Пример #1
0
func display() {
	// Clear the background as white
	gl.ClearColor(1.0, 1.0, 1.0, 1.0)
	gl.Clear(gl.COLOR_BUFFER_BIT)

	// Use the GLSL program
	gl.UseProgram(program)

	gl.BindBuffer(gl.ARRAY_BUFFER, vboTriangle)
	gl.EnableVertexAttribArray(attributeCoord2d)

	// Describe our vertices array to OpenGL (it can't guess its format automatically)
	gl.VertexAttribPointer(attributeCoord2d, 2, gl.FLOAT, gl.FALSE, 0, gl.Pointer(nil))

	gl.EnableVertexAttribArray(attributeColor)
	gl.BindBuffer(gl.ARRAY_BUFFER, vboTriangleColors)
	gl.VertexAttribPointer(attributeColor, 3, gl.FLOAT, gl.FALSE, 0, gl.Pointer(nil))

	// Push each element in buffer_vertices to the vertex shader
	gl.DrawArrays(gl.TRIANGLES, 0, 3)

	gl.DisableVertexAttribArray(attributeCoord2d)
	gl.DisableVertexAttribArray(attributeColor)
	gl.BindBuffer(gl.ARRAY_BUFFER, 0) // Unbind

	// Display the result
	glfw.SwapBuffers()
}
Пример #2
0
func setupAttrib(location gl33.Uint, type_ gl33.Enum, dimensions int, offset uintptr, vertexSize int) {
	gl33.EnableVertexAttribArray(location)
	if type_ == gl33.FLOAT || type_ == gl33.DOUBLE {
		gl33.VertexAttribPointer(location, gl33.Int(dimensions), type_, gl33.FALSE, gl33.Sizei(vertexSize), gl33.Pointer(offset))
	} else {
		gl33.VertexAttribIPointer(location, gl33.Int(dimensions), type_, gl33.Sizei(vertexSize), gl33.Pointer(offset))
	}
}
Пример #3
0
func main() {
	var window *sdl.Window
	var context sdl.GLContext
	var event sdl.Event
	var running bool
	var err error
	runtime.LockOSThread()
	if err = sdl.Init(sdl.INIT_EVERYTHING); err != nil {
		panic(err)
	}
	defer sdl.Quit()
	window, err = sdl.CreateWindow(winTitle, sdl.WINDOWPOS_UNDEFINED,
		sdl.WINDOWPOS_UNDEFINED,
		winWidth, winHeight, sdl.WINDOW_OPENGL)
	if err != nil {
		panic(err)
	}
	defer window.Destroy()
	context, err = sdl.GL_CreateContext(window)
	if err != nil {
		panic(err)
	}
	defer sdl.GL_DeleteContext(context)

	gl.Init()
	gl.Viewport(0, 0, gl.Sizei(winWidth), gl.Sizei(winHeight))
	// OPENGL FLAGS
	gl.ClearColor(0.0, 0.1, 0.0, 1.0)
	gl.Enable(gl.DEPTH_TEST)
	gl.DepthFunc(gl.LESS)
	gl.Enable(gl.BLEND)
	gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)

	// VERTEX BUFFER
	var vertexbuffer gl.Uint
	gl.GenBuffers(1, &vertexbuffer)
	gl.BindBuffer(gl.ARRAY_BUFFER, vertexbuffer)
	gl.BufferData(gl.ARRAY_BUFFER, gl.Sizeiptr(len(triangle_vertices)*4), gl.Pointer(&triangle_vertices[0]), gl.STATIC_DRAW)

	// COLOUR BUFFER
	var colourbuffer gl.Uint
	gl.GenBuffers(1, &colourbuffer)
	gl.BindBuffer(gl.ARRAY_BUFFER, colourbuffer)
	gl.BufferData(gl.ARRAY_BUFFER, gl.Sizeiptr(len(triangle_colours)*4), gl.Pointer(&triangle_colours[0]), gl.STATIC_DRAW)

	// GUESS WHAT
	program := createprogram()

	// VERTEX ARRAY
	var VertexArrayID gl.Uint
	gl.GenVertexArrays(1, &VertexArrayID)
	gl.BindVertexArray(VertexArrayID)
	gl.EnableVertexAttribArray(0)
	gl.BindBuffer(gl.ARRAY_BUFFER, vertexbuffer)
	gl.VertexAttribPointer(0, 3, gl.FLOAT, gl.FALSE, 0, nil)

	// VERTEX ARRAY HOOK COLOURS
	gl.EnableVertexAttribArray(1)
	gl.BindBuffer(gl.ARRAY_BUFFER, colourbuffer)
	gl.VertexAttribPointer(1, 3, gl.FLOAT, gl.FALSE, 0, nil)

	//UNIFORM HOOK
	unistring := gl.GLString("scaleMove")
	UniScale = gl.GetUniformLocation(program, unistring)
	fmt.Printf("Uniform Link: %v\n", UniScale+1)

	gl.UseProgram(program)

	running = true
	for running {
		for event = sdl.PollEvent(); event != nil; event =
			sdl.PollEvent() {
			switch t := event.(type) {
			case *sdl.QuitEvent:
				running = false
			case *sdl.MouseMotionEvent:

				xrot = float32(t.Y) / 2
				yrot = float32(t.X) / 2
				fmt.Printf("[%dms]MouseMotion\tid:%d\tx:%d\ty:%d\txrel:%d\tyrel:%d\n", t.Timestamp, t.Which, t.X, t.Y, t.XRel, t.YRel)
			}
		}
		drawgl()
		sdl.GL_SwapWindow(window)
	}
}
func (loc *AttributeLocation) AttribPointerFloat(size int, normalized bool, stride int, pointer gl.Pointer) {
	gl.VertexAttribPointer(loc.id, gl.Int(size), gl.FLOAT, gl.GLBool(normalized), gl.Sizei(stride), pointer)
}