Example #1
0
func (wnd *Window) Loop() {
	for !wnd.Closed() {
		t := glfw.GetTime()
		dt := float32(t - wnd.lastFrameTime)
		wnd.lastFrameTime = t

		UpdateMouse(dt)
		if MouseDown(MouseButton1) {
			wnd.LockCursor()
		} else {
			wnd.ReleaseCursor()
		}

		if wnd.updateCb != nil {
			wnd.updateCb(dt)
		}

		if wnd.renderCb != nil {
			wnd.renderCb(wnd, dt)
		}

		wnd.EndFrame()
		if wnd.maxFrameTime > 0 {
			elapsed := glfw.GetTime() - t
			dur := wnd.maxFrameTime - elapsed
			time.Sleep(time.Duration(dur) * time.Second)
		}
	}
}
Example #2
0
File: grid.go Project: vinzBad/grid
func Run(g *Game) error {
	if g.Scene == nil {
		return fmt.Errorf("Scene property of given Game struct is empty")
	}

	// GLFW event handling must run on the main OS thread
	runtime.LockOSThread()
	if err := glfw.Init(); err != nil {
		return fmt.Errorf("glfw.Init failed: %s", err)
	}
	defer glfw.Terminate()

	glfw.WindowHint(glfw.ContextVersionMajor, OpenGLVerMinor)
	glfw.WindowHint(glfw.ContextVersionMinor, OpenGLVerMinor)

	glfw.WindowHint(glfw.Resizable, glfw.False)
	if g.Resizable {
		glfw.WindowHint(glfw.Resizable, glfw.True)
	}

	glfw.WindowHint(glfw.OpenGLProfile, glfw.OpenGLCoreProfile)
	glfw.WindowHint(glfw.OpenGLForwardCompatible, glfw.True)

	window, err := glfw.CreateWindow(int(g.Width), int(g.Height), g.Title, nil, nil)
	if err != nil {
		return fmt.Errorf("glfw.CreateWindow failed: %s", err)
	}
	window.MakeContextCurrent()

	// Initialize Glow
	if err := gl.Init(); err != nil {
		return fmt.Errorf("gl.Init failed:", err)
	}

	version := gl.GoStr(gl.GetString(gl.VERSION))
	log.Println("gl.Init successful, OpenGL version:", version)

	var previousTime, deltaTime, time float32
	previousTime = float32(glfw.GetTime()) - 1.0/60.0

	g.Scene.Setup()

	for !window.ShouldClose() {
		time = float32(glfw.GetTime())
		deltaTime = time - previousTime

		glfw.PollEvents()

		gl.ClearColor(0.2, 0.3, 0.3, 0.5)
		gl.Clear(gl.COLOR_BUFFER_BIT)

		g.Scene.Update(deltaTime)
		g.Scene.Draw(deltaTime)
		previousTime = time

		window.SwapBuffers()
	}

	return nil
}
//
// Start Loop
// this starts the event loop which runs until the program ends
//
func (glw *Glw) StartLoop() {
	optimalTime := 1000.0 / float64(glw.fps)
	previousTime := glfw.GetTime()

	// If the Window is open keep looping
	for !glw.GetWindow().ShouldClose() {
		// Update
		time := glfw.GetTime()
		elapsed := time - previousTime
		delta := elapsed / optimalTime
		previousTime = time

		// Calls the Render Callback
		glw.renderer(glw, delta)

		// Triggers window refresh
		glw.GetWindow().SwapBuffers()

		// Triggers events
		glfw.PollEvents()
	}

	// Called at the end of the program, and terminates the window system
	glw.Terminate()
}
Example #4
0
// StartFrame sets everything up to start rendering a new frame.
// This includes swapping in last rendered buffer, polling for window events,
// checkpointing cursor tracking, and updating the time since last frame.
func (w *Window) StartFrame() {
	// swap in the previous rendered buffer
	w.glfw.SwapBuffers()

	// poll for UI window events
	glfw.PollEvents()

	if w.inputManager.IsActive(PROGRAM_QUIT) {
		w.glfw.SetShouldClose(true)
	}

	// base calculations of time since last frame (basic program loop idea)
	// For better advanced impl, read: http://gafferongames.com/game-physics/fix-your-timestep/
	curFrameTime := glfw.GetTime()

	if w.firstFrame {
		w.lastFrameTime = curFrameTime
		w.firstFrame = false
	}

	w.dTime = curFrameTime - w.lastFrameTime
	w.lastFrameTime = curFrameTime

	w.inputManager.CheckpointCursorChange()
}
Example #5
0
// Runs the visualization with a set of DelayedNoteData. The DelayedNote data is
// used to push information to the synth as well as represent the data visually.
func RunVisualization(notes *synth.NoteArrangement, oNoteChannel chan synth.DelayedNoteData) error {
	window, assets, err := initialize()
	if err != nil {
		return err
	}
	defer destroy(window, assets)

	// The main update loop.
	ct, lt, dt := 0.0, 0.0, 0.0
	for !window.ShouldClose() {
		// Keeping the current time.
		lt = ct
		ct = glfw.GetTime()
		dt = ct - lt

		// Real render loop.
		gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)

		if config.DebugMode {
			glErr := gl.GetError()
			if glErr != gl.NO_ERROR {
				fmt.Printf("OpenGL error: %d\n", glErr)
			}
		}

		window.SwapBuffers()
		glfw.PollEvents()

		if dt < 1/1000.0 {
			// Delay the thread to keep up w/ updating?
		}
	}

	return nil
}
func (s *Sprite) GetVAO() (VAO uint32) {

	gl.GenVertexArrays(1, &VAO)
	gl.BindVertexArray(VAO)

	gl.GenBuffers(1, &s.vbo)
	gl.BindBuffer(gl.ARRAY_BUFFER, s.vbo)

	gl.BufferData(gl.ARRAY_BUFFER, len(s.vertexData)*4, gl.Ptr(&s.vertexData[0]), gl.STATIC_DRAW)

	attrib_loc := uint32(gl.GetAttribLocation(s.program, gl.Str("vert\x00")))
	color_loc := uint32(gl.GetAttribLocation(s.program, gl.Str("vertColor\x00")))
	gl.EnableVertexAttribArray(attrib_loc)
	gl.VertexAttribPointer(attrib_loc, 3, gl.FLOAT, false, int32(unsafe.Sizeof(s.vertexData[0]))*7, nil)

	gl.EnableVertexAttribArray(color_loc)
	gl.VertexAttribPointer(color_loc, 4, gl.FLOAT, false, int32(unsafe.Sizeof(s.vertexData[0]))*7, gl.PtrOffset(3*4))

	time_loc := gl.GetUniformLocation(s.program, gl.Str("time\x00"))

	gl.Uniform1f(time_loc, s.runtime)

	gl.BindBuffer(gl.ARRAY_BUFFER, 0)

	gl.BindVertexArray(0)

	//Update
	time := glfw.GetTime()
	elapsed := float32(time) - s.previousTime
	s.previousTime = float32(time)
	s.runtime = s.runtime + elapsed
	return
}
Example #7
0
func (d *Director) Step() {
	gl.Clear(gl.COLOR_BUFFER_BIT)
	timestamp := glfw.GetTime()
	dt := timestamp - d.timestamp
	d.timestamp = timestamp
	if d.view != nil {
		d.view.Update(timestamp, dt)
	}
}
Example #8
0
File: demo.go Project: rdterner/gl
func drawScene(w *glfw.Window) {
	width, height := w.GetFramebufferSize()
	ratio := float32(width) / float32(height)
	var x1, x2, y1, y2 float32
	if ratio > 1 {
		x1, x2, y1, y2 = -ratio, ratio, -1, 1
	} else {
		x1, x2, y1, y2 = -1, 1, -1/ratio, 1/ratio
	}

	gl.Viewport(0, 0, int32(width), int32(height))
	gl.Clear(gl.COLOR_BUFFER_BIT)

	// Applies subsequent matrix operations to the projection matrix stack
	gl.MatrixMode(gl.PROJECTION)

	gl.LoadIdentity()                                                   // replace the current matrix with the identity matrix
	gl.Ortho(float64(x1), float64(x2), float64(y1), float64(y2), 1, -1) // multiply the current matrix with an orthographic matrix

	// Applies subsequent matrix operations to the modelview matrix stack
	gl.MatrixMode(gl.MODELVIEW)

	gl.LoadIdentity()

	gl.LineWidth(1)
	gl.Begin(gl.LINE)   // delimit the vertices of a primitive or a group of like primitives
	gl.Color3f(0, 0, 0) // set the current color
	gl.Vertex3f(0, y1, 0)
	gl.Vertex3f(0, y2, 0)
	gl.Vertex3f(x1, 0, 0)
	gl.Vertex3f(x2, 0, 0)
	gl.End()

	gl.Rotatef(float32(glfw.GetTime()*50), 0, 0, 1) // multiply the current matrix by a rotation matrix

	s := float32(.95)

	gl.Begin(gl.TRIANGLES)
	gl.Color3f(1, 0, 0)  // set the current color
	gl.Vertex3f(0, s, 0) // specify a vertex
	gl.Color3f(0, 1, 0)
	gl.Vertex3f(s*.866, s*-0.5, 0)
	gl.Color3f(0, 0, 1)
	gl.Vertex3f(s*-.866, s*-0.5, 0)
	gl.End()

	gl.LineWidth(5)
	gl.Begin(gl.LINE_LOOP)
	for i := float64(0); i < 2*math.Pi; i += .05 {
		r, g, b := hsb2rgb(float32(i/(2*math.Pi)), 1, 1)
		gl.Color3f(r, g, b)
		gl.Vertex3f(s*float32(math.Sin(i)), s*float32(math.Cos(i)), 0)
	}
	gl.End()

}
Example #9
0
func CreateRenderer(windowWidth, windowHeight int) *Renderer {

	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 windowWidth == 0 && windowHeight == 0 {
		windowWidth, windowHeight = glfw.GetPrimaryMonitor().GetPhysicalSize()
	}
	fmt.Println("Window Width -", windowWidth, "Window Height -", windowHeight)
	window, err := glfw.CreateWindow(windowWidth, windowHeight, "Karma", glfw.GetPrimaryMonitor(), nil)
	if err != nil {
		panic(err)
	}
	window.MakeContextCurrent()
	window.SetKeyCallback(testCallback)

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

	version := gl.GoStr(gl.GetString(gl.VERSION))
	fmt.Println("OpenGL version", version)

	shaders := Shaders{}

	textureFlatUniforms := []string{"projection", "camera", "modelView", "tex"}
	textureFlatAttributes := []string{"vert", "vertTexCoord"}

	fmt.Println(textureFlatUniforms)
	fmt.Println(textureFlatAttributes)

	shader, err := createProgram("./assets/shaders/texture_flat.vs", "./assets/shaders/texture_flat.fs", textureFlatUniforms, textureFlatAttributes)
	if err != nil {
		panic(err)
	}
	shaders.textureFlat = shader

	meshes := []*Mesh{}

	previousTime := glfw.GetTime()

	return &Renderer{
		PreviousTime: previousTime,
		Window:       window,
		Shaders:      &shaders,
		Meshes:       meshes,
	}
}
Example #10
0
func (d *Director) SetView(view View) {
	if d.view != nil {
		d.view.Exit()
	}
	d.view = view
	if d.view != nil {
		d.view.Enter()
	}
	d.timestamp = glfw.GetTime()
}
Example #11
0
//Render takes a texture and feed it to the fragment shader as a fullscreen texture. It will call the next post process pass if there is one.
func (ppfb *PostProcessFramebuffer) Render(t gl2.Texture2D) {
	ppfb.Prog.Use()
	ppfb.time.Uniform1f(float32(glfw.GetTime()))

	gl.ActiveTexture(gl2.TEXTURE0)
	t.Bind()
	ppfb.source.Uniform1i(0)
	Fstri()
	if ppfb.next != nil {
		ppfb.next.PreRender()
		ppfb.next.Render(ppfb.Tex)
	}
}
Example #12
0
func (r *Renderer) Render() {
	// defer glfw.Terminate()
	shader := r.Shaders.textureFlat
	program := shader.program
	//
	gl.UseProgram(program)
	//
	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 += elapsed
	// r.Mesh.modelView = mgl32.HomogRotate3D(float32(angle), mgl32.Vec3{0, 1, 0})

	// Render
	// gl.UniformMatrix4fv(shader.uniforms["modelView"], 1, false, &r.Mesh.modelView[0])

	time := glfw.GetTime()
	_ = time - r.PreviousTime
	r.PreviousTime = time

	// fmt.Println(elapsed * 100)

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

	gl.UniformMatrix4fv(shader.uniforms["projection"], 1, false, &r.Projection[0])
	gl.UniformMatrix4fv(shader.uniforms["camera"], 1, false, &r.Camera[0])

	// TODO : batch triangles and use multiple textures
	for _, mesh := range r.Meshes {
		gl.UniformMatrix4fv(shader.uniforms["modelView"], 1, false, &mesh.modelView[0])
		gl.Uniform1i(shader.uniforms["tex"], 0)

		gl.BindVertexArray(mesh.vao)

		gl.ActiveTexture(gl.TEXTURE0)
		gl.BindTexture(gl.TEXTURE_2D, mesh.textures[0])

		gl.DrawArrays(gl.TRIANGLES, 0, int32(len(mesh.verticies)/5))
	}

	// Maintenance
	r.Window.SwapBuffers()
	glfw.PollEvents()
	if r.Ready == false {
		r.Ready = true
	}
}
Example #13
0
// Run is runs the main engine loop
func (e *Engine) Run() {
	defer glfw.Terminate()

	previousTime := glfw.GetTime()

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

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

		e.currentScene.Update(elapsed)

		// Render
		e.currentScene.Render()

		// Maintenance
		e.window.SwapBuffers()
		glfw.PollEvents()
	}
}
Example #14
0
func (view *MenuView) onPress(index int) {
	switch index {
	case nes.ButtonUp:
		view.j--
	case nes.ButtonDown:
		view.j++
	case nes.ButtonLeft:
		view.i--
	case nes.ButtonRight:
		view.i++
	default:
		return
	}
	view.t = glfw.GetTime()
}
Example #15
0
func (view *MenuView) onChar(window *glfw.Window, char rune) {
	now := glfw.GetTime()
	if now > view.typeTime {
		view.typeBuffer = ""
	}
	view.typeTime = now + typeDelay
	view.typeBuffer = strings.ToLower(view.typeBuffer + string(char))
	for index, p := range view.paths {
		_, p = path.Split(strings.ToLower(p))
		if p >= view.typeBuffer {
			view.highlight(index)
			return
		}
	}
}
Example #16
0
func (c *Counter) Incr() {
	now := glfw.GetTime()
	if int32(c.Last) != int32(now) {
		c.Total += math.Remainder(now-c.Last, 1)
		c.Count += 1
		avg := c.Total / float64(c.Count)
		c.Avg = float32(avg * 1000)
		c.Total = math.Remainder(now, 1)
		c.Count = 1
	} else {
		c.Total += (now - c.Last)
		c.Count += 1
	}
	c.Last = now
}
Example #17
0
func (view *MenuView) checkButtons() {
	window := view.director.window
	k1 := readKeys(window, false)
	j1 := readJoystick(glfw.Joystick1, false)
	j2 := readJoystick(glfw.Joystick2, false)
	buttons := combineButtons(combineButtons(j1, j2), k1)
	now := glfw.GetTime()
	for i := range buttons {
		if buttons[i] && !view.buttons[i] {
			view.times[i] = now + initialDelay
			view.onPress(i)
		} else if !buttons[i] && view.buttons[i] {
			view.onRelease(i)
		} else if buttons[i] && now >= view.times[i] {
			view.times[i] = now + repeatDelay
			view.onPress(i)
		}
	}
	view.buttons = buttons
}
Example #18
0
func CreateWindow(title string, width int, height int) *Window {
	if err := glfw.Init(); err != nil {
		log.Fatalln("Failed to initialize glfw:", err)
	}

	/* GLFW Window settings */
	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(width, height, title, nil, nil)
	if err != nil {
		panic(err)
	}
	window.MakeContextCurrent()
	glfw.SwapInterval(2)

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

	window.SetInputMode(glfw.CursorMode, glfw.CursorDisabled)
	window.SetKeyCallback(KeyCallback)
	window.SetCursorPosCallback(MouseMoveCallback)
	window.SetMouseButtonCallback(MouseButtonCallback)

	w := &Window{
		Width:         width,
		Height:        height,
		Wnd:           window,
		maxFrameTime:  0.0,
		lastFrameTime: glfw.GetTime(),
	}
	w.SetMaxFps(60)
	return w
}
Example #19
0
func (a *Application) update() {
	a.Width, a.Height = a.window.GetSize()
	now := float32(glfw.GetTime())
	a.DeltaTime = now - a.Time
	a.Time = now
}
Example #20
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 #21
0
func programLoop(window *glfw.Window) error {

	// the linked shader program determines how the data will be rendered
	vertShader, err := gfx.NewShaderFromFile("shaders/basic.vert", gl.VERTEX_SHADER)
	if err != nil {
		return err
	}

	fragShader, err := gfx.NewShaderFromFile("shaders/basic.frag", gl.FRAGMENT_SHADER)
	if err != nil {
		return err
	}

	program, err := gfx.NewProgram(vertShader, fragShader)
	if err != nil {
		return err
	}
	defer program.Delete()

	vertices := []float32{
		// position        // texture position
		-0.5, -0.5, -0.5, 0.0, 0.0,
		0.5, -0.5, -0.5, 1.0, 0.0,
		0.5, 0.5, -0.5, 1.0, 1.0,
		0.5, 0.5, -0.5, 1.0, 1.0,
		-0.5, 0.5, -0.5, 0.0, 1.0,
		-0.5, -0.5, -0.5, 0.0, 0.0,

		-0.5, -0.5, 0.5, 0.0, 0.0,
		0.5, -0.5, 0.5, 1.0, 0.0,
		0.5, 0.5, 0.5, 1.0, 1.0,
		0.5, 0.5, 0.5, 1.0, 1.0,
		-0.5, 0.5, 0.5, 0.0, 1.0,
		-0.5, -0.5, 0.5, 0.0, 0.0,

		-0.5, 0.5, 0.5, 1.0, 0.0,
		-0.5, 0.5, -0.5, 1.0, 1.0,
		-0.5, -0.5, -0.5, 0.0, 1.0,
		-0.5, -0.5, -0.5, 0.0, 1.0,
		-0.5, -0.5, 0.5, 0.0, 0.0,
		-0.5, 0.5, 0.5, 1.0, 0.0,

		0.5, 0.5, 0.5, 1.0, 0.0,
		0.5, 0.5, -0.5, 1.0, 1.0,
		0.5, -0.5, -0.5, 0.0, 1.0,
		0.5, -0.5, -0.5, 0.0, 1.0,
		0.5, -0.5, 0.5, 0.0, 0.0,
		0.5, 0.5, 0.5, 1.0, 0.0,

		-0.5, -0.5, -0.5, 0.0, 1.0,
		0.5, -0.5, -0.5, 1.0, 1.0,
		0.5, -0.5, 0.5, 1.0, 0.0,
		0.5, -0.5, 0.5, 1.0, 0.0,
		-0.5, -0.5, 0.5, 0.0, 0.0,
		-0.5, -0.5, -0.5, 0.0, 1.0,

		-0.5, 0.5, -0.5, 0.0, 1.0,
		0.5, 0.5, -0.5, 1.0, 1.0,
		0.5, 0.5, 0.5, 1.0, 0.0,
		0.5, 0.5, 0.5, 1.0, 0.0,
		-0.5, 0.5, 0.5, 0.0, 0.0,
		-0.5, 0.5, -0.5, 0.0, 1.0,
	}

	indices := []uint32{}

	VAO := createVAO(vertices, indices)
	texture0, err := gfx.NewTextureFromFile("../images/RTS_Crate.png",
		gl.CLAMP_TO_EDGE, gl.CLAMP_TO_EDGE)
	if err != nil {
		panic(err.Error())
	}

	texture1, err := gfx.NewTextureFromFile("../images/trollface-transparent.png",
		gl.CLAMP_TO_EDGE, gl.CLAMP_TO_EDGE)
	if err != nil {
		panic(err.Error())
	}

	cubePositions := [][]float32{
		[]float32{0.0, 0.0, -3.0},
		[]float32{2.0, 5.0, -15.0},
		[]float32{-1.5, -2.2, -2.5},
		[]float32{-3.8, -2.0, -12.3},
		[]float32{2.4, -0.4, -3.5},
		[]float32{-1.7, 3.0, -7.5},
		[]float32{1.3, -2.0, -2.5},
		[]float32{1.5, 2.0, -2.5},
		[]float32{1.5, 0.2, -1.5},
		[]float32{-1.3, 1.0, -1.5},
	}

	gl.Enable(gl.DEPTH_TEST)

	for !window.ShouldClose() {
		// poll events and call their registered callbacks
		glfw.PollEvents()

		// background color
		gl.ClearColor(0.2, 0.5, 0.5, 1.0)
		gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)

		// draw vertices
		program.Use()

		// set texture0 to uniform0 in the fragment shader
		texture0.Bind(gl.TEXTURE0)
		texture0.SetUniform(program.GetUniformLocation("ourTexture0"))

		// set texture1 to uniform1 in the fragment shader
		texture1.Bind(gl.TEXTURE1)
		texture1.SetUniform(program.GetUniformLocation("ourTexture1"))

		// update shader transform matrices

		// Create transformation matrices
		rotateX := (mgl32.Rotate3DX(mgl32.DegToRad(-60 * float32(glfw.GetTime()))))
		rotateY := (mgl32.Rotate3DY(mgl32.DegToRad(-60 * float32(glfw.GetTime()))))
		rotateZ := (mgl32.Rotate3DZ(mgl32.DegToRad(-60 * float32(glfw.GetTime()))))

		viewTransform := mgl32.Translate3D(0, 0, -3)
		projectTransform := mgl32.Perspective(mgl32.DegToRad(60), windowWidth/windowHeight, 0.1, 100.0)

		gl.UniformMatrix4fv(program.GetUniformLocation("view"), 1, false,
			&viewTransform[0])
		gl.UniformMatrix4fv(program.GetUniformLocation("project"), 1, false,
			&projectTransform[0])

		gl.UniformMatrix4fv(program.GetUniformLocation("worldRotateX"), 1, false,
			&rotateX[0])
		gl.UniformMatrix4fv(program.GetUniformLocation("worldRotateY"), 1, false,
			&rotateY[0])
		gl.UniformMatrix4fv(program.GetUniformLocation("worldRotateZ"), 1, false,
			&rotateZ[0])

		gl.BindVertexArray(VAO)

		for _, pos := range cubePositions {

			worldTranslate := mgl32.Translate3D(pos[0], pos[1], pos[2])
			worldTransform := (worldTranslate.Mul4(rotateX.Mul3(rotateY).Mul3(rotateZ).Mat4()))

			gl.UniformMatrix4fv(program.GetUniformLocation("world"), 1, false,
				&worldTransform[0])

			gl.DrawArrays(gl.TRIANGLES, 0, 36)
		}
		// gl.DrawElements(gl.TRIANGLES, 36, gl.UNSIGNED_INT, unsafe.Pointer(nil))
		gl.BindVertexArray(0)

		texture0.UnBind()
		texture1.UnBind()

		// end of draw loop

		// swap in the rendered buffer
		window.SwapBuffers()
	}

	return nil
}
Example #22
0
func programLoop(window *win.Window) error {

	// the linked shader program determines how the data will be rendered
	vertShader, err := gfx.NewShaderFromFile("shaders/basic.vert", gl.VERTEX_SHADER)
	if err != nil {
		return err
	}

	fragShader, err := gfx.NewShaderFromFile("shaders/basic.frag", gl.FRAGMENT_SHADER)
	if err != nil {
		return err
	}

	program, err := gfx.NewProgram(vertShader, fragShader)
	if err != nil {
		return err
	}
	defer program.Delete()

	VAO := createVAO(cubeVertices, nil)
	texture0, err := gfx.NewTextureFromFile("../images/RTS_Crate.png",
		gl.CLAMP_TO_EDGE, gl.CLAMP_TO_EDGE)
	if err != nil {
		panic(err.Error())
	}

	texture1, err := gfx.NewTextureFromFile("../images/trollface-transparent.png",
		gl.CLAMP_TO_EDGE, gl.CLAMP_TO_EDGE)
	if err != nil {
		panic(err.Error())
	}

	// ensure that triangles that are "behind" others do not draw over top of them
	gl.Enable(gl.DEPTH_TEST)

	camera := cam.NewFpsCamera(mgl32.Vec3{0, 0, 3}, mgl32.Vec3{0, 1, 0}, -90, 0, window.InputManager())

	for !window.ShouldClose() {

		// swaps in last buffer, polls for window events, and generally sets up for a new render frame
		window.StartFrame()

		// update camera position and direction from input evevnts
		camera.Update(window.SinceLastFrame())

		// background color
		gl.ClearColor(0.2, 0.5, 0.5, 1.0)
		gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) // depth buffer needed for DEPTH_TEST

		program.Use()

		// bind textures
		texture0.Bind(gl.TEXTURE0)
		texture0.SetUniform(program.GetUniformLocation("ourTexture0"))

		texture1.Bind(gl.TEXTURE1)
		texture1.SetUniform(program.GetUniformLocation("ourTexture1"))

		// cube rotation matrices
		rotateX := (mgl32.Rotate3DX(mgl32.DegToRad(-60 * float32(glfw.GetTime()))))
		rotateY := (mgl32.Rotate3DY(mgl32.DegToRad(-60 * float32(glfw.GetTime()))))
		rotateZ := (mgl32.Rotate3DZ(mgl32.DegToRad(-60 * float32(glfw.GetTime()))))

		// creates perspective
		fov := float32(60.0)
		projectTransform := mgl32.Perspective(mgl32.DegToRad(fov),
			float32(window.Width())/float32(window.Height()),
			0.1,
			100.0)

		camTransform := camera.GetTransform()
		gl.UniformMatrix4fv(program.GetUniformLocation("camera"), 1, false, &camTransform[0])
		gl.UniformMatrix4fv(program.GetUniformLocation("project"), 1, false,
			&projectTransform[0])

		gl.BindVertexArray(VAO)

		// draw each cube after all coordinate system transforms are bound
		for _, pos := range cubePositions {
			worldTranslate := mgl32.Translate3D(pos[0], pos[1], pos[2])
			worldTransform := (worldTranslate.Mul4(rotateX.Mul3(rotateY).Mul3(rotateZ).Mat4()))

			gl.UniformMatrix4fv(program.GetUniformLocation("world"), 1, false,
				&worldTransform[0])

			gl.DrawArrays(gl.TRIANGLES, 0, 36)
		}

		gl.BindVertexArray(0)

		texture0.UnBind()
		texture1.UnBind()

		// end of draw loop
	}

	return nil
}
Example #23
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()
	}
}
/* *****************  MAIN FUNCTION  ************************ */
func main() {

	/* ****************    OVR INIT CODE  ***************** */

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

	defer glfw.Terminate()
	C.ovr_Initialize(nil)

	//create an HMD for reference.
	var hmd C.ovrHmd = nil

	// find number of headsets
	hmdCount := (int)(C.ovrHmd_Detect())
	// print headset count
	fmt.Println(hmdCount)
	fmt.Printf("Found %d connected Rift device(s)\n\n", hmdCount)

	// grab the first headset
	if hmdCount > 0 {
		for i := 0; i < 1; i++ {
			hmd = C.ovrHmd_Create((C.int)(i))
			//Print headset name
			fmt.Println(C.GoString(hmd.ProductName))
		}
	}

	//if there is no headset connected, create a new debug.
	if hmd == nil {

		fmt.Println("Unable to open rift device\n Creating debug device.\n")
		hmd = C.ovrHmd_CreateDebug(C.ovrHmd_DK2)
	}

	//Starts the sensor device
	if C.ovrHmd_ConfigureTracking(hmd, C.ovrTrackingCap_Orientation|C.ovrTrackingCap_Position, 0) == 0 {
		fmt.Println("Unable to start Rift head tracker\n")

	}

	//extendedMode := C.ovrHmdCap_ExtendDesktop & hmd.HmdCaps

	//positioning of window and size of window
	var outposition mgl32.Vec2
	outposition[0] = (float32)(hmd.WindowsPos.x)
	outposition[1] = (float32)(hmd.WindowsPos.y)

	//TODO: Change this to output at chosen resolution, not necessarily native pg. 76 Oculus Rift in action
	var outsize mgl32.Vec2
	outsize[0] = (float32)(hmd.Resolution.w)
	outsize[1] = (float32)(hmd.Resolution.h)

	//print position and sizes to console
	fmt.Printf("Rift position:\t\t %f \t %f \nRift Size:\t\t %f \t %f \n\n", outposition.X(), outposition.Y(), outsize.X(), outsize.Y())

	monitors := glfw.GetMonitors()
	var riftIndex int
	//loop over the monitors
	for index, element := range monitors {
		//print the monitor positions
		posX, posY := element.GetPos()
		fmt.Printf("Monitor Position:\t\t %d \t %d\n", posX, posY)

		if float32(posX) == outposition.X() && float32(posY) == outposition.Y() {

			riftIndex = index
		}
	}

	//Get video mode of monitor
	mode := monitors[riftIndex].GetVideoMode()
	outsize[0] = float32(mode.Width)
	outsize[1] = float32(mode.Height)

	/* ***************************************************** */

	// *************  OPENGL / GLFW INIT CODE  ************** */

	glfw.WindowHint(glfw.Decorated, 0)
	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(int(outsize.X()), int(outsize.Y()), "LinuxVR", nil, nil)
	window.SetPos(int(outposition.X()), int(outposition.Y()))

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

	window.MakeContextCurrent()

	//Print OpenGL Version to console
	version := gl.GoStr(gl.GetString(gl.VERSION))
	fmt.Println("OpenGL Version", version, "\n\n")

	//keyboard input callback
	window.SetKeyCallback(onKey)

	/* **************************************************** */

	previousTime := glfw.GetTime()
	totalTime := 0.0000

	/* *******************   MAIN LOOP  ******************** */

	for !window.ShouldClose() {

		glfw.PollEvents()

		//Update
		time := glfw.GetTime()
		elapsed := time - previousTime
		previousTime = time
		totalTime = totalTime + elapsed

		//get current head state
		state := C.ovrHmd_GetTrackingState(hmd, 0)
		orientation := state.HeadPose.ThePose.Orientation

		//convert to go type float32
		var q mgl32.Quat
		q.W = (float32)(orientation.w)
		q.V[0] = (float32)(orientation.x)
		q.V[1] = (float32)(orientation.y)
		q.V[2] = (float32)(orientation.z)

		//publish tracking information once a second
		if totalTime >= 1 {
			fmt.Printf("w: %f X: %f Y: %f Z: %f\n", q.W, q.X(), q.Y(), q.Z())
			totalTime = 0
		}

		//basic opengl things

		draw(window)

		//Swap buffers
		window.SwapBuffers()

		//Poll for events (keyboard, resize, etc)

	}

	/* *****************  OVR SHUTDOWN  ******************** */
	C.ovrHmd_Destroy(hmd)
	C.ovr_Shutdown()

}
Example #25
0
func (a *Application) HighFreqTime() float64 {
	// TODO: cgo call overhead probably makes this less useful...
	return glfw.GetTime()
}
Example #26
0
func programLoop(window *win.Window) error {

	// the linked shader program determines how the data will be rendered
	vertShader, err := gfx.NewShaderFromFile("shaders/phong.vert", gl.VERTEX_SHADER)
	if err != nil {
		return err
	}

	fragShader, err := gfx.NewShaderFromFile("shaders/phong.frag", gl.FRAGMENT_SHADER)
	if err != nil {
		return err
	}

	program, err := gfx.NewProgram(vertShader, fragShader)
	if err != nil {
		return err
	}
	defer program.Delete()

	lightFragShader, err := gfx.NewShaderFromFile("shaders/light.frag", gl.FRAGMENT_SHADER)
	if err != nil {
		return err
	}

	// special shader program so that lights themselves are not affected by lighting
	lightProgram, err := gfx.NewProgram(vertShader, lightFragShader)
	if err != nil {
		return err
	}

	VAO := createVAO(cubeVertices, nil)
	lightVAO := createVAO(cubeVertices, nil)

	// ensure that triangles that are "behind" others do not draw over top of them
	gl.Enable(gl.DEPTH_TEST)

	camera := cam.NewFpsCamera(mgl32.Vec3{0, 0, 3}, mgl32.Vec3{0, 1, 0}, -90, 0, window.InputManager())

	for !window.ShouldClose() {

		// swaps in last buffer, polls for window events, and generally sets up for a new render frame
		window.StartFrame()

		// update camera position and direction from input evevnts
		camera.Update(window.SinceLastFrame())

		// background color
		gl.ClearColor(0, 0, 0, 1.0)
		gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) // depth buffer needed for DEPTH_TEST

		// cube rotation matrices
		rotateX := (mgl32.Rotate3DX(mgl32.DegToRad(-45 * float32(glfw.GetTime()))))
		rotateY := (mgl32.Rotate3DY(mgl32.DegToRad(-45 * float32(glfw.GetTime()))))
		rotateZ := (mgl32.Rotate3DZ(mgl32.DegToRad(-45 * float32(glfw.GetTime()))))

		// creates perspective
		fov := float32(60.0)
		projectTransform := mgl32.Perspective(mgl32.DegToRad(fov),
			float32(window.Width())/float32(window.Height()),
			0.1,
			100.0)

		camTransform := camera.GetTransform()
		lightPos := mgl32.Vec3{0.6, 1, 0.1}
		lightTransform := mgl32.Translate3D(lightPos.X(), lightPos.Y(), lightPos.Z()).Mul4(
			mgl32.Scale3D(0.2, 0.2, 0.2))

		program.Use()
		gl.UniformMatrix4fv(program.GetUniformLocation("view"), 1, false, &camTransform[0])
		gl.UniformMatrix4fv(program.GetUniformLocation("project"), 1, false,
			&projectTransform[0])

		gl.BindVertexArray(VAO)

		// draw each cube after all coordinate system transforms are bound

		// obj is colored, light is white
		gl.Uniform3f(program.GetUniformLocation("material.ambient"), 1.0, 0.5, 0.31)
		gl.Uniform3f(program.GetUniformLocation("material.diffuse"), 1.0, 0.5, 0.31)
		gl.Uniform3f(program.GetUniformLocation("material.specular"), 0.5, 0.5, 0.5)
		gl.Uniform1f(program.GetUniformLocation("material.shininess"), 32.0)

		lightColor := mgl32.Vec3{
			float32(math.Sin(glfw.GetTime() * 1)),
			float32(math.Sin(glfw.GetTime() * 0.35)),
			float32(math.Sin(glfw.GetTime() * 0.65)),
		}

		diffuseColor := mgl32.Vec3{
			0.5 * lightColor[0],
			0.5 * lightColor[1],
			0.5 * lightColor[2],
		}
		ambientColor := mgl32.Vec3{
			0.2 * lightColor[0],
			0.2 * lightColor[1],
			0.2 * lightColor[2],
		}

		gl.Uniform3f(program.GetUniformLocation("light.ambient"),
			ambientColor[0], ambientColor[1], ambientColor[2])
		gl.Uniform3f(program.GetUniformLocation("light.diffuse"),
			diffuseColor[0], diffuseColor[1], diffuseColor[2])
		gl.Uniform3f(program.GetUniformLocation("light.specular"), 1.0, 1.0, 1.0)
		gl.Uniform3f(program.GetUniformLocation("light.position"), lightPos.X(), lightPos.Y(), lightPos.Z())

		for _, pos := range cubePositions {

			// turn the cubes into rectangular prisms for more fun
			worldTranslate := mgl32.Translate3D(pos[0], pos[1], pos[2])
			worldTransform := worldTranslate.Mul4(
				rotateX.Mul3(rotateY).Mul3(rotateZ).Mat4(),
			)

			gl.UniformMatrix4fv(program.GetUniformLocation("model"), 1, false,
				&worldTransform[0])

			gl.DrawArrays(gl.TRIANGLES, 0, 36)
		}
		gl.BindVertexArray(0)

		// Draw the light obj after the other boxes using its separate shader program
		// this means that we must re-bind any uniforms
		lightProgram.Use()
		gl.BindVertexArray(lightVAO)
		gl.UniformMatrix4fv(lightProgram.GetUniformLocation("model"), 1, false, &lightTransform[0])
		gl.UniformMatrix4fv(lightProgram.GetUniformLocation("view"), 1, false, &camTransform[0])
		gl.UniformMatrix4fv(lightProgram.GetUniformLocation("project"), 1, false, &projectTransform[0])
		gl.DrawArrays(gl.TRIANGLES, 0, 36)

		gl.BindVertexArray(0)

		// end of draw loop
	}

	return nil
}
Example #27
0
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()
	}
}