func initScene() { halfW, halfH := float32(Width)*0.5, float32(Height)*0.5 Projection = mgl.Ortho2D(-halfW, halfW, -halfH, halfH).Mul4( mgl.Translate3D(-halfW, -halfH, 0)) ModelView = mgl.Ident4f().Mul4(mgl.Scale3D(100, 100, 0)) MVP <- Projection.Mul4(ModelView) gl.Disable(gl.DEPTH_TEST) gl.DepthMask(false) program := Program(FragmentShader(fsh), VertexShader(vsh)) gl.UseProgram(uint(program)) uMVP = gl.GetUniformLocation(program, "uMVP") attrPos = gl.GetAttribLocation(program, "pos") attrColor = gl.GetAttribLocation(program, "color") gl.EnableVertexAttribArray(uint(attrPos)) gl.EnableVertexAttribArray(uint(attrColor)) gl.ClearColor(0.0, 0.0, 0.0, 1.0) gl.VertexAttribPointer(uint(attrPos), 2, gl.FLOAT, false, 0, uintptr(gl.Void(&POSITION[0]))) gl.VertexAttribPointer(uint(attrColor), 4, gl.FLOAT, false, 0, uintptr(gl.Void(&COLOR[0]))) }
func initShaders() { program := Program(FragmentShader(fsh), VertexShader(vsh)) gl.UseProgram(program) attrPos = uint(gl.GetAttribLocation(program, "pos")) attrTexIn = uint(gl.GetAttribLocation(program, "texIn")) unifTexture = gl.GetUniformLocation(program, "texture") gl.EnableVertexAttribArray(attrPos) gl.EnableVertexAttribArray(attrTexIn) // Upload vertices data gl.GenBuffers(1, gl.Void(&verticesArrayBuffer)) gl.BindBuffer(gl.ARRAY_BUFFER, verticesArrayBuffer) gl.BufferData(gl.ARRAY_BUFFER, len(vertices)*4, gl.Void(&vertices[0]), gl.STATIC_DRAW) // Upload texture data imageBuffer, width, height := loadImage() gl.GenTextures(1, gl.Void(&textureBuffer)) gl.BindTexture(gl.TEXTURE_2D, textureBuffer) gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST) gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, gl.Void(&imageBuffer[0])) gl.ClearColor(0.0, 0.0, 0.0, 1.0) }