Esempio n. 1
0
File: vao.go Progetto: Niriel/daggor
func (batch VaoBatch) Enter() {
	batch.vao.Bind()
	if err := glw.CheckGlError(); err != nil {
		err.Description = "VaoBatch.vao.Bind()"
		panic(err)
	}
}
Esempio n. 2
0
func (batch UniformBatch) Enter() {
	batch.modelMatrixUniform.UniformMatrix4f(false, &batch.modelMatrix)

	batch.context.Program.Validate()
	if err := glw.CheckGlError(); err != nil {
		err.Description = "Program.Validate failed."
		panic(err)
	}
	status := batch.context.Program.Get(gl.VALIDATE_STATUS)
	if err := glw.CheckGlError(); err != nil {
		err.Description = "Program.Get(VALIDATE_STATUS) failed."
		panic(err)
	}
	if status == gl.FALSE {
		infolog := batch.context.Program.GetInfoLog()
		gl.GetError() // Clear error flag if infolog derped.
		panic(fmt.Errorf("Program validation failed. Log: %v", infolog))
	}
}
Esempio n. 3
0
func (batch ProgramBatch) Enter() {
	program, err := batch.context.Programs.Serve(batch.shaderRefs)
	if err != nil {
		panic(err)
	}

	program.Use()
	if err := glw.CheckGlError(); err != nil {
		err.Description = fmt.Sprintf("program.Use() for ProgramBatch %v", program)
	}
	batch.context.Program = program
}
Esempio n. 4
0
func (batch ClearBatch) Enter() {
	if batch.clearMask&gl.COLOR_BUFFER_BIT != 0 {
		gl.ClearColor(
			batch.clearColor[0],
			batch.clearColor[1],
			batch.clearColor[2],
			batch.clearColor[3],
		)
	}
	if batch.clearMask&gl.DEPTH_BUFFER_BIT != 0 {
		gl.ClearDepth(batch.clearDepth)
	}
	gl.Clear(batch.clearMask)
	if err := glw.CheckGlError(); err != nil {
		err.Description = "gl.Clear"
		panic(err)
	}
}
Esempio n. 5
0
func main() {
	var programState programState
	var err error
	glfw.SetErrorCallback(errorCallback)

	if !glfw.Init() {
		panic("GLFW initialization failed.")
	}
	defer glfw.Terminate()

	glfw.WindowHint(glfw.ContextVersionMajor, 3)
	glfw.WindowHint(glfw.ContextVersionMinor, 3)
	glfw.WindowHint(glfw.SrgbCapable, glfw.True)
	glfw.WindowHint(glfw.Resizable, glfw.False)
	programState.Gl.Window, err = glfw.CreateWindow(640, 480, "Daggor", nil, nil)
	if err != nil {
		panic(err)
	}
	defer programState.Gl.Window.Destroy()

	programState.Gl.glfwKeyEventList = makeGlfwKeyEventList()
	programState.Gl.Window.SetKeyCallback(programState.Gl.glfwKeyEventList.Callback)

	programState.Gl.Window.MakeContextCurrent()
	if ec := gl.Init(); ec != 0 {
		panic(fmt.Sprintf("OpenGL initialization failed with code %v.", ec))
	}
	// For some reason, here, the OpenGL error flag for me contains "Invalid enum".
	// This is weird since I have not done anything yet.  I imagine that something
	// goes wrong in gl.Init.  Reading the error flag clears it, so I do it.
	// Here's the reason:
	//     https://github.com/go-gl/glfw3/issues/50
	// Maybe I should not even ask for a core profile anyway.
	// What are the advantages are asking for a core profile?
	if err := glw.CheckGlError(); err != nil {
		err.Description = "OpenGL has this error right after init for some reason."
		//fmt.Println(err)
	}
	{
		// Assert OpenGL >= 3.3.
		major := programState.Gl.Window.GetAttribute(glfw.ContextVersionMajor)
		minor := programState.Gl.Window.GetAttribute(glfw.ContextVersionMinor)
		fmt.Printf("OpenGL version %v.%v.\n", major, minor)
		if (major < 3) || (major == 3 && minor < 3) {
			panic("OpenGL version 3.3 required, your video card/driver does not seem to support it.")
		}
	}

	programState.Gl.context = glw.NewGlContext()

	programState.Gl.Shapes[floorID] = sculpt.FloorInstNorm(programState.Gl.context.Programs)
	programState.Gl.Shapes[ceilingID] = sculpt.CeilingInstNorm(programState.Gl.context.Programs)
	programState.Gl.Shapes[wallID] = sculpt.WallInstNorm(programState.Gl.context.Programs)

	{
		// I do not like the default reference frame of OpenGl.
		// By default, we look in the direction -z, and y points up.
		// I want z to point up, and I want to look in the direction +x
		// by default.  That way, I move on an xy plane where z is the
		// altitude, instead of having the altitude stuffed between
		// the two things I use the most.  And my reason for pointing
		// toward +x is that I use the convention for trigonometry:
		// an angle of 0 points to the right (east) of the trigonometric
		// circle.  Bonus point: this matches Blender's reference frame.
		myFrame := glm.ZUP.Mult(glm.RotZ(90))
		eye_to_clip := glm.PerspectiveProj(110, 640./480., .1, 100).Mult(myFrame)
		programState.Gl.context.SetEyeToClp(eye_to_clip)
	}
	gl.Enable(gl.FRAMEBUFFER_SRGB)
	gl.Enable(gl.DEPTH_TEST)
	gl.Enable(gl.CULL_FACE)
	gl.CullFace(gl.BACK)
	gl.FrontFace(gl.CCW)
	gl.Enable(gl.TEXTURE_CUBE_MAP_SEAMLESS)

	// This needs a texture server attached to the context, like for programs.
	glw.LoadSkybox()

	programState.World = world.MakeWorld()
	mainLoop(programState)
}