func glSetupShaderProg(shader *shaderProg, unif bool) { var glStatus gl.Int shader.glFragShader = gl.CreateShader(gl.FRAGMENT_SHADER) glSetShaderSource(shader.glFragShader, shader.srcFrag) gl.CompileShader(shader.glFragShader) if gl.GetShaderiv(shader.glFragShader, gl.COMPILE_STATUS, &glStatus); glStatus == 0 { panic("Frag shader compile error: " + glGetInfoLog(shader.glFragShader, true)) } shader.glVertShader = gl.CreateShader(gl.VERTEX_SHADER) glSetShaderSource(shader.glVertShader, shader.srcVert) gl.CompileShader(shader.glVertShader) if gl.GetShaderiv(shader.glVertShader, gl.COMPILE_STATUS, &glStatus); glStatus == 0 { panic("Vert shader compile error: " + glGetInfoLog(shader.glFragShader, true)) } shader.glProg = gl.CreateProgram() gl.AttachShader(shader.glProg, shader.glFragShader) gl.AttachShader(shader.glProg, shader.glVertShader) gl.LinkProgram(shader.glProg) if gl.GetProgramiv(shader.glProg, gl.LINK_STATUS, &glStatus); glStatus == 0 { panic("Shader program link error: " + glGetInfoLog(shader.glProg, false)) } shader.attrPos = glGetLocation(shader.glProg, "aPos", true) if unif { shader.unifTex = gl.Int(glGetLocation(shader.glProg, "uTex", false)) } }
func AddCanvas(newVerts []gl.Float, width, height int, retroFactor float64) int { var canvas canvas.Canvas var l int canvas.TmpTex = TmpTexes[TmpTexIndex] canvas.Index = gl.Int(len(Canvases)) canvas.Init(width, height, retroFactor) canvas.Shaders = Shaders Canvases = append(Canvases, &canvas) if l = len(Canvases); l == 1 { Canvas0 = &canvas } return l }
func display() { gl.ClearColor(0.19, 0.19, 0.21, 0) gl.ClearDepth(1) gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) gl.UseProgram(theProgram) // Temporarily set the cam t clip id := gls.Identity() trans := getLookAtMatrix() // log.Println(trans) gls.UniformMatrix4fv(wtcm_unif, 1, false, trans) gls.UniformMatrix4fv(mtwm_unif, 1, false, id) // And here we do the actual rendering // Generate a name for vufferobj and store it gl.GenBuffers(1, &positionBufferObject) // Bind it to a target gl.BindBuffer(gl.ARRAY_BUFFER, positionBufferObject) // Conver all nodes to a long array of vertexes! i := 0 // TODO: Fix this, based on 4 per eleemnts vpos := make([]float32, len(elements)*4*4) elms := make(map[uint32]mS, len(elements)) // Note that the order here is undefined! ii := 0 for k, v := range elements { elms[k] = mS{ii, len(v.Nodes())} for _, vv := range v.Nodes() { ii++ vpos[i] = float32(nodes[vv][0]) i++ vpos[i] = float32(nodes[vv][1]) i++ vpos[i] = float32(nodes[vv][2]) i++ vpos[i] = 1.0 i++ } } /* for _, v := range nodes { vpos[i] = float32(v[0]) i++ vpos[i] = float32(v[1]) i++ vpos[i] = float32(v[2]) i++ } */ gl.BufferData(gl.ARRAY_BUFFER, gl.Sizeiptr(32/8*len(vpos)), (gl.Pointer)(&vpos[0]), gl.STATIC_DRAW) gl.BindBuffer(gl.ARRAY_BUFFER, 0) gl.BindBuffer(gl.ARRAY_BUFFER, positionBufferObject) gl.EnableVertexAttribArray(0) gl.VertexAttribPointer(0, 4, gl.FLOAT, gl.FALSE, 0, (gl.Pointer)(nil)) /* for _,v := range elms { } */ for _, v := range elms { gl.DrawArrays(gl.LINE_LOOP, gl.Int(v.Start), gl.Sizei(v.Length)) } // Draw Coordinate acis /*for i := 9; i < 9+2*5; i += 2 { gl.DrawArrays(gl.LINE_STRIP, gl.Int(i), 2) }*/ }