Exemplo n.º 1
0
func main() {
	runtime.LockOSThread()

	if !glfw.Init() {
		fmt.Fprintf(os.Stderr, "Can't open GLFW")
		return
	}
	defer glfw.Terminate()

	glfw.WindowHint(glfw.Samples, 4)
	glfw.WindowHint(glfw.ContextVersionMajor, 3)
	glfw.WindowHint(glfw.ContextVersionMinor, 3)
	glfw.WindowHint(glfw.OpenglProfile, glfw.OpenglCoreProfile)
	glfw.WindowHint(glfw.OpenglForwardCompatible, glfw.True) // needed for macs

	window, err := glfw.CreateWindow(1024, 768, "Tutorial 7", nil, nil)
	if err != nil {
		fmt.Fprintf(os.Stderr, "%v\n", err)
		return
	}

	window.MakeContextCurrent()

	gl.Init()
	gl.GetError() // Ignore error
	window.SetInputMode(glfw.StickyKeys, 1)
	window.SetCursorPosition(1024/2, 768/2)
	window.SetInputMode(glfw.Cursor, glfw.CursorHidden)

	gl.ClearColor(0., 0., 0.4, 0.)

	gl.Enable(gl.DEPTH_TEST)
	gl.DepthFunc(gl.LESS)

	gl.Enable(gl.CULL_FACE)

	camera := input.NewCamera(window)

	vertexArray := gl.GenVertexArray()
	defer vertexArray.Delete()
	vertexArray.Bind()

	prog := helper.MakeProgram("TransformVertexShader.vertexshader", "TextureFragmentShader.fragmentshader")
	defer prog.Delete()

	matrixID := prog.GetUniformLocation("MVP")

	texture, err := helper.TextureFromDDS("uvmap.DDS")
	if err != nil {
		fmt.Println("Couldn't load texture")
		return
	}
	defer texture.Delete()
	texSampler := prog.GetUniformLocation("myTextureSampler")

	meshObj := objloader.LoadObject("cube.obj", true)
	vertices, uvs := meshObj.Vertices, meshObj.UVs

	vertexBuffer := gl.GenBuffer()
	defer vertexBuffer.Delete()
	vertexBuffer.Bind(gl.ARRAY_BUFFER)
	gl.BufferData(gl.ARRAY_BUFFER, len(vertices)*3*4, vertices, gl.STATIC_DRAW)

	uvBuffer := gl.GenBuffer()
	defer uvBuffer.Delete()
	uvBuffer.Bind(gl.ARRAY_BUFFER)

	// UV doesn't seem to care
	gl.BufferData(gl.ARRAY_BUFFER, len(uvs)*2*4, uvs, gl.STATIC_DRAW)

	// Equivalent to a do... while
	for ok := true; ok; ok = (window.GetKey(glfw.KeyEscape) != glfw.Press && !window.ShouldClose()) {
		func() {
			gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)

			prog.Use()
			defer gl.ProgramUnuse()

			view, proj := camera.ComputeViewPerspective()
			model := mgl32.Ident4()

			MVP := proj.Mul4(view).Mul4(model)

			matrixID.UniformMatrix4fv(false, MVP)

			gl.ActiveTexture(gl.TEXTURE0)
			texture.Bind(gl.TEXTURE_2D)
			defer texture.Unbind(gl.TEXTURE_2D)
			texSampler.Uniform1i(0)

			vertexAttrib := gl.AttribLocation(0)
			vertexAttrib.EnableArray()
			defer vertexAttrib.DisableArray()
			vertexBuffer.Bind(gl.ARRAY_BUFFER)
			defer vertexBuffer.Unbind(gl.ARRAY_BUFFER)
			vertexAttrib.AttribPointer(3, gl.FLOAT, false, 0, nil)

			uvAttrib := gl.AttribLocation(1)
			uvAttrib.EnableArray()
			defer uvAttrib.DisableArray()
			uvBuffer.Bind(gl.ARRAY_BUFFER)
			defer uvBuffer.Unbind(gl.ARRAY_BUFFER)
			uvAttrib.AttribPointer(2, gl.FLOAT, false, 0, nil)

			gl.DrawArrays(gl.TRIANGLES, 0, len(vertices))

			window.SwapBuffers()
			glfw.PollEvents()
		}() // Defers unbinds and disables to here, end of the loop
	}

}
Exemplo n.º 2
0
func main() {
	runtime.LockOSThread()

	if !glfw.Init() {
		fmt.Fprintf(os.Stderr, "Can't open GLFW")
		return
	}
	defer glfw.Terminate()

	glfw.WindowHint(glfw.Samples, 4)
	glfw.WindowHint(glfw.ContextVersionMajor, 3)
	glfw.WindowHint(glfw.ContextVersionMinor, 3)
	glfw.WindowHint(glfw.OpenglProfile, glfw.OpenglCoreProfile)
	glfw.WindowHint(glfw.OpenglForwardCompatible, glfw.True) // needed for macs

	window, err := glfw.CreateWindow(1024, 768, "Tutorial 6", nil, nil)
	if err != nil {
		fmt.Fprintf(os.Stderr, "%v\n", err)
		return
	}

	window.MakeContextCurrent()

	gl.Init()
	gl.GetError() // Ignore error
	window.SetInputMode(glfw.StickyKeys, 1)
	window.SetCursorPosition(1024/2, 768/2)
	window.SetInputMode(glfw.Cursor, glfw.CursorHidden)

	gl.ClearColor(0., 0., 0.4, 0.)

	gl.Enable(gl.DEPTH_TEST)
	gl.DepthFunc(gl.LESS)

	gl.Enable(gl.CULL_FACE)

	camera := input.NewCamera(window)

	vertexArray := gl.GenVertexArray()
	defer vertexArray.Delete()
	vertexArray.Bind()

	prog := helper.MakeProgram("TransformVertexShader.vertexshader", "TextureFragmentShader.fragmentshader")
	defer prog.Delete()

	matrixID := prog.GetUniformLocation("MVP")

	texture, err := helper.TextureFromDDS("uvtemplate.DDS")
	if err != nil {
		fmt.Printf("Couldn't make texture: %v\n", err)
		return
	}
	defer texture.Delete()
	texSampler := prog.GetUniformLocation("myTextureSampler")

	vBufferData := [...]float32{
		-1.0, -1.0, -1.0,
		-1.0, -1.0, 1.0,
		-1.0, 1.0, 1.0,
		1.0, 1.0, -1.0,
		-1.0, -1.0, -1.0,
		-1.0, 1.0, -1.0,
		1.0, -1.0, 1.0,
		-1.0, -1.0, -1.0,
		1.0, -1.0, -1.0,
		1.0, 1.0, -1.0,
		1.0, -1.0, -1.0,
		-1.0, -1.0, -1.0,
		-1.0, -1.0, -1.0,
		-1.0, 1.0, 1.0,
		-1.0, 1.0, -1.0,
		1.0, -1.0, 1.0,
		-1.0, -1.0, 1.0,
		-1.0, -1.0, -1.0,
		-1.0, 1.0, 1.0,
		-1.0, -1.0, 1.0,
		1.0, -1.0, 1.0,
		1.0, 1.0, 1.0,
		1.0, -1.0, -1.0,
		1.0, 1.0, -1.0,
		1.0, -1.0, -1.0,
		1.0, 1.0, 1.0,
		1.0, -1.0, 1.0,
		1.0, 1.0, 1.0,
		1.0, 1.0, -1.0,
		-1.0, 1.0, -1.0,
		1.0, 1.0, 1.0,
		-1.0, 1.0, -1.0,
		-1.0, 1.0, 1.0,
		1.0, 1.0, 1.0,
		-1.0, 1.0, 1.0,
		1.0, -1.0, 1.0,
	}

	uvBufferData := [...]float32{
		0.000059, 1.0 - 0.000004,
		0.000103, 1.0 - 0.336048,
		0.335973, 1.0 - 0.335903,
		1.000023, 1.0 - 0.000013,
		0.667979, 1.0 - 0.335851,
		0.999958, 1.0 - 0.336064,
		0.667979, 1.0 - 0.335851,
		0.336024, 1.0 - 0.671877,
		0.667969, 1.0 - 0.671889,
		1.000023, 1.0 - 0.000013,
		0.668104, 1.0 - 0.000013,
		0.667979, 1.0 - 0.335851,
		0.000059, 1.0 - 0.000004,
		0.335973, 1.0 - 0.335903,
		0.336098, 1.0 - 0.000071,
		0.667979, 1.0 - 0.335851,
		0.335973, 1.0 - 0.335903,
		0.336024, 1.0 - 0.671877,
		1.000004, 1.0 - 0.671847,
		0.999958, 1.0 - 0.336064,
		0.667979, 1.0 - 0.335851,
		0.668104, 1.0 - 0.000013,
		0.335973, 1.0 - 0.335903,
		0.667979, 1.0 - 0.335851,
		0.335973, 1.0 - 0.335903,
		0.668104, 1.0 - 0.000013,
		0.336098, 1.0 - 0.000071,
		0.000103, 1.0 - 0.336048,
		0.000004, 1.0 - 0.671870,
		0.336024, 1.0 - 0.671877,
		0.000103, 1.0 - 0.336048,
		0.336024, 1.0 - 0.671877,
		0.335973, 1.0 - 0.335903,
		0.667969, 1.0 - 0.671889,
		1.000004, 1.0 - 0.671847,
		0.667979, 1.0 - 0.335851,
	}

	// Invert V because we're using a compressed texture
	for i := 1; i < len(uvBufferData); i += 2 {
		uvBufferData[i] = 1.0 - uvBufferData[i]
	}

	vertexBuffer := gl.GenBuffer()
	defer vertexBuffer.Delete()
	vertexBuffer.Bind(gl.ARRAY_BUFFER)
	gl.BufferData(gl.ARRAY_BUFFER, len(vBufferData)*4, &vBufferData, gl.STATIC_DRAW)

	uvBuffer := gl.GenBuffer()
	defer uvBuffer.Delete()
	uvBuffer.Bind(gl.ARRAY_BUFFER)
	gl.BufferData(gl.ARRAY_BUFFER, len(uvBufferData)*4, &uvBufferData, gl.STATIC_DRAW)

	// Equivalent to a do... while
	for ok := true; ok; ok = (window.GetKey(glfw.KeyEscape) != glfw.Press && !window.ShouldClose()) {
		func() {
			gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)

			prog.Use()
			defer gl.ProgramUnuse()

			view, proj := camera.ComputeViewPerspective()
			model := mgl32.Ident4()

			MVP := proj.Mul4(view).Mul4(model)
			//mvpArray := mvp.AsCMOArray(mathgl.FLOAT32).([16]float32)

			matrixID.UniformMatrix4fv(false, MVP)

			gl.ActiveTexture(gl.TEXTURE0)
			texture.Bind(gl.TEXTURE_2D)
			defer texture.Unbind(gl.TEXTURE_2D)
			texSampler.Uniform1i(0)

			vertexAttrib := gl.AttribLocation(0)
			vertexAttrib.EnableArray()
			defer vertexAttrib.DisableArray()
			vertexBuffer.Bind(gl.ARRAY_BUFFER)
			defer vertexBuffer.Unbind(gl.ARRAY_BUFFER)
			vertexAttrib.AttribPointer(3, gl.FLOAT, false, 0, nil)

			uvAttrib := gl.AttribLocation(1)
			uvAttrib.EnableArray()
			defer uvAttrib.DisableArray()
			uvBuffer.Bind(gl.ARRAY_BUFFER)
			defer uvBuffer.Unbind(gl.ARRAY_BUFFER)
			uvAttrib.AttribPointer(2, gl.FLOAT, false, 0, nil)

			gl.DrawArrays(gl.TRIANGLES, 0, 12*3)

			window.SwapBuffers()
			glfw.PollEvents()
		}() // Defers unbinds and disables to here, end of the loop
	}

}
Exemplo n.º 3
0
func main() {
	runtime.LockOSThread()

	if !glfw.Init() {
		fmt.Fprintf(os.Stderr, "Can't open GLFW")
		return
	}
	defer glfw.Terminate()

	glfw.WindowHint(glfw.Samples, 4)
	glfw.WindowHint(glfw.ContextVersionMajor, 3)
	glfw.WindowHint(glfw.ContextVersionMinor, 3)
	glfw.WindowHint(glfw.OpenglProfile, glfw.OpenglCoreProfile)
	glfw.WindowHint(glfw.OpenglForwardCompatible, glfw.True) // needed for macs

	window, err := glfw.CreateWindow(1024, 768, "Tutorial 8", nil, nil)
	if err != nil {
		fmt.Fprintf(os.Stderr, "%v\n", err)
		return
	}

	window.MakeContextCurrent()

	gl.Init()
	gl.GetError() // Ignore error
	window.SetInputMode(glfw.StickyKeys, 1)
	window.SetCursorPosition(1024/2, 768/2)
	window.SetInputMode(glfw.Cursor, glfw.CursorHidden)

	gl.ClearColor(0., 0., 0.4, 0.)

	gl.Enable(gl.DEPTH_TEST)
	gl.DepthFunc(gl.LESS)

	gl.Enable(gl.CULL_FACE)

	camera := input.NewCamera(window)

	vertexArray := gl.GenVertexArray()
	defer vertexArray.Delete()
	vertexArray.Bind()

	prog := helper.MakeProgram("StandardShading.vertexshader", "StandardShading.fragmentshader")
	defer prog.Delete()

	matrixID := prog.GetUniformLocation("MVP")
	viewMatrixID := prog.GetUniformLocation("V")
	modelMatrixID := prog.GetUniformLocation("M")

	texture, err := helper.TextureFromDDS("uvmap.DDS")
	if err != nil {
		fmt.Printf("Could not load texture: %v\n", err)
	}
	defer texture.Delete()
	texSampler := prog.GetUniformLocation("myTextureSampler")

	meshObj := objloader.LoadObject("suzanne.obj", true)

	indices, indexedVertices, indexedUVs, indexedNormals := indexer.IndexVBOSlow(meshObj.Vertices, meshObj.UVs, meshObj.Normals)

	vertexBuffer := gl.GenBuffer()
	defer vertexBuffer.Delete()
	vertexBuffer.Bind(gl.ARRAY_BUFFER)
	gl.BufferData(gl.ARRAY_BUFFER, len(indexedVertices)*3*4, indexedVertices, gl.STATIC_DRAW)

	uvBuffer := gl.GenBuffer()
	defer uvBuffer.Delete()
	uvBuffer.Bind(gl.ARRAY_BUFFER)
	// And yet, the weird length stuff doesn't seem to matter for UV or normal
	gl.BufferData(gl.ARRAY_BUFFER, len(indexedUVs)*2*4, indexedUVs, gl.STATIC_DRAW)

	normBuffer := gl.GenBuffer()
	defer normBuffer.Delete()
	normBuffer.Bind(gl.ARRAY_BUFFER)
	gl.BufferData(gl.ARRAY_BUFFER, len(indexedNormals)*3*4, indexedNormals, gl.STATIC_DRAW)

	elementBuffer := gl.GenBuffer()
	defer elementBuffer.Delete()
	elementBuffer.Bind(gl.ELEMENT_ARRAY_BUFFER)
	gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, len(indices)*2, indices, gl.STATIC_DRAW) // NOTE: a GL_UNSIGNED_SHORT is 16-bits

	lightID := prog.GetUniformLocation("LightPosition_worldspace")
	lastTime := glfw.GetTime()
	nbFrames := 0
	// Equivalent to a do... while
	for ok := true; ok; ok = (window.GetKey(glfw.KeyEscape) != glfw.Press && !window.ShouldClose()) {

		currTime := glfw.GetTime()
		nbFrames++
		if currTime-lastTime >= 1.0 {
			fmt.Printf("%f ms/frame\n", 1000.0/float64(nbFrames))
			nbFrames = 0
			lastTime += 1.0
		}

		func() {
			gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)

			prog.Use()
			defer gl.ProgramUnuse()

			view, proj := camera.ComputeViewPerspective()
			model := mgl32.Ident4()

			MVP := proj.Mul4(view).Mul4(model)
			//mvpArray := mvp.AsCMOArray(mathgl.FLOAT32).([16]float32)
			//vArray := view.AsCMOArray(mathgl.FLOAT32).([16]float32)
			//mArray := model.AsCMOArray(mathgl.FLOAT32).([16]float32)

			matrixID.UniformMatrix4fv(false, MVP)
			viewMatrixID.UniformMatrix4fv(false, view)
			modelMatrixID.UniformMatrix4fv(false, model)

			lightID.Uniform3f(4., 4., 4.)

			gl.ActiveTexture(gl.TEXTURE0)
			texture.Bind(gl.TEXTURE_2D)
			defer texture.Unbind(gl.TEXTURE_2D)
			texSampler.Uniform1i(0)

			vertexAttrib := gl.AttribLocation(0)
			vertexAttrib.EnableArray()
			defer vertexAttrib.DisableArray()
			vertexBuffer.Bind(gl.ARRAY_BUFFER)
			defer vertexBuffer.Unbind(gl.ARRAY_BUFFER)
			vertexAttrib.AttribPointer(3, gl.FLOAT, false, 0, nil)

			uvAttrib := gl.AttribLocation(1)
			uvAttrib.EnableArray()
			defer uvAttrib.DisableArray()
			uvBuffer.Bind(gl.ARRAY_BUFFER)
			defer uvBuffer.Unbind(gl.ARRAY_BUFFER)
			uvAttrib.AttribPointer(2, gl.FLOAT, false, 0, nil)

			normAttrib := gl.AttribLocation(2)
			normAttrib.EnableArray()
			defer normAttrib.DisableArray()
			normBuffer.Bind(gl.ARRAY_BUFFER)
			defer normBuffer.Unbind(gl.ARRAY_BUFFER)
			normAttrib.AttribPointer(3, gl.FLOAT, false, 0, nil)

			elementBuffer.Bind(gl.ELEMENT_ARRAY_BUFFER)
			defer elementBuffer.Unbind(gl.ELEMENT_ARRAY_BUFFER)

			gl.DrawElements(gl.TRIANGLES, len(indices), gl.UNSIGNED_SHORT, nil)

			window.SwapBuffers()
			glfw.PollEvents()
		}() // Defers unbinds and disables to here, end of the loop
	}

}