/
main.go
210 lines (168 loc) · 5.56 KB
/
main.go
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package main
import (
"fmt"
"github.com/angus-g/go-obj/obj"
"github.com/go-gl/gl/v3.3-core/gl"
"github.com/go-gl/glfw/v3.1/glfw"
"github.com/go-gl/mathgl/mgl32"
"image"
"image/draw"
_ "image/png"
"io/ioutil"
"os"
"runtime"
"strings"
)
func init() {
// ensure that the main loop always runs on the primary thread
runtime.LockOSThread()
}
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 newProgram(vertexShaderFile, fragmentShaderFile string) (uint32, error) {
// create shaders
vertexShader, err := compileShader(vertexShaderFile, gl.VERTEX_SHADER)
if err != nil {
return 0, err
}
fragmentShader, err := compileShader(fragmentShaderFile, gl.FRAGMENT_SHADER)
if err != nil {
return 0, err
}
// link shaders into program
program := gl.CreateProgram()
gl.AttachShader(program, vertexShader)
gl.AttachShader(program, fragmentShader)
gl.LinkProgram(program)
// error handling
var status int32
gl.GetProgramiv(program, gl.LINK_STATUS, &status)
if status == gl.FALSE {
var logLength int32
gl.GetProgramiv(program, gl.INFO_LOG_LENGTH, &logLength)
log := strings.Repeat("\x00", int(logLength+1))
gl.GetProgramInfoLog(program, logLength, nil, gl.Str(log))
return 0, fmt.Errorf("failed to link program: %v", log)
}
// clean up
gl.DeleteShader(vertexShader)
gl.DeleteShader(fragmentShader)
return program, nil
}
func compileShader(sourceFile string, shaderType uint32) (uint32, error) {
// read shader source from file
sourceBytes, err := ioutil.ReadFile(sourceFile)
if err != nil {
return 0, err
}
// allow use as a C string
csource := gl.Str(string(sourceBytes) + "\x00")
// load into OpenGL
shader := gl.CreateShader(shaderType)
gl.ShaderSource(shader, 1, &csource, nil)
gl.CompileShader(shader)
// error handling
var status int32
gl.GetShaderiv(shader, gl.COMPILE_STATUS, &status)
if status == gl.FALSE {
var logLength int32
gl.GetShaderiv(shader, gl.INFO_LOG_LENGTH, &logLength)
log := strings.Repeat("\x00", int(logLength+1))
gl.GetShaderInfoLog(shader, logLength, nil, gl.Str(log))
return 0, fmt.Errorf("failed to compile %v: %v", sourceFile, log)
}
return shader, nil
}
func newTexture(file string, texNum uint32) (uint32, error) {
imgFile, err := os.Open(file)
if err != nil {
return 0, err
}
img, _, err := image.Decode(imgFile)
rgba := image.NewRGBA(img.Bounds())
if rgba.Stride != rgba.Rect.Size().X*4 {
return 0, fmt.Errorf("unsupported stride")
}
draw.Draw(rgba, rgba.Bounds(), img, image.ZP, draw.Src)
var texture uint32
gl.GenTextures(1, &texture)
gl.ActiveTexture(texNum)
gl.BindTexture(gl.TEXTURE_2D, texture)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA,
int32(rgba.Rect.Size().X), int32(rgba.Rect.Size().Y),
0, gl.RGBA, gl.UNSIGNED_BYTE, gl.Ptr(rgba.Pix))
return texture, nil
}