/
main.go
174 lines (137 loc) · 4.4 KB
/
main.go
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
// TODO : CLEAN THIS GARBAGE
package main
import (
"golang.org/x/mobile/app"
"golang.org/x/mobile/event/lifecycle"
"golang.org/x/mobile/event/paint"
"golang.org/x/mobile/event/size"
"golang.org/x/mobile/event/touch"
"golang.org/x/mobile/exp/f32"
"golang.org/x/mobile/gl"
)
var (
program gl.Program
position gl.Attrib
color gl.Uniform
matrixId gl.Uniform
resolutionId gl.Uniform
swasBuffer gl.Buffer
quadBuffer gl.Buffer
quadTexBuffer gl.Buffer
textureId gl.Texture
alpha float32 = 0.0
resIndex float32
spin bool
texProgram gl.Program
position2 gl.Attrib
textureCoords gl.Attrib
matrixId2 gl.Uniform
resolutionId2 gl.Uniform
color2 gl.Uniform
)
func main() {
app.Main(func(a app.App) {
var sz size.Event
for e := range a.Events() {
switch e := app.Filter(e).(type) {
case lifecycle.Event:
switch e.Crosses(lifecycle.StageVisible) {
case lifecycle.CrossOn:
onStart()
case lifecycle.CrossOff:
onStop()
}
case size.Event:
sz = e
resIndex = float32(sz.WidthPx) / float32(sz.HeightPx)
case paint.Event:
onPaint(sz)
a.EndPaint(e)
case touch.Event:
eventType := e.Type.String()
if eventType == "begin" {
spin = !spin
}
}
}
})
}
func onStart() {
gl.Enable(gl.BLEND)
gl.BlendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA)
texture := loadImages("495.png")
textureId = gl.CreateTexture()
gl.BindTexture(gl.TEXTURE_2D, textureId)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT)
gl.TexImage2D(gl.TEXTURE_2D, 0, texture.Rect.Size().X, texture.Rect.Size().Y, gl.RGBA, gl.UNSIGNED_BYTE, texture.Pix)
// loading Shaders & linking programs
program = createProgram("vShader.vs", "fShader.vs")
texProgram = createProgram("vTexShader.vs", "fTexShader.vs")
quadBuffer = gl.CreateBuffer()
gl.BindBuffer(gl.ARRAY_BUFFER, quadBuffer)
gl.BufferData(gl.ARRAY_BUFFER, quadData, gl.STATIC_DRAW)
quadTexBuffer = gl.CreateBuffer()
gl.BindBuffer(gl.ARRAY_BUFFER, quadTexBuffer)
gl.BufferData(gl.ARRAY_BUFFER, quadTexData, gl.STATIC_DRAW)
swasBuffer = gl.CreateBuffer()
gl.BindBuffer(gl.ARRAY_BUFFER, swasBuffer)
gl.BufferData(gl.ARRAY_BUFFER, swastikaData, gl.STATIC_DRAW)
position = gl.GetAttribLocation(program, "position")
color = gl.GetUniformLocation(program, "color")
matrixId = gl.GetUniformLocation(program, "rotationMatrix")
resolutionId = gl.GetUniformLocation(program, "resIndex")
position2 = gl.GetAttribLocation(texProgram, "position")
textureCoords = gl.GetAttribLocation(texProgram, "texCoords")
matrixId2 = gl.GetUniformLocation(texProgram, "rotationMatrix")
resolutionId2 = gl.GetUniformLocation(texProgram, "resIndex")
color2 = gl.GetUniformLocation(texProgram, "color")
}
func onStop() {
gl.DeleteProgram(program)
gl.DeleteBuffer(swasBuffer)
}
func onPaint(sz size.Event) {
gl.ClearColor(rgb(156), rgb(39), rgb(176), 1)
gl.Clear(gl.COLOR_BUFFER_BIT)
var rotationMatrix = []float32{
f32.Cos(-alpha), -f32.Sin(-alpha), 0.0,
f32.Sin(-alpha), f32.Cos(-alpha), 0.0,
0.0, 0.0, 1.0,
}
gl.UseProgram(program)
// setting color
gl.Uniform4f(color, rgb(255), rgb(255), rgb(255), 1)
gl.UniformMatrix3fv(matrixId, rotationMatrix)
gl.Uniform1f(resolutionId, resIndex)
gl.BindBuffer(gl.ARRAY_BUFFER, swasBuffer)
gl.EnableVertexAttribArray(position)
gl.VertexAttribPointer(position, 3, gl.FLOAT, false, 0, 0)
gl.DrawArrays(gl.LINES, 0, 16)
gl.DisableVertexAttribArray(position)
gl.UseProgram(texProgram)
// setting color
gl.Uniform4f(color2, rgb(130), rgb(50), rgb(80), 1)
gl.Uniform1f(resolutionId2, resIndex)
gl.UniformMatrix3fv(matrixId2, rotationMatrix)
gl.BindBuffer(gl.ARRAY_BUFFER, quadBuffer)
gl.EnableVertexAttribArray(position2)
gl.VertexAttribPointer(position2, 3, gl.FLOAT, false, 0, 0)
gl.BindBuffer(gl.ARRAY_BUFFER, quadTexBuffer)
gl.EnableVertexAttribArray(textureCoords)
gl.VertexAttribPointer(textureCoords, 2, gl.FLOAT, false, 0, 0)
gl.Uniform1i(gl.GetUniformLocation(texProgram, "myTexture"), 0)
gl.ActiveTexture(gl.TEXTURE0)
gl.BindTexture(gl.TEXTURE_2D, textureId)
gl.DrawArrays(gl.TRIANGLES, 0, 6)
gl.DisableVertexAttribArray(position2)
gl.DisableVertexAttribArray(textureCoords)
if spin == true {
alpha += 0.1
}
if alpha >= 360 {
alpha = 0.0
}
}