Esempio n. 1
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// Updating the list of Points that this LineRender should be rendering.
func (lr *LineRender) UpdatePoints(points []Point) {
	// Determining the buffer mode.
	var mode uint32
	if lr.static {
		mode = gl.STATIC_DRAW
	} else {
		mode = gl.DYNAMIC_DRAW
	}

	// Setting the number of points.
	lr.points = int32(len(points))

	// Generating the buffer data.
	vboData := generateVBOData(points)
	eboData := generateEBOData(len(points))

	// Filling the buffer data.
	gl.BindVertexArray(lr.vao)

	gl.BindBuffer(gl.ARRAY_BUFFER, lr.vbo)
	gl.BufferData(gl.ARRAY_BUFFER, len(vboData)*4, gl.Ptr(vboData), mode)

	gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, lr.ebo)
	gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, len(eboData)*4, gl.Ptr(eboData), mode)
}
Esempio n. 2
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// Creating a RenderObject with a given shaderProgram, texture, and set of
// vertices.
func CreateRenderObject(shaderProgram ShaderProgram, texture Texture, vertices []float32) *RenderObject {
	renderObject := new(RenderObject)

	// Creating the basic information.
	renderObject.shaderProgram = uint32(shaderProgram)
	renderObject.texture = uint32(texture)

	gl.GenVertexArrays(1, &renderObject.vao)
	gl.GenBuffers(1, &renderObject.vbo)
	gl.GenBuffers(1, &renderObject.ebo)

	// Filling the RenderObject with information.
	gl.BindVertexArray(renderObject.vao)
	gl.BindBuffer(gl.ARRAY_BUFFER, renderObject.vbo)
	gl.BufferData(gl.ARRAY_BUFFER, len(vertices)*4, gl.Ptr(vertices), gl.STATIC_DRAW)

	gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, renderObject.ebo)
	vertOrder := []uint32{
		0, 1, 2,
		2, 3, 0,
	}
	gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, len(vertOrder)*4, gl.Ptr(vertOrder), gl.STATIC_DRAW)

	// Loading up vertex attributes.
	vertAttrib := uint32(gl.GetAttribLocation(renderObject.shaderProgram, gl.Str("vert\x00")))
	gl.EnableVertexAttribArray(vertAttrib)
	gl.VertexAttribPointer(vertAttrib, 2, gl.FLOAT, false, 4*4, gl.PtrOffset(0))

	// Loading up texture attributes.
	texAttrib := uint32(gl.GetAttribLocation(renderObject.shaderProgram, gl.Str("vertTexCoord\x00")))
	gl.EnableVertexAttribArray(texAttrib)
	gl.VertexAttribPointer(texAttrib, 2, gl.FLOAT, false, 4*4, gl.PtrOffset(2*4))

	return renderObject
}
Esempio n. 3
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func createPlane(x0, y0, x1, y1 float32, verts [12]float32, indexes [6]uint32, uvs [8]float32, normals [12]float32) *Renderable {
	const floatSize = 4
	const uintSize = 4

	r := NewRenderable()
	gl.GenVertexArrays(1, &r.Vao)
	r.FaceCount = 2

	// create a VBO to hold the vertex data
	gl.GenBuffers(1, &r.VertVBO)
	gl.BindBuffer(gl.ARRAY_BUFFER, r.VertVBO)
	gl.BufferData(gl.ARRAY_BUFFER, floatSize*len(verts), gl.Ptr(&verts[0]), gl.STATIC_DRAW)

	// create a VBO to hold the uv data
	gl.GenBuffers(1, &r.UvVBO)
	gl.BindBuffer(gl.ARRAY_BUFFER, r.UvVBO)
	gl.BufferData(gl.ARRAY_BUFFER, floatSize*len(uvs), gl.Ptr(&uvs[0]), gl.STATIC_DRAW)

	// create a VBO to hold the normals data
	gl.GenBuffers(1, &r.NormsVBO)
	gl.BindBuffer(gl.ARRAY_BUFFER, r.NormsVBO)
	gl.BufferData(gl.ARRAY_BUFFER, floatSize*len(normals), gl.Ptr(&normals[0]), gl.STATIC_DRAW)

	// create a VBO to hold the face indexes
	gl.GenBuffers(1, &r.ElementsVBO)
	gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, r.ElementsVBO)
	gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, uintSize*len(indexes), gl.Ptr(&indexes[0]), gl.STATIC_DRAW)

	return r
}
Esempio n. 4
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func CreateSprite(t Texture) (s Sprite, err error) {

	s.texture = t
	s.shader, err = CreateShader(vertexShader, fragmentShader)
	if err != nil {
		return s, err
	}

	gl.GenBuffers(1, &s.ebo)
	gl.GenBuffers(1, &s.vbo)
	gl.GenVertexArrays(1, &s.vao)

	gl.BindVertexArray(s.vao)

	gl.BindBuffer(gl.ARRAY_BUFFER, s.vbo)
	gl.BufferData(gl.ARRAY_BUFFER, len(vertices)*4, gl.Ptr(vertices), gl.STATIC_DRAW)

	gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, s.ebo)
	gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, len(indices)*4, gl.Ptr(indices), gl.STATIC_DRAW)

	err = s.shader.SetAttrib("vert", 2, gl.FLOAT, 4*4, 0)
	err = s.shader.SetAttrib("vertTexCoord", 2, gl.FLOAT, 4*4, 2*4)

	gl.BindVertexArray(0)

	return s, err
}
Esempio n. 5
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func LoadText(f *Font) (t *Text) {
	t = new(Text)
	t.font = f

	// text hover values
	// "resting state" of a text object is the min scale
	t.ScaleMin = 1.0
	t.ScaleMax = 1.1
	t.SetScale(1)

	// size of glfloat
	glfloat_size := int32(4)

	// stride of the buffered data
	xy_count := int32(2)
	stride := xy_count + int32(2)

	gl.GenVertexArrays(1, &t.vao)
	gl.GenBuffers(1, &t.vbo)
	gl.GenBuffers(1, &t.ebo)

	// vao
	gl.BindVertexArray(t.vao)

	gl.ActiveTexture(gl.TEXTURE0)
	gl.BindTexture(gl.TEXTURE_2D, t.font.textureID)

	// vbo
	// specify the buffer for which the VertexAttribPointer calls apply
	gl.BindBuffer(gl.ARRAY_BUFFER, t.vbo)

	gl.EnableVertexAttribArray(t.font.centeredPosition)
	gl.VertexAttribPointer(
		t.font.centeredPosition,
		2,
		gl.FLOAT,
		false,
		glfloat_size*stride,
		gl.PtrOffset(0),
	)

	gl.EnableVertexAttribArray(t.font.uv)
	gl.VertexAttribPointer(
		t.font.uv,
		2,
		gl.FLOAT,
		false,
		glfloat_size*stride,
		gl.PtrOffset(int(glfloat_size*xy_count)),
	)

	// ebo
	gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, t.ebo)

	// i am guessing that order is important here
	gl.BindVertexArray(0)
	gl.BindBuffer(gl.ARRAY_BUFFER, 0)
	gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, 0)
	return t
}
Esempio n. 6
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func (r *GlowRenderer) Draw() (err error) {
	gl.UseProgram(r.shader)
	gl.Uniform1i(r.textureUnitLoc, 0)
	gl.BindBuffer(gl.ARRAY_BUFFER, r.coords)
	gl.EnableVertexAttribArray(r.positionLoc)
	gl.VertexAttribPointer(r.positionLoc, 3, gl.FLOAT, false, 5*4, gl.PtrOffset(0))
	gl.EnableVertexAttribArray(r.textureLoc)
	gl.VertexAttribPointer(r.textureLoc, 2, gl.FLOAT, false, 5*4, gl.PtrOffset(3*4))
	gl.Uniform1i(r.blurAmountLoc, int32(r.blur))
	gl.Uniform1f(r.blurScaleLoc, r.scale)
	gl.Uniform1f(r.blurStrengthLoc, r.strength)
	gl.Uniform2f(r.bufferDimensionsLoc, float32(r.width), float32(r.height))

	gl.BindFramebuffer(gl.FRAMEBUFFER, r.BlurFb)
	gl.Viewport(0, 0, int32(r.width), int32(r.height))
	gl.ActiveTexture(gl.TEXTURE0)
	gl.BindTexture(gl.TEXTURE_2D, r.GlowTex)
	gl.Uniform1i(r.orientationLoc, 0)
	gl.DrawArrays(gl.TRIANGLE_STRIP, 0, 4)
	gl.BindFramebuffer(gl.FRAMEBUFFER, 0)

	gl.Viewport(0, 0, int32(r.oldwidth), int32(r.oldheight))
	gl.BlendFunc(gl.ONE, gl.ONE)
	gl.BindTexture(gl.TEXTURE_2D, r.BlurTex)
	gl.Uniform1i(r.orientationLoc, 1)
	gl.DrawArrays(gl.TRIANGLE_STRIP, 0, 4)

	gl.BindBuffer(gl.ARRAY_BUFFER, 0)
	gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
	return nil
}
Esempio n. 7
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// Rendering this LineRender.
func (lr *LineRender) Render() {
	// Binding the appropriate information.
	gl.BindVertexArray(lr.vao)
	gl.BindBuffer(gl.ARRAY_BUFFER, lr.vbo)
	gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, lr.ebo)
	gl.UseProgram(lr.shaderProgram)

	// Loading up vertex attributes.
	vertAttrib := uint32(gl.GetAttribLocation(lr.shaderProgram, gl.Str("vert\x00")))
	gl.EnableVertexAttribArray(vertAttrib)
	gl.VertexAttribPointer(vertAttrib, 2, gl.FLOAT, false, 2*4, gl.PtrOffset(0))

	// Line thickness information.
	gl.Uniform1f(
		gl.GetUniformLocation(lr.shaderProgram, gl.Str("in_thickness\x00")),
		lr.weight)

	// Fragment shader color information.
	gl.Uniform4f(
		gl.GetUniformLocation(lr.shaderProgram, gl.Str("in_color\x00")),
		lr.color.Red,
		lr.color.Green,
		lr.color.Blue,
		lr.color.Alpha)

	gl.BindFragDataLocation(lr.shaderProgram, 0, gl.Str("out_color\x00"))

	// Performing the render.
	gl.DrawElements(gl.LINE_STRIP, lr.points, gl.UNSIGNED_INT, nil)
}
Esempio n. 8
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func (t *Text) SetString(fs string, argv ...interface{}) {
	var indices []rune
	if len(argv) == 0 {
		indices = []rune(fs)
	} else {
		indices = []rune(fmt.Sprintf(fs, argv...))
	}
	if len(indices) == 0 {
		return
	}
	if t.MaxRuneCount > 0 && len(indices) > t.MaxRuneCount+1 {
		indices = indices[0:t.MaxRuneCount]
	}
	t.String = string(indices)

	// ebo, vbo data
	glfloat_size := int32(4)

	t.vboIndexCount = len(indices) * 4 * 2 * 2 // 4 indexes per rune (containing 2 position + 2 texture)
	t.eboIndexCount = len(indices) * 6         // each rune requires 6 triangle indices for a quad
	t.RuneCount = len(indices)
	t.vboData = make([]float32, t.vboIndexCount, t.vboIndexCount)
	t.eboData = make([]int32, t.eboIndexCount, t.eboIndexCount)

	// generate the basic vbo data and bounding box
	t.X1 = Point{0, 0}
	t.X2 = Point{0, 0}
	t.makeBufferData(indices)

	// find the centered position of the bounding box
	lowerLeft := t.getLowerLeft()

	// reposition the vbo data so that it is centered at (0,0)
	// according to the orthographic projection being used
	t.setDataPosition(lowerLeft)

	if t.IsDebug {
		fmt.Printf("bounding box %v %v\n", t.X1, t.X2)
		fmt.Printf("lower left\n%v\n", lowerLeft)
		fmt.Printf("text vbo data\n%v\n", t.vboData)
		fmt.Printf("text ebo data\n%v\n", t.eboData)
	}
	gl.BindVertexArray(t.vao)
	gl.BindBuffer(gl.ARRAY_BUFFER, t.vbo)
	gl.BufferData(
		gl.ARRAY_BUFFER, int(glfloat_size)*t.vboIndexCount, gl.Ptr(t.vboData), gl.DYNAMIC_DRAW)
	gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, t.ebo)
	gl.BufferData(
		gl.ELEMENT_ARRAY_BUFFER, int(glfloat_size)*t.eboIndexCount, gl.Ptr(t.eboData), gl.DYNAMIC_DRAW)
	gl.BindVertexArray(0)

	// not necesssary, but i just want to better understand using vertex arrays
	gl.BindBuffer(gl.ARRAY_BUFFER, 0)
	gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, 0)

	// SetString can be called at anytime.  we want to make sure that if the user is updating the text,
	// the previous position will be maintained
	t.SetPosition(t.SetPositionX, t.SetPositionY)
}
Esempio n. 9
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func (lr *LinesRenderer) Unbind() (err error) {
	gl.BindBuffer(gl.ARRAY_BUFFER, 0)
	gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, 0)
	if e := gl.GetError(); e != 0 {
		err = fmt.Errorf("ERROR: OpenGL error %X", e)
	}
	return
}
Esempio n. 10
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func createElementArrayBuffer(data []uint16) uint32 {
	var name uint32
	gl.GenBuffers(1, &name)
	gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, name)
	gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, len(data)*2 /* total bytes */, gl.Ptr(data), gl.STATIC_DRAW)
	gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, 0)
	return name
}
Esempio n. 11
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func createArrayBuffer(data []float32) uint32 {
	var name uint32
	gl.GenBuffers(1, &name)
	gl.BindBuffer(gl.ARRAY_BUFFER, name)
	gl.BufferData(gl.ARRAY_BUFFER, len(data)*4 /* total bytes */, gl.Ptr(data), gl.STATIC_DRAW)
	gl.BindBuffer(gl.ARRAY_BUFFER, 0)
	return name
}
Esempio n. 12
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func (lr *LinesRenderer) Delete() (err error) {
	gl.BindBuffer(gl.ARRAY_BUFFER, 0)
	gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, 0)
	gl.DeleteBuffers(1, &lr.buffer)
	gl.DeleteBuffers(1, &lr.indexBuffer)
	if e := gl.GetError(); e != 0 {
		err = fmt.Errorf("ERROR: OpenGL error %X", e)
	}
	return
}
Esempio n. 13
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func (s *Sprite) Draw() {
	s.shader.Use()
	s.texture.Bind()

	gl.BindVertexArray(s.vao)
	gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, s.ebo)
	gl.BindBuffer(gl.ARRAY_BUFFER, s.vbo)
	//gl.DrawArrays(gl.TRIANGLES, 0, 3)
	gl.DrawElements(gl.TRIANGLES, 6, gl.UNSIGNED_INT, gl.PtrOffset(0))
	gl.BindVertexArray(0)
	gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, 0)

}
Esempio n. 14
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func (renderObject *RenderObject) Render() {
	gl.BindVertexArray(renderObject.vao)
	gl.BindBuffer(gl.ARRAY_BUFFER, renderObject.vbo)
	gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, renderObject.ebo)
	gl.UseProgram(renderObject.shaderProgram)

	// Binding the texture.
	gl.ActiveTexture(gl.TEXTURE0)
	gl.BindTexture(gl.TEXTURE_2D, renderObject.texture)
	gl.BindFragDataLocation(renderObject.shaderProgram, 0, gl.Str("outputColor\x00"))

	// Drawing the object.
	gl.DrawElements(gl.TRIANGLES, 6, gl.UNSIGNED_INT, nil)
}
Esempio n. 15
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func (r *BatchRenderer) Draw(batch *Batch, x, y, rot float32) error {
	batch.Texture.Bind()
	gl.BindBuffer(gl.ARRAY_BUFFER, batch.Buffer)
	gl.EnableVertexAttribArray(r.PositionLoc)
	gl.VertexAttribPointer(r.PositionLoc, 3, gl.FLOAT, false, 5*4, gl.PtrOffset(0))
	gl.EnableVertexAttribArray(r.TextureLoc)
	gl.VertexAttribPointer(r.TextureLoc, 2, gl.FLOAT, false, 5*4, gl.PtrOffset(3*4))
	m := mgl32.Translate3D(x, y, 0.0).Mul4(mgl32.HomogRotate3DZ(rot))
	gl.UniformMatrix4fv(r.ModelViewLoc, 1, false, &m[0])
	gl.Uniform2f(r.TexOffsetLoc, batch.textureOffset.X(), batch.textureOffset.Y())
	gl.DrawArrays(gl.TRIANGLES, 0, int32(batch.Count))
	gl.BindBuffer(gl.ARRAY_BUFFER, 0)
	return nil
}
Esempio n. 16
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func (tr *TextRenderer) Draw(tex *Texture, x, y, scale float32) (err error) {
	gl.ActiveTexture(gl.TEXTURE0)
	if e := gl.GetError(); e != 0 {
		return fmt.Errorf("ERROR: %X", e)
	}
	gl.BindTexture(gl.TEXTURE_2D, tex.Texture)
	if e := gl.GetError(); e != 0 {
		return fmt.Errorf("ERROR: %X", e)
	}
	gl.Uniform3f(tr.ScaleLoc, float32(tex.Width)*scale, float32(tex.Height)*scale, 1)
	if e := gl.GetError(); e != 0 {
		return fmt.Errorf("ERROR: %X", e)
	}
	gl.Uniform3f(tr.TransLoc, x, y, 0)
	if e := gl.GetError(); e != 0 {
		return fmt.Errorf("ERROR: %X", e)
	}
	gl.DrawArrays(gl.TRIANGLE_STRIP, 0, 4)
	if e := gl.GetError(); e != 0 {
		return fmt.Errorf("ERROR: %X", e)
	}
	gl.BindBuffer(gl.ARRAY_BUFFER, 0)
	if e := gl.GetError(); e != 0 {
		return fmt.Errorf("ERROR: %X", e)
	}
	return nil
}
Esempio n. 17
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func (tr *TextRenderer) Unbind() error {
	gl.BindBuffer(gl.ARRAY_BUFFER, 0)
	if e := gl.GetError(); e != 0 {
		return fmt.Errorf("ERROR: %X", e)
	}
	return nil
}
Esempio n. 18
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func (lr *LinesRenderer) Bind() (err error) {
	gl.UseProgram(lr.program)
	gl.BindBuffer(gl.ARRAY_BUFFER, lr.buffer)
	gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, lr.indexBuffer)
	gl.EnableVertexAttribArray(lr.positionLoc)
	gl.EnableVertexAttribArray(lr.normalLoc)
	gl.EnableVertexAttribArray(lr.miterLoc)
	gl.VertexAttribPointer(lr.positionLoc, 2, gl.FLOAT, false, lr.stride, lr.offPosition)
	gl.VertexAttribPointer(lr.normalLoc, 2, gl.FLOAT, false, lr.stride, lr.offNormal)
	gl.VertexAttribPointer(lr.miterLoc, 1, gl.FLOAT, false, lr.stride, lr.offMiter)
	gl.UniformMatrix4fv(lr.projectionLoc, 1, false, &lr.Renderer.Camera.Projection[0])
	if e := gl.GetError(); e != 0 {
		err = fmt.Errorf("ERROR: OpenGL error %X", e)
	}
	return
}
Esempio n. 19
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func (tr *TextRenderer) Bind() error {
	gl.UseProgram(tr.Program)
	if e := gl.GetError(); e != 0 {
		return fmt.Errorf("ERROR: %X", e)
	}
	gl.Uniform1i(tr.TextureUnitLoc, 0)
	if e := gl.GetError(); e != 0 {
		return fmt.Errorf("ERROR: %X", e)
	}
	gl.BindBuffer(gl.ARRAY_BUFFER, tr.VBO)
	if e := gl.GetError(); e != 0 {
		return fmt.Errorf("ERROR: %X", e)
	}
	gl.EnableVertexAttribArray(tr.PositionLoc)
	gl.VertexAttribPointer(tr.PositionLoc, 3, gl.FLOAT, false, 5*4, gl.PtrOffset(0))
	if e := gl.GetError(); e != 0 {
		return fmt.Errorf("ERROR: %X", e)
	}
	gl.EnableVertexAttribArray(tr.TextureLoc)
	gl.VertexAttribPointer(tr.TextureLoc, 2, gl.FLOAT, false, 5*4, gl.PtrOffset(3*4))
	if e := gl.GetError(); e != 0 {
		return fmt.Errorf("ERROR: %X", e)
	}
	gl.UniformMatrix4fv(tr.ProjectionLoc, 1, false, &tr.Renderer.Camera.Projection[0])
	if e := gl.GetError(); e != 0 {
		return fmt.Errorf("ERROR: %X", e)
	}
	return nil
}
Esempio n. 20
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func customLandscapeBinder(renderer fizzle.Renderer, r *fizzle.Renderable, shader *fizzle.RenderShader) {
	shaderCombo1 := shader.GetAttribLocation("VERTEX_COLOR")
	if shaderCombo1 >= 0 {
		gl.BindBuffer(gl.ARRAY_BUFFER, r.Core.ComboVBO1)
		gl.EnableVertexAttribArray(uint32(shaderCombo1))
		gl.VertexAttribPointer(uint32(shaderCombo1), 3, gl.FLOAT, false, 0, gl.PtrOffset(0))
	}
}
Esempio n. 21
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func (r *EffectsRenderer) Delete() error {
	gl.BindTexture(gl.TEXTURE_2D, 0)
	gl.BindFramebuffer(gl.FRAMEBUFFER, 0)
	gl.BindRenderbuffer(gl.RENDERBUFFER, 0)
	gl.BindBuffer(gl.ARRAY_BUFFER, 0)
	gl.DeleteFramebuffers(1, &r.framebuffer)
	gl.DeleteTextures(1, &r.texture)
	gl.DeleteBuffers(1, &r.coords)
	return r.GetError()
}
Esempio n. 22
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func (r *EffectsRenderer) Draw() (err error) {
	gl.UseProgram(r.shader)
	gl.Uniform1i(r.textureUnitLoc, 0)
	gl.Uniform3f(r.colorLoc, r.Color[0], r.Color[1], r.Color[2])
	gl.BindBuffer(gl.ARRAY_BUFFER, r.coords)
	gl.EnableVertexAttribArray(r.positionLoc)
	gl.VertexAttribPointer(r.positionLoc, 3, gl.FLOAT, false, 5*4, gl.PtrOffset(0))
	gl.EnableVertexAttribArray(r.textureLoc)
	gl.VertexAttribPointer(r.textureLoc, 2, gl.FLOAT, false, 5*4, gl.PtrOffset(3*4))

	gl.BindFramebuffer(gl.FRAMEBUFFER, 0)
	gl.Viewport(0, 0, int32(r.oldwidth), int32(r.oldheight))
	gl.BlendFunc(gl.ONE, gl.ONE)
	gl.BindTexture(gl.TEXTURE_2D, r.texture)
	gl.DrawArrays(gl.TRIANGLE_STRIP, 0, 4)

	gl.BindBuffer(gl.ARRAY_BUFFER, 0)
	gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
	return nil
}
Esempio n. 23
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//CreateVertexArray is a "constructor" of vertex array, hence returns a opengl
//mesh, specifically a cube for testing
func CreateVertexArray() VertexArray {
	var vertexArray VertexArray
	cubeVertices := vertexArray.PosData()
	gl.GenVertexArrays(1, &vertexArray.handleVAO)

	gl.BindVertexArray(vertexArray.handleVAO)

	gl.GenBuffers(1, &vertexArray.handleVBO)
	gl.BindBuffer(gl.ARRAY_BUFFER, vertexArray.handleVBO)
	gl.BufferData(gl.ARRAY_BUFFER, len(cubeVertices)*4, gl.Ptr(cubeVertices), gl.STATIC_DRAW)
	return vertexArray
}
Esempio n. 24
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func (r *GlowRenderer) Delete() error {
	gl.BindTexture(gl.TEXTURE_2D, 0)
	gl.BindFramebuffer(gl.FRAMEBUFFER, 0)
	gl.BindRenderbuffer(gl.RENDERBUFFER, 0)
	gl.BindBuffer(gl.ARRAY_BUFFER, 0)
	gl.DeleteFramebuffers(1, &r.GlowFb)
	gl.DeleteTextures(1, &r.GlowTex)
	gl.DeleteFramebuffers(1, &r.BlurFb)
	gl.DeleteTextures(1, &r.BlurTex)
	gl.DeleteBuffers(1, &r.coords)
	return r.GetError()
}
Esempio n. 25
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func CreateVBO(size int, data interface{}, usage uint32) (buffer uint32, err error) {
	gl.GenBuffers(1, &buffer)
	if e := gl.GetError(); e != 0 {
		err = fmt.Errorf("ERROR gl.GenBuffer %X", e)
		return
	}
	gl.BindBuffer(gl.ARRAY_BUFFER, buffer)
	if e := gl.GetError(); e != 0 {
		err = fmt.Errorf("ERROR buffer.Bind %X", e)
		return
	}
	gl.BufferData(gl.ARRAY_BUFFER, size, gl.Ptr(data), usage)
	if e := gl.GetError(); e != 0 {
		err = fmt.Errorf("ERROR gl.BufferData %X", e)
		return
	}
	gl.BindBuffer(gl.ARRAY_BUFFER, 0)
	if e := gl.GetError(); e != 0 {
		err = fmt.Errorf("ERROR buffer.Unbind %X", e)
		return
	}
	return
}
Esempio n. 26
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func BindBuffers() { //vertexData *OpenGLVertexInfo) {

	vertexData := &vertexDataTest

	// check to see if there are any vertices at all to bind
	if len(vertexData.vertexData) == 0 {
		return
	}

	gl.BindBuffer(gl.ARRAY_BUFFER, vbo)
	gl.BufferData(gl.ARRAY_BUFFER, len(vertexData.vertexData)*4, gl.Ptr(vertexData.vertexData), gl.DYNAMIC_DRAW)

	positionAttrib := uint32(gl.GetAttribLocation(program, gl.Str("vertexPosition_modelspace\x00")))
	gl.EnableVertexAttribArray(positionAttrib)
	gl.VertexAttribPointer(positionAttrib, 3, gl.FLOAT, false, 4*NUM_ATTRIBUTES, gl.PtrOffset(0))

	colorAttrib := uint32(gl.GetAttribLocation(program, gl.Str("diffuse\x00")))
	gl.EnableVertexAttribArray(colorAttrib)
	gl.VertexAttribPointer(colorAttrib, 4, gl.FLOAT, false, 4*NUM_ATTRIBUTES, gl.PtrOffset(3*4))

	uvAttrib := uint32(gl.GetAttribLocation(program, gl.Str("vertexUV\x00")))
	gl.EnableVertexAttribArray(uvAttrib)
	gl.VertexAttribPointer(uvAttrib, 2, gl.FLOAT, false, 4*NUM_ATTRIBUTES, gl.PtrOffset(7*4))

	mNormAttrib := uint32(gl.GetAttribLocation(program, gl.Str("mNorm\x00")))
	gl.EnableVertexAttribArray(mNormAttrib)
	gl.VertexAttribPointer(mNormAttrib, 3, gl.FLOAT, false, 4*NUM_ATTRIBUTES, gl.PtrOffset(9*4))

	wNormAttrib := uint32(gl.GetAttribLocation(program, gl.Str("wNorm\x00")))
	gl.EnableVertexAttribArray(wNormAttrib)
	gl.VertexAttribPointer(wNormAttrib, 3, gl.FLOAT, false, 4*NUM_ATTRIBUTES, gl.PtrOffset(12*4))

	shaderMode := uint32(gl.GetAttribLocation(program, gl.Str("mode\x00")))
	gl.EnableVertexAttribArray(shaderMode)
	gl.VertexAttribPointer(shaderMode, 1, gl.FLOAT, false, 4*NUM_ATTRIBUTES, gl.PtrOffset(15*4))

	samplerIdx := uint32(gl.GetAttribLocation(program, gl.Str("samplerIdx\x00")))
	gl.EnableVertexAttribArray(samplerIdx)
	gl.VertexAttribPointer(samplerIdx, 1, gl.FLOAT, false, 4*NUM_ATTRIBUTES, gl.PtrOffset(16*4))

	// gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, elementvbo)
	// gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, len(vertexData.Elements)*4, gl.Ptr(vertexData.Elements), gl.STATIC_DRAW)

	// gl.ActiveTexture(gl.TEXTURE0)
	// gl.BindTexture(gl.TEXTURE_2D, 1)
}
Esempio n. 27
0
func NewFramerateRenderer() (r *Framerate, err error) {
	r = &Framerate{
		shader: core.NewProgram(),
		data:   newFramerateData(120),
	}
	if err = r.shader.Load(FRAMERATE_VERTEX, FRAMERATE_FRAGMENT); err != nil {
		return
	}
	r.shader.Bind()
	gl.GenBuffers(1, &r.vbo)
	gl.BindBuffer(gl.ARRAY_BUFFER, r.vbo)
	var (
		point       framerateDataPoint
		locPosition = uint32(gl.GetAttribLocation(r.shader.ID(), gl.Str("v_Position\x00")))
		offPosition = gl.PtrOffset(int(unsafe.Offsetof(point.pos)))
	)
	r.stride = int32(unsafe.Sizeof(point))
	r.locColor = gl.GetUniformLocation(r.shader.ID(), gl.Str("v_Color\x00"))
	r.locModelView = gl.GetUniformLocation(r.shader.ID(), gl.Str("m_ModelView\x00"))
	r.locProjection = gl.GetUniformLocation(r.shader.ID(), gl.Str("m_Projection\x00"))
	gl.EnableVertexAttribArray(locPosition)
	gl.VertexAttribPointer(locPosition, 2, gl.FLOAT, false, r.stride, offPosition)
	return
}
Esempio n. 28
0
func (c *Chunk) buildLandscapeRenderable() *fizzle.Renderable {
	var xmax, ymax, zmax float32 = 1.0, 1.0, 1.0
	var xmin, ymin, zmin float32 = 0.0, 0.0, 0.0

	/* Cube vertices are layed out like this:

	  +--------+           6          5
	/ |       /|
	+--------+ |        1          0        +Y
	| |      | |                            |___ +X
	| +------|-+           7          4    /
	|/       |/                           +Z
	+--------+          2          3

	*/

	verts := [...]float32{
		xmax, ymax, zmax, xmin, ymax, zmax, xmin, ymin, zmax, xmax, ymin, zmax, // v0,v1,v2,v3 (front)
		xmax, ymax, zmin, xmax, ymax, zmax, xmax, ymin, zmax, xmax, ymin, zmin, // v5,v0,v3,v4 (right)
		xmax, ymax, zmin, xmin, ymax, zmin, xmin, ymax, zmax, xmax, ymax, zmax, // v5,v6,v1,v0 (top)
		xmin, ymax, zmax, xmin, ymax, zmin, xmin, ymin, zmin, xmin, ymin, zmax, // v1,v6,v7,v2 (left)
		xmax, ymin, zmax, xmin, ymin, zmax, xmin, ymin, zmin, xmax, ymin, zmin, // v3,v2,v7,v4 (bottom)
		xmin, ymax, zmin, xmax, ymax, zmin, xmax, ymin, zmin, xmin, ymin, zmin, // v6,v5,v4,v7 (back)
	}
	indexes := [...]uint32{
		0, 1, 2, 2, 3, 0,
	}
	uvs := [...]float32{
		1.0, 1.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0,
	}

	normals := [...]float32{
		0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, // v0,v1,v2,v3 (front)
		1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, // v5,v0,v3,v4 (right)
		0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, // v5,v6,v1,v0 (top)
		-1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, // v1,v6,v7,v2 (left)
		0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, // v3,v2,v7,v4 (bottom)
		0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, // v6,v5,v4,v7 (back)
	}

	sectorVerts := make([]float32, 0, len(verts)*ChunkSize3)
	sectorNormals := make([]float32, 0, len(verts)*ChunkSize3)
	sectorIndexes := make([]uint32, 0, len(indexes)*ChunkSize3)
	sectorUVs := make([]float32, 0, len(uvs)*ChunkSize3)

	const comboFloatsPerGrid int = len(verts)
	sectorCombo := make([]float32, 0, comboFloatsPerGrid*ChunkSize3)

	var faceCount uint32

	// create some temporary buffers
	instVerts := make([]float32, 12)
	instIndexes := make([]uint32, 6)
	instNorms := make([]float32, 12)
	instCombo := make([]float32, 12)

	// loop through each block
	for y := 0; y < ChunkSize; y++ {
		for x := 0; x < ChunkSize; x++ {
			for z := 0; z < ChunkSize; z++ {
				worldX := c.X*ChunkSize + x
				worldY := c.Y*ChunkSize + y
				worldZ := c.Z*ChunkSize + z

				// if the block itself is not visible, then just move on
				if c.IsBlockVisible(x, y, z) == false {
					continue
				}

				// get the block
				block := c.BlockAt(x, y, z)

				// process each face on the block separately
				currentFaceCount := 0
				for face := 0; face < 6; face++ {
					// do we need this face? check to see if there's an obstructing block.
					// NOTE: this is done with a lame implementation right now, because
					// going back to the manager isn't efficient.
					switch {
					case face == 0:
						b, _ := c.Owner.GetBlockAt(worldX, worldY, worldZ+1)
						if b != nil && b.Type > 0 {
							continue
						}
					case face == 1:
						b, _ := c.Owner.GetBlockAt(worldX+1, worldY, worldZ)
						if b != nil && b.Type > 0 {
							continue
						}
					case face == 2:
						b, _ := c.Owner.GetBlockAt(worldX, worldY+1, worldZ)
						if b != nil && b.Type > 0 {
							continue
						}
					case face == 3:
						b, _ := c.Owner.GetBlockAt(worldX-1, worldY, worldZ)
						if b != nil && b.Type > 0 {
							continue
						}
					case face == 4:
						b, _ := c.Owner.GetBlockAt(worldX, worldY-1, worldZ)
						if b != nil && b.Type > 0 {
							continue
						}
					case face == 5:
						b, _ := c.Owner.GetBlockAt(worldX, worldY, worldZ-1)
						if b != nil && b.Type > 0 {
							continue
						}
					}

					// time to make the vertices
					baseV := face * 12
					for iv := 0; iv < 4; iv++ {
						iv3 := iv * 3
						instVerts[iv3] = verts[baseV+iv3] + float32(x)
						instVerts[iv3+1] = verts[baseV+iv3+1] + float32(y)
						instVerts[iv3+2] = verts[baseV+iv3+2] + float32(z)

						// add the normals too
						instNorms[iv3] = normals[baseV+iv3]
						instNorms[iv3+1] = normals[baseV+iv3+1]
						instNorms[iv3+2] = normals[baseV+iv3+2]

						// add the combo, per-vertex data as well
						instCombo[iv3] = float32(block.Color[0]) / 256.0
						instCombo[iv3+1] = float32(block.Color[1]) / 256.0
						instCombo[iv3+2] = float32(block.Color[2]) / 256.0
					}

					// time to make the element indeces
					for iv := 0; iv < 6; iv++ {
						instIndexes[iv] = indexes[iv] + uint32(currentFaceCount*4) + uint32(faceCount*2)
					}

					sectorVerts = append(sectorVerts, instVerts...)
					sectorIndexes = append(sectorIndexes, instIndexes...)
					sectorUVs = append(sectorUVs, uvs[:]...)
					sectorNormals = append(sectorNormals, instNorms...)
					sectorCombo = append(sectorCombo, instCombo...)

					// we're not skiping the face, so lets boost the count
					currentFaceCount += 1
				}

				faceCount += uint32(currentFaceCount) * 2
			} // z
		} // x
	} // y

	// if we didn't make any faces, just stop here and return an empty renderable
	r := fizzle.NewRenderable()
	r.Core = fizzle.NewRenderableCore()
	if faceCount < 1 {
		return r
	}

	r.ShaderName = "landscape"
	r.FaceCount = faceCount
	r.BoundingRect.Top[0] = ChunkSize
	r.BoundingRect.Top[1] = ChunkSize
	r.BoundingRect.Top[2] = ChunkSize
	r.Location[0] = float32(c.X * ChunkSize)
	r.Location[1] = float32(c.Y * ChunkSize)
	r.Location[2] = float32(c.Z * ChunkSize)

	r.Core.DiffuseColor[0] = 1.0
	r.Core.DiffuseColor[1] = 1.0
	r.Core.DiffuseColor[2] = 1.0
	r.Core.DiffuseColor[3] = 1.0
	r.Core.SpecularColor[0] = 1.0
	r.Core.SpecularColor[1] = 1.0
	r.Core.SpecularColor[2] = 1.0
	r.Core.SpecularColor[3] = 1.0
	r.Core.Shininess = 0.00

	// calculate the memory size of floats used to calculate total memory size of float arrays
	const floatSize = 4
	const uintSize = 4

	//groggy.Logsf("DEBUG", "buildLandscapeRenderable() v:%d, uv:%d, n:%d, elem:%d, faces:%d", len(sectorVerts), len(sectorUVs), len(sectorNormals), len(sectorIndexes), faceCount)

	// create a VBO to hold the vertex data
	gl.GenBuffers(1, &r.Core.VertVBO)
	gl.BindBuffer(gl.ARRAY_BUFFER, r.Core.VertVBO)
	gl.BufferData(gl.ARRAY_BUFFER, floatSize*len(sectorVerts), gl.Ptr(&sectorVerts[0]), gl.STATIC_DRAW)

	// create a VBO to hold the uv data
	gl.GenBuffers(1, &r.Core.UvVBO)
	gl.BindBuffer(gl.ARRAY_BUFFER, r.Core.UvVBO)
	gl.BufferData(gl.ARRAY_BUFFER, floatSize*len(sectorUVs), gl.Ptr(&sectorUVs[0]), gl.STATIC_DRAW)

	// create a VBO to hold the normals data
	gl.GenBuffers(1, &r.Core.NormsVBO)
	gl.BindBuffer(gl.ARRAY_BUFFER, r.Core.NormsVBO)
	gl.BufferData(gl.ARRAY_BUFFER, floatSize*len(sectorNormals), gl.Ptr(&sectorNormals[0]), gl.STATIC_DRAW)

	// create a VBO to hold the combo data
	gl.GenBuffers(1, &r.Core.ComboVBO1)
	gl.BindBuffer(gl.ARRAY_BUFFER, r.Core.ComboVBO1)
	gl.BufferData(gl.ARRAY_BUFFER, floatSize*len(sectorCombo), gl.Ptr(&sectorCombo[0]), gl.STATIC_DRAW)

	// create a VBO to hold the face indexes
	gl.GenBuffers(1, &r.Core.ElementsVBO)
	gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, r.Core.ElementsVBO)
	gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, uintSize*len(sectorIndexes), gl.Ptr(&sectorIndexes[0]), gl.STATIC_DRAW)

	return r
}
Esempio n. 29
0
func main() {
	vertices, normals := obj.Parse(os.Args[1])

	// initialize GLFW
	if err := glfw.Init(); err != nil {
		panic(err)
	}
	defer glfw.Terminate()

	// set opengl core profile 3.3
	glfw.WindowHint(glfw.ContextVersionMajor, 3)
	glfw.WindowHint(glfw.ContextVersionMinor, 3)
	glfw.WindowHint(glfw.OpenGLProfile, glfw.OpenGLCoreProfile)
	glfw.WindowHint(glfw.OpenGLForwardCompatible, glfw.True)

	window, err := glfw.CreateWindow(640, 480, "GOpenGL", nil, nil)
	if err != nil {
		panic(err)
	}
	window.MakeContextCurrent()

	// initialise OpenGL library
	if err := gl.Init(); err != nil {
		panic(err)
	}

	// link program from shaders
	program, err := newProgram("vertex.glsl", "fragment.glsl")
	if err != nil {
		panic(err)
	}
	gl.UseProgram(program)

	// vertex attribute object holds links between attributes and vbo
	var vao uint32
	gl.GenVertexArrays(1, &vao)
	gl.BindVertexArray(vao)

	// vertex buffer with per-vertex data
	var vbo [2]uint32
	gl.GenBuffers(2, &vbo[0])

	// position data
	gl.BindBuffer(gl.ARRAY_BUFFER, vbo[0])
	gl.BufferData(gl.ARRAY_BUFFER, len(vertices)*4, gl.Ptr(vertices), gl.STATIC_DRAW)

	// set up position attribute with layout of vertices
	posAttrib := uint32(gl.GetAttribLocation(program, gl.Str("position\x00")))
	gl.VertexAttribPointer(posAttrib, 3, gl.FLOAT, false, 3*4, gl.PtrOffset(0))
	gl.EnableVertexAttribArray(posAttrib)

	// normal data
	gl.BindBuffer(gl.ARRAY_BUFFER, vbo[1])
	gl.BufferData(gl.ARRAY_BUFFER, len(normals)*4, gl.Ptr(normals), gl.STATIC_DRAW)

	normAttrib := uint32(gl.GetAttribLocation(program, gl.Str("normal\x00")))
	gl.VertexAttribPointer(normAttrib, 3, gl.FLOAT, false, 3*4, gl.PtrOffset(0))
	gl.EnableVertexAttribArray(normAttrib)

	uniModel := gl.GetUniformLocation(program, gl.Str("model\x00"))
	uniView := gl.GetUniformLocation(program, gl.Str("view\x00"))
	uniProj := gl.GetUniformLocation(program, gl.Str("proj\x00"))

	matView := mgl32.LookAt(2.0, 2.0, 2.0,
		0.0, 0.0, 0.0,
		0.0, 0.0, 1.0)
	gl.UniformMatrix4fv(uniView, 1, false, &matView[0])

	matProj := mgl32.Perspective(mgl32.DegToRad(45.0), 640.0/480.0, 1.0, 10.0)
	gl.UniformMatrix4fv(uniProj, 1, false, &matProj[0])

	uniLightDir := gl.GetUniformLocation(program, gl.Str("lightDir\x00"))
	uniLightCol := gl.GetUniformLocation(program, gl.Str("lightCol\x00"))

	gl.Uniform3f(uniLightDir, -0.5, 0.0, -1.0)
	gl.Uniform3f(uniLightCol, 0.0, 0.5, 0.5)

	startTime := glfw.GetTime()
	gl.Enable(gl.DEPTH_TEST)
	gl.ClearColor(1.0, 1.0, 1.0, 1.0)

	for !window.ShouldClose() {
		// clear buffer
		gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)

		matRot := mgl32.HomogRotate3DZ(float32(glfw.GetTime() - startTime))
		gl.UniformMatrix4fv(uniModel, 1, false, &matRot[0])

		gl.DrawArrays(gl.TRIANGLES, 0, int32(len(vertices)))

		window.SwapBuffers()
		glfw.PollEvents()
	}
}
Esempio n. 30
0
func CreateContext(width, height int) Context {
	vertexShader := `
#version 330
uniform mat4 projection;
uniform mat4 camera;
uniform mat4 model;
in vec3 vert;
void main() {
    gl_Position = projection * camera * model * vec4(vert, 1);
}
` + "\x00"

	fragmentShader := `
#version 330
uniform vec4 color;
out vec4 outputColor;
void main() {
    outputColor = color;
}
` + "\x00"

	vertices := []float32{
		0.0, 0.0, 0.0,
		1.0, 0.0, 0.0,
		1.0, 1.0, 0.0,
		1.0, 1.0, 0.0,
		0.0, 1.0, 0.0,
		0.0, 0.0, 0.0,
	}

	if err := glfw.Init(); err != nil {
		log.Fatalln("failed to initialize glfw:", err)
	}
	// defer glfw.Terminate()

	glfw.WindowHint(glfw.Resizable, glfw.False)
	glfw.WindowHint(glfw.ContextVersionMajor, 3)
	glfw.WindowHint(glfw.ContextVersionMinor, 3)
	glfw.WindowHint(glfw.OpenGLProfile, glfw.OpenGLCoreProfile)
	glfw.WindowHint(glfw.OpenGLForwardCompatible, glfw.True)
	window, err := glfw.CreateWindow(width, height, "OpenGL", nil, nil)
	if err != nil {
		panic(err)
	}
	window.MakeContextCurrent()

	if err := gl.Init(); err != nil {
		panic(err)
	}

	program, err := newProgram(vertexShader, fragmentShader)
	if err != nil {
		panic(err)
	}

	gl.UseProgram(program)

	projection := mgl32.Ortho2D(0, 800, 0, 600)
	projectionUniform := gl.GetUniformLocation(program, gl.Str("projection\x00"))
	gl.UniformMatrix4fv(projectionUniform, 1, false, &projection[0])

	camera := mgl32.LookAtV(mgl32.Vec3{0, 0, 0.5}, mgl32.Vec3{0, 0, 0}, mgl32.Vec3{0, 1, 0})
	cameraUniform := gl.GetUniformLocation(program, gl.Str("camera\x00"))
	gl.UniformMatrix4fv(cameraUniform, 1, false, &camera[0])

	model := mgl32.Ident4()
	modelUniform := gl.GetUniformLocation(program, gl.Str("model\x00"))
	gl.UniformMatrix4fv(modelUniform, 1, false, &model[0])

	var vao uint32
	gl.GenVertexArrays(1, &vao)
	gl.BindVertexArray(vao)

	var vbo uint32
	gl.GenBuffers(1, &vbo)
	gl.BindBuffer(gl.ARRAY_BUFFER, vbo)
	gl.BufferData(gl.ARRAY_BUFFER, len(vertices)*4, gl.Ptr(vertices), gl.STATIC_DRAW)

	vertAttrib := uint32(gl.GetAttribLocation(program, gl.Str("vert\x00")))
	gl.EnableVertexAttribArray(vertAttrib)
	gl.VertexAttribPointer(vertAttrib, 3, gl.FLOAT, false, 3*4, gl.PtrOffset(0))

	gl.Enable(gl.DEPTH_TEST)
	gl.DepthFunc(gl.LESS)

	return Context{Window: window, program: program}
}