Example #1
0
func (me *window) InputMode(flag, value int) {
	if value == 0 {
		glfw.Disable(flag)
	} else {
		glfw.Enable(flag)
	}
}
Example #2
0
// Initialize the window. Returns an error if glfw or glew throws one.
func InitWindow(width, height int) error {
	Width, Height = width, height
	err := glfw.Init()
	if err != nil {
		return err
	}
	err = glfw.OpenWindow(Width, Height, 0, 0, 0, 32, 32, 32, glfw.Windowed)
	if err != nil {
		return err
	}
	WindowOpened = true
	glfw.SetWindowTitle("Goliath")
	glfw.Enable(glfw.KeyRepeat)
	if ret := gl.Init(); ret != 0 {
		return fmt.Errorf("failed to initialize GLEW: %d", ret)
	}
	// Set GL states
	gl.ClearColor(0.0, 0.0, 0.0, 1.0)
	gl.Enable(gl.CULL_FACE)
	gl.CullFace(gl.BACK)
	gl.FrontFace(gl.CCW)

	err = InitShaders()
	if err != nil {
		return err
	}
	InitCamera(Width, Height)
	return nil
}
Example #3
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 01")
	glfw.Enable(glfw.StickyKeys)

	gl.ClearColor(0., 0., 0.4, 0.)
	// Equivalent to a do... while
	for ok := true; ok; ok = (glfw.Key(glfw.KeyEsc) != glfw.KeyPress && glfw.WindowParam(glfw.Opened) == gl.TRUE) {
		glfw.SwapBuffers()
	}

}
Example #4
0
func (w *glfwBackend) Cursor(on bool) {
	if on {
		glfw.Enable(glfw.MouseCursor)
	} else {
		glfw.Disable(glfw.MouseCursor)
	}
}
Example #5
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 #6
0
func (s *System) CreateWindow(width, height int, title string) {
	if err := glfw.OpenWindow(width, height, 0, 0, 0, 8, 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
	CheckGLErrors() // Ignore error

	glfw.SetWindowTitle(title)

	glfw.Enable(glfw.StickyKeys)

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

	gl.Clear(gl.COLOR_BUFFER_BIT)
}
Example #7
0
func main() {
	var err error
	var looping = true
	defer fmt.Println("EXIT")
	if err = glfw.Init(); err != nil {
		panic(err)
	}
	defer glfw.Terminate()
	glfw.OpenWindowHint(glfw.FsaaSamples, 0)
	if useStrictCoreProfile {
		glfw.OpenWindowHint(glfw.OpenGLVersionMajor, 3)
		glfw.OpenWindowHint(glfw.OpenGLVersionMinor, 2)
		glfw.OpenWindowHint(glfw.OpenGLProfile, glfw.OpenGLCoreProfile)
	}

	if err = glfw.OpenWindow(1280, 720, 8, 8, 8, 0, 24, 8, glfw.Windowed); err != nil {
		panic(err)
	}
	defer glfw.CloseWindow()
	glfw.Enable(glfw.StickyKeys)
	if !gl.Util.Init() {
		panic("Failed to initialize at least OpenGL 3.2 or higher.")
	}
	defer logLastGlError("(post loop)")
	gl.ClearColor(0.3, 0.1, 0.0, 1.0)
	gl.Enable(gl.DEPTH_TEST)
	gl.FrontFace(gl.CCW)
	gl.CullFace(gl.BACK)
	gl.Disable(gl.CULL_FACE)
	if err = compileShaders(); err != nil {
		panic(err)
	}
	setupGeometry()
	defer deleteGeometry()
	logLastGlError("(pre loop)")

	for looping {
		gl.UseProgram(shaderProg)
		if isFirstLoop {
			logLastGlError("gl.UseProgram")
		}

		gl.Viewport(0, 0, 1280, 720)
		if isFirstLoop {
			logLastGlError("gl.ViewPort")
		}

		gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
		if isFirstLoop {
			logLastGlError("gl.Clear")
		}

		renderGeometry(faceTri)
		if isFirstLoop {
			logLastGlError("renderGeometry(faceTri)")
		}

		renderGeometry(faceQuad)
		if isFirstLoop {
			logLastGlError("renderGeometry(faceQuad)")
		}

		if (glfw.WindowParam(glfw.Opened) != 1) || (glfw.Key(glfw.KeyEsc) == glfw.KeyPress) {
			looping = false
		} else {
			glfw.SwapBuffers()
		}
		isFirstLoop = false
	}
	logLastGlError("post-loop")
}
Example #8
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 #9
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 #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
	}

	//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 #11
0
func (w *glfwBackend) Open(width, height, zoom int, fs bool, font *FontData) {
	if err := glfw.Init(); err != nil {
		panic(err)
	}

	w.font = font
	w.zoom = zoom
	w.width = width
	w.height = height

	var fwidth = width * font.CellWidth * zoom
	var fheight = height * font.CellHeight * zoom
	var twidth = fwidth
	var theight = fheight

	flag := glfw.Windowed
	if fs {
		flag = glfw.Fullscreen
		dm := glfw.DesktopMode()
		twidth = dm.W
		theight = dm.H
	}

	glfw.OpenWindowHint(glfw.WindowNoResize, gl.TRUE)
	err := glfw.OpenWindow(twidth, theight, 8, 8, 8, 8, 0, 0, flag)
	if err != nil {
		panic(err)
	}

	w.key = NOKEY
	glfw.SetWindowCloseCallback(func() int { w.Close(); return 0 })
	glfw.SetKeyCallback(func(key, state int) { w.setKey(key, state) })
	glfw.SetCharCallback(func(key, state int) { w.setKey(key, state) })
	glfw.Enable(glfw.KeyRepeat)

	w.mouse = new(MouseData)
	glfw.Enable(glfw.MouseCursor)
	glfw.SetMousePosCallback(func(x, y int) { w.mouseMove(x, y) })
	glfw.SetMouseButtonCallback(func(but, state int) { w.mousePress(but, state) })
	glfw.Enable(glfw.MouseCursor)

	xoff := float32(twidth-fwidth) / 2.0
	yoff := float32(theight-fheight) / 2.0

	fc := float32(font.CellWidth * zoom)
	fch := float32(font.CellHeight * zoom)
	for y := 0; y < height; y++ {
		for x := 0; x < width; x++ {
			cx := xoff + float32(x)*fc
			cy := yoff + float32(y)*fch
			w.verts = append(w.verts, cx, cy, cx, cy+fch, cx+fc, cy+fch, cx+fc, cy)
		}
	}

	runtime.LockOSThread()
	glInit(twidth, theight)

	m := font.Image.(*image.RGBA)
	w.s = float32(font.CellWidth) / float32(m.Bounds().Max.X)
	w.t = float32(font.CellHeight) / float32(m.Bounds().Max.Y)
	textures = make([]gl.Uint, 2)
	gl.GenTextures(2, &textures[0])

	gl.BindTexture(gl.TEXTURE_2D, textures[0])
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
	gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.Sizei(m.Bounds().Max.X), gl.Sizei(m.Bounds().Max.Y), 0, gl.RGBA, gl.UNSIGNED_BYTE, gl.Pointer(&m.Pix[0]))

	m = image.NewRGBA(image.Rect(0, 0, font.CellWidth, font.CellHeight))
	draw.Draw(m, m.Bounds(), &image.Uniform{White}, image.ZP, draw.Src)
	gl.BindTexture(gl.TEXTURE_2D, textures[1])
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
	gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.Sizei(m.Bounds().Max.X), gl.Sizei(m.Bounds().Max.Y), 0, gl.RGBA, gl.UNSIGNED_BYTE, gl.Pointer(&m.Pix[0]))

	w.open = true
}
Example #12
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 #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
	}

}