/
render_system.go
221 lines (176 loc) · 4.97 KB
/
render_system.go
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package goengine
import (
"io/ioutil"
"runtime"
"strings"
"fmt"
"errors"
"github.com/golang/glog"
"github.com/go-gl/gl/v4.1-core/gl"
"github.com/go-gl/glfw/v3.1/glfw"
)
//Render Game system that controls rendering and window operations
type Renderer struct {
keyCallback glfw.KeyCallback
BaseSystem
}
//Renderable any type that can be used with Render System
type Renderable interface {
InitGraphics()
GraphicsInitialized() bool
Draw()
}
func (renderer *Renderer) Init() {
runtime.LockOSThread()
}
func (renderer *Renderer) Run(world *World, system_start <-chan bool, system_started chan<- bool, system_end chan<- bool, force_end <-chan bool) {
renderer.world = world
renderer.Init()
renderer.Loop()
}
func (renderer *Renderer) Loop(){
defer glog.Flush()
if err := glfw.Init(); err != nil {
glog.Fatalln("GLFW failed to initialize:", err)
glog.Info("GLFW failed to init")
}
glfw.WindowHint(glfw.ContextVersionMajor, 3)
glfw.WindowHint(glfw.ContextVersionMinor, 2)
glfw.WindowHint(glfw.OpenGLForwardCompatible, glfw.True)
glfw.WindowHint(glfw.Resizable, glfw.False)
window, windowError := glfw.CreateWindow(800, 600, "OpenGL", nil, nil)
if windowError != nil {
glog.Info("oops")
panic(windowError)
}
glog.Info("Buffer")
defer func() {
window.Destroy()
glfw.Terminate()
glog.Info("ending")
renderer.ended = true
//system_end <- true
}()
window.MakeContextCurrent()
if err := gl.Init(); err != nil {
panic(err)
}
renderer.keyCallback = func(window *glfw.Window, key glfw.Key, scancode int, action glfw.Action, mods glfw.ModifierKey) {
glog.Infof("key: %v, scancode: %v, action: %v, mods: %v", key, scancode, action, mods)
}
window.SetKeyCallback(renderer.keyCallback)
//<-system_start
renderer.started = true
//system_started <- true
gl.ClearDepth(1.0)
var vboID uint32
gl.GenBuffers(1, &vboID)
var vertexData = []float32{
1, 1, 0, 1, 0, 0, 0, 0, 1, 0, 1, 1,
}
gl.BindBuffer(gl.ARRAY_BUFFER, vboID)
gl.BufferData(gl.ARRAY_BUFFER, len(vertexData)*4, gl.Ptr(vertexData), gl.STATIC_DRAW)
gl.BindBuffer(gl.ARRAY_BUFFER, 0)
//get shaders
vertexShader, fragmentShader := getShaders()
program, err := newProgram(vertexShader, fragmentShader)
program.UseProgram()
if err != nil {
panic(err)
}
//bind attributes
// L:
for !window.ShouldClose() {
//renderer.drawGame(program)
gl.EnableVertexAttribArray(0)
gl.BindBuffer(gl.ARRAY_BUFFER, vboID)
gl.VertexAttribPointer(
0,
3,
gl.FLOAT,
false,
0,
gl.PtrOffset(0))
gl.DrawArrays(gl.TRIANGLES, 0, 3)
gl.DisableVertexAttribArray(0);
window.SwapBuffers()
glfw.PollEvents()
}
if vboID != 0 {
gl.DeleteBuffers(1, &vboID)
}
}
//GLSLProgram Wrapper for shader programs
type GLSLProgram struct {
program uint32 //program
numAttributes uint32
}
func newProgram(vertexSource string, fragSource string) (GLSLProgram, error) {
gP := GLSLProgram{}
vertexShader, err := compileShader(vertexSource, gl.VERTEX_SHADER)
if err != nil {
return gP, err
}
fragmentShader, err := compileShader(fragSource, gl.FRAGMENT_SHADER)
if err != nil {
return gP, err
}
program := gl.CreateProgram()
gl.AttachShader(program, vertexShader)
gl.AttachShader(program, fragmentShader)
gl.LinkProgram(program)
var status int32
gl.GetProgramiv(program, gl.LINK_STATUS, &status)
if status == gl.FALSE {
var logLength int32
gl.GetProgramiv(program, gl.INFO_LOG_LENGTH, &logLength)
log := strings.Repeat("\x00", int(logLength+1))
gl.GetProgramInfoLog(program, logLength, nil, gl.Str(log))
return gP, errors.New(fmt.Sprintf("failed to link program: %v", log))
}
gl.DeleteShader(vertexShader)
gl.DeleteShader(fragmentShader)
gP.program = program
return gP, nil
}
func compileShader(source string, shaderType uint32) (uint32, error) {
shader := gl.CreateShader(shaderType)
csource := gl.Str(source)
gl.ShaderSource(shader, 1, &csource, nil)
gl.CompileShader(shader)
var status int32
gl.GetShaderiv(shader, gl.COMPILE_STATUS, &status)
if status == gl.FALSE{
var logLength int32
gl.GetShaderiv(shader, gl.INFO_LOG_LENGTH, &logLength)
log := strings.Repeat("\x00", int(logLength+1))
gl.GetShaderInfoLog(shader, logLength, nil, gl.Str(log))
return 0, fmt.Errorf("failed to compile %v: %v", source, log)
}
return shader, nil
}
func getShaders() (string, string) {
colorVert, err := ioutil.ReadFile("shaders/colorShader.vert")
if err != nil {
//panic(err)
}
colorFrag, err := ioutil.ReadFile("shaders/colorShader.frag")
if err != nil {
//panic(err)
}
return string(colorVert) + "\x00", string(colorFrag) + "\x00"
}
func (program *GLSLProgram) UseProgram() {
gl.UseProgram(program.program)
for i := uint32(0); i < program.numAttributes; i++ {
gl.EnableVertexAttribArray(i)
}
}
func (program *GLSLProgram) UnUse() {
gl.UseProgram(0)
for i := uint32(0); i < program.numAttributes; i++ {
gl.DisableVertexAttribArray(i)
}
}
func (renderer *Renderer) drawGame(program GLSLProgram) {
}