func NewMesh(attrs interface{}, indicies []uint32) *Mesh { mesh := new(Mesh) mesh.Attrs = attrs mesh.Indicies = indicies gl33.GenVertexArrays(1, &mesh.vao) gl33.BindVertexArray(mesh.vao) attrsValue := reflect.ValueOf(attrs) mesh.vertexBO = NewBuffer(gl33.ARRAY_BUFFER, gl33.STATIC_DRAW, attrs) vertexSpec := attrsValue.Type().Elem() if vertexSpec.Kind() != reflect.Struct && vertexSpec.Kind() != reflect.Array { panic("attrs is not a slice of structs or arrays") } var num int if vertexSpec.Kind() == reflect.Struct { num = vertexSpec.NumField() } else { num = vertexSpec.Len() } for i, offset := 0, uintptr(0); i < num; i++ { var field reflect.Type var type_ gl33.Enum var dimensions int if vertexSpec.Kind() == reflect.Struct { field = vertexSpec.Field(i).Type } else { field = vertexSpec.Elem() } if field.Kind() == reflect.Array { type_ = glType(field.Elem().Kind()) dimensions = field.Len() } else { type_ = glType(field.Kind()) dimensions = 1 } setupAttrib(gl33.Uint(i), type_, dimensions, offset, int(vertexSpec.Size())) offset += field.Size() } mesh.indexBO = NewBuffer(gl33.ELEMENT_ARRAY_BUFFER, gl33.STATIC_DRAW, indicies) return mesh }
func main() { var window *sdl.Window var context sdl.GLContext var event sdl.Event var running bool var err error runtime.LockOSThread() if err = sdl.Init(sdl.INIT_EVERYTHING); err != nil { panic(err) } defer sdl.Quit() window, err = sdl.CreateWindow(winTitle, sdl.WINDOWPOS_UNDEFINED, sdl.WINDOWPOS_UNDEFINED, winWidth, winHeight, sdl.WINDOW_OPENGL) if err != nil { panic(err) } defer window.Destroy() context, err = sdl.GL_CreateContext(window) if err != nil { panic(err) } defer sdl.GL_DeleteContext(context) gl.Init() gl.Viewport(0, 0, gl.Sizei(winWidth), gl.Sizei(winHeight)) // OPENGL FLAGS gl.ClearColor(0.0, 0.1, 0.0, 1.0) gl.Enable(gl.DEPTH_TEST) gl.DepthFunc(gl.LESS) gl.Enable(gl.BLEND) gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) // VERTEX BUFFER var vertexbuffer gl.Uint gl.GenBuffers(1, &vertexbuffer) gl.BindBuffer(gl.ARRAY_BUFFER, vertexbuffer) gl.BufferData(gl.ARRAY_BUFFER, gl.Sizeiptr(len(triangle_vertices)*4), gl.Pointer(&triangle_vertices[0]), gl.STATIC_DRAW) // COLOUR BUFFER var colourbuffer gl.Uint gl.GenBuffers(1, &colourbuffer) gl.BindBuffer(gl.ARRAY_BUFFER, colourbuffer) gl.BufferData(gl.ARRAY_BUFFER, gl.Sizeiptr(len(triangle_colours)*4), gl.Pointer(&triangle_colours[0]), gl.STATIC_DRAW) // GUESS WHAT program := createprogram() // VERTEX ARRAY var VertexArrayID gl.Uint gl.GenVertexArrays(1, &VertexArrayID) gl.BindVertexArray(VertexArrayID) gl.EnableVertexAttribArray(0) gl.BindBuffer(gl.ARRAY_BUFFER, vertexbuffer) gl.VertexAttribPointer(0, 3, gl.FLOAT, gl.FALSE, 0, nil) // VERTEX ARRAY HOOK COLOURS gl.EnableVertexAttribArray(1) gl.BindBuffer(gl.ARRAY_BUFFER, colourbuffer) gl.VertexAttribPointer(1, 3, gl.FLOAT, gl.FALSE, 0, nil) //UNIFORM HOOK unistring := gl.GLString("scaleMove") UniScale = gl.GetUniformLocation(program, unistring) fmt.Printf("Uniform Link: %v\n", UniScale+1) gl.UseProgram(program) running = true for running { for event = sdl.PollEvent(); event != nil; event = sdl.PollEvent() { switch t := event.(type) { case *sdl.QuitEvent: running = false case *sdl.MouseMotionEvent: xrot = float32(t.Y) / 2 yrot = float32(t.X) / 2 fmt.Printf("[%dms]MouseMotion\tid:%d\tx:%d\ty:%d\txrel:%d\tyrel:%d\n", t.Timestamp, t.Which, t.X, t.Y, t.XRel, t.YRel) } } drawgl() sdl.GL_SwapWindow(window) } }
func (mesh *Mesh) Render() { gl33.BindVertexArray(mesh.vao) gl33.DrawElements(gl33.TRIANGLES, gl33.Sizei(len(mesh.Indicies)), gl33.UNSIGNED_INT, gl33.Pointer(uintptr(0))) }