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, 2) glfw.WindowHint(glfw.ContextVersionMinor, 1) window, err := glfw.CreateWindow(800, 600, "Cube", nil, nil) if err != nil { panic(err) } window.MakeContextCurrent() if err := gl.Init(); err != nil { panic(err) } texture = newTexture("square.png") defer gl.DeleteTextures(1, &texture) setupScene() for !window.ShouldClose() { drawScene() window.SwapBuffers() glfw.PollEvents() } }
func render(w *Window) { for !w.GlWindow.ShouldClose() { //Reset? gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) if w.DrawFunc != nil { w.DrawFunc() } // Maintenance w.GlWindow.SwapBuffers() glfw.PollEvents() } }
func (u *userInterface) setScreenSize(width, height int, scale float64) (bool, error) { if u.width == width && u.height == height && u.scale == scale { return false, nil } origScale := u.scale u.scale = scale // On Windows, giving a too small width doesn't call a callback (#165). // To prevent hanging up, return asap if the width is too small. // 252 is an arbitrary number and I guess this is small enough. // TODO: The same check should be in ui_js.go const minWindowWidth = 252 if int(float64(width)*u.actualScreenScale()) < minWindowWidth { u.scale = origScale return false, nil } u.width = width u.height = height // To make sure the current existing framebuffers are rendered, // swap buffers here before SetSize is called. if err := u.swapBuffers(); err != nil { return false, err } ch := make(chan struct{}) window := u.window window.SetFramebufferSizeCallback(func(_ *glfw.Window, width, height int) { window.SetFramebufferSizeCallback(nil) close(ch) }) w, h := u.glfwSize() window.SetSize(w, h) event: for { glfw.PollEvents() select { case <-ch: break event default: } } u.sizeChanged = true return true, nil }
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 { log.Fatalln(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() } }
func (w *Window) Show() { 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.Resizable, glfw.True) window, err := glfw.CreateWindow(w.W, w.H, w.Title, nil, nil) if err != nil { panic(err) } if err := gl.Init(); err != nil { panic(err) } window.MakeContextCurrent() if len(w.Icon) == 1 { window.SetIcon(w.Icon) } if w.RestrictionsEnabled { window.SetSizeLimits(w.MinW, w.MinH, w.MaxW, w.MaxH) } if w.Blend { gl.Enable(gl.BLEND) gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) } else if w.Smooth { gl.Enable(gl.SMOOTH) gl.Enable(gl.POINT_SMOOTH) gl.Enable(gl.LINE_SMOOTH) gl.Enable(gl.POLYGON_SMOOTH) gl.Enable(gl.RELATIVE_SMOOTH_CUBIC_CURVE_TO_NV) gl.Enable(gl.RELATIVE_SMOOTH_QUADRATIC_CURVE_TO_NV) } else if w.Multisample { gl.Enable(gl.MULTISAMPLE) } reshape(w.W, w.H) window.SetRefreshCallback(func(g *glfw.Window) { reshape(w.W, w.H) }) window.SetSizeCallback(func(g *glfw.Window, width int, height int) { reshape(width, height) w.W = width w.H = height }) version := gl.GoStr(gl.GetString(gl.VERSION)) if !silentMode { fmt.Println("OpenGL version", version) } for !window.ShouldClose() { //Reset? gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) if w.DrawFunc != nil { w.DrawFunc() } // Maintenance gl.Flush() window.SwapBuffers() glfw.PollEvents() } }
func (u *userInterface) pollEvents() error { glfw.PollEvents() return currentInput.update(u.window, u.scale*glfwScale()) }