Exemple #1
0
func NewMesh(attrs interface{}, indicies []uint32) *Mesh {
	mesh := new(Mesh)
	mesh.Attrs = attrs
	mesh.Indicies = indicies
	gl33.GenVertexArrays(1, &mesh.vao)
	gl33.BindVertexArray(mesh.vao)
	attrsValue := reflect.ValueOf(attrs)
	mesh.vertexBO = NewBuffer(gl33.ARRAY_BUFFER, gl33.STATIC_DRAW, attrs)
	vertexSpec := attrsValue.Type().Elem()
	if vertexSpec.Kind() != reflect.Struct && vertexSpec.Kind() != reflect.Array {
		panic("attrs is not a slice of structs or arrays")
	}
	var num int
	if vertexSpec.Kind() == reflect.Struct {
		num = vertexSpec.NumField()
	} else {
		num = vertexSpec.Len()
	}
	for i, offset := 0, uintptr(0); i < num; i++ {
		var field reflect.Type
		var type_ gl33.Enum
		var dimensions int
		if vertexSpec.Kind() == reflect.Struct {
			field = vertexSpec.Field(i).Type
		} else {
			field = vertexSpec.Elem()
		}
		if field.Kind() == reflect.Array {
			type_ = glType(field.Elem().Kind())
			dimensions = field.Len()
		} else {
			type_ = glType(field.Kind())
			dimensions = 1
		}
		setupAttrib(gl33.Uint(i), type_, dimensions, offset, int(vertexSpec.Size()))
		offset += field.Size()
	}
	mesh.indexBO = NewBuffer(gl33.ELEMENT_ARRAY_BUFFER, gl33.STATIC_DRAW, indicies)
	return mesh
}
Exemple #2
0
func main() {
	var window *sdl.Window
	var context sdl.GLContext
	var event sdl.Event
	var running bool
	var err error
	runtime.LockOSThread()
	if err = sdl.Init(sdl.INIT_EVERYTHING); err != nil {
		panic(err)
	}
	defer sdl.Quit()
	window, err = sdl.CreateWindow(winTitle, sdl.WINDOWPOS_UNDEFINED,
		sdl.WINDOWPOS_UNDEFINED,
		winWidth, winHeight, sdl.WINDOW_OPENGL)
	if err != nil {
		panic(err)
	}
	defer window.Destroy()
	context, err = sdl.GL_CreateContext(window)
	if err != nil {
		panic(err)
	}
	defer sdl.GL_DeleteContext(context)

	gl.Init()
	gl.Viewport(0, 0, gl.Sizei(winWidth), gl.Sizei(winHeight))
	// OPENGL FLAGS
	gl.ClearColor(0.0, 0.1, 0.0, 1.0)
	gl.Enable(gl.DEPTH_TEST)
	gl.DepthFunc(gl.LESS)
	gl.Enable(gl.BLEND)
	gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)

	// VERTEX BUFFER
	var vertexbuffer gl.Uint
	gl.GenBuffers(1, &vertexbuffer)
	gl.BindBuffer(gl.ARRAY_BUFFER, vertexbuffer)
	gl.BufferData(gl.ARRAY_BUFFER, gl.Sizeiptr(len(triangle_vertices)*4), gl.Pointer(&triangle_vertices[0]), gl.STATIC_DRAW)

	// COLOUR BUFFER
	var colourbuffer gl.Uint
	gl.GenBuffers(1, &colourbuffer)
	gl.BindBuffer(gl.ARRAY_BUFFER, colourbuffer)
	gl.BufferData(gl.ARRAY_BUFFER, gl.Sizeiptr(len(triangle_colours)*4), gl.Pointer(&triangle_colours[0]), gl.STATIC_DRAW)

	// GUESS WHAT
	program := createprogram()

	// VERTEX ARRAY
	var VertexArrayID gl.Uint
	gl.GenVertexArrays(1, &VertexArrayID)
	gl.BindVertexArray(VertexArrayID)
	gl.EnableVertexAttribArray(0)
	gl.BindBuffer(gl.ARRAY_BUFFER, vertexbuffer)
	gl.VertexAttribPointer(0, 3, gl.FLOAT, gl.FALSE, 0, nil)

	// VERTEX ARRAY HOOK COLOURS
	gl.EnableVertexAttribArray(1)
	gl.BindBuffer(gl.ARRAY_BUFFER, colourbuffer)
	gl.VertexAttribPointer(1, 3, gl.FLOAT, gl.FALSE, 0, nil)

	//UNIFORM HOOK
	unistring := gl.GLString("scaleMove")
	UniScale = gl.GetUniformLocation(program, unistring)
	fmt.Printf("Uniform Link: %v\n", UniScale+1)

	gl.UseProgram(program)

	running = true
	for running {
		for event = sdl.PollEvent(); event != nil; event =
			sdl.PollEvent() {
			switch t := event.(type) {
			case *sdl.QuitEvent:
				running = false
			case *sdl.MouseMotionEvent:

				xrot = float32(t.Y) / 2
				yrot = float32(t.X) / 2
				fmt.Printf("[%dms]MouseMotion\tid:%d\tx:%d\ty:%d\txrel:%d\tyrel:%d\n", t.Timestamp, t.Which, t.X, t.Y, t.XRel, t.YRel)
			}
		}
		drawgl()
		sdl.GL_SwapWindow(window)
	}
}