// Creating a RenderObject with a given shaderProgram, texture, and set of // vertices. func CreateRenderObject(shaderProgram ShaderProgram, texture Texture, vertices []float32) *RenderObject { renderObject := new(RenderObject) // Creating the basic information. renderObject.shaderProgram = uint32(shaderProgram) renderObject.texture = uint32(texture) gl.GenVertexArrays(1, &renderObject.vao) gl.GenBuffers(1, &renderObject.vbo) gl.GenBuffers(1, &renderObject.ebo) // Filling the RenderObject with information. gl.BindVertexArray(renderObject.vao) gl.BindBuffer(gl.ARRAY_BUFFER, renderObject.vbo) gl.BufferData(gl.ARRAY_BUFFER, len(vertices)*4, gl.Ptr(vertices), gl.STATIC_DRAW) gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, renderObject.ebo) vertOrder := []uint32{ 0, 1, 2, 2, 3, 0, } gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, len(vertOrder)*4, gl.Ptr(vertOrder), gl.STATIC_DRAW) // Loading up vertex attributes. vertAttrib := uint32(gl.GetAttribLocation(renderObject.shaderProgram, gl.Str("vert\x00"))) gl.EnableVertexAttribArray(vertAttrib) gl.VertexAttribPointer(vertAttrib, 2, gl.FLOAT, false, 4*4, gl.PtrOffset(0)) // Loading up texture attributes. texAttrib := uint32(gl.GetAttribLocation(renderObject.shaderProgram, gl.Str("vertTexCoord\x00"))) gl.EnableVertexAttribArray(texAttrib) gl.VertexAttribPointer(texAttrib, 2, gl.FLOAT, false, 4*4, gl.PtrOffset(2*4)) return renderObject }
func LoadText(f *Font) (t *Text) { t = new(Text) t.font = f // text hover values // "resting state" of a text object is the min scale t.ScaleMin = 1.0 t.ScaleMax = 1.1 t.SetScale(1) // size of glfloat glfloat_size := int32(4) // stride of the buffered data xy_count := int32(2) stride := xy_count + int32(2) gl.GenVertexArrays(1, &t.vao) gl.GenBuffers(1, &t.vbo) gl.GenBuffers(1, &t.ebo) // vao gl.BindVertexArray(t.vao) gl.ActiveTexture(gl.TEXTURE0) gl.BindTexture(gl.TEXTURE_2D, t.font.textureID) // vbo // specify the buffer for which the VertexAttribPointer calls apply gl.BindBuffer(gl.ARRAY_BUFFER, t.vbo) gl.EnableVertexAttribArray(t.font.centeredPosition) gl.VertexAttribPointer( t.font.centeredPosition, 2, gl.FLOAT, false, glfloat_size*stride, gl.PtrOffset(0), ) gl.EnableVertexAttribArray(t.font.uv) gl.VertexAttribPointer( t.font.uv, 2, gl.FLOAT, false, glfloat_size*stride, gl.PtrOffset(int(glfloat_size*xy_count)), ) // ebo gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, t.ebo) // i am guessing that order is important here gl.BindVertexArray(0) gl.BindBuffer(gl.ARRAY_BUFFER, 0) gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, 0) return t }
func (r *GlowRenderer) Draw() (err error) { gl.UseProgram(r.shader) gl.Uniform1i(r.textureUnitLoc, 0) gl.BindBuffer(gl.ARRAY_BUFFER, r.coords) gl.EnableVertexAttribArray(r.positionLoc) gl.VertexAttribPointer(r.positionLoc, 3, gl.FLOAT, false, 5*4, gl.PtrOffset(0)) gl.EnableVertexAttribArray(r.textureLoc) gl.VertexAttribPointer(r.textureLoc, 2, gl.FLOAT, false, 5*4, gl.PtrOffset(3*4)) gl.Uniform1i(r.blurAmountLoc, int32(r.blur)) gl.Uniform1f(r.blurScaleLoc, r.scale) gl.Uniform1f(r.blurStrengthLoc, r.strength) gl.Uniform2f(r.bufferDimensionsLoc, float32(r.width), float32(r.height)) gl.BindFramebuffer(gl.FRAMEBUFFER, r.BlurFb) gl.Viewport(0, 0, int32(r.width), int32(r.height)) gl.ActiveTexture(gl.TEXTURE0) gl.BindTexture(gl.TEXTURE_2D, r.GlowTex) gl.Uniform1i(r.orientationLoc, 0) gl.DrawArrays(gl.TRIANGLE_STRIP, 0, 4) gl.BindFramebuffer(gl.FRAMEBUFFER, 0) gl.Viewport(0, 0, int32(r.oldwidth), int32(r.oldheight)) gl.BlendFunc(gl.ONE, gl.ONE) gl.BindTexture(gl.TEXTURE_2D, r.BlurTex) gl.Uniform1i(r.orientationLoc, 1) gl.DrawArrays(gl.TRIANGLE_STRIP, 0, 4) gl.BindBuffer(gl.ARRAY_BUFFER, 0) gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) return nil }
func (tr *TextRenderer) Bind() error { gl.UseProgram(tr.Program) if e := gl.GetError(); e != 0 { return fmt.Errorf("ERROR: %X", e) } gl.Uniform1i(tr.TextureUnitLoc, 0) if e := gl.GetError(); e != 0 { return fmt.Errorf("ERROR: %X", e) } gl.BindBuffer(gl.ARRAY_BUFFER, tr.VBO) if e := gl.GetError(); e != 0 { return fmt.Errorf("ERROR: %X", e) } gl.EnableVertexAttribArray(tr.PositionLoc) gl.VertexAttribPointer(tr.PositionLoc, 3, gl.FLOAT, false, 5*4, gl.PtrOffset(0)) if e := gl.GetError(); e != 0 { return fmt.Errorf("ERROR: %X", e) } gl.EnableVertexAttribArray(tr.TextureLoc) gl.VertexAttribPointer(tr.TextureLoc, 2, gl.FLOAT, false, 5*4, gl.PtrOffset(3*4)) if e := gl.GetError(); e != 0 { return fmt.Errorf("ERROR: %X", e) } gl.UniformMatrix4fv(tr.ProjectionLoc, 1, false, &tr.Renderer.Camera.Projection[0]) if e := gl.GetError(); e != 0 { return fmt.Errorf("ERROR: %X", e) } return nil }
func NewLinesRenderer(camera *Camera) (lr *LinesRenderer, err error) { var ( program uint32 vbos = make([]uint32, 2) point TexturedPoint ) if program, err = BuildProgram(LINES_VERTEX, LINES_FRAGMENT); err != nil { return } gl.GenBuffers(2, &vbos[0]) lr = &LinesRenderer{ Renderer: NewRenderer(camera), program: program, buffer: vbos[0], indexBuffer: vbos[1], bufferBytes: 0, positionLoc: uint32(gl.GetAttribLocation(program, gl.Str("v_Position\x00"))), normalLoc: uint32(gl.GetAttribLocation(program, gl.Str("v_Normal\x00"))), miterLoc: uint32(gl.GetAttribLocation(program, gl.Str("f_Miter\x00"))), modelviewLoc: gl.GetUniformLocation(program, gl.Str("m_ModelView\x00")), projectionLoc: gl.GetUniformLocation(program, gl.Str("m_Projection\x00")), thicknessLoc: gl.GetUniformLocation(program, gl.Str("f_Thickness\x00")), colorLoc: gl.GetUniformLocation(program, gl.Str("v_Color\x00")), innerLoc: gl.GetUniformLocation(program, gl.Str("f_Inner\x00")), offPosition: gl.PtrOffset(int(unsafe.Offsetof(point.X))), offNormal: gl.PtrOffset(int(unsafe.Offsetof(point.TextureX))), offMiter: gl.PtrOffset(int(unsafe.Offsetof(point.Z))), stride: int32(unsafe.Sizeof(point)), } if e := gl.GetError(); e != 0 { err = fmt.Errorf("ERROR: OpenGL error %X", e) } return }
func (r *BatchRenderer) Draw(batch *Batch, x, y, rot float32) error { batch.Texture.Bind() gl.BindBuffer(gl.ARRAY_BUFFER, batch.Buffer) gl.EnableVertexAttribArray(r.PositionLoc) gl.VertexAttribPointer(r.PositionLoc, 3, gl.FLOAT, false, 5*4, gl.PtrOffset(0)) gl.EnableVertexAttribArray(r.TextureLoc) gl.VertexAttribPointer(r.TextureLoc, 2, gl.FLOAT, false, 5*4, gl.PtrOffset(3*4)) m := mgl32.Translate3D(x, y, 0.0).Mul4(mgl32.HomogRotate3DZ(rot)) gl.UniformMatrix4fv(r.ModelViewLoc, 1, false, &m[0]) gl.Uniform2f(r.TexOffsetLoc, batch.textureOffset.X(), batch.textureOffset.Y()) gl.DrawArrays(gl.TRIANGLES, 0, int32(batch.Count)) gl.BindBuffer(gl.ARRAY_BUFFER, 0) return nil }
func (lr *LinesRenderer) Draw(line *LineGeometry, mv mgl32.Mat4, style *LineStyle) (err error) { var ( dataBytes int = len(line.Vertices) * int(lr.stride) indexBytes int = len(line.Indices) * int(lr.stride) elementCount int32 = int32(len(line.Indices)) r, g, b, a = style.Color.RGBA() ) gl.Uniform1f(lr.thicknessLoc, style.Thickness) gl.Uniform1f(lr.innerLoc, style.Inner) gl.Uniform4f(lr.colorLoc, float32(r)/255.0, float32(g)/255.0, float32(b)/255.0, float32(a)/255.0) gl.UniformMatrix4fv(lr.modelviewLoc, 1, false, &mv[0]) if dataBytes > lr.bufferBytes { lr.bufferBytes = dataBytes gl.BufferData(gl.ARRAY_BUFFER, dataBytes, gl.Ptr(line.Vertices), gl.STREAM_DRAW) gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, indexBytes, gl.Ptr(line.Indices), gl.STREAM_DRAW) } else { gl.BufferSubData(gl.ARRAY_BUFFER, 0, dataBytes, gl.Ptr(line.Vertices)) gl.BufferSubData(gl.ELEMENT_ARRAY_BUFFER, 0, indexBytes, gl.Ptr(line.Indices)) } gl.DrawElements(gl.TRIANGLES, elementCount, gl.UNSIGNED_INT, gl.PtrOffset(0)) if e := gl.GetError(); e != 0 { err = fmt.Errorf("ERROR: OpenGL error %X", e) } return }
// Rendering this LineRender. func (lr *LineRender) Render() { // Binding the appropriate information. gl.BindVertexArray(lr.vao) gl.BindBuffer(gl.ARRAY_BUFFER, lr.vbo) gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, lr.ebo) gl.UseProgram(lr.shaderProgram) // Loading up vertex attributes. vertAttrib := uint32(gl.GetAttribLocation(lr.shaderProgram, gl.Str("vert\x00"))) gl.EnableVertexAttribArray(vertAttrib) gl.VertexAttribPointer(vertAttrib, 2, gl.FLOAT, false, 2*4, gl.PtrOffset(0)) // Line thickness information. gl.Uniform1f( gl.GetUniformLocation(lr.shaderProgram, gl.Str("in_thickness\x00")), lr.weight) // Fragment shader color information. gl.Uniform4f( gl.GetUniformLocation(lr.shaderProgram, gl.Str("in_color\x00")), lr.color.Red, lr.color.Green, lr.color.Blue, lr.color.Alpha) gl.BindFragDataLocation(lr.shaderProgram, 0, gl.Str("out_color\x00")) // Performing the render. gl.DrawElements(gl.LINE_STRIP, lr.points, gl.UNSIGNED_INT, nil) }
func customLandscapeBinder(renderer fizzle.Renderer, r *fizzle.Renderable, shader *fizzle.RenderShader) { shaderCombo1 := shader.GetAttribLocation("VERTEX_COLOR") if shaderCombo1 >= 0 { gl.BindBuffer(gl.ARRAY_BUFFER, r.Core.ComboVBO1) gl.EnableVertexAttribArray(uint32(shaderCombo1)) gl.VertexAttribPointer(uint32(shaderCombo1), 3, gl.FLOAT, false, 0, gl.PtrOffset(0)) } }
func (r *EffectsRenderer) Draw() (err error) { gl.UseProgram(r.shader) gl.Uniform1i(r.textureUnitLoc, 0) gl.Uniform3f(r.colorLoc, r.Color[0], r.Color[1], r.Color[2]) gl.BindBuffer(gl.ARRAY_BUFFER, r.coords) gl.EnableVertexAttribArray(r.positionLoc) gl.VertexAttribPointer(r.positionLoc, 3, gl.FLOAT, false, 5*4, gl.PtrOffset(0)) gl.EnableVertexAttribArray(r.textureLoc) gl.VertexAttribPointer(r.textureLoc, 2, gl.FLOAT, false, 5*4, gl.PtrOffset(3*4)) gl.BindFramebuffer(gl.FRAMEBUFFER, 0) gl.Viewport(0, 0, int32(r.oldwidth), int32(r.oldheight)) gl.BlendFunc(gl.ONE, gl.ONE) gl.BindTexture(gl.TEXTURE_2D, r.texture) gl.DrawArrays(gl.TRIANGLE_STRIP, 0, 4) gl.BindBuffer(gl.ARRAY_BUFFER, 0) gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) return nil }
func (s *Sprite) Draw() { s.shader.Use() s.texture.Bind() gl.BindVertexArray(s.vao) gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, s.ebo) gl.BindBuffer(gl.ARRAY_BUFFER, s.vbo) //gl.DrawArrays(gl.TRIANGLES, 0, 3) gl.DrawElements(gl.TRIANGLES, 6, gl.UNSIGNED_INT, gl.PtrOffset(0)) gl.BindVertexArray(0) gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, 0) }
func NewSpriteRenderer(camera *Camera) (tr *SpriteRenderer, err error) { var ( program uint32 vbos = make([]uint32, 1) sprite SpriteConfig frameOffset = int(unsafe.Offsetof(sprite.Frame)) viewOffset = int(unsafe.Offsetof(sprite.View)) ) if program, err = BuildProgram(SPRITE_VERTEX, SPRITE_FRAGMENT); err != nil { return } gl.GenBuffers(1, &vbos[0]) tr = &SpriteRenderer{ Renderer: NewRenderer(camera), program: program, instanceVBO: vbos[0], instanceBytes: 0, translationLoc: uint32(gl.GetAttribLocation(program, gl.Str("v_Translation\x00"))), rotationLoc: uint32(gl.GetAttribLocation(program, gl.Str("v_Rotation\x00"))), scaleLoc: uint32(gl.GetAttribLocation(program, gl.Str("v_Scale\x00"))), pointAdjLoc: uint32(gl.GetAttribLocation(program, gl.Str("m_PointAdjustment\x00"))), textureAdjLoc: uint32(gl.GetAttribLocation(program, gl.Str("m_TextureAdjustment\x00"))), colorLoc: uint32(gl.GetAttribLocation(program, gl.Str("v_Color\x00"))), textureUnitLoc: gl.GetUniformLocation(program, gl.Str("TextureUnit\x00")), projectionLoc: gl.GetUniformLocation(program, gl.Str("m_ProjectionMatrix\x00")), offAttrX: gl.PtrOffset(viewOffset + int(unsafe.Offsetof(sprite.View.X))), offAttrRotationX: gl.PtrOffset(viewOffset + int(unsafe.Offsetof(sprite.View.RotationX))), offAttrColor: gl.PtrOffset(int(unsafe.Offsetof(sprite.Color))), offAttrScaleX: gl.PtrOffset(viewOffset + int(unsafe.Offsetof(sprite.View.ScaleX))), offAttrPointAdj: frameOffset + int(unsafe.Offsetof(sprite.Frame.PointAdjustment)), offAttrTextureAdj: frameOffset + int(unsafe.Offsetof(sprite.Frame.TextureAdjustment)), } if e := gl.GetError(); e != 0 { err = fmt.Errorf("ERROR: OpenGL error %X", e) } return }
func BindBuffers() { //vertexData *OpenGLVertexInfo) { vertexData := &vertexDataTest // check to see if there are any vertices at all to bind if len(vertexData.vertexData) == 0 { return } gl.BindBuffer(gl.ARRAY_BUFFER, vbo) gl.BufferData(gl.ARRAY_BUFFER, len(vertexData.vertexData)*4, gl.Ptr(vertexData.vertexData), gl.DYNAMIC_DRAW) positionAttrib := uint32(gl.GetAttribLocation(program, gl.Str("vertexPosition_modelspace\x00"))) gl.EnableVertexAttribArray(positionAttrib) gl.VertexAttribPointer(positionAttrib, 3, gl.FLOAT, false, 4*NUM_ATTRIBUTES, gl.PtrOffset(0)) colorAttrib := uint32(gl.GetAttribLocation(program, gl.Str("diffuse\x00"))) gl.EnableVertexAttribArray(colorAttrib) gl.VertexAttribPointer(colorAttrib, 4, gl.FLOAT, false, 4*NUM_ATTRIBUTES, gl.PtrOffset(3*4)) uvAttrib := uint32(gl.GetAttribLocation(program, gl.Str("vertexUV\x00"))) gl.EnableVertexAttribArray(uvAttrib) gl.VertexAttribPointer(uvAttrib, 2, gl.FLOAT, false, 4*NUM_ATTRIBUTES, gl.PtrOffset(7*4)) mNormAttrib := uint32(gl.GetAttribLocation(program, gl.Str("mNorm\x00"))) gl.EnableVertexAttribArray(mNormAttrib) gl.VertexAttribPointer(mNormAttrib, 3, gl.FLOAT, false, 4*NUM_ATTRIBUTES, gl.PtrOffset(9*4)) wNormAttrib := uint32(gl.GetAttribLocation(program, gl.Str("wNorm\x00"))) gl.EnableVertexAttribArray(wNormAttrib) gl.VertexAttribPointer(wNormAttrib, 3, gl.FLOAT, false, 4*NUM_ATTRIBUTES, gl.PtrOffset(12*4)) shaderMode := uint32(gl.GetAttribLocation(program, gl.Str("mode\x00"))) gl.EnableVertexAttribArray(shaderMode) gl.VertexAttribPointer(shaderMode, 1, gl.FLOAT, false, 4*NUM_ATTRIBUTES, gl.PtrOffset(15*4)) samplerIdx := uint32(gl.GetAttribLocation(program, gl.Str("samplerIdx\x00"))) gl.EnableVertexAttribArray(samplerIdx) gl.VertexAttribPointer(samplerIdx, 1, gl.FLOAT, false, 4*NUM_ATTRIBUTES, gl.PtrOffset(16*4)) // gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, elementvbo) // gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, len(vertexData.Elements)*4, gl.Ptr(vertexData.Elements), gl.STATIC_DRAW) // gl.ActiveTexture(gl.TEXTURE0) // gl.BindTexture(gl.TEXTURE_2D, 1) }
func NewFramerateRenderer() (r *Framerate, err error) { r = &Framerate{ shader: core.NewProgram(), data: newFramerateData(120), } if err = r.shader.Load(FRAMERATE_VERTEX, FRAMERATE_FRAGMENT); err != nil { return } r.shader.Bind() gl.GenBuffers(1, &r.vbo) gl.BindBuffer(gl.ARRAY_BUFFER, r.vbo) var ( point framerateDataPoint locPosition = uint32(gl.GetAttribLocation(r.shader.ID(), gl.Str("v_Position\x00"))) offPosition = gl.PtrOffset(int(unsafe.Offsetof(point.pos))) ) r.stride = int32(unsafe.Sizeof(point)) r.locColor = gl.GetUniformLocation(r.shader.ID(), gl.Str("v_Color\x00")) r.locModelView = gl.GetUniformLocation(r.shader.ID(), gl.Str("m_ModelView\x00")) r.locProjection = gl.GetUniformLocation(r.shader.ID(), gl.Str("m_Projection\x00")) gl.EnableVertexAttribArray(locPosition) gl.VertexAttribPointer(locPosition, 2, gl.FLOAT, false, r.stride, offPosition) 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, "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() } }
func CreateContext(width, height int) Context { vertexShader := ` #version 330 uniform mat4 projection; uniform mat4 camera; uniform mat4 model; in vec3 vert; void main() { gl_Position = projection * camera * model * vec4(vert, 1); } ` + "\x00" fragmentShader := ` #version 330 uniform vec4 color; out vec4 outputColor; void main() { outputColor = color; } ` + "\x00" vertices := []float32{ 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, } 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, 3) glfw.WindowHint(glfw.ContextVersionMinor, 3) glfw.WindowHint(glfw.OpenGLProfile, glfw.OpenGLCoreProfile) glfw.WindowHint(glfw.OpenGLForwardCompatible, glfw.True) window, err := glfw.CreateWindow(width, height, "OpenGL", nil, nil) if err != nil { panic(err) } window.MakeContextCurrent() if err := gl.Init(); err != nil { panic(err) } program, err := newProgram(vertexShader, fragmentShader) if err != nil { panic(err) } gl.UseProgram(program) projection := mgl32.Ortho2D(0, 800, 0, 600) projectionUniform := gl.GetUniformLocation(program, gl.Str("projection\x00")) gl.UniformMatrix4fv(projectionUniform, 1, false, &projection[0]) camera := mgl32.LookAtV(mgl32.Vec3{0, 0, 0.5}, 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]) 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(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)) gl.Enable(gl.DEPTH_TEST) gl.DepthFunc(gl.LESS) return Context{Window: window, program: program} }
func main() { vertices, normals := obj.Parse(os.Args[1]) // initialize GLFW if err := glfw.Init(); err != nil { panic(err) } defer glfw.Terminate() // set opengl core profile 3.3 glfw.WindowHint(glfw.ContextVersionMajor, 3) glfw.WindowHint(glfw.ContextVersionMinor, 3) glfw.WindowHint(glfw.OpenGLProfile, glfw.OpenGLCoreProfile) glfw.WindowHint(glfw.OpenGLForwardCompatible, glfw.True) window, err := glfw.CreateWindow(640, 480, "GOpenGL", nil, nil) if err != nil { panic(err) } window.MakeContextCurrent() // initialise OpenGL library if err := gl.Init(); err != nil { panic(err) } // link program from shaders program, err := newProgram("vertex.glsl", "fragment.glsl") if err != nil { panic(err) } gl.UseProgram(program) // vertex attribute object holds links between attributes and vbo var vao uint32 gl.GenVertexArrays(1, &vao) gl.BindVertexArray(vao) // vertex buffer with per-vertex data var vbo [2]uint32 gl.GenBuffers(2, &vbo[0]) // position data gl.BindBuffer(gl.ARRAY_BUFFER, vbo[0]) gl.BufferData(gl.ARRAY_BUFFER, len(vertices)*4, gl.Ptr(vertices), gl.STATIC_DRAW) // set up position attribute with layout of vertices posAttrib := uint32(gl.GetAttribLocation(program, gl.Str("position\x00"))) gl.VertexAttribPointer(posAttrib, 3, gl.FLOAT, false, 3*4, gl.PtrOffset(0)) gl.EnableVertexAttribArray(posAttrib) // normal data gl.BindBuffer(gl.ARRAY_BUFFER, vbo[1]) gl.BufferData(gl.ARRAY_BUFFER, len(normals)*4, gl.Ptr(normals), gl.STATIC_DRAW) normAttrib := uint32(gl.GetAttribLocation(program, gl.Str("normal\x00"))) gl.VertexAttribPointer(normAttrib, 3, gl.FLOAT, false, 3*4, gl.PtrOffset(0)) gl.EnableVertexAttribArray(normAttrib) uniModel := gl.GetUniformLocation(program, gl.Str("model\x00")) uniView := gl.GetUniformLocation(program, gl.Str("view\x00")) uniProj := gl.GetUniformLocation(program, gl.Str("proj\x00")) matView := mgl32.LookAt(2.0, 2.0, 2.0, 0.0, 0.0, 0.0, 0.0, 0.0, 1.0) gl.UniformMatrix4fv(uniView, 1, false, &matView[0]) matProj := mgl32.Perspective(mgl32.DegToRad(45.0), 640.0/480.0, 1.0, 10.0) gl.UniformMatrix4fv(uniProj, 1, false, &matProj[0]) uniLightDir := gl.GetUniformLocation(program, gl.Str("lightDir\x00")) uniLightCol := gl.GetUniformLocation(program, gl.Str("lightCol\x00")) gl.Uniform3f(uniLightDir, -0.5, 0.0, -1.0) gl.Uniform3f(uniLightCol, 0.0, 0.5, 0.5) startTime := glfw.GetTime() gl.Enable(gl.DEPTH_TEST) gl.ClearColor(1.0, 1.0, 1.0, 1.0) for !window.ShouldClose() { // clear buffer gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) matRot := mgl32.HomogRotate3DZ(float32(glfw.GetTime() - startTime)) gl.UniformMatrix4fv(uniModel, 1, false, &matRot[0]) gl.DrawArrays(gl.TRIANGLES, 0, int32(len(vertices))) window.SwapBuffers() glfw.PollEvents() } }
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 createMeshes(objs []*obj) []*mesh { var vertexTable []*objVertex var normalTable []*objNormal var texCoordTable []*objTexCoord var vertices []float32 var normals []float32 var texCoords []float32 elementIndexMap := map[objFaceElement]uint16{} var nextIndex uint16 var meshes []*mesh var iboNames []uint32 for _, o := range objs { for _, v := range o.vertices { vertexTable = append(vertexTable, v) } for _, n := range o.normals { normalTable = append(normalTable, n) } for _, tc := range o.texCoords { texCoordTable = append(texCoordTable, tc) } var indices []uint16 for _, f := range o.faces { for _, e := range f { if _, exists := elementIndexMap[e]; !exists { elementIndexMap[e] = nextIndex nextIndex++ v := vertexTable[e.vertexIndex-1] vertices = append(vertices, v.x, v.y, v.z) n := normalTable[e.normalIndex-1] normals = append(normals, n.x, n.y, n.z) // Flip the y-axis to convert from OBJ to OpenGL. // OpenGL considers the origin to be lower left. // OBJ considers the origin to be upper left. tc := texCoordTable[e.texCoordIndex-1] texCoords = append(texCoords, tc.s, 1.0-tc.t) } indices = append(indices, elementIndexMap[e]) } } meshes = append(meshes, &mesh{ id: o.id, count: int32(len(indices)), }) iboNames = append(iboNames, createElementArrayBuffer(indices)) } log.Printf("vertices: %d", len(vertexTable)) log.Printf("normals: %d", len(normalTable)) log.Printf("texCoords: %d", len(texCoordTable)) vbo := createArrayBuffer(vertices) nbo := createArrayBuffer(normals) tbo := createArrayBuffer(texCoords) const ( positionLocation = iota normalLocation texCoordLocation ) for i, m := range meshes { gl.GenVertexArrays(1, &m.vao) gl.BindVertexArray(m.vao) gl.BindBuffer(gl.ARRAY_BUFFER, vbo) gl.EnableVertexAttribArray(positionLocation) gl.VertexAttribPointer(positionLocation, 3, gl.FLOAT, false, 0, gl.PtrOffset(0)) gl.BindBuffer(gl.ARRAY_BUFFER, nbo) gl.EnableVertexAttribArray(normalLocation) gl.VertexAttribPointer(normalLocation, 3, gl.FLOAT, false, 0, gl.PtrOffset(0)) gl.BindBuffer(gl.ARRAY_BUFFER, tbo) gl.EnableVertexAttribArray(texCoordLocation) gl.VertexAttribPointer(texCoordLocation, 2, gl.FLOAT, false, 0, gl.PtrOffset(0)) gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, iboNames[i]) gl.BindVertexArray(0) } return meshes }
func (a *VertexAttribute) vertexAttrib(l uint32, size int32, xtype uint32, offset uintptr, divisor uint32) { var offsetPtr = gl.PtrOffset(int(offset)) gl.EnableVertexAttribArray(a.location + l) gl.VertexAttribPointer(a.location+l, size, xtype, false, int32(a.stride), offsetPtr) gl.VertexAttribDivisor(a.location+l, divisor) }
func (tr *SpriteRenderer) Draw(instances []SpriteConfig) error { var ( bytesNeeded int byteoffset int count int32 data unsafe.Pointer float float32 = 0 floatSize uint32 i uint32 offset unsafe.Pointer sprite SpriteConfig stride int32 ) floatSize = uint32(unsafe.Sizeof(float)) stride = int32(unsafe.Sizeof(sprite)) gl.UseProgram(tr.program) gl.Uniform1i(tr.textureUnitLoc, 0) // Instance data binding gl.BindBuffer(gl.ARRAY_BUFFER, tr.instanceVBO) count = int32(len(instances)) bytesNeeded = int(stride * count) data = gl.Ptr(instances) if bytesNeeded > tr.instanceBytes { gl.BufferData(gl.ARRAY_BUFFER, bytesNeeded, data, gl.STREAM_DRAW) tr.instanceBytes = bytesNeeded } else { gl.BufferSubData(gl.ARRAY_BUFFER, 0, bytesNeeded, data) } gl.EnableVertexAttribArray(tr.translationLoc) gl.VertexAttribPointer(tr.translationLoc, 3, gl.FLOAT, false, stride, tr.offAttrX) gl.VertexAttribDivisor(tr.translationLoc, 1) gl.EnableVertexAttribArray(tr.rotationLoc) gl.VertexAttribPointer(tr.rotationLoc, 3, gl.FLOAT, false, stride, tr.offAttrRotationX) gl.VertexAttribDivisor(tr.rotationLoc, 1) gl.EnableVertexAttribArray(tr.scaleLoc) gl.VertexAttribPointer(tr.scaleLoc, 3, gl.FLOAT, false, stride, tr.offAttrScaleX) gl.VertexAttribDivisor(tr.scaleLoc, 1) gl.EnableVertexAttribArray(tr.colorLoc) gl.VertexAttribPointer(tr.colorLoc, 4, gl.FLOAT, false, stride, tr.offAttrColor) gl.VertexAttribDivisor(tr.colorLoc, 1) for i = 0; i < 4; i++ { byteoffset = int(i * 4 * floatSize) offset = gl.PtrOffset(tr.offAttrPointAdj + byteoffset) gl.EnableVertexAttribArray(tr.pointAdjLoc + i) gl.VertexAttribPointer(tr.pointAdjLoc+i, 4, gl.FLOAT, false, stride, offset) gl.VertexAttribDivisor(tr.pointAdjLoc+i, 1) offset = gl.PtrOffset(tr.offAttrTextureAdj + byteoffset) gl.EnableVertexAttribArray(tr.textureAdjLoc + i) gl.VertexAttribPointer(tr.textureAdjLoc+i, 4, gl.FLOAT, false, stride, offset) gl.VertexAttribDivisor(tr.textureAdjLoc+i, 1) } // Projection gl.UniformMatrix4fv(tr.projectionLoc, 1, false, &tr.Renderer.Camera.Projection[0]) // Actually draw. gl.DrawArraysInstanced(gl.TRIANGLES, 0, 6, int32(len(instances))) // Undo instance attr repetition. gl.VertexAttribDivisor(tr.translationLoc, 0) gl.VertexAttribDivisor(tr.rotationLoc, 0) gl.VertexAttribDivisor(tr.scaleLoc, 0) gl.VertexAttribDivisor(tr.colorLoc, 0) for i = 0; i < 4; i++ { gl.VertexAttribDivisor(tr.pointAdjLoc+i, 0) gl.VertexAttribDivisor(tr.textureAdjLoc+i, 0) } gl.BindBuffer(gl.ARRAY_BUFFER, 0) return nil }
//SetPos sets de Position attribute in the shader argument func (vertexArray *VertexArray) SetPos(shader blankShader.BlankShader) { vertAttrib := uint32(gl.GetAttribLocation(shader.Handle, gl.Str("pos\x00"))) gl.EnableVertexAttribArray(vertAttrib) gl.VertexAttribPointer(vertAttrib, 3, gl.FLOAT, false, 5*4, gl.PtrOffset(0)) vertexArray.handlePos = vertAttrib }
func loadBoundingBox(f *Font, X1 Point, X2 Point) (b *BoundingBox, err error) { b = new(BoundingBox) b.font = f // create shader program and define attributes and uniforms b.program, err = NewProgram(boxVertexShaderSource, boxFragmentShaderSource) if err != nil { return b, err } // ebo, vbo data b.vboIndexCount = 4 * 2 // 4 indexes per bounding box (containing 2 position) b.eboIndexCount = 6 // each rune requires 6 triangle indices for a quad b.vboData = make([]float32, b.vboIndexCount, b.vboIndexCount) b.eboData = make([]int32, b.eboIndexCount, b.eboIndexCount) b.makeBufferData(X1, X2) if f.IsDebug { fmt.Printf("bounding %v %v\n", X1, X2) fmt.Printf("bounding vbo data\n%v\n", b.vboData) fmt.Printf("bounding ebo data\n%v\n", b.eboData) } // attributes b.centeredPosition = uint32(gl.GetAttribLocation(b.program, gl.Str("centered_position\x00"))) // uniforms b.finalPositionUniform = gl.GetUniformLocation(b.program, gl.Str("final_position\x00")) b.orthographicMatrixUniform = gl.GetUniformLocation(b.program, gl.Str("orthographic_matrix\x00")) // size of glfloat glfloatSize := int32(4) gl.GenVertexArrays(1, &b.vao) gl.GenBuffers(1, &b.vbo) gl.GenBuffers(1, &b.ebo) // vao gl.BindVertexArray(b.vao) // vbo // specify the buffer for which the VertexAttribPointer calls apply gl.BindBuffer(gl.ARRAY_BUFFER, b.vbo) gl.EnableVertexAttribArray(b.centeredPosition) gl.VertexAttribPointer( b.centeredPosition, 2, gl.FLOAT, false, 0, gl.PtrOffset(0), ) gl.BufferData(gl.ARRAY_BUFFER, int(glfloatSize)*b.vboIndexCount, gl.Ptr(b.vboData), gl.DYNAMIC_DRAW) gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, b.ebo) gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, int(glfloatSize)*b.eboIndexCount, gl.Ptr(b.eboData), gl.DYNAMIC_DRAW) gl.BindVertexArray(0) // not necesssary, but i just want to better understand using vertex arrays gl.BindBuffer(gl.ARRAY_BUFFER, 0) gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, 0) return b, nil }
func (r *Renderable) Draw(perspective mgl.Mat4, view mgl.Mat4) { gl.UseProgram(r.Shader) gl.BindVertexArray(r.Vao) model := r.GetTransformMat4() var mvp mgl.Mat4 shaderMvp := getUniformLocation(r.Shader, "MVP_MATRIX") if shaderMvp >= 0 { mvp = perspective.Mul4(view).Mul4(model) gl.UniformMatrix4fv(shaderMvp, 1, false, &mvp[0]) } shaderMv := getUniformLocation(r.Shader, "MV_MATRIX") if shaderMv >= 0 { mv := view.Mul4(model) gl.UniformMatrix4fv(shaderMv, 1, false, &mv[0]) } shaderTex0 := getUniformLocation(r.Shader, "DIFFUSE_TEX") if shaderTex0 >= 0 { gl.ActiveTexture(gl.TEXTURE0) gl.BindTexture(gl.TEXTURE_2D, r.Tex0) gl.Uniform1i(shaderTex0, 0) } shaderColor := getUniformLocation(r.Shader, "MATERIAL_DIFFUSE") if shaderColor >= 0 { gl.Uniform4f(shaderColor, r.Color[0], r.Color[1], r.Color[2], r.Color[3]) } shaderTex1 := getUniformLocation(r.Shader, "MATERIAL_TEX_0") if shaderTex1 >= 0 { gl.ActiveTexture(gl.TEXTURE0) gl.BindTexture(gl.TEXTURE_2D, r.Tex0) gl.Uniform1i(shaderTex1, 0) } shaderCameraWorldPos := getUniformLocation(r.Shader, "CAMERA_WORLD_POSITION") if shaderCameraWorldPos >= 0 { gl.Uniform3f(shaderCameraWorldPos, -view[12], -view[13], -view[14]) } shaderPosition := getAttribLocation(r.Shader, "VERTEX_POSITION") if shaderPosition >= 0 { gl.BindBuffer(gl.ARRAY_BUFFER, r.VertVBO) gl.EnableVertexAttribArray(uint32(shaderPosition)) gl.VertexAttribPointer(uint32(shaderPosition), 3, gl.FLOAT, false, 0, gl.PtrOffset(0)) } shaderNormal := getAttribLocation(r.Shader, "VERTEX_NORMAL") if shaderNormal >= 0 { gl.BindBuffer(gl.ARRAY_BUFFER, r.NormsVBO) gl.EnableVertexAttribArray(uint32(shaderNormal)) gl.VertexAttribPointer(uint32(shaderNormal), 3, gl.FLOAT, false, 0, gl.PtrOffset(0)) } shaderVertUv := getAttribLocation(r.Shader, "VERTEX_UV_0") if shaderVertUv >= 0 { gl.BindBuffer(gl.ARRAY_BUFFER, r.UvVBO) gl.EnableVertexAttribArray(uint32(shaderVertUv)) gl.VertexAttribPointer(uint32(shaderVertUv), 2, gl.FLOAT, false, 0, gl.PtrOffset(0)) } gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, r.ElementsVBO) gl.DrawElements(gl.TRIANGLES, int32(r.FaceCount*3), gl.UNSIGNED_INT, gl.PtrOffset(0)) gl.BindVertexArray(0) }
// bindString generates all of the vertex buffers and vertex arrays for a single constant line of // text. No error checking is done. func (d *Dictionary) bindString(str string) strData { var data strData gl.GenVertexArrays(1, &data.varrays[0]) gl.BindVertexArray(data.varrays[0]) gl.GenBuffers(2, &data.vbuffers[0]) var positions, texcoords []float32 var pen pos var prev rune for _, r := range str { ri := d.Runes[r] var scale float32 = 1.0 / float32(d.GlyphMax.Dy()) var posMin, posMax pos posMin.x = pen.x + float32(ri.GlyphBounds.Min.X)*scale posMin.y = pen.y + float32(ri.GlyphBounds.Min.Y)*scale posMax.x = pen.x + float32(ri.GlyphBounds.Max.X)*scale posMax.y = pen.y + float32(ri.GlyphBounds.Max.Y)*scale var texMin, texMax pos texMin.x = float32(ri.PixBounds.Min.X) / float32(d.Dx) texMin.y = float32(ri.PixBounds.Min.Y) / float32(d.Dy) texMax.x = float32(ri.PixBounds.Max.X) / float32(d.Dx) texMax.y = float32(ri.PixBounds.Max.Y) / float32(d.Dy) pen.x += float32(ri.AdvanceWidth) * scale pen.x += float32(d.Kerning[RunePair{prev, r}]) * scale // pen.x -= float32(d.Kerning[RunePair{prev, r}]) * scale positions = append(positions, posMin.x) // lower left positions = append(positions, posMin.y) positions = append(positions, posMin.x) // upper left positions = append(positions, posMax.y) positions = append(positions, posMax.x) // upper right positions = append(positions, posMax.y) positions = append(positions, posMin.x) // lower left positions = append(positions, posMin.y) positions = append(positions, posMax.x) // upper right positions = append(positions, posMax.y) positions = append(positions, posMax.x) // lower right positions = append(positions, posMin.y) texcoords = append(texcoords, texMin.x) // lower left texcoords = append(texcoords, texMax.y) texcoords = append(texcoords, texMin.x) // upper left texcoords = append(texcoords, texMin.y) texcoords = append(texcoords, texMax.x) // upper right texcoords = append(texcoords, texMin.y) texcoords = append(texcoords, texMin.x) // lower left texcoords = append(texcoords, texMax.y) texcoords = append(texcoords, texMax.x) // upper right texcoords = append(texcoords, texMin.y) texcoords = append(texcoords, texMax.x) // lower right texcoords = append(texcoords, texMax.y) prev = r } data.count = int32(len(positions)) gl.BindBuffer(gl.ARRAY_BUFFER, data.vbuffers[0]) gl.BufferData(gl.ARRAY_BUFFER, len(positions)*int(unsafe.Sizeof(positions[0])), gl.Ptr(&positions[0]), gl.STATIC_DRAW) location, _ := render.GetAttribLocation("glop.font", "position") gl.EnableVertexAttribArray(uint32(location)) gl.VertexAttribPointer(uint32(location), 2, gl.FLOAT, false, 0, gl.PtrOffset(0)) gl.BindBuffer(gl.ARRAY_BUFFER, data.vbuffers[1]) gl.BufferData(gl.ARRAY_BUFFER, len(texcoords)*int(unsafe.Sizeof(texcoords[0])), gl.Ptr(&texcoords[0]), gl.STATIC_DRAW) location, _ = render.GetAttribLocation("glop.font", "texCoord") gl.EnableVertexAttribArray(uint32(location)) gl.VertexAttribPointer(uint32(location), 2, gl.FLOAT, false, 0, gl.PtrOffset(0)) return data }