func programLoop(window *glfw.Window) {

	// the linked shader program determines how the data will be rendered
	shaders := compileShaders()
	shaderProgram := linkShaders(shaders)

	// VAO contains all the information about the data to be rendered
	VAO := createTriangleVAO()

	for !window.ShouldClose() {
		// poll events and call their registered callbacks
		glfw.PollEvents()

		// perform rendering
		gl.ClearColor(0.2, 0.5, 0.5, 1.0)
		gl.Clear(gl.COLOR_BUFFER_BIT)

		// draw loop
		gl.UseProgram(shaderProgram)      // ensure the right shader program is being used
		gl.BindVertexArray(VAO)           // bind data
		gl.DrawArrays(gl.TRIANGLES, 0, 3) // perform draw call
		gl.BindVertexArray(0)             // unbind data (so we don't mistakenly use/modify it)
		// end of draw loop

		// swap in the rendered buffer
		window.SwapBuffers()
	}
}
Esempio n. 2
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/*
 * Creates the Vertex Array Object for a triangle.
 */
func createTriangleVAO(vertices []float32, indices []uint32) uint32 {

	var VAO uint32
	gl.GenVertexArrays(1, &VAO)

	var VBO uint32
	gl.GenBuffers(1, &VBO)

	var EBO uint32
	gl.GenBuffers(1, &EBO)

	// Bind the Vertex Array Object first, then bind and set vertex buffer(s) and attribute pointers()
	gl.BindVertexArray(VAO)

	// copy vertices data into VBO (it needs to be bound first)
	gl.BindBuffer(gl.ARRAY_BUFFER, VBO)
	gl.BufferData(gl.ARRAY_BUFFER, len(vertices)*4, gl.Ptr(vertices), gl.STATIC_DRAW)

	// copy indices into element buffer
	gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, EBO)
	gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, len(indices)*4, gl.Ptr(indices), gl.STATIC_DRAW)

	// position
	gl.VertexAttribPointer(0, 3, gl.FLOAT, false, 6*4, gl.PtrOffset(0))
	gl.EnableVertexAttribArray(0)

	// color
	gl.VertexAttribPointer(1, 3, gl.FLOAT, false, 6*4, gl.PtrOffset(3*4))
	gl.EnableVertexAttribArray(1)

	// unbind the VAO (safe practice so we don't accidentally (mis)configure it later)
	gl.BindVertexArray(0)

	return VAO
}
Esempio n. 3
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// Render renders the model
func (m *Model) Render() {

	gl.UseProgram(m.currentProgram)
	gl.UniformMatrix4fv(m.modelUniform, 1, false, &m.model[0])

	gl.BindVertexArray(m.vao)

	gl.ActiveTexture(gl.TEXTURE0)

	texture, isLoaded := m.textures.GetTexture(m.data.TextureFile)

	if isLoaded {
		gl.BindTexture(gl.TEXTURE_2D, texture)
	} else {
		if m.data.TextureFile != "" {
			go fmt.Printf("Unable to load texture %s", m.data.TextureFile)
		}
	}

	if m.data.Indexed {
		gl.DrawElements(gl.TRIANGLE_FAN, int32(len(m.data.Indices)), gl.UNSIGNED_INT, gl.PtrOffset(0))
	} else {
		gl.DrawArrays(gl.TRIANGLES, 0, int32(len(m.data.Verts))/m.data.VertSize)
	}

	gl.BindVertexArray(0)
}
Esempio n. 4
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/*
 * Creates the Vertex Array Object for a triangle.
 * indices is leftover from earlier samples and not used here.
 */
func createVAO(vertices []float32, indices []uint32) uint32 {

	var VAO uint32
	gl.GenVertexArrays(1, &VAO)

	var VBO uint32
	gl.GenBuffers(1, &VBO)

	var EBO uint32
	gl.GenBuffers(1, &EBO)

	// Bind the Vertex Array Object first, then bind and set vertex buffer(s) and attribute pointers()
	gl.BindVertexArray(VAO)

	// copy vertices data into VBO (it needs to be bound first)
	gl.BindBuffer(gl.ARRAY_BUFFER, VBO)
	gl.BufferData(gl.ARRAY_BUFFER, len(vertices)*4, gl.Ptr(vertices), gl.STATIC_DRAW)

	// size of one whole vertex (sum of attrib sizes)
	var stride int32 = 3*4 + 2*4
	var offset int = 0

	// position
	gl.VertexAttribPointer(0, 3, gl.FLOAT, false, stride, gl.PtrOffset(offset))
	gl.EnableVertexAttribArray(0)
	offset += 3 * 4

	// unbind the VAO (safe practice so we don't accidentally (mis)configure it later)
	gl.BindVertexArray(0)

	return VAO
}
/*
 * Creates the Vertex Array Object for a triangle.
 */
func createTriangleVAO() uint32 {
	vertices := []float32{
		-0.5, -0.5, 0.0,
		0.5, -0.5, 0.0,
		0.0, 0.5, 0.0,
	}

	var VAO uint32
	gl.GenVertexArrays(1, &VAO)

	var VBO uint32
	gl.GenBuffers(1, &VBO)

	// Bind the Vertex Array Object first, then bind and set vertex buffer(s) and attribute pointers()
	gl.BindVertexArray(VAO)

	// copy vertices data into VBO (it needs to be bound first)
	gl.BindBuffer(gl.ARRAY_BUFFER, VBO)
	gl.BufferData(gl.ARRAY_BUFFER, len(vertices)*4, gl.Ptr(vertices), gl.STATIC_DRAW)

	// specify the format of our vertex input
	// (shader) input 0
	// vertex has size 3
	// vertex items are of type FLOAT
	// do not normalize (already done)
	// stride of 3 * sizeof(float) (separation of vertices)
	// offset of where the position data starts (0 for the beginning)
	gl.VertexAttribPointer(0, 3, gl.FLOAT, false, 3*4, gl.PtrOffset(0))
	gl.EnableVertexAttribArray(0)

	// unbind the VAO (safe practice so we don't accidentally (mis)configure it later)
	gl.BindVertexArray(0)

	return VAO
}
Esempio n. 6
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// Load loads and sets up the model
func (m *Model) Load(fileName string) {

	m.loadFile(fileName)

	shader := sm.Shader{VertSrcFile: m.data.VertShaderFile, FragSrcFile: m.data.FragShaderFile, Name: fmt.Sprintf("%s:%s", m.data.VertShaderFile, m.data.FragShaderFile)}
	program, err := m.shaders.LoadProgram(shader, false)
	if err != nil {
		return
	}
	m.currentProgram = program

	gl.UseProgram(m.currentProgram)

	m.projection = mgl32.Perspective(mgl32.DegToRad(45.0), float32(windowWidth)/windowHeight, 0.1, 10.0)
	m.projectionUniform = gl.GetUniformLocation(m.currentProgram, gl.Str("projection\x00"))
	gl.UniformMatrix4fv(m.projectionUniform, 1, false, &m.projection[0])

	m.camera = mgl32.LookAtV(mgl32.Vec3{3, 3, 3}, mgl32.Vec3{0, 0, 0}, mgl32.Vec3{0, 1, 0})
	m.cameraUniform = gl.GetUniformLocation(m.currentProgram, gl.Str("camera\x00"))
	gl.UniformMatrix4fv(m.cameraUniform, 1, false, &m.camera[0])

	m.modelUniform = gl.GetUniformLocation(m.currentProgram, gl.Str("model\x00"))
	gl.UniformMatrix4fv(m.modelUniform, 1, false, &m.model[0])

	m.textureUniform = gl.GetUniformLocation(m.currentProgram, gl.Str("tex\x00"))
	gl.Uniform1i(m.textureUniform, 0)

	gl.BindFragDataLocation(m.currentProgram, 0, gl.Str("outputColor\x00"))

	// Load the texture
	m.textures.LoadTexture(m.data.TextureFile, m.data.TextureFile)

	// Configure the vertex data
	gl.GenVertexArrays(1, &m.vao)
	gl.BindVertexArray(m.vao)

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

	vertAttrib := uint32(gl.GetAttribLocation(m.currentProgram, gl.Str("vert\x00")))
	gl.EnableVertexAttribArray(vertAttrib)
	gl.VertexAttribPointer(vertAttrib, 3, gl.FLOAT, false, m.data.VertSize*4, gl.PtrOffset(0)) // 4:number of bytes in a float32

	texCoordAttrib := uint32(gl.GetAttribLocation(m.currentProgram, gl.Str("vertTexCoord\x00")))
	gl.EnableVertexAttribArray(texCoordAttrib)
	gl.VertexAttribPointer(texCoordAttrib, 2, gl.FLOAT, true, m.data.VertSize*4, gl.PtrOffset(3*4)) // 4:number of bytes in a float32

	if m.data.Indexed {
		var indices uint32
		gl.GenBuffers(1, &indices)
		gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, indices)
		gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, len(m.data.Indices)*4, gl.Ptr(m.data.Indices), gl.STATIC_DRAW)
	}

	gl.BindVertexArray(0)
}
Esempio n. 7
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func (self *Application) setup() error {
	gl.GenVertexArrays(1, &self.Triangles)
	gl.BindVertexArray(self.Triangles)

	trianglesVertices := []float32{
		-0.9, -0.9,
		0.85, -0.9,
		-0.9, 0.85,
		0.9, -0.85,
		0.9, 0.9,
		-0.85, 0.9,
	}

	gl.GenBuffers(1, &self.ArrayBuffer)
	gl.BindBuffer(gl.ARRAY_BUFFER, self.ArrayBuffer)
	gl.BufferData(gl.ARRAY_BUFFER, len(trianglesVertices)*4, gl.Ptr(trianglesVertices), gl.STATIC_DRAW)

	program, err := util.LoadShaders([]util.ShaderInfo{
		util.ShaderInfo{gl.VERTEX_SHADER, "triangles.vert"},
		util.ShaderInfo{gl.FRAGMENT_SHADER, "triangles.frag"},
	})
	if err != nil {
		return err
	}
	gl.UseProgram(program)

	gl.VertexAttribPointer(vPosition, 2, gl.FLOAT, false, 0, gl.Ptr(nil))
	gl.EnableVertexAttribArray(vPosition)

	return nil
}
Esempio n. 8
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func (me *GlObj) Draw(c *Core) {
	gl.UseProgram(c.Progs[me.Prog])
	gl.BindVertexArray(c.Vao[me.Vao])
	// shoud check if texture has been set for current object
	gl.ActiveTexture(gl.TEXTURE0)
	gl.BindTexture(gl.TEXTURE_2D, c.Textures[me.Texture])
	gl.DrawArrays(gl.TRIANGLES, 0, me.nbTriangles)
}
Esempio n. 9
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func (me *GlObj) Draw(c *Core) {
	gl.UseProgram(c.Progs[me.Prog])
	gl.BindVertexArray(c.Vao[me.Vao])
	// shoud check if texture has been set for current object
	// no need to be set again, if only one texture has been loaded
	// already binded/actived in new texture
	gl.ActiveTexture(gl.TEXTURE0)
	gl.BindTexture(gl.TEXTURE_2D, c.Textures[me.Texture])
	gl.DrawArrays(gl.TRIANGLES, 0, me.nbTriangles)
}
Esempio n. 10
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func createVao() uint32 {
	var vbo = createVbo(getPoints())

	var vao uint32
	gl.GenVertexArrays(1, &vao)
	gl.BindVertexArray(vao)
	gl.EnableVertexAttribArray(0)
	gl.BindBuffer(gl.ARRAY_BUFFER, vbo)
	gl.VertexAttribPointer(0, 3, gl.FLOAT, false, 0, nil)
	return vao
}
Esempio n. 11
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func drawLoop(win *glfw.Window, vao uint32, shader uint32) {
	for !win.ShouldClose() {
		gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
		gl.BindVertexArray(vao)
		gl.UseProgram(shader)
		gl.DrawArrays(gl.TRIANGLES, 0, 3)

		glfw.PollEvents()
		win.SwapBuffers()
	}
}
Esempio n. 12
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func Run() {
	if err := glfw.Init(); err != nil {
		glog.Fatalln("failed to initialize glfw", err)
	}
	defer glfw.Terminate()

	setupWindowOptions()
	window, err := glfw.CreateWindow(WindowWidth, WindowHeight, "Game", nil, nil)
	if err != nil {
		panic(err)
	}
	window.MakeContextCurrent()

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

	version := gl.GoStr(gl.GetString(gl.VERSION))
	fmt.Println("OpenGL version", version)

	shaderSource, err := ReadShaders("colorShader")
	if err != nil {
		panic(err)
	}
	program, err := NewProgram(shaderSource)
	if err != nil {
		panic(err)
	}
	program.Use()

	sprite := &SpriteComponent{-.5, -.5, 1, 1}
	sprite.ReloadGraphics()

	vertAttrib := uint32(gl.GetAttribLocation(program.program, CStr("vertPosition")))
	gl.EnableVertexAttribArray(vertAttrib)
	gl.VertexAttribPointer(vertAttrib, 3, gl.FLOAT, false, 0, gl.PtrOffset(0))

	gl.Enable(gl.DEPTH_TEST)
	gl.DepthFunc(gl.LESS)
	gl.ClearColor(1.0, 1.0, 1.0, 1.0)

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

		program.Use()

		gl.BindVertexArray(sprite.vaoID)
		gl.DrawArrays(gl.TRIANGLES, 0, 2*3)

		window.SwapBuffers()
		glfw.PollEvents()
	}
}
Esempio n. 13
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// NewBillboard creates a 2D billboard for rendering
func (font *Font) NewBillboard(text string, maxWidth int, maxHeight int, size float64, dpi float64, color color.Color) *Billboard {
	b := &Billboard{}

	b.texWidth = maxWidth
	b.texHeight = maxHeight

	image, renderedWidth, renderedHeight := font.createTexture(text, b.texWidth, b.texHeight, size, dpi, color)

	b.size = size
	b.dpi = dpi
	b.text = text
	b.font = font
	b.rgba = color

	b.Width = renderedWidth
	b.Height = renderedHeight
	var vao uint32

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

	var vbo uint32
	gl.GenBuffers(1, &vbo)
	gl.BindBuffer(gl.ARRAY_BUFFER, vbo)

	w := float32(maxWidth)
	h := float32(maxHeight)

	billboardVertices := []float32{
		w, h, 0.0, 1.0, 1.0,
		0.0, 0.0, 0.0, 0.0, 0.0,
		0.0, h, 0.0, 0.0, 1.0,

		w, h, 0.0, 1.0, 1.0,
		0.0, 0.0, 0.0, 0.0, 0.0,
		w, 0.0, 0.0, 1.0, 0.0,
	}

	gl.BufferData(gl.ARRAY_BUFFER, len(billboardVertices)*4, gl.Ptr(billboardVertices), gl.STATIC_DRAW)

	vertAttrib := uint32(0)
	gl.EnableVertexAttribArray(vertAttrib)
	gl.VertexAttribPointer(vertAttrib, 3, gl.FLOAT, false, 5*4, gl.PtrOffset(0))

	texCoordAttrib := uint32(1)
	gl.EnableVertexAttribArray(texCoordAttrib)
	gl.VertexAttribPointer(texCoordAttrib, 2, gl.FLOAT, false, 5*4, gl.PtrOffset(3*4))

	b.vao = vao
	b.image = image

	return b
}
Esempio n. 14
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// word only for small file
func (me *Core) AddGlObj(buf []float32, size, stride int32) *GlObj {
	n := me.nbObj
	var vao uint32
	gl.GenVertexArrays(1, &vao)
	gl.BindVertexArray(vao)
	me.Vao[n] = vao

	var obj GlObj
	obj.Vao = n
	obj.nbTriangles = int32(len(buf)) / stride

	obj.AddProperty(VertLoc, buf, size, stride, 0)
	me.nbObj++
	return &obj
}
Esempio n. 15
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// allow only basic obj, no text or effect for now
func (me *Core) AddGlObj(buf []float32, size int32) *GlObj {
	n := me.nbObj
	var vao uint32
	gl.GenVertexArrays(1, &vao)
	gl.BindVertexArray(vao)
	me.Vao[n] = vao

	var obj GlObj
	obj.Vao = n
	obj.nbTriangles = int32(len(buf)) / 3 // 3 will most probably change

	obj.AddProperty(0, buf, size)
	me.nbObj++
	return &obj
}
Esempio n. 16
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func NewVBO() (vbo *VBO) {
	// create and bind the required VAO object
	var vao uint32
	gl.GenVertexArrays(1, &vao)
	gl.BindVertexArray(vao)

	// create a VBO to hold the vertex data
	var vboVerts uint32
	var vboIndices uint32
	gl.GenBuffers(1, &vboVerts)
	gl.GenBuffers(1, &vboIndices)

	vbo = &VBO{vao, vboVerts, vboIndices}
	return vbo
}
Esempio n. 17
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// Draw will draw the billvboard in the x,y and z
func (billboard *Billboard) Draw(x float32, y float32, z float32) {

	model := mgl32.Translate3D(x, y, z)

	if shader := shader.GetActive(); shader != nil {
		gl.UniformMatrix4fv(shader.Model, 1, false, &model[0])
	}

	gl.BindVertexArray(billboard.vao)

	gl.ActiveTexture(gl.TEXTURE0)
	gl.BindTexture(gl.TEXTURE_2D, billboard.image)

	gl.DrawArrays(gl.TRIANGLES, 0, 1*2*3)
}
Esempio n. 18
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// DrawFrame will draw the sprite in the x,y and z with the specified frame from a spritesheet
func (sprite *Sprite) DrawFrame(x float32, y float32, z float32, scale float32, frame int) {

	model := mgl32.Translate3D(x, y, z)
	model = model.Mul4(mgl32.Scale3D(scale, scale, 1))
	// remember this is in radians!
	// model = model.Mul4(mgl32.HomogRotate3D(mgl32.DegToRad(90), mgl32.Vec3{0, 0, 1}))
	if shader := shader.GetActive(); shader != nil {
		gl.UniformMatrix4fv(shader.Model, 1, false, &model[0])
	}

	gl.BindVertexArray(sprite.vao)

	sprite.image.Bind()

	gl.DrawArrays(gl.TRIANGLES, int32(frame*6), 6)
}
Esempio n. 19
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func (v *VBO) Load(verts *float32, vsize int, indices *uint32, isize int) {
	// calculate the memory size of floats used to calculate total memory size of float arrays
	var floatSize int = int(unsafe.Sizeof(float32(1.0)))
	var intSize int = int(unsafe.Sizeof(uint32(1)))

	gl.BindBuffer(gl.ARRAY_BUFFER, v.vboVerts)
	gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, v.vboIndices)

	// load our data up and bind it to the 'position' shader attribute
	gl.BufferData(gl.ARRAY_BUFFER, floatSize*vsize, unsafe.Pointer(verts), gl.STATIC_DRAW)
	gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, intSize*isize, unsafe.Pointer(indices), gl.STATIC_DRAW)

	gl.VertexAttribPointer(gPosition_attr, 3, gl.FLOAT, false, 20, gl.PtrOffset(0))
	gl.VertexAttribPointer(gUVs_attr, 2, gl.FLOAT, false, 20, gl.PtrOffset(12))

	gl.BindBuffer(gl.ARRAY_BUFFER, 0)
	gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, 0)
	gl.BindVertexArray(0)
}
Esempio n. 20
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func programLoop(window *win.Window) error {

	// the linked shader program determines how the data will be rendered
	vertShader, err := gfx.NewShaderFromFile("shaders/phong.vert", gl.VERTEX_SHADER)
	if err != nil {
		return err
	}

	fragShader, err := gfx.NewShaderFromFile("shaders/phong.frag", gl.FRAGMENT_SHADER)
	if err != nil {
		return err
	}

	program, err := gfx.NewProgram(vertShader, fragShader)
	if err != nil {
		return err
	}
	defer program.Delete()

	lightFragShader, err := gfx.NewShaderFromFile("shaders/light.frag", gl.FRAGMENT_SHADER)
	if err != nil {
		return err
	}

	// special shader program so that lights themselves are not affected by lighting
	lightProgram, err := gfx.NewProgram(vertShader, lightFragShader)
	if err != nil {
		return err
	}

	VAO := createVAO(cubeVertices, nil)
	lightVAO := createVAO(cubeVertices, nil)

	// ensure that triangles that are "behind" others do not draw over top of them
	gl.Enable(gl.DEPTH_TEST)

	camera := cam.NewFpsCamera(mgl32.Vec3{0, 0, 3}, mgl32.Vec3{0, 1, 0}, -90, 0, window.InputManager())

	for !window.ShouldClose() {

		// swaps in last buffer, polls for window events, and generally sets up for a new render frame
		window.StartFrame()

		// update camera position and direction from input evevnts
		camera.Update(window.SinceLastFrame())

		// background color
		gl.ClearColor(0, 0, 0, 1.0)
		gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) // depth buffer needed for DEPTH_TEST

		// cube rotation matrices
		rotateX := (mgl32.Rotate3DX(mgl32.DegToRad(-45 * float32(glfw.GetTime()))))
		rotateY := (mgl32.Rotate3DY(mgl32.DegToRad(-45 * float32(glfw.GetTime()))))
		rotateZ := (mgl32.Rotate3DZ(mgl32.DegToRad(-45 * float32(glfw.GetTime()))))

		// creates perspective
		fov := float32(60.0)
		projectTransform := mgl32.Perspective(mgl32.DegToRad(fov),
			float32(window.Width())/float32(window.Height()),
			0.1,
			100.0)

		camTransform := camera.GetTransform()
		lightPos := mgl32.Vec3{0.6, 1, 0.1}
		lightTransform := mgl32.Translate3D(lightPos.X(), lightPos.Y(), lightPos.Z()).Mul4(
			mgl32.Scale3D(0.2, 0.2, 0.2))

		program.Use()
		gl.UniformMatrix4fv(program.GetUniformLocation("view"), 1, false, &camTransform[0])
		gl.UniformMatrix4fv(program.GetUniformLocation("project"), 1, false,
			&projectTransform[0])

		gl.BindVertexArray(VAO)

		// draw each cube after all coordinate system transforms are bound

		// obj is colored, light is white
		gl.Uniform3f(program.GetUniformLocation("material.ambient"), 1.0, 0.5, 0.31)
		gl.Uniform3f(program.GetUniformLocation("material.diffuse"), 1.0, 0.5, 0.31)
		gl.Uniform3f(program.GetUniformLocation("material.specular"), 0.5, 0.5, 0.5)
		gl.Uniform1f(program.GetUniformLocation("material.shininess"), 32.0)

		lightColor := mgl32.Vec3{
			float32(math.Sin(glfw.GetTime() * 1)),
			float32(math.Sin(glfw.GetTime() * 0.35)),
			float32(math.Sin(glfw.GetTime() * 0.65)),
		}

		diffuseColor := mgl32.Vec3{
			0.5 * lightColor[0],
			0.5 * lightColor[1],
			0.5 * lightColor[2],
		}
		ambientColor := mgl32.Vec3{
			0.2 * lightColor[0],
			0.2 * lightColor[1],
			0.2 * lightColor[2],
		}

		gl.Uniform3f(program.GetUniformLocation("light.ambient"),
			ambientColor[0], ambientColor[1], ambientColor[2])
		gl.Uniform3f(program.GetUniformLocation("light.diffuse"),
			diffuseColor[0], diffuseColor[1], diffuseColor[2])
		gl.Uniform3f(program.GetUniformLocation("light.specular"), 1.0, 1.0, 1.0)
		gl.Uniform3f(program.GetUniformLocation("light.position"), lightPos.X(), lightPos.Y(), lightPos.Z())

		for _, pos := range cubePositions {

			// turn the cubes into rectangular prisms for more fun
			worldTranslate := mgl32.Translate3D(pos[0], pos[1], pos[2])
			worldTransform := worldTranslate.Mul4(
				rotateX.Mul3(rotateY).Mul3(rotateZ).Mat4(),
			)

			gl.UniformMatrix4fv(program.GetUniformLocation("model"), 1, false,
				&worldTransform[0])

			gl.DrawArrays(gl.TRIANGLES, 0, 36)
		}
		gl.BindVertexArray(0)

		// Draw the light obj after the other boxes using its separate shader program
		// this means that we must re-bind any uniforms
		lightProgram.Use()
		gl.BindVertexArray(lightVAO)
		gl.UniformMatrix4fv(lightProgram.GetUniformLocation("model"), 1, false, &lightTransform[0])
		gl.UniformMatrix4fv(lightProgram.GetUniformLocation("view"), 1, false, &camTransform[0])
		gl.UniformMatrix4fv(lightProgram.GetUniformLocation("project"), 1, false, &projectTransform[0])
		gl.DrawArrays(gl.TRIANGLES, 0, 36)

		gl.BindVertexArray(0)

		// end of draw loop
	}

	return nil
}
Esempio n. 21
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func programLoop(window *glfw.Window) error {

	// the linked shader program determines how the data will be rendered
	vertShader, err := gfx.NewShaderFromFile("shaders/basic.vert", gl.VERTEX_SHADER)
	if err != nil {
		return err
	}

	fragShader, err := gfx.NewShaderFromFile("shaders/basic.frag", gl.FRAGMENT_SHADER)
	if err != nil {
		return err
	}

	program, err := gfx.NewProgram(vertShader, fragShader)
	if err != nil {
		return err
	}
	defer program.Delete()

	vertices := []float32{
		// position        // texture position
		-0.5, -0.5, -0.5, 0.0, 0.0,
		0.5, -0.5, -0.5, 1.0, 0.0,
		0.5, 0.5, -0.5, 1.0, 1.0,
		0.5, 0.5, -0.5, 1.0, 1.0,
		-0.5, 0.5, -0.5, 0.0, 1.0,
		-0.5, -0.5, -0.5, 0.0, 0.0,

		-0.5, -0.5, 0.5, 0.0, 0.0,
		0.5, -0.5, 0.5, 1.0, 0.0,
		0.5, 0.5, 0.5, 1.0, 1.0,
		0.5, 0.5, 0.5, 1.0, 1.0,
		-0.5, 0.5, 0.5, 0.0, 1.0,
		-0.5, -0.5, 0.5, 0.0, 0.0,

		-0.5, 0.5, 0.5, 1.0, 0.0,
		-0.5, 0.5, -0.5, 1.0, 1.0,
		-0.5, -0.5, -0.5, 0.0, 1.0,
		-0.5, -0.5, -0.5, 0.0, 1.0,
		-0.5, -0.5, 0.5, 0.0, 0.0,
		-0.5, 0.5, 0.5, 1.0, 0.0,

		0.5, 0.5, 0.5, 1.0, 0.0,
		0.5, 0.5, -0.5, 1.0, 1.0,
		0.5, -0.5, -0.5, 0.0, 1.0,
		0.5, -0.5, -0.5, 0.0, 1.0,
		0.5, -0.5, 0.5, 0.0, 0.0,
		0.5, 0.5, 0.5, 1.0, 0.0,

		-0.5, -0.5, -0.5, 0.0, 1.0,
		0.5, -0.5, -0.5, 1.0, 1.0,
		0.5, -0.5, 0.5, 1.0, 0.0,
		0.5, -0.5, 0.5, 1.0, 0.0,
		-0.5, -0.5, 0.5, 0.0, 0.0,
		-0.5, -0.5, -0.5, 0.0, 1.0,

		-0.5, 0.5, -0.5, 0.0, 1.0,
		0.5, 0.5, -0.5, 1.0, 1.0,
		0.5, 0.5, 0.5, 1.0, 0.0,
		0.5, 0.5, 0.5, 1.0, 0.0,
		-0.5, 0.5, 0.5, 0.0, 0.0,
		-0.5, 0.5, -0.5, 0.0, 1.0,
	}

	indices := []uint32{}

	VAO := createVAO(vertices, indices)
	texture0, err := gfx.NewTextureFromFile("../images/RTS_Crate.png",
		gl.CLAMP_TO_EDGE, gl.CLAMP_TO_EDGE)
	if err != nil {
		panic(err.Error())
	}

	texture1, err := gfx.NewTextureFromFile("../images/trollface-transparent.png",
		gl.CLAMP_TO_EDGE, gl.CLAMP_TO_EDGE)
	if err != nil {
		panic(err.Error())
	}

	cubePositions := [][]float32{
		[]float32{0.0, 0.0, -3.0},
		[]float32{2.0, 5.0, -15.0},
		[]float32{-1.5, -2.2, -2.5},
		[]float32{-3.8, -2.0, -12.3},
		[]float32{2.4, -0.4, -3.5},
		[]float32{-1.7, 3.0, -7.5},
		[]float32{1.3, -2.0, -2.5},
		[]float32{1.5, 2.0, -2.5},
		[]float32{1.5, 0.2, -1.5},
		[]float32{-1.3, 1.0, -1.5},
	}

	gl.Enable(gl.DEPTH_TEST)

	for !window.ShouldClose() {
		// poll events and call their registered callbacks
		glfw.PollEvents()

		// background color
		gl.ClearColor(0.2, 0.5, 0.5, 1.0)
		gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)

		// draw vertices
		program.Use()

		// set texture0 to uniform0 in the fragment shader
		texture0.Bind(gl.TEXTURE0)
		texture0.SetUniform(program.GetUniformLocation("ourTexture0"))

		// set texture1 to uniform1 in the fragment shader
		texture1.Bind(gl.TEXTURE1)
		texture1.SetUniform(program.GetUniformLocation("ourTexture1"))

		// update shader transform matrices

		// Create transformation matrices
		rotateX := (mgl32.Rotate3DX(mgl32.DegToRad(-60 * float32(glfw.GetTime()))))
		rotateY := (mgl32.Rotate3DY(mgl32.DegToRad(-60 * float32(glfw.GetTime()))))
		rotateZ := (mgl32.Rotate3DZ(mgl32.DegToRad(-60 * float32(glfw.GetTime()))))

		viewTransform := mgl32.Translate3D(0, 0, -3)
		projectTransform := mgl32.Perspective(mgl32.DegToRad(60), windowWidth/windowHeight, 0.1, 100.0)

		gl.UniformMatrix4fv(program.GetUniformLocation("view"), 1, false,
			&viewTransform[0])
		gl.UniformMatrix4fv(program.GetUniformLocation("project"), 1, false,
			&projectTransform[0])

		gl.UniformMatrix4fv(program.GetUniformLocation("worldRotateX"), 1, false,
			&rotateX[0])
		gl.UniformMatrix4fv(program.GetUniformLocation("worldRotateY"), 1, false,
			&rotateY[0])
		gl.UniformMatrix4fv(program.GetUniformLocation("worldRotateZ"), 1, false,
			&rotateZ[0])

		gl.BindVertexArray(VAO)

		for _, pos := range cubePositions {

			worldTranslate := mgl32.Translate3D(pos[0], pos[1], pos[2])
			worldTransform := (worldTranslate.Mul4(rotateX.Mul3(rotateY).Mul3(rotateZ).Mat4()))

			gl.UniformMatrix4fv(program.GetUniformLocation("world"), 1, false,
				&worldTransform[0])

			gl.DrawArrays(gl.TRIANGLES, 0, 36)
		}
		// gl.DrawElements(gl.TRIANGLES, 36, gl.UNSIGNED_INT, unsafe.Pointer(nil))
		gl.BindVertexArray(0)

		texture0.UnBind()
		texture1.UnBind()

		// end of draw loop

		// swap in the rendered buffer
		window.SwapBuffers()
	}

	return nil
}
Esempio n. 22
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func programLoop(window *glfw.Window) error {

	// the linked shader program determines how the data will be rendered
	vertShader, err := gfx.NewShaderFromFile("shaders/basic.vert", gl.VERTEX_SHADER)
	if err != nil {
		return err
	}

	fragShader, err := gfx.NewShaderFromFile("shaders/basic.frag", gl.FRAGMENT_SHADER)
	if err != nil {
		return err
	}

	shaderProgram, err := gfx.NewProgram(vertShader, fragShader)
	if err != nil {
		return err
	}
	defer shaderProgram.Delete()

	vertices := []float32{
		// top left
		-0.75, 0.75, 0.0, // position
		1.0, 0.0, 0.0, // Color
		1.0, 0.0, // texture coordinates

		// top right
		0.75, 0.75, 0.0,
		0.0, 1.0, 0.0,
		0.0, 0.0,

		// bottom right
		0.75, -0.75, 0.0,
		0.0, 0.0, 1.0,
		0.0, 1.0,

		// bottom left
		-0.75, -0.75, 0.0,
		1.0, 1.0, 1.0,
		1.0, 1.0,
	}

	indices := []uint32{
		// rectangle
		0, 1, 2, // top triangle
		0, 2, 3, // bottom triangle
	}

	VAO := createVAO(vertices, indices)
	texture0, err := gfx.NewTextureFromFile("../images/RTS_Crate.png",
		gl.CLAMP_TO_EDGE, gl.CLAMP_TO_EDGE)
	if err != nil {
		panic(err.Error())
	}

	texture1, err := gfx.NewTextureFromFile("../images/trollface.png",
		gl.CLAMP_TO_EDGE, gl.CLAMP_TO_EDGE)
	if err != nil {
		panic(err.Error())
	}

	for !window.ShouldClose() {
		// poll events and call their registered callbacks
		glfw.PollEvents()

		// background color
		gl.ClearColor(0.2, 0.5, 0.5, 1.0)
		gl.Clear(gl.COLOR_BUFFER_BIT)

		// draw vertices
		shaderProgram.Use()

		// set texture0 to uniform0 in the fragment shader
		texture0.Bind(gl.TEXTURE0)
		texture0.SetUniform(shaderProgram.GetUniformLocation("ourTexture0"))

		// set texture1 to uniform1 in the fragment shader
		texture1.Bind(gl.TEXTURE1)
		texture1.SetUniform(shaderProgram.GetUniformLocation("ourTexture1"))

		gl.BindVertexArray(VAO)
		gl.DrawElements(gl.TRIANGLES, 6, gl.UNSIGNED_INT, unsafe.Pointer(nil))
		gl.BindVertexArray(0)

		texture0.UnBind()
		texture1.UnBind()

		// end of draw loop

		// swap in the rendered buffer
		window.SwapBuffers()
	}

	return nil
}
Esempio n. 23
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func programLoop(window *win.Window) error {

	// the linked shader program determines how the data will be rendered
	vertShader, err := gfx.NewShaderFromFile("shaders/basic.vert", gl.VERTEX_SHADER)
	if err != nil {
		return err
	}

	fragShader, err := gfx.NewShaderFromFile("shaders/basic.frag", gl.FRAGMENT_SHADER)
	if err != nil {
		return err
	}

	program, err := gfx.NewProgram(vertShader, fragShader)
	if err != nil {
		return err
	}
	defer program.Delete()

	VAO := createVAO(cubeVertices, nil)
	texture0, err := gfx.NewTextureFromFile("../images/RTS_Crate.png",
		gl.CLAMP_TO_EDGE, gl.CLAMP_TO_EDGE)
	if err != nil {
		panic(err.Error())
	}

	texture1, err := gfx.NewTextureFromFile("../images/trollface-transparent.png",
		gl.CLAMP_TO_EDGE, gl.CLAMP_TO_EDGE)
	if err != nil {
		panic(err.Error())
	}

	// ensure that triangles that are "behind" others do not draw over top of them
	gl.Enable(gl.DEPTH_TEST)

	camera := cam.NewFpsCamera(mgl32.Vec3{0, 0, 3}, mgl32.Vec3{0, 1, 0}, -90, 0, window.InputManager())

	for !window.ShouldClose() {

		// swaps in last buffer, polls for window events, and generally sets up for a new render frame
		window.StartFrame()

		// update camera position and direction from input evevnts
		camera.Update(window.SinceLastFrame())

		// background color
		gl.ClearColor(0.2, 0.5, 0.5, 1.0)
		gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) // depth buffer needed for DEPTH_TEST

		program.Use()

		// bind textures
		texture0.Bind(gl.TEXTURE0)
		texture0.SetUniform(program.GetUniformLocation("ourTexture0"))

		texture1.Bind(gl.TEXTURE1)
		texture1.SetUniform(program.GetUniformLocation("ourTexture1"))

		// cube rotation matrices
		rotateX := (mgl32.Rotate3DX(mgl32.DegToRad(-60 * float32(glfw.GetTime()))))
		rotateY := (mgl32.Rotate3DY(mgl32.DegToRad(-60 * float32(glfw.GetTime()))))
		rotateZ := (mgl32.Rotate3DZ(mgl32.DegToRad(-60 * float32(glfw.GetTime()))))

		// creates perspective
		fov := float32(60.0)
		projectTransform := mgl32.Perspective(mgl32.DegToRad(fov),
			float32(window.Width())/float32(window.Height()),
			0.1,
			100.0)

		camTransform := camera.GetTransform()
		gl.UniformMatrix4fv(program.GetUniformLocation("camera"), 1, false, &camTransform[0])
		gl.UniformMatrix4fv(program.GetUniformLocation("project"), 1, false,
			&projectTransform[0])

		gl.BindVertexArray(VAO)

		// draw each cube after all coordinate system transforms are bound
		for _, pos := range cubePositions {
			worldTranslate := mgl32.Translate3D(pos[0], pos[1], pos[2])
			worldTransform := (worldTranslate.Mul4(rotateX.Mul3(rotateY).Mul3(rotateZ).Mat4()))

			gl.UniformMatrix4fv(program.GetUniformLocation("world"), 1, false,
				&worldTransform[0])

			gl.DrawArrays(gl.TRIANGLES, 0, 36)
		}

		gl.BindVertexArray(0)

		texture0.UnBind()
		texture1.UnBind()

		// end of draw loop
	}

	return nil
}
Esempio n. 24
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func main() {
	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, 4)
	glfw.WindowHint(glfw.ContextVersionMinor, 1)
	glfw.WindowHint(glfw.OpenGLProfile, glfw.OpenGLCoreProfile)
	glfw.WindowHint(glfw.OpenGLForwardCompatible, glfw.True)
	window, err := glfw.CreateWindow(windowWidth, windowHeight, "Cube", nil, nil)

	if err != nil {
		panic(err)
	}
	window.MakeContextCurrent()

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

	version := gl.GoStr(gl.GetString(gl.VERSION))
	fmt.Println("OpenGL version", version)

	// Configure the vertex and fragment shaders
	program, err := newProgram(vertexShader, fragmentShader)

	if err != nil {
		panic(err)
	}

	gl.UseProgram(program)

	projection := mgl32.Perspective(mgl32.DegToRad(45.0), float32(windowWidth)/windowHeight, 0.1, 10.0)
	projectionUniform := gl.GetUniformLocation(program, gl.Str("projection\x00"))
	gl.UniformMatrix4fv(projectionUniform, 1, false, &projection[0])

	camera := mgl32.LookAtV(mgl32.Vec3{3, 3, 3}, 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])

	textureUniform := gl.GetUniformLocation(program, gl.Str("tex\x00"))
	gl.Uniform1i(textureUniform, 0)

	gl.BindFragDataLocation(program, 0, gl.Str("outputColor\x00"))

	// Load the texture
	texture, err := newTexture("square.png")
	if err != nil {
		panic(err)
	}

	// Configure the vertex data
	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(cubeVertices)*4, gl.Ptr(cubeVertices), gl.STATIC_DRAW)

	vertAttrib := uint32(gl.GetAttribLocation(program, gl.Str("vert\x00")))
	gl.EnableVertexAttribArray(vertAttrib)
	gl.VertexAttribPointer(vertAttrib, 3, gl.FLOAT, false, 5*4, gl.PtrOffset(0))

	texCoordAttrib := uint32(gl.GetAttribLocation(program, gl.Str("vertTexCoord\x00")))
	gl.EnableVertexAttribArray(texCoordAttrib)
	gl.VertexAttribPointer(texCoordAttrib, 2, gl.FLOAT, false, 5*4, gl.PtrOffset(3*4))

	// Configure global settings
	gl.Enable(gl.DEPTH_TEST)
	gl.DepthFunc(gl.LESS)
	gl.ClearColor(1.0, 1.0, 1.0, 1.0)

	angle := 0.0
	previousTime := glfw.GetTime()

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

		// Update
		time := glfw.GetTime()
		elapsed := time - previousTime
		previousTime = time

		angle += elapsed
		model = mgl32.HomogRotate3D(float32(angle), mgl32.Vec3{0, 1, 0})

		// Render
		gl.UseProgram(program)
		gl.UniformMatrix4fv(modelUniform, 1, false, &model[0])

		gl.BindVertexArray(vao)

		gl.ActiveTexture(gl.TEXTURE0)
		gl.BindTexture(gl.TEXTURE_2D, texture)

		gl.DrawArrays(gl.TRIANGLES, 0, 6*2*3)

		// Maintenance
		window.SwapBuffers()
		glfw.PollEvents()
	}
}
Esempio n. 25
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func (sprite *Sprite) create(file string, width int, height int, frames int, framesPerLine int) error {
	image, err := texture.New(file)
	if err != nil {
		return err
	}

	var vao uint32

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

	var vbo uint32
	gl.GenBuffers(1, &vbo)
	gl.BindBuffer(gl.ARRAY_BUFFER, vbo)

	w := float32(width)
	h := float32(height)

	frameWidth := float32(width) / float32(image.Width)
	frameHeight := float32(height) / float32(image.Height)

	var spriteVertices []float32

	if frames == 0 {
		spriteVertices = []float32{
			w, h, 0.0, 1.0, 1.0,
			0.0, 0.0, 0.0, 0.0, 0.0,
			0.0, h, 0.0, 0.0, 1.0,

			w, h, 0.0, 1.0, 1.0,
			0.0, 0.0, 0.0, 0.0, 0.0,
			w, 0.0, 0.0, 1.0, 0.0,
		}
	} else {
		for i := 0; i < frames; i++ {
			frameX := float32(i%framesPerLine) * frameWidth
			frameY := float32(i/framesPerLine) * frameHeight
			frameW := frameWidth + frameX
			frameH := frameHeight + frameY

			spriteVertices = append(spriteVertices,
				[]float32{
					w, h, 0.0, frameW, frameH,
					0.0, 0.0, 0.0, frameX, frameY,
					0.0, h, 0.0, frameX, frameH,

					w, h, 0.0, frameW, frameH,
					0.0, 0.0, 0.0, frameX, frameY,
					w, 0.0, 0.0, frameW, frameY,
				}...)
		}
	}

	gl.BufferData(gl.ARRAY_BUFFER, len(spriteVertices)*4, gl.Ptr(spriteVertices), gl.STATIC_DRAW)

	vertAttrib := uint32(0)
	gl.EnableVertexAttribArray(vertAttrib)
	gl.VertexAttribPointer(vertAttrib, 3, gl.FLOAT, false, 5*4, gl.PtrOffset(0))

	texCoordAttrib := uint32(1)
	gl.EnableVertexAttribArray(texCoordAttrib)
	gl.VertexAttribPointer(texCoordAttrib, 2, gl.FLOAT, false, 5*4, gl.PtrOffset(3*4))

	sprite.vao = vao
	sprite.image = image

	return nil
}
Esempio n. 26
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func (v *VBO) Unbind() {
	gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, 0)
	gl.DisableVertexAttribArray(gPosition_attr)
	gl.DisableVertexAttribArray(gUVs_attr)
	gl.BindVertexArray(0)
}
Esempio n. 27
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func (v *VBO) Bind() {
	gl.BindVertexArray(v.vao)
	gl.EnableVertexAttribArray(gPosition_attr)
	gl.EnableVertexAttribArray(gUVs_attr)
	gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, v.vboIndices)
}
Esempio n. 28
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func programLoop(window *glfw.Window) error {

	// the linked shader program determines how the data will be rendered
	vertShader, err := gfx.NewShaderFromFile("shaders/basic.vert", gl.VERTEX_SHADER)
	if err != nil {
		return err
	}

	fragShader, err := gfx.NewShaderFromFile("shaders/basic.frag", gl.FRAGMENT_SHADER)
	if err != nil {
		return err
	}

	shaderProgram, err := gfx.NewProgram(vertShader, fragShader)
	if err != nil {
		return err
	}
	defer shaderProgram.Delete()

	vertices := []float32{
		// top
		0.0, 0.5, 0.0, // position
		1.0, 0.0, 0.0, // Color

		// bottom right
		0.5, -0.5, 0.0,
		0.0, 1.0, 0.0,

		// bottom left
		-0.5, -0.5, 0.0,
		0.0, 0.0, 1.0,
	}

	indices := []uint32{
		0, 1, 2, // only triangle
	}

	VAO := createTriangleVAO(vertices, indices)

	for !window.ShouldClose() {
		// poll events and call their registered callbacks
		glfw.PollEvents()

		// perform rendering
		gl.ClearColor(0.2, 0.5, 0.5, 1.0)
		gl.Clear(gl.COLOR_BUFFER_BIT)

		// draw loop

		// draw triangle
		shaderProgram.Use()
		gl.BindVertexArray(VAO)
		gl.DrawElements(gl.TRIANGLES, 3, gl.UNSIGNED_INT, unsafe.Pointer(nil))
		gl.BindVertexArray(0)

		// end of draw loop

		// swap in the rendered buffer
		window.SwapBuffers()
	}

	return nil
}
func programLoop(window *glfw.Window) {

	// the linked shader program determines how the data will be rendered
	vertexShader := compileShader(vertexShaderSource, gl.VERTEX_SHADER)
	fragmentShaderBlue := compileShader(fragmentShaderBlueSource, gl.FRAGMENT_SHADER)
	shaderProgramBlue := linkShaders([]uint32{vertexShader, fragmentShaderBlue})
	fragmentShaderRed := compileShader(fragmentShaderRedSource, gl.FRAGMENT_SHADER)
	shaderProgramRed := linkShaders([]uint32{vertexShader, fragmentShaderRed})

	// shader objects are not needed after they are linked into a program object
	gl.DeleteShader(vertexShader)
	gl.DeleteShader(fragmentShaderBlue)
	gl.DeleteShader(fragmentShaderRed)

	vertices1 := []float32{
		0.2, 0.2, 0.0, // top right
		0.2, -0.8, 0.0, // bottom right
		-0.8, -0.8, 0.0, // bottom left
		-0.8, 0.2, 0.0, // top left
	}

	indices1 := []uint32{
		0, 1, 3, // first triangle
		1, 2, 3, // second triangle
	}

	VAO1 := createTriangleVAO(vertices1, indices1)

	vertices2 := []float32{
		0.2, 0.6, 0.0, // top
		0.6, -0.2, 0.0, // bottom right
		-0.2, -0.2, 0.0, // bottom left
	}

	indices2 := []uint32{
		0, 1, 2, // only triangle
	}

	VAO2 := createTriangleVAO(vertices2, indices2)

	for !window.ShouldClose() {
		// poll events and call their registered callbacks
		glfw.PollEvents()

		// perform rendering
		gl.ClearColor(0.2, 0.5, 0.5, 1.0)
		gl.Clear(gl.COLOR_BUFFER_BIT)

		// draw loop

		// draw rectangle
		gl.PolygonMode(gl.FRONT_AND_BACK, gl.LINE)
		gl.UseProgram(shaderProgramRed)
		gl.BindVertexArray(VAO1)
		gl.DrawElements(gl.TRIANGLES, 6, gl.UNSIGNED_INT, unsafe.Pointer(nil))
		gl.BindVertexArray(0)

		// draw triangle
		gl.PolygonMode(gl.FRONT_AND_BACK, gl.FILL)
		gl.UseProgram(shaderProgramBlue)
		gl.BindVertexArray(VAO2)
		gl.DrawElements(gl.TRIANGLES, 3, gl.UNSIGNED_INT, unsafe.Pointer(nil))
		gl.BindVertexArray(0)

		// end of draw loop

		// swap in the rendered buffer
		window.SwapBuffers()
	}
}
Esempio n. 30
0
func (vao *VertexArray) Bind() {
	gl.BindVertexArray(vao.Id)
}