Пример #1
0
func CreateBuffers() {

	var err error
	program, err = MakeProgram(VertexShader(), FragmentShader())
	// defer program.Delete()

	if err != nil {
		fmt.Println("Error loading shaders: " + err.Error())
		panic("error loading shaders")
	}

	gl.BindFragDataLocation(program, 0, gl.Str("color\x00"))

	MVPid = gl.GetUniformLocation(program, gl.Str("MVP\x00"))
	lightpositionID = gl.GetUniformLocation(program, gl.Str("light.position\x00"))
	lightintensitiesID = gl.GetUniformLocation(program, gl.Str("light.intensities\x00"))
	lightattenuationID = gl.GetUniformLocation(program, gl.Str("light.attenuation\x00"))
	lightambientCoeficientID = gl.GetUniformLocation(program, gl.Str("light.ambientCoeficient\x00"))

	cameraPositionID = gl.GetUniformLocation(program, gl.Str("cameraPosition\x00"))

	// View := mathgl.LookAt(0.0, 0.0, 5.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0)

	// viewM = View

	gl.DepthFunc(gl.LEQUAL)
	gl.Enable(gl.BLEND)
	gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)

	// var vao uint32
	gl.GenVertexArrays(1, &vao)
	gl.BindVertexArray(vao)

	// var vbo uint32
	gl.GenBuffers(1, &vbo)

	// gl.GenBuffers(1, &elementvbo)
	// fmt.Println(program)
	gl.UseProgram(program)

	for idx, img := range aggregateImages {
		bindAggregateImage(img, idx)

	}

}
Пример #2
0
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}
}
Пример #3
0
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()
	}
}
Пример #4
0
func Init() error {
	if err := gl.Init(); err != nil {
		return err
	}

	log.Printf("OpenGL version: %s", gl.GoStr(gl.GetString(gl.VERSION)))

	vs, err := asset.String("shader.vert")
	if err != nil {
		return err
	}

	fs, err := asset.String("shader.frag")
	if err != nil {
		return err
	}

	program, err := createProgram(vs, fs)
	if err != nil {
		return err
	}
	gl.UseProgram(program)

	var shaderErr error
	uniform := func(name string) int32 {
		var loc int32
		loc, shaderErr = getUniformLocation(program, name)
		return loc
	}

	projectionViewMatrixUniform = uniform("u_projectionViewMatrix")
	modelMatrixUniform = uniform("u_modelMatrix")
	normalMatrixUniform = uniform("u_normalMatrix")
	ambientLightColorUniform = uniform("u_ambientLightColor")
	directionalLightColorUniform = uniform("u_directionalLightColor")
	directionalVectorUniform = uniform("u_directionalVector")
	textureUniform = uniform("u_texture")
	grayscaleUniform = uniform("u_grayscale")
	brightnessUniform = uniform("u_brightness")
	alphaUniform = uniform("u_alpha")
	mixColorUniform = uniform("u_mixColor")
	mixAmountUniform = uniform("u_mixAmount")

	if shaderErr != nil {
		return shaderErr
	}

	vm := newViewMatrix(cameraPosition, targetPosition, up)
	nm := vm.inverse().transpose()
	gl.UniformMatrix4fv(normalMatrixUniform, 1, false, &nm[0])

	gl.Uniform3fv(ambientLightColorUniform, 1, &ambientLightColor[0])
	gl.Uniform3fv(directionalLightColorUniform, 1, &directionalLightColor[0])
	gl.Uniform3fv(directionalVectorUniform, 1, &directionalVector[0])

	SizeCallback = func(width, height int) {
		if winWidth == width && winHeight == height {
			return
		}

		log.Printf("window size changed (%dx%d -> %dx%d)", int(winWidth), int(winHeight), width, height)
		gl.Viewport(0, 0, int32(width), int32(height))

		// Calculate new perspective projection view matrix.
		winWidth, winHeight = width, height
		fw, fh := float32(width), float32(height)
		aspect := fw / fh
		fovRadians := float32(math.Pi) / 3
		perspectiveProjectionViewMatrix = vm.mult(newPerspectiveMatrix(fovRadians, aspect, 1, 2000))

		// Calculate new ortho projection view matrix.
		orthoProjectionViewMatrix = newOrthoMatrix(fw, fh, fw /* use width as depth */)
	}

	if err := initMeshes(); err != nil {
		return err
	}

	if err := initTextures(); err != nil {
		return err
	}

	gl.Enable(gl.CULL_FACE)
	gl.CullFace(gl.BACK)

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

	gl.Enable(gl.BLEND)
	gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
	gl.ClearColor(0, 0, 0, 0)

	return nil
}
Пример #5
0
func InitGL() error {
	defer tlog.FuncLog(tlog.Func("InitGL"))

	err := gl.Init()
	if err != nil {
		return err
	}
	gl.GetError() // cleanup gl error state

	version := gl.GoStr(gl.GetString(gl.VERSION))
	tlog.Println("OpenGL version", version)

	gl.PolygonMode(gl.FRONT_AND_BACK, gl.FILL)
	Check()
	gl.ReadBuffer(gl.BACK)
	Check()
	gl.DrawBuffer(gl.BACK)
	Check()

	gl.FrontFace(gl.CW)
	Check()
	gl.CullFace(gl.BACK)
	Check()
	gl.Disable(gl.CULL_FACE)
	Check()

	gl.ClearColor(1, 1, 0.5, 0)
	Check()
	gl.ClearDepth(1.0)
	Check()
	gl.ClearStencil(0)
	Check()

	gl.Disable(gl.STENCIL_TEST)
	Check()
	gl.StencilMask(0xFFFFFFFF)
	Check()
	gl.StencilFunc(gl.EQUAL, 0x00000000, 0x00000001)
	Check()
	gl.StencilOp(gl.KEEP, gl.KEEP, gl.KEEP)
	Check()

	gl.Disable(gl.DITHER)
	Check()

	gl.Enable(gl.DEPTH_TEST)
	Check()
	gl.DepthFunc(gl.LEQUAL)
	Check()
	gl.DepthMask(true)
	Check()
	gl.DepthRange(0., 1.)
	Check()
	gl.Enable(gl.DEPTH_CLAMP)
	Check()

	gl.Enable(gl.BLEND)
	Check()
	gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)

	ForceCheck()
	return nil
}
Пример #6
0
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()
	}
}