func RegisterShader(name string, vertex, fragment []byte) error { if _, ok := shader_progs[name]; ok { return fmt.Errorf("Tried to register a shader called '%s' twice", name) } vertex_id := gl.CreateShader(gl.VERTEX_SHADER) pointer := &vertex[0] length := int32(len(vertex)) gl.ShaderSource(vertex_id, 1, (**uint8)(unsafe.Pointer(&pointer)), &length) gl.CompileShader(vertex_id) var param int32 gl.GetShaderiv(vertex_id, gl.COMPILE_STATUS, ¶m) if param == 0 { buf := make([]byte, 5*1024) var length int32 gl.GetShaderInfoLog(vertex_id, int32(len(buf)), &length, (*uint8)(unsafe.Pointer(&buf[0]))) if length > 0 { length-- } maxVersion := gl.GoStr(gl.GetString(gl.SHADING_LANGUAGE_VERSION)) return fmt.Errorf("Failed to compile vertex shader (max version supported: %q) %q: %q", maxVersion, name, buf[0:int(length)]) } fragment_id := gl.CreateShader(gl.FRAGMENT_SHADER) pointer = &fragment[0] length = int32(len(fragment)) gl.ShaderSource(fragment_id, 1, (**uint8)(unsafe.Pointer(&pointer)), &length) gl.CompileShader(fragment_id) gl.GetShaderiv(fragment_id, gl.COMPILE_STATUS, ¶m) if param == 0 { buf := make([]byte, 5*1024) var length int32 gl.GetShaderInfoLog(fragment_id, int32(len(buf)), &length, (*uint8)(unsafe.Pointer(&buf[0]))) if length > 0 { length-- } maxVersion := gl.GoStr(gl.GetString(gl.SHADING_LANGUAGE_VERSION)) return fmt.Errorf("Failed to compile fragment shader (max version supported: %q) %q: %q", maxVersion, name, buf[0:int(length)]) } // shader successfully compiled - now link program_id := gl.CreateProgram() gl.AttachShader(program_id, vertex_id) gl.AttachShader(program_id, fragment_id) gl.LinkProgram(program_id) gl.GetProgramiv(program_id, gl.LINK_STATUS, ¶m) if param == 0 { return fmt.Errorf("Failed to link shader '%s': %v", name, param) } shader_progs[name] = program_id return nil }
func Run(g *Game) error { if g.Scene == nil { return fmt.Errorf("Scene property of given Game struct is empty") } // GLFW event handling must run on the main OS thread runtime.LockOSThread() if err := glfw.Init(); err != nil { return fmt.Errorf("glfw.Init failed: %s", err) } defer glfw.Terminate() glfw.WindowHint(glfw.ContextVersionMajor, OpenGLVerMinor) glfw.WindowHint(glfw.ContextVersionMinor, OpenGLVerMinor) glfw.WindowHint(glfw.Resizable, glfw.False) if g.Resizable { glfw.WindowHint(glfw.Resizable, glfw.True) } glfw.WindowHint(glfw.OpenGLProfile, glfw.OpenGLCoreProfile) glfw.WindowHint(glfw.OpenGLForwardCompatible, glfw.True) window, err := glfw.CreateWindow(int(g.Width), int(g.Height), g.Title, nil, nil) if err != nil { return fmt.Errorf("glfw.CreateWindow failed: %s", err) } window.MakeContextCurrent() // Initialize Glow if err := gl.Init(); err != nil { return fmt.Errorf("gl.Init failed:", err) } version := gl.GoStr(gl.GetString(gl.VERSION)) log.Println("gl.Init successful, OpenGL version:", version) var previousTime, deltaTime, time float32 previousTime = float32(glfw.GetTime()) - 1.0/60.0 g.Scene.Setup() for !window.ShouldClose() { time = float32(glfw.GetTime()) deltaTime = time - previousTime glfw.PollEvents() gl.ClearColor(0.2, 0.3, 0.3, 0.5) gl.Clear(gl.COLOR_BUFFER_BIT) g.Scene.Update(deltaTime) g.Scene.Draw(deltaTime) previousTime = time window.SwapBuffers() } return nil }
// Probe probes the video card and return a struct of specifications for it func Probe() CardSpecs { cs := CardSpecs{} gl.GetIntegerv(gl.MAX_TEXTURE_SIZE, &cs.MaxTextureSize) gl.GetIntegerv(gl.MAX_TEXTURE_IMAGE_UNITS, &cs.MaxTextureImageUnits) cs.ShaderVersion = gl.GoStr((gl.GetString(gl.SHADING_LANGUAGE_VERSION))) return cs }
// createWindow initializes the graphics libraries and creates the main window for the game. // it pulls the settings for the window from the options structure passed in. func createWindow(options *Options) (*glfw.Window, error) { // GLFW must be initialized before it's called err := glfw.Init() if err != nil { return nil, fmt.Errorf("Can't init glfw! %v", err) } // request a OpenGL 3.3 core context glfw.WindowHint(glfw.Samples, 0) glfw.WindowHint(glfw.ContextVersionMajor, 3) glfw.WindowHint(glfw.ContextVersionMinor, 3) glfw.WindowHint(glfw.OpenGLForwardCompatible, glfw.True) glfw.WindowHint(glfw.OpenGLProfile, glfw.OpenGLCoreProfile) // do the actual window creation mainWindow, err := glfw.CreateWindow(options.WindowWidth, options.WindowHeight, appWindowName, nil, nil) if err != nil { return nil, fmt.Errorf("Failed to create the main window! %v", err) } mainWindow.MakeContextCurrent() // set vsync options if options.VSyncEnabled { glfw.SwapInterval(1) } else { glfw.SwapInterval(0) } // make sure that all of the GL functions are initialized err = gl.Init() if err != nil { return nil, fmt.Errorf("Can't init gl! %v", err) } // write out the gl version for debug purposes version := gl.GoStr(gl.GetString(gl.VERSION)) groggy.Log("INFO", "OpenGL version ", version) return mainWindow, nil }
func (c *Context) CreateWindow(w, h int, name string) (err error) { c.w = w c.h = h c.name = name c.createWindow() c.SetCursor(c.cursor) gl.Init() if e := gl.GetError(); e != 0 { if e != gl.INVALID_ENUM { err = fmt.Errorf("OpenGL glInit error: %X\n", e) return } } c.OpenGLVersion = glfw.GetVersionString() c.ShaderVersion = gl.GoStr(gl.GetString(gl.SHADING_LANGUAGE_VERSION)) gl.Enable(gl.BLEND) gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) gl.ClearColor(0.0, 0.0, 0.0, 1.0) gl.Disable(gl.CULL_FACE) glfw.SwapInterval(1) return }
// Initializing the game and set of assets. func initialize() (*glfw.Window, *Assets, error) { if err := glfw.Init(); err != nil { return nil, nil, err } // Setting up a bunch of windowing stuff with GLFW. glfw.WindowHint(glfw.Resizable, glfw.False) glfw.WindowHint(glfw.ContextVersionMajor, 3) glfw.WindowHint(glfw.ContextVersionMinor, 3) glfw.WindowHint(glfw.OpenGLProfile, glfw.OpenGLCoreProfile) glfw.WindowHint(glfw.OpenGLForwardCompatible, glfw.True) // Creating GLFW. window, err := glfw.CreateWindow(640, 480, "Testing", nil, nil) if err != nil { return nil, nil, err } // Creating OpenGL. window.MakeContextCurrent() if err := gl.Init(); err != nil { return nil, nil, err } gl.ClearColor(0.3, 0.3, 0.3, 1.0) if config.DebugMode { version := gl.GoStr(gl.GetString(gl.VERSION)) fmt.Println("Running on OpenGL: " + version) } // Loading assets. assets, err := NewAssets([]string{"res/shaders/texrenderer"}, []string{"res/textures/texture.jpg"}) if err != nil { return nil, nil, err } return window, assets, nil }
func (c *Context) CreateWindow(w, h int, name string) (err error) { c.w = w c.h = h c.name = name var monitor *glfw.Monitor if c.fullscreen == true { monitor = glfw.GetPrimaryMonitor() } if c.window, err = glfw.CreateWindow(c.w, c.h, c.name, monitor, nil); err != nil { return } if c.cursor == false { c.window.SetInputMode(glfw.CursorMode, glfw.CursorHidden) } c.window.MakeContextCurrent() gl.Init() if e := gl.GetError(); e != 0 { if e == gl.INVALID_ENUM { fmt.Printf("GL_INVALID_ENUM when calling glInit\n") } else { err = fmt.Errorf("OpenGL glInit error: %X\n", e) return } } c.OpenGLVersion = glfw.GetVersionString() c.ShaderVersion = gl.GoStr(gl.GetString(gl.SHADING_LANGUAGE_VERSION)) gl.Enable(gl.BLEND) gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) gl.ClearColor(0.0, 0.0, 0.0, 1.0) gl.Disable(gl.CULL_FACE) glfw.SwapInterval(1) if c.VAO, err = CreateVAO(); err != nil { return } gl.BindVertexArray(c.VAO) c.Events = NewEventHandler(c.window) return }
func main() { // init glfw if err := glfw.Init(); err != nil { panic(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) // make an application window window, err := glfw.CreateWindow(windowWidth, windowHeight, "Hello", nil, nil) if err != nil { panic(err) } window.MakeContextCurrent() // init gl if err := gl.Init(); err != nil { panic(err) } fmt.Println("OpenGL version", gl.GoStr(gl.GetString(gl.VERSION))) // create vertex & fragment shader program, err := newProgram(vertexShader, fragmentShader) if err != nil { panic(err) } gl.UseProgram(program) gl.BindFragDataLocation(program, 0, gl.Str("fc\x00")) points := []float32{ -0.5, -0.5, 0.5, 0.5, 0.5, -0.5, -0.5, 0.5, } vertices := []uint32{ 0, 2, 1, 3, } // configure the vertex data var vao uint32 gl.GenVertexArrays(1, &vao) gl.BindVertexArray(vao) defer gl.BindVertexArray(0) var vbo uint32 gl.GenBuffers(1, &vbo) gl.BindBuffer(gl.ARRAY_BUFFER, vbo) gl.BufferData(gl.ARRAY_BUFFER, len(points)*4, gl.Ptr(points), gl.STATIC_DRAW) var ibo uint32 gl.GenBuffers(1, &ibo) gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, ibo) gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, len(vertices)*4, gl.Ptr(vertices), gl.STATIC_DRAW) vertAttrib := uint32(gl.GetAttribLocation(program, gl.Str("pv\x00"))) gl.EnableVertexAttribArray(vertAttrib) gl.VertexAttribPointer(vertAttrib, 2, gl.FLOAT, false, 2*4, gl.PtrOffset(0)) // global settings gl.Enable(gl.DEPTH_TEST) gl.DepthFunc(gl.LESS) gl.ClearColor(1.0, 1.0, 1.0, 1.0) for !window.ShouldClose() { gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) gl.UseProgram(program) gl.BindVertexArray(vao) gl.DrawElements(gl.LINE_LOOP, 4, gl.UNSIGNED_INT, gl.PtrOffset(0)) window.SwapBuffers() glfw.PollEvents() } }
func Init() error { if err := gl.Init(); err != nil { return err } log.Printf("OpenGL version: %s", gl.GoStr(gl.GetString(gl.VERSION))) vs, err := asset.String("shader.vert") if err != nil { return err } fs, err := asset.String("shader.frag") if err != nil { return err } program, err := createProgram(vs, fs) if err != nil { return err } gl.UseProgram(program) var shaderErr error uniform := func(name string) int32 { var loc int32 loc, shaderErr = getUniformLocation(program, name) return loc } projectionViewMatrixUniform = uniform("u_projectionViewMatrix") modelMatrixUniform = uniform("u_modelMatrix") normalMatrixUniform = uniform("u_normalMatrix") ambientLightColorUniform = uniform("u_ambientLightColor") directionalLightColorUniform = uniform("u_directionalLightColor") directionalVectorUniform = uniform("u_directionalVector") textureUniform = uniform("u_texture") grayscaleUniform = uniform("u_grayscale") brightnessUniform = uniform("u_brightness") alphaUniform = uniform("u_alpha") mixColorUniform = uniform("u_mixColor") mixAmountUniform = uniform("u_mixAmount") if shaderErr != nil { return shaderErr } vm := newViewMatrix(cameraPosition, targetPosition, up) nm := vm.inverse().transpose() gl.UniformMatrix4fv(normalMatrixUniform, 1, false, &nm[0]) gl.Uniform3fv(ambientLightColorUniform, 1, &ambientLightColor[0]) gl.Uniform3fv(directionalLightColorUniform, 1, &directionalLightColor[0]) gl.Uniform3fv(directionalVectorUniform, 1, &directionalVector[0]) SizeCallback = func(width, height int) { if winWidth == width && winHeight == height { return } log.Printf("window size changed (%dx%d -> %dx%d)", int(winWidth), int(winHeight), width, height) gl.Viewport(0, 0, int32(width), int32(height)) // Calculate new perspective projection view matrix. winWidth, winHeight = width, height fw, fh := float32(width), float32(height) aspect := fw / fh fovRadians := float32(math.Pi) / 3 perspectiveProjectionViewMatrix = vm.mult(newPerspectiveMatrix(fovRadians, aspect, 1, 2000)) // Calculate new ortho projection view matrix. orthoProjectionViewMatrix = newOrthoMatrix(fw, fh, fw /* use width as depth */) } if err := initMeshes(); err != nil { return err } if err := initTextures(); err != nil { return err } gl.Enable(gl.CULL_FACE) gl.CullFace(gl.BACK) gl.Enable(gl.DEPTH_TEST) gl.DepthFunc(gl.LESS) gl.Enable(gl.BLEND) gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) gl.ClearColor(0, 0, 0, 0) return nil }
func InitGL() error { defer tlog.FuncLog(tlog.Func("InitGL")) err := gl.Init() if err != nil { return err } gl.GetError() // cleanup gl error state version := gl.GoStr(gl.GetString(gl.VERSION)) tlog.Println("OpenGL version", version) gl.PolygonMode(gl.FRONT_AND_BACK, gl.FILL) Check() gl.ReadBuffer(gl.BACK) Check() gl.DrawBuffer(gl.BACK) Check() gl.FrontFace(gl.CW) Check() gl.CullFace(gl.BACK) Check() gl.Disable(gl.CULL_FACE) Check() gl.ClearColor(1, 1, 0.5, 0) Check() gl.ClearDepth(1.0) Check() gl.ClearStencil(0) Check() gl.Disable(gl.STENCIL_TEST) Check() gl.StencilMask(0xFFFFFFFF) Check() gl.StencilFunc(gl.EQUAL, 0x00000000, 0x00000001) Check() gl.StencilOp(gl.KEEP, gl.KEEP, gl.KEEP) Check() gl.Disable(gl.DITHER) Check() gl.Enable(gl.DEPTH_TEST) Check() gl.DepthFunc(gl.LEQUAL) Check() gl.DepthMask(true) Check() gl.DepthRange(0., 1.) Check() gl.Enable(gl.DEPTH_CLAMP) Check() gl.Enable(gl.BLEND) Check() gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) ForceCheck() return nil }
func main() { // init glfw if err := glfw.Init(); err != nil { panic(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) // make an application window window, err := glfw.CreateWindow(windowWidth, windowHeight, "Transform", nil, nil) if err != nil { panic(err) } window.MakeContextCurrent() // init gl if err := gl.Init(); err != nil { panic(err) } fmt.Println("OpenGL version", gl.GoStr(gl.GetString(gl.VERSION))) // create vertex & fragment shader 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]) gl.BindFragDataLocation(program, 0, gl.Str("vert\x00")) points := []float32{ -0.9, -0.9, -0.9, 0.9, -0.9, -0.9, 0.9, -0.9, 0.9, -0.9, -0.9, 0.9, -0.9, 0.9, -0.9, 0.9, 0.9, -0.9, 0.9, 0.9, 0.9, -0.9, 0.9, 0.9, } vertices := []uint32{ 0, 1, 1, 2, 2, 3, 3, 0, 0, 4, 1, 5, 2, 6, 3, 7, 4, 5, 5, 6, 6, 7, 7, 4, } // configure the vertex data var vao uint32 gl.GenVertexArrays(1, &vao) gl.BindVertexArray(vao) defer gl.BindVertexArray(0) var vbo uint32 gl.GenBuffers(1, &vbo) gl.BindBuffer(gl.ARRAY_BUFFER, vbo) gl.BufferData(gl.ARRAY_BUFFER, len(points)*4, gl.Ptr(points), gl.STATIC_DRAW) var ibo uint32 gl.GenBuffers(1, &ibo) gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, ibo) gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, len(vertices)*4, gl.Ptr(vertices), gl.STATIC_DRAW) vertAttrib := uint32(gl.GetAttribLocation(program, gl.Str("vert\x00"))) gl.EnableVertexAttribArray(vertAttrib) gl.VertexAttribPointer(vertAttrib, 3, gl.FLOAT, false, 3*4, gl.PtrOffset(0)) // global settings gl.Enable(gl.DEPTH_TEST) gl.DepthFunc(gl.LESS) gl.ClearColor(0.0, 0.0, 0.0, 1.0) angleX := 0.0 angleY := 0.0 angleZ := 0.0 previousTime := glfw.GetTime() for !window.ShouldClose() { gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) time := glfw.GetTime() elapsed := time - previousTime previousTime = time angleX += math.Sin((elapsed / period) * math.Pi * 2.0) angleY += math.Sin((elapsed / period) / 6.0 * math.Pi * 2.0) angleZ += math.Sin((elapsed / period) / 3.0 * math.Pi * 2.0) model = mgl32.HomogRotate3DY(float32(angleY)).Mul4(mgl32.HomogRotate3DX(float32(angleX))).Mul4(mgl32.HomogRotate3DZ(float32(angleZ))) gl.UseProgram(program) gl.UniformMatrix4fv(modelUniform, 1, false, &model[0]) gl.BindVertexArray(vao) gl.DrawElements(gl.LINES, int32(len(vertices)), gl.UNSIGNED_INT, gl.PtrOffset(0)) window.SwapBuffers() glfw.PollEvents() } }