// 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 }
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 }
func MakeBuffer(target gl.GLenum, size int, data interface{}) gl.Buffer { buffer := gl.GenBuffer() buffer.Bind(target) gl.BufferData(target, size, data, gl.STATIC_DRAW) gl.BufferUnbind(target) return buffer }
// NewIndex creates a new element index func NewIndex(data []uint16) *Index { glBuffer := gl.GenBuffer() glBuffer.Bind(gl.ELEMENT_ARRAY_BUFFER) gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, len(data)*int(glh.Sizeof(gl.UNSIGNED_SHORT)), data, gl.STATIC_DRAW) return &Index{glBuffer: glBuffer, count: len(data)} }
func newVertexBuffer(geometry Shape) gl.Buffer { result := []float32{} faces := geometry.Faces() vertices := geometry.Vertices() if len(faces) > 0 { // Handle faces for _, face := range faces { for i := 0; i < 3; i++ { vertex := vertices[face.At(i)] result = append(result, vertex.X(), vertex.Y(), vertex.Z()) } } } else { // Handle plain vertices for _, vertex := range geometry.Vertices() { result = append(result, vertex.X(), vertex.Y(), vertex.Z()) } } glBuffer := gl.GenBuffer() glBuffer.Bind(gl.ARRAY_BUFFER) gl.BufferData(gl.ARRAY_BUFFER, len(result)*3*4, result, gl.STATIC_DRAW) return glBuffer }
func (t *Texture) ReadTextureFromGPU() []byte { t.Bind() b := gl.GenBuffer() b.Bind(gl.PIXEL_UNPACK_BUFFER) gl.BufferData(gl.PIXEL_UNPACK_BUFFER, t.Width()*t.Height()*t.PixelSize(), 0, gl.STREAM_DRAW) //gl.GetTexImage(t.target, 0, t.format, buffer) b.Bind(gl.PIXEL_UNPACK_BUFFER) gl.TexSubImage2D(t.target, 0, 0, 0, t.Width(), t.Height(), t.format, t.typ, unsafe.Pointer(uintptr(0))) b.Bind(gl.PIXEL_UNPACK_BUFFER) l := t.Width() * t.Height() * t.PixelSize() gl.BufferData(gl.PIXEL_UNPACK_BUFFER, t.Width()*t.Height()*t.PixelSize(), 0, gl.STREAM_DRAW) ptr := gl.MapBuffer(gl.PIXEL_UNPACK_BUFFER, gl.WRITE_ONLY) var x []byte s := (*reflect.SliceHeader)(unsafe.Pointer(&x)) s.Data = uintptr(ptr) s.Len = l s.Cap = l gl.UnmapBuffer(gl.PIXEL_UNPACK_BUFFER) return x }
// init initializes some of the attribute fields. // These will be defined by the mesh buffer. func (a *Attr) init(mode RenderMode) { switch mode { case RenderClassic, RenderArrays: // No VBO in classic and vertex array modes. default: a.vbo = gl.GenBuffer() } }
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() } }
func (buffer *baseBuffer) gen() { if buffer.name == 0 { buffer.name = gl.GenBuffer() if err := CheckGlError(); err != nil { err.Description = "gl.GenBuffer()" panic(err) } } }
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 (d *DrawImage) render() error { fn := func(idx int) (err error) { defer func() { //err = recover() }() vbuf := gl.GenBuffer() vbuf.Bind(gl.ARRAY_BUFFER) gl.BufferData(gl.ARRAY_BUFFER, len(d.vertex[idx])*4, d.vertex[idx], gl.STATIC_DRAW) panicGlError() defer vbuf.Delete() uvbuf := gl.GenBuffer() uvbuf.Bind(gl.ARRAY_BUFFER) gl.BufferData(gl.ARRAY_BUFFER, len(d.uv[idx])*4, d.uv[idx], gl.STATIC_DRAW) panicGlError() defer uvbuf.Delete() vloc := gl.AttribLocation(0) vloc.EnableArray() vbuf.Bind(gl.ARRAY_BUFFER) vloc.AttribPointer(3, gl.FLOAT, false, 0, nil) panicGlError() defer vloc.DisableArray() uvloc := gl.AttribLocation(1) uvloc.EnableArray() uvbuf.Bind(gl.ARRAY_BUFFER) uvloc.AttribPointer(2, gl.FLOAT, false, 0, nil) panicGlError() defer uvloc.DisableArray() gl.DrawArrays(gl.TRIANGLES, 0, 3) return checkGlError() } if err := fn(0); err != nil { return err } return fn(1) }
func (video *SDLVideo) initGL() { if gl.Init() != 0 { panic(sdl.GetError()) } gl.ClearColor(0.0, 0.0, 0.0, 1.0) gl.Enable(gl.CULL_FACE) gl.Enable(gl.DEPTH_TEST) video.prog = createProgram(vertShaderSrcDef, fragShaderSrcDef) posAttrib := video.prog.GetAttribLocation("vPosition") texCoordAttr := video.prog.GetAttribLocation("vTexCoord") video.textureUni = video.prog.GetAttribLocation("texture") video.texture = gl.GenTexture() gl.ActiveTexture(gl.TEXTURE0) video.texture.Bind(gl.TEXTURE_2D) gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST) gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST) video.prog.Use() posAttrib.EnableArray() texCoordAttr.EnableArray() vertVBO := gl.GenBuffer() vertVBO.Bind(gl.ARRAY_BUFFER) verts := []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} gl.BufferData(gl.ARRAY_BUFFER, len(verts)*int(unsafe.Sizeof(verts[0])), &verts[0], gl.STATIC_DRAW) textCoorBuf := gl.GenBuffer() textCoorBuf.Bind(gl.ARRAY_BUFFER) texVerts := []float32{0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0} gl.BufferData(gl.ARRAY_BUFFER, len(texVerts)*int(unsafe.Sizeof(texVerts[0])), &texVerts[0], gl.STATIC_DRAW) posAttrib.AttribPointer(2, gl.FLOAT, false, 0, uintptr(0)) texCoordAttr.AttribPointer(2, gl.FLOAT, false, 0, uintptr(0)) }
func allocGeom(usage Usage, hasIndex bool) *Geometry { geom := &Geometry{ usage: usage, } if hasIndex { var bufs [2]gl.Buffer gl.GenBuffers(bufs[:]) geom.VertexBuffer.buf = bufs[0] geom.IndexBuffer.buf = bufs[1] } else { geom.VertexBuffer.buf = gl.GenBuffer() } return geom }
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, } }
func newTextVertexBuffer(geometry *TextGeometry) gl.Buffer { result := []float32{} vertices := geometry.Vertices for _, vertex := range vertices { result = append(result, vertex.X(), vertex.Y()) } glBuffer := gl.GenBuffer() glBuffer.Bind(gl.ARRAY_BUFFER) gl.BufferData(gl.ARRAY_BUFFER, len(result)*2*4, result, gl.STATIC_DRAW) return glBuffer }
func newNormalBuffer(geometry Shape) gl.Buffer { result := []float32{} normals := geometry.Normals() for _, face := range geometry.Faces() { for i := 0; i < 3; i++ { normal := normals[face.NormalAt(i)] result = append(result, normal.X(), normal.Y(), normal.Z()) } } glBuffer := gl.GenBuffer() glBuffer.Bind(gl.ARRAY_BUFFER) gl.BufferData(gl.ARRAY_BUFFER, len(result)*3*4, result, gl.STATIC_DRAW) return glBuffer }
func newUvBuffer(uvs []mgl32.Vec2, compressed bool) gl.Buffer { result := []float32{} for _, uv := range uvs { result = append(result, uv.X(), uv.Y()) } if compressed { // Invert V because we're using a compressed texture for i := 1; i < len(result); i += 2 { result[i] = 1.0 - result[i] } } glBuffer := gl.GenBuffer() glBuffer.Bind(gl.ARRAY_BUFFER) gl.BufferData(gl.ARRAY_BUFFER, len(result)*2*4, result, gl.STATIC_DRAW) return glBuffer }
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 } }
func GenBuffer() VBO { return VBO(gl.GenBuffer()) }
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 } }
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() } }
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 } }
// init initializes some of the attribute fields. // These will be defined by the mesh buffer. func (a *Attr) init() { a.vbo = gl.GenBuffer() }
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() } }
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 } }
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() } }
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 }
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 } }
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 } }
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() } }