// renders the display on each update
func render() {
	gl.Clear(gl.COLOR_BUFFER_BIT)
	gl.Enable(gl.BLEND)
	gl.Enable(gl.POINT_SMOOTH)
	gl.Enable(gl.LINE_SMOOTH)
	gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
	gl.LoadIdentity()

	// draw pipes
	for _, pipeBox := range pipe {
		gl.PushMatrix()
		pos := pipeBox.Body.Position()
		gl.Translatef(float32(pos.X), float32(pos.Y), 0.0)
		drawSquare(.19, .8, .19, 1) // limegreen
		gl.PopMatrix()
	}

	// draw flappy
	for _, flappyBird := range flappyBirds {
		gl.PushMatrix()
		pos := flappyBird.Body.Position()
		gl.Translatef(float32(pos.X), float32(pos.Y), 0.0)
		drawSquare(1, .84, 0, 1) // gold
		gl.PopMatrix()
	}

	gl.Color4f(1, 0, 1, 1)
	scoreStr := "[ Score: " + strconv.Itoa(score) + " ]"
	// draw score
	drawScore(scoreStr)
}
Пример #2
0
//Call this function once to enable debug print message (to stdout). Will not crash if your machine does not support GL_ARB_debug_output
func EnableGLDebugLogging() {
	if lux.Extensions["GL_ARB_debug_output"] {
		log.Print("debugging enabled")
		gl.Enable(gl.DEBUG_OUTPUT_SYNCHRONOUS_ARB)
		gl.DebugMessageCallbackARB(gl.DebugProc(glDebugCallback), gl.Ptr(nil))
	}
}
Пример #3
0
func (t *Text) Draw() {
	if t.IsDebug {
		t.BoundingBox.Draw()
	}
	gl.UseProgram(t.font.program)

	gl.ActiveTexture(gl.TEXTURE0)
	gl.BindTexture(gl.TEXTURE_2D, t.font.textureID)

	// uniforms
	gl.Uniform1i(t.font.fragmentTextureUniform, 0)
	gl.Uniform4fv(t.font.colorUniform, 1, &t.color[0])
	gl.Uniform2fv(t.font.finalPositionUniform, 1, &t.finalPosition[0])
	gl.UniformMatrix4fv(t.font.orthographicMatrixUniform, 1, false, &t.font.OrthographicMatrix[0])
	gl.UniformMatrix4fv(t.font.scaleMatrixUniform, 1, false, &t.scaleMatrix[0])

	// draw
	drawCount := int32(t.RuneCount * 6)
	if drawCount > int32(t.eboIndexCount) {
		drawCount = int32(t.eboIndexCount)
	}
	if drawCount < 0 {
		drawCount = 0
	}
	gl.Enable(gl.BLEND)
	gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
	gl.BindVertexArray(t.vao)
	gl.DrawElements(gl.TRIANGLES, drawCount, gl.UNSIGNED_INT, nil)
	gl.BindVertexArray(0)
	gl.Disable(gl.BLEND)
}
Пример #4
0
// InitGraphics creates an OpenGL window and initializes the required graphics libraries.
// It will either succeed or panic.
func (app *ExampleApp) InitGraphics(title string, w int, h int) {
	err := glfw.Init()
	if err != nil {
		panic("Can't init glfw! " + err.Error())
	}

	// request a OpenGL 3.3 core context
	glfw.WindowHint(glfw.Samples, 0)
	glfw.WindowHint(glfw.ContextVersionMajor, 3)
	glfw.WindowHint(glfw.ContextVersionMinor, 3)
	glfw.WindowHint(glfw.OpenGLForwardCompatible, glfw.True)
	glfw.WindowHint(glfw.OpenGLProfile, glfw.OpenGLCoreProfile)

	// do the actual window creation
	app.MainWindow, err = glfw.CreateWindow(w, h, title, nil, nil)
	if err != nil {
		panic("Failed to create the main window! " + err.Error())
	}
	app.MainWindow.MakeContextCurrent()
	glfw.SwapInterval(0)

	// make sure that all of the GL functions are initialized
	err = gl.Init()
	if err != nil {
		panic("Failed to initialize GL! " + err.Error())
	}

	// set the app window dimensions
	app.Width = w
	app.Height = h

	gl.FrontFace(gl.CCW)
	gl.CullFace(gl.BACK)
	gl.Enable(gl.CULL_FACE)
}
Пример #5
0
func SetPerspective(width, height int) {
	Projection := mathgl.Perspective(mathgl.DegToRad(45.0), float32(width/height), 0.1, 100.0)
	viewM = mathgl.LookAt(0.0, 0.0, 20.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0)
	projectionM = Projection

	gl.Disable(gl.CULL_FACE)
	gl.Enable(gl.DEPTH_TEST)

}
Пример #6
0
// createRenderer creates a new graphics Renderer engine and does
// any initializiation necessary.
//
// NOTE: in the future, this can create either a forward or deferred
// renderer with more advanced options.
func createRenderer(mainWindow *glfw.Window) (*GameRenderer, error) {
	gr := new(GameRenderer)
	gr.Shaders = make(map[string]*fizzle.RenderShader)

	// create the renderer itself
	windowW, windowH := mainWindow.GetFramebufferSize()
	forwardRenderer := fizzle.NewForwardRenderer(mainWindow)
	forwardRenderer.Init(int32(windowW), int32(windowH))
	gr.Renderer = forwardRenderer
	gr.MainWindow = mainWindow

	// load the landscape diffuse shader
	shader, err := fizzle.LoadShaderProgramFromFiles(landscapeShaderPath, nil)
	if err != nil {
		return nil, fmt.Errorf("Failed to compile and link the diffuse shader program!\n%v", err)
	}
	gr.Shaders["landscape"] = shader

	// load the diffuse shader
	shader, err = fizzle.LoadShaderProgramFromFiles(diffuseShaderPath, nil)
	if err != nil {
		return nil, fmt.Errorf("Failed to compile and link the diffuse shader program!\n%v", err)
	}
	gr.Shaders["diffuse"] = shader

	// put a test light in the renderer
	light := fizzle.NewLight()
	//light.Position = mgl.Vec3{8.0, 8.0, 8.0}
	light.DiffuseColor = mgl.Vec4{1.0, 1.0, 1.0, 1.0}
	light.Direction = mgl.Vec3{0.1, -1.0, -0.1}
	light.DiffuseIntensity = 0.6
	light.AmbientIntensity = 0.4
	//light.Attenuation = 1.0
	forwardRenderer.ActiveLights[0] = light

	// setup the camera to look at the cube
	gr.camera = fizzle.NewOrbitCamera(mgl.Vec3{0.0, 0.0, 0.0}, mgl.DegToRad(35.0), 16.0, mgl.DegToRad(90.0))

	// set some OpenGL flags
	gl.Enable(gl.CULL_FACE)
	gl.Enable(gl.DEPTH_TEST)

	return gr, nil
}
Пример #7
0
func (r *EffectsRenderer) Bind() error {
	gl.BindFramebuffer(gl.FRAMEBUFFER, r.framebuffer)
	gl.Enable(gl.STENCIL_TEST)
	gl.Viewport(0, 0, int32(r.width), int32(r.height))
	gl.ClearStencil(0)
	gl.ClearColor(0.0, 0.0, 0.0, 0.0)
	gl.StencilMask(0xFF) // Write to buffer
	gl.Clear(gl.COLOR_BUFFER_BIT | gl.STENCIL_BUFFER_BIT)
	gl.StencilMask(0x00) // Don't write to buffer
	return nil
}
Пример #8
0
func main() {
	app = NewApp()
	app.InitGraphics("Cube Drop", 800, 600)
	app.SetKeyCallback(keyCallback)
	app.OnRender = renderCallback
	app.OnUpdate = updateCallback
	defer app.Terminate()

	// compile the shaders
	var err error
	diffuseShader, err = LoadShaderProgram(DiffuseTextureVertShader, DiffuseTextureFragShader)
	if err != nil {
		panic("Failed to compile the diffuse shader! " + err.Error())
	}

	// setup the slice of cubes to render
	cubes = make([]*Entity, 0, 128)

	// load the grass texture for the ground
	grassTex, err := LoadImageToTexture(grassTexturePath)
	if err != nil {
		panic("Failed to load the grass texture! " + err.Error())
	}

	// load the crate texture for the cubes
	crateTexture, err = LoadImageToTexture(crateTexturePath)
	if err != nil {
		panic("Failed to load the crate texture! " + err.Error())
	}

	// create the ground plane
	groundPlane = cubez.NewCollisionPlane(m.Vector3{0.0, 1.0, 0.0}, 0.0)

	// make a ground plane to draw
	ground = CreatePlaneXZ(-500.0, 500.0, 500.0, -500.0, 64.0)
	ground.Shader = diffuseShader
	ground.Color = mgl.Vec4{1.0, 1.0, 1.0, 1.0}
	ground.Tex0 = grassTex

	// setup the camera
	app.CameraPos = mgl.Vec3{0.0, 3.0, 10.0}
	app.CameraRotation = mgl.QuatLookAtV(
		mgl.Vec3{0.0, 5.0, 10.0},
		mgl.Vec3{0.0, 0.0, 0.0},
		mgl.Vec3{0.0, 1.0, 0.0})

	gl.Enable(gl.DEPTH_TEST)
	app.RenderLoop()
}
Пример #9
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 #10
0
func (ps *ParticleSystem) Render(delta float64, VP glm.Mat4, camera glm.Vec3) {
	ps.time += delta

	//do update

	ps.gTime.Uniform1f(float32(ps.time) * 1000)
	ps.gDeltaTimeMillis.Uniform1f(float32(delta) * 1000)

	//bind the rand texture
	//m_randomTexture.Bind(RANDOM_TEXTURE_UNIT);

	gl.Enable(gl.RASTERIZER_DISCARD)
	ps.buffers[ps.currentVB].Bind(gl.ARRAY_BUFFER)
	ps.transformfeedbacks[ps.currentTFB].Bind()
	gl.EnableVertexAttribArray(0)
	gl.EnableVertexAttribArray(1)
	gl.EnableVertexAttribArray(2)
	gl.EnableVertexAttribArray(3)

	gl.VertexAttribPointer(0, 1, gl.FLOAT, false, int32(unsafe.Sizeof(Particle{})), unsafe.Pointer(uintptr(0)))
	gl.VertexAttribPointer(1, 3, gl.FLOAT, false, int32(unsafe.Sizeof(Particle{})), unsafe.Pointer(uintptr(4)))
	gl.VertexAttribPointer(2, 3, gl.FLOAT, false, int32(unsafe.Sizeof(Particle{})), unsafe.Pointer(uintptr(16)))
	gl.VertexAttribPointer(3, 1, gl.FLOAT, false, int32(unsafe.Sizeof(Particle{})), unsafe.Pointer(uintptr(28)))

	gl.BeginTransformFeedback(gl.POINTS)

	if ps.isFirst {
		gl.DrawArrays(gl.POINTS, 0, 1)
		ps.isFirst = false
	} else {
		gl.DrawTransformFeedback(gl.POINTS, uint32(ps.transformfeedbacks[ps.currentVB]))
	}
	gl.EndTransformFeedback()
	gl.DisableVertexAttribArray(0)
	gl.DisableVertexAttribArray(1)
	gl.DisableVertexAttribArray(2)
	gl.DisableVertexAttribArray(3)

	//do render
	ps.currentVB = ps.currentTFB
	ps.currentTFB = (ps.currentTFB + 1) & 0x1
}
Пример #11
0
// RenderString must be called on the render thread.  x and y are the initial position of the pen,
// in screen coordinates, and height is the height of a full line of text, in screen coordinates.
func (d *Dictionary) RenderString(str string, x, y, height float64) {
	if str == "" {
		return
	}
	// No synchronization necessary because everything is run serially on the render thread anyway.
	if d.strs == nil {
		d.strs = make(map[string]strData)
	}
	data, ok := d.strs[str]
	if !ok {
		data = d.bindString(str)
		d.strs[str] = data
	}

	render.EnableShader("glop.font")
	defer render.EnableShader("")

	gl.ActiveTexture(gl.TEXTURE0)
	gl.BindTexture(gl.TEXTURE_2D, d.atlas.texture)
	location, _ := render.GetUniformLocation("glop.font", "tex")
	gl.Uniform1i(location, 0)
	gl.BindSampler(0, d.atlas.sampler)

	location, _ = render.GetUniformLocation("glop.font", "height")
	gl.Uniform1f(location, float32(height))

	var viewport [4]int32
	gl.GetIntegerv(gl.VIEWPORT, &viewport[0])
	location, _ = render.GetUniformLocation("glop.font", "screen")
	gl.Uniform2f(location, float32(viewport[2]), float32(viewport[3]))

	location, _ = render.GetUniformLocation("glop.font", "pen")
	gl.Uniform2f(location, float32(x)+float32(viewport[0]), float32(y)+float32(viewport[1]))

	location, _ = render.GetUniformLocation("glop.font", "textColor")
	gl.Uniform3f(location, d.color[0], d.color[1], d.color[2])

	gl.Enable(gl.BLEND)
	gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
	gl.BindVertexArray(data.varrays[0])
	gl.DrawArrays(gl.TRIANGLES, 0, data.count)
}
Пример #12
0
func (c *Context) CreateWindow(w, h int, name string) (err error) {
	c.w = w
	c.h = h
	c.name = name
	c.createWindow()
	c.SetCursor(c.cursor)
	gl.Init()
	if e := gl.GetError(); e != 0 {
		if e != gl.INVALID_ENUM {
			err = fmt.Errorf("OpenGL glInit error: %X\n", e)
			return
		}
	}
	c.OpenGLVersion = glfw.GetVersionString()
	c.ShaderVersion = gl.GoStr(gl.GetString(gl.SHADING_LANGUAGE_VERSION))
	gl.Enable(gl.BLEND)
	gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
	gl.ClearColor(0.0, 0.0, 0.0, 1.0)
	gl.Disable(gl.CULL_FACE)
	glfw.SwapInterval(1)
	return
}
Пример #13
0
func (c *Context) CreateWindow(w, h int, name string) (err error) {
	c.w = w
	c.h = h
	c.name = name
	var monitor *glfw.Monitor
	if c.fullscreen == true {
		monitor = glfw.GetPrimaryMonitor()
	}
	if c.window, err = glfw.CreateWindow(c.w, c.h, c.name, monitor, nil); err != nil {
		return
	}
	if c.cursor == false {
		c.window.SetInputMode(glfw.CursorMode, glfw.CursorHidden)
	}
	c.window.MakeContextCurrent()
	gl.Init()
	if e := gl.GetError(); e != 0 {
		if e == gl.INVALID_ENUM {
			fmt.Printf("GL_INVALID_ENUM when calling glInit\n")
		} else {
			err = fmt.Errorf("OpenGL glInit error: %X\n", e)
			return
		}
	}
	c.OpenGLVersion = glfw.GetVersionString()
	c.ShaderVersion = gl.GoStr(gl.GetString(gl.SHADING_LANGUAGE_VERSION))
	gl.Enable(gl.BLEND)
	gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
	gl.ClearColor(0.0, 0.0, 0.0, 1.0)
	gl.Disable(gl.CULL_FACE)
	glfw.SwapInterval(1)
	if c.VAO, err = CreateVAO(); err != nil {
		return
	}
	gl.BindVertexArray(c.VAO)
	c.Events = NewEventHandler(c.window)
	return
}
Пример #14
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 #15
0
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()
	}
}
Пример #16
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 #17
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 #18
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()
	}
}
Пример #19
0
//PostRender renable depth test
func (ppfb *PostProcessFramebuffer) PostRender() {
	gl.Enable(gl.DEPTH_TEST)
}
Пример #20
0
func main() {
	app = NewApp()
	app.InitGraphics("Ballistic", 800, 600)
	app.SetKeyCallback(keyCallback)
	app.OnRender = renderCallback
	app.OnUpdate = updateCallback
	defer app.Terminate()

	// compile the shaders
	var err error
	colorShader, err = LoadShaderProgram(DiffuseColorVertShader, DiffuseColorFragShader)
	if err != nil {
		panic("Failed to compile the shader! " + err.Error())
	}

	// create the ground plane
	groundPlane = cubez.NewCollisionPlane(m.Vector3{0.0, 1.0, 0.0}, 0.0)

	// make a ground plane to draw
	ground = CreatePlaneXZ(-500.0, 500.0, 500.0, -500.0, 1.0)
	ground.Shader = colorShader
	ground.Color = mgl.Vec4{0.6, 0.6, 0.6, 1.0}

	// create a test cube to render
	cubeNode := CreateCube(-1.0, -1.0, -1.0, 1.0, 1.0, 1.0)
	cubeNode.Shader = colorShader
	cubeNode.Color = mgl.Vec4{1.0, 0.0, 0.0, 1.0}

	// create the collision box for the the cube
	var cubeMass m.Real = 8.0
	var cubeInertia m.Matrix3
	cubeCollider := cubez.NewCollisionCube(nil, m.Vector3{1.0, 1.0, 1.0})
	cubeCollider.Body.Position = m.Vector3{0.0, 5.0, 0.0}
	cubeCollider.Body.SetMass(cubeMass)
	cubeInertia.SetBlockInertiaTensor(&cubeCollider.HalfSize, cubeMass)
	cubeCollider.Body.SetInertiaTensor(&cubeInertia)
	cubeCollider.Body.CalculateDerivedData()
	cubeCollider.CalculateDerivedData()

	// make the entity out of the renerable and collider
	cube = NewEntity(cubeNode, cubeCollider)

	// make a slice of entities for bullets
	bullets = make([]*Entity, 0, 16)

	// make the backboard to bound the bullets off of
	backboardNode := CreateCube(-0.5, -2.0, -0.25, 0.5, 2.0, 0.25)
	backboardNode.Shader = colorShader
	backboardNode.Color = mgl.Vec4{0.25, 0.2, 0.2, 1.0}
	backboardCollider := cubez.NewCollisionCube(nil, m.Vector3{0.5, 2.0, 0.25})
	backboardCollider.Body.Position = m.Vector3{0.0, 2.0, -10.0}
	backboardCollider.Body.SetInfiniteMass()
	backboardCollider.Body.CalculateDerivedData()
	backboardCollider.CalculateDerivedData()
	SetGlVector3(&backboardNode.Location, &backboardCollider.Body.Position)

	// make the backboard entity
	backboard = NewEntity(backboardNode, backboardCollider)

	// setup the camera
	app.CameraPos = mgl.Vec3{-3.0, 3.0, 15.0}
	app.CameraRotation = mgl.QuatLookAtV(
		mgl.Vec3{-3.0, 3.0, 15.0},
		mgl.Vec3{0.0, 1.0, 0.0},
		mgl.Vec3{0.0, 1.0, 0.0})

	gl.Enable(gl.DEPTH_TEST)
	app.RenderLoop()
}
Пример #21
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
}