func createprogram() gl.Uint { // VERTEX SHADER vs := gl.CreateShader(gl.VERTEX_SHADER) vs_source := gl.GLString(vertexShaderSource) gl.ShaderSource(vs, 1, &vs_source, nil) gl.CompileShader(vs) var vs_status gl.Int gl.GetShaderiv(vs, gl.COMPILE_STATUS, &vs_status) fmt.Printf("Compiled Vertex Shader: %v\n", vs_status) // FRAGMENT SHADER fs := gl.CreateShader(gl.FRAGMENT_SHADER) fs_source := gl.GLString(fragmentShaderSource) gl.ShaderSource(fs, 1, &fs_source, nil) gl.CompileShader(fs) var fstatus gl.Int gl.GetShaderiv(fs, gl.COMPILE_STATUS, &fstatus) fmt.Printf("Compiled Fragment Shader: %v\n", fstatus) // CREATE PROGRAM program := gl.CreateProgram() gl.AttachShader(program, vs) gl.AttachShader(program, fs) fragoutstring := gl.GLString("outColor") defer gl.GLStringFree(fragoutstring) gl.BindFragDataLocation(program, gl.Uint(0), fragoutstring) gl.LinkProgram(program) var linkstatus gl.Int gl.GetProgramiv(program, gl.LINK_STATUS, &linkstatus) fmt.Printf("Program Link: %v\n", linkstatus) return program }
func initResources() { var err error // Load shaders vs, err = createShader("triangle.v.glsl", VertexShaderType) if err != nil { fmt.Printf("Shader: %s\n", err) return } fs, err = createShader("triangle.f.glsl", FragmentShaderType) if err != nil { fmt.Printf("Shader: %s\n", err) return } // Create GLSL program with loaded shaders var compileOk gl.Int program = gl.CreateProgram() gl.AttachShader(program, vs) gl.AttachShader(program, fs) gl.LinkProgram(program) gl.GetProgramiv(program, gl.LINK_STATUS, &compileOk) if compileOk == 0 { fmt.Printf("Error in program.\n") } // Generate a buffer for the VertexBufferObject gl.GenBuffers(1, &vboTriangle) gl.BindBuffer(gl.ARRAY_BUFFER, vboTriangle) // Submit the vertices of the triangle to the graphic card gl.BufferData(gl.ARRAY_BUFFER, gl.Sizeiptr(len(triangleVertices)*4), gl.Pointer(&triangleVertices[0]), gl.STATIC_DRAW) // Unset the active buffer gl.BindBuffer(gl.ARRAY_BUFFER, 0) // Generate a buffer for the Color-VBO gl.GenBuffers(1, &vboTriangleColors) gl.BindBuffer(gl.ARRAY_BUFFER, vboTriangleColors) gl.BufferData(gl.ARRAY_BUFFER, gl.Sizeiptr(len(triangleColors)*4), gl.Pointer(&triangleColors[0]), gl.STATIC_DRAW) gl.BindBuffer(gl.ARRAY_BUFFER, 0) // Get the attribute location from the GLSL program (here from the vertex shader) attributeName := gl.GLString("coord2d") defer gl.GLStringFree(attributeName) attributeTemp := gl.GetAttribLocation(program, attributeName) if attributeTemp == -1 { fmt.Printf("Could not bind attribute %s\n", gl.GoString(attributeName)) } attributeCoord2d = gl.Uint(attributeTemp) attributeName = gl.GLString("v_color") defer gl.GLStringFree(attributeName) attributeTemp = gl.GetAttribLocation(program, attributeName) if attributeTemp == -1 { fmt.Printf("Could not bind attribute %s\n", gl.GoString(attributeName)) } attributeColor = gl.Uint(attributeTemp) }
func (p *Program) GetUniformLocation(name string) (*UniformLocation, error) { attributeName := gl.GLString(name) defer gl.GLStringFree(attributeName) id := gl.GetUniformLocation(p.id, attributeName) if id == -1 { return nil, errors.New(fmt.Sprintf("Could not bind uniform %s\n", gl.GoString(attributeName))) } return &UniformLocation{id: id}, nil }
func (p *Program) GetAttributeLocation(name string) (*AttributeLocation, error) { attributeName := gl.GLString(name) defer gl.GLStringFree(attributeName) attributeTemp := gl.GetAttribLocation(p.id, attributeName) if attributeTemp == -1 { return nil, errors.New(fmt.Sprintf("Could not bind attribute %s\n", gl.GoString(attributeName))) } return &AttributeLocation{id: gl.Uint(attributeTemp)}, nil }
func initResources() { var compileOk gl.Int // Vertex Shader vs = gl.CreateShader(gl.VERTEX_SHADER) vsSrc := gl.GLStringArray(vsSource) defer gl.GLStringArrayFree(vsSrc) gl.ShaderSource(vs, gl.Sizei(len(vsSrc)), &vsSrc[0], nil) gl.CompileShader(vs) gl.GetShaderiv(vs, gl.COMPILE_STATUS, &compileOk) if compileOk == 0 { errNum := gl.GetError() fmt.Printf("Error in vertex shader: %d\n", errNum) } // Fragment Shader fs = gl.CreateShader(gl.FRAGMENT_SHADER) fsSrc := gl.GLStringArray(fsSource) defer gl.GLStringArrayFree(fsSrc) gl.ShaderSource(fs, gl.Sizei(1), &fsSrc[0], nil) gl.CompileShader(fs) gl.GetShaderiv(fs, gl.COMPILE_STATUS, &compileOk) if compileOk == 0 { errNum := gl.GetError() fmt.Printf("Error in fragment shader: %d\n", errNum) } // GLSL program program = gl.CreateProgram() gl.AttachShader(program, vs) gl.AttachShader(program, fs) gl.LinkProgram(program) gl.GetProgramiv(program, gl.LINK_STATUS, &compileOk) if compileOk == 0 { fmt.Printf("Error in program.\n") } // Get the attribute location from the GLSL program (here from the vertex shader) attributeName := gl.GLString("coord2d") defer gl.GLStringFree(attributeName) attributeTemp := gl.GetAttribLocation(program, attributeName) if attributeTemp == -1 { fmt.Printf("Could not bind attribute %s\n", gl.GoString(attributeName)) } attributeCoord2d = gl.Uint(attributeTemp) }
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 (shader *Shader) Source(source string) { str := gl33.GLString(source) defer gl33.GLStringFree(str) length := gl33.Int(len(source)) gl33.ShaderSource(shader.Id, 1, &str, &length) }