete()
	vertexArray.Bind()

	prog := helper.MakeProgram("StandardShading.vertexshader", "StandardShading.fragmentshader")
	defer prog.Delete()

	matrixID := prog.GetUniformLocation("MVP")
	viewMatrixID := prog.GetUniformLocation("V")
	modelMatrixID := prog.GetUniformLocation("M")

	texture, err := helper.TextureFromDDS("uvmap.DDS")
	if err != nil {
		fmt.Printf("Could not load texture: %v\n", err)
	}
	defer texture.Delete()
	texSampler := prog.GetUniformLocation("myTextureSampler")

	meshObj := objloader.LoadObject("suzanne.obj", true)

	indices, indexedVertices, indexedUVs, indexedNormals := indexer.IndexVBOSlow(meshObj.Vertices, meshObj.UVs, meshObj.Normals)

	vertexBuffer := gl.GenBuffer()
	defer vertexBuffer.Delete()
	vertexBuffer.Bind(gl.ARRAY_BUFFER)
	gl.BufferData(gl.ARRAY_BUFFER, len(indexedVertices)*3*4, indexedVertices, gl.STATIC_DRAW)

	uvBuffer := gl.GenBuffer()
	defer uvBuffer.Delete()
	uvBuffer.Bind(gl.ARRAY_BUFFER)
	// And yet, the weird length stuff doesn't seem to matter for UV or normal
	gl.BufferData(gl.ARRAY_BUFFER, len(indexedUVs)*2*4, indexedUVs, gl.STATIC_DRAW)

	normBuffer := gl.GenBuffer()
	defer normBuffer.Delete()
	normBuffer.Bind(gl.ARRAY_BUFFER)
	gl.BufferData(gl.ARRAY_BUFFER, len(indexedNormals)*3*4, indexedNormals, gl.STATIC_DRAW)

	elementBuffer := gl.GenBuffer()
	defer elementBuffer.Delete()
	elementBuffer.Bind(gl.ELEMENT_ARRAY_BUFFER)
	gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, len(indices)*2, indices, gl.STATIC_DRAW) // NOTE: a GL_UNSIGNED_SHORT is 16-bits

	lightID := prog.GetUniformLocation("LightPosition_worldspace")
	lastTime := glfw.GetTime()
	nbFrames := 0
	// Equivalent to a do... while
	for ok := true; ok; ok = (window.GetKey(glfw.KeyEscape) != glfw.Press && !window.ShouldClose()) {

		currTime := glfw.GetTime()
		nbFrames++
		if currTime-lastTime >= 1.0 {
			fmt.Printf("%f ms/frame\n", 1000.0/float64(nbFrames))
			nbFrames = 0
			lastTime += 1.0
		}

		func() {
			gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)

			prog.Use()
			defer gl.ProgramUnuse()

			view, proj := camera.ComputeViewPerspective()
			model := mgl32.Ident4()

			MVP := proj.Mul4(view).Mul4(model)
			//mvpArray := mvp.AsCMOArray(mathgl.FLOAT32).([16]float32)
			//vArray := view.AsCMOArray(mathgl.FLOAT32).([16]float32)
			//mArray := model.AsCMOArray(mathgl.FLOAT32).([16]float32)

			matrixID.UniformMatrix4fv(false, MVP)
			viewMatrixID.UniformMatrix4fv(false, view)
			modelMatrixID.UniformMatrix4fv(false, model)

			lightID.Uniform3f(4., 4., 4.)

			gl.ActiveTexture(gl.TEXTURE0)
			texture.Bind(gl.TEXTURE_2D)
			defer texture.Unbind(gl.TEXTURE_2D)
			texSampler.Uniform1i(0)

			vertexAttrib := gl.AttribLocation(0)
			vertexAttrib.EnableArray()
			defer vertexAttrib.DisableArray()
			vertexBuffer.Bind(gl.ARRAY_BUFFER)
			defer vertexBuffer.Unbind(gl.ARRAY_BUFFER)
			vertexAttrib.AttribPointer(3, gl.FLOAT, false, 0, nil)

			uvAttrib := gl.AttribLocation(1)
			uvAttrib.EnableArray()
			defer uvAttrib.DisableArray()
			uvBuffer.Bind(gl.ARRAY_BUFFER)
			defer uvBuffer.Unbind(gl.ARRAY_BUFFER)
			uvAttrib.AttribPointer(2, gl.FLOAT, false, 0, nil)

			normAttrib := gl.AttribLocation(2)
			normAttrib.EnableArray()
			defer normAttrib.DisableArray()
			normBuffer.Bind(gl.ARRAY_BUFFER)
			defer normBuffer.Unbind(gl.ARRAY_BUFFER)
			normAttrib.AttribPointer(3, gl.FLOAT, false, 0, nil)

			elementBuffer.Bind(gl.ELEMENT_ARRAY_BUFFER)
			defer elementBuffer.Unbind(gl.ELEMENT_ARRAY_BUFFER)

			gl.DrawElements(gl.TRIANGLES, len(indices), gl.UNSIGNED_SHORT, nil)

			window.SwapBuffers()
			glfw.PollEvents()
		}() // Defers unbinds and disables to here, end of the loop
	}

}