/
GOpenGL.go
154 lines (133 loc) · 3.96 KB
/
GOpenGL.go
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package GOpenGL
import (
"fmt"
gl "github.com/chsc/gogl/gl21"
"github.com/jteeuwen/glfw"
"GOpenGL/camera"
"os"
"time"
)
// A simple to use framework for building 3d models in openGl
type OpenGl struct {
title string
width int
height int
Camera *camera.Camera
redisplay chan bool
display3d func()
display2d func()
keyboard func(int, int) //glfw.KeyHandler
mouseMove func(int, int) //glfw.MousePosHandler
mouseClick func(int, int) //glfw.MouseButtonHandler
mouseWheel func(int) //glfw.MouseWheelHandler
}
func (o *OpenGl) Set3dCallback(fn func()) { o.display3d = fn }
func (o *OpenGl) Set2dCallback(fn func()) { o.display2d = fn }
func (o *OpenGl) SetKeyboardCallback(fn func(int, int)) { o.keyboard = fn }
func (o *OpenGl) SetMousePosCallback(fn func(int, int)) { o.mouseMove = fn }
func (o *OpenGl) SetMouseButtonCallback(fn func(int, int)) { o.mouseClick = fn }
func (o *OpenGl) SetMouseWheelCallback(fn func(int)) { o.mouseWheel = fn }
func (o *OpenGl) SetCallbacks(disp3 func(), disp2 func(), keys func(int, int), bttn func(int, int), move func(int, int), scrl func(int)) {
o.Set3dCallback(disp3)
o.Set2dCallback(disp2)
o.SetKeyboardCallback(keys)
o.SetMousePosCallback(move)
o.SetMouseButtonCallback(bttn)
o.SetMouseWheelCallback(scrl)
}
func (o *OpenGl) Height() int { return o.height }
func (o *OpenGl) Width() int { return o.width }
func New(title string, width, height int) *OpenGl {
o := &OpenGl{
title: title,
width: width,
height: height,
}
o.Camera = camera.New()
return o
}
func (o *OpenGl) Init() {
if err := glfw.Init(); err != nil {
fmt.Fprintf(os.Stderr, "glfw: %s\n", err)
return
}
defer glfw.Terminate()
if err := glfw.OpenWindow(o.width, o.height, 0, 0, 0, 0, 16, 0, glfw.Windowed); err != nil {
fmt.Fprintf(os.Stderr, "glfw: %s\n", err)
return
}
defer glfw.CloseWindow()
glfw.SetSwapInterval(1)
glfw.SetWindowTitle(o.title)
if err := gl.Init(); err != nil {
fmt.Fprintf(os.Stderr, "gl: %s\n", err)
}
glfw.SetKeyCallback(glfw.KeyHandler(o.keyboard))
glfw.SetMouseButtonCallback(glfw.MouseButtonHandler(o.mouseClick))
glfw.SetMousePosCallback(glfw.MousePosHandler(o.mouseMove))
glfw.SetMouseWheelCallback(glfw.MouseWheelHandler(o.mouseWheel))
if err := o.initScene(); err != nil {
fmt.Fprintf(os.Stderr, "init: %s\n", err)
return
}
for glfw.WindowParam(glfw.Opened) == 1 {
gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
if o.display3d != nil {
o.set3dView()
o.display3d()
}
if o.display2d != nil {
o.set2dView()
o.display2d()
}
glfw.SwapBuffers()
time.Sleep(20 * time.Millisecond)
//<-o.redisplay
}
}
func (o *OpenGl) PostRedisplay() {
o.redisplay <- true
}
func (o *OpenGl) initScene() (err error) {
gl.ClearColor(0.0, 0.0, 0.0, 0.0)
gl.ClearDepth(1)
gl.DepthFunc(gl.LEQUAL)
ambient := []gl.Float{0.5, 0.5, 0.5, 1}
diffuse := []gl.Float{1, 1, 1, 1}
position := []gl.Float{-5, 5, 10, 0}
gl.Lightfv(gl.LIGHT0, gl.AMBIENT, &ambient[0])
gl.Lightfv(gl.LIGHT0, gl.DIFFUSE, &diffuse[0])
gl.Lightfv(gl.LIGHT0, gl.POSITION, &position[0])
gl.Viewport(0, 0, gl.Sizei(o.width), gl.Sizei(o.height))
gl.MatrixMode(gl.PROJECTION)
gl.LoadIdentity()
gl.Frustum(-1, 1, -1, 1, 1.0, 10.0)
gl.MatrixMode(gl.MODELVIEW)
gl.LoadIdentity()
return nil
}
func (o *OpenGl) set3dView() {
gl.Enable(gl.TEXTURE_2D)
gl.Enable(gl.DEPTH_TEST)
gl.Enable(gl.LIGHTING)
gl.Enable(gl.LIGHT0)
gl.MatrixMode(gl.PROJECTION)
gl.LoadIdentity()
//gl.Perspective(cam.Zoom(), o.mW / o.mH, cam.Near(), cam.Far())
gl.MatrixMode(gl.MODELVIEW)
//e := o.Camera.EYE()
//a := o.Camera.AT()
//u := o.Camera.UP()
//gl.LookAt(e.X, e.Y, e.Z, a.X, a.Y, a.Z, u.X, u.Y, u.Z)
}
func (o *OpenGl) set2dView() {
gl.Disable(gl.TEXTURE_2D)
gl.Disable(gl.DEPTH_TEST)
gl.Disable(gl.LIGHTING)
gl.Disable(gl.LIGHT0)
gl.MatrixMode(gl.PROJECTION)
gl.LoadIdentity()
gl.Ortho(0, gl.Double(o.width), 0, gl.Double(o.height), -1, 1)
gl.MatrixMode(gl.MODELVIEW)
gl.LoadIdentity()
}