func CheckGLErrors() { glerror := gl.GetError() if glerror == gl.NO_ERROR { return } fmt.Printf("gl.GetError() reports") for glerror != gl.NO_ERROR { fmt.Printf(" ") switch glerror { case gl.INVALID_ENUM: fmt.Printf("GL_INVALID_ENUM") case gl.INVALID_VALUE: fmt.Printf("GL_INVALID_VALUE") case gl.INVALID_OPERATION: fmt.Printf("GL_INVALID_OPERATION") case gl.STACK_OVERFLOW: fmt.Printf("GL_STACK_OVERFLOW") case gl.STACK_UNDERFLOW: fmt.Printf("GL_STACK_UNDERFLOW") case gl.TABLE_TOO_LARGE: fmt.Printf("GL_TABLE_TOO_LARGE") case gl.OUT_OF_MEMORY: fmt.Printf("GL_OUT_OF_MEMORY") default: fmt.Printf("%d", glerror) } glerror = gl.GetError() } fmt.Printf("\n") }
func (shaders Shaders) Serve(ref ShaderRef) (gl.Shader, error) { shader, ok := shaders[ref] if ok { return shader, nil } shader_seed, ok := SHADER_SOURCES[ref] if !ok { return 0, fmt.Errorf("Shader Reference '%#v' not found.", ref) } shader = gl.CreateShader(gl.GLenum(shader_seed.Type)) if err := CheckGlError(); err != nil { if shader == 0 { err.Description = "CreateShader failed." } else { err.Description = "CreateShader succeeded but OpenGL reports an error." } return shader, err } else { if shader == 0 { return 0, fmt.Errorf("CreateShader failed but OpenGL reports no error.") } } shader.Source(shader_seed.Source) if err := CheckGlError(); err != nil { shader.Delete() gl.GetError() // Delete may also raise an error, ignore. err.Description = "Shader.Source failed." return 0, err } shader.Compile() if err := CheckGlError(); err != nil { infolog := shader.GetInfoLog() shader.Delete() gl.GetError() // GetInfoLog and delete may raise an error. err.Description = fmt.Sprintf("Shader.Compile failed. Log: %v", infolog) return 0, err } compileStatus := shader.Get(gl.COMPILE_STATUS) if err := CheckGlError(); err != nil { shader.Delete() gl.GetError() err.Description = "shader.Get(gl.COMPILE_STATUS) failed." return 0, err } if compileStatus == gl.FALSE { infolog := shader.GetInfoLog() shader.Delete() gl.GetError() err := fmt.Errorf("Shader compiling failed. Log: %v", infolog) return 0, err } shaders[ref] = shader return shader, nil }
func (self *OpenGLRenderer) checkErrors() { e := gl.GetError() for e != gl.NO_ERROR { errString, err := glu.ErrorString(e) if err != nil { log.Println("Invalid error code found", err) } else { log.Printf("GLError %v => %s", e, errString) } e = gl.GetError() } }
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 1", 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) gl.ClearColor(0., 0., 0.4, 0.) // Equivalent to a do... while for ok := true; ok; ok = (window.GetKey(glfw.KeyEscape) != glfw.Press && !window.ShouldClose()) { window.SwapBuffers() glfw.PollEvents() } }
// NewRenderer creates a new Renderer with the given window size and title. func NewRenderer(window *Window) (*Renderer, error) { logger.Debug("Initializing GLEW") // Init glew if gl.Init() != 0 { return nil, errors.New("Could not initialise glew.") } gl.GetError() if window.Settings.ClearColor != nil { color := window.Settings.ClearColor gl.ClearColor( gl.GLclampf(color.R()), gl.GLclampf(color.G()), gl.GLclampf(color.B()), 0., ) } gl.Enable(gl.DEPTH_TEST) gl.DepthFunc(gl.LESS) gl.Enable(gl.CULL_FACE) // Vertex buffers vertexArray := gl.GenVertexArray() vertexArray.Bind() renderer := Renderer{ vertexArray: vertexArray, window: window, } return &renderer, nil }
func RunIn3DContext(example func()) { if !glfw.Init() { log.Panic("glfw Error") } defer glfw.Terminate() glfw.WindowHint(glfw.ContextVersionMajor, 3) glfw.WindowHint(glfw.ContextVersionMinor, 3) glfw.WindowHint(glfw.OpenglForwardCompatible, glfw.True) glfw.WindowHint(glfw.OpenglProfile, glfw.OpenglCoreProfile) w, h := 100, 100 window, err := glfw.CreateWindow(w, h, "Test", nil, nil) if err != nil { log.Panic(err) } window.MakeContextCurrent() if gl.Init() != 0 { log.Panic("gl error") } gl.GetError() vertexArray := gl.GenVertexArray() vertexArray.Bind() example() }
func main() { if err := glfw.Init(); err != nil { fmt.Fprintf(os.Stderr, "%s\n", err.Error()) return } defer glfw.Terminate() glfw.OpenWindowHint(glfw.FsaaSamples, 4) glfw.OpenWindowHint(glfw.OpenGLVersionMajor, 3) glfw.OpenWindowHint(glfw.OpenGLVersionMinor, 3) glfw.OpenWindowHint(glfw.OpenGLProfile, glfw.OpenGLCoreProfile) if err := glfw.OpenWindow(1024, 768, 0, 0, 0, 0, 32, 0, glfw.Windowed); err != nil { fmt.Fprintf(os.Stderr, "%s\n", err.Error()) return } gl.Init() gl.GetError() // Ignore error glfw.SetWindowTitle("Tutorial 01") glfw.Enable(glfw.StickyKeys) gl.ClearColor(0., 0., 0.4, 0.) // Equivalent to a do... while for ok := true; ok; ok = (glfw.Key(glfw.KeyEsc) != glfw.KeyPress && glfw.WindowParam(glfw.Opened) == gl.TRUE) { glfw.SwapBuffers() } }
// CheckGLError returns an opengl error if one exists. func CheckGLError() error { errno := gl.GetError() if errno == gl.NO_ERROR { return nil } return fmt.Errorf("Unknown GL error: %d", errno) }
func main() { if err := glfw.Init(); err != nil { fmt.Fprintf(os.Stderr, "%s\n", err.Error()) return } defer glfw.Terminate() glfw.OpenWindowHint(glfw.FsaaSamples, 4) glfw.OpenWindowHint(glfw.OpenGLVersionMajor, 3) glfw.OpenWindowHint(glfw.OpenGLVersionMinor, 3) glfw.OpenWindowHint(glfw.OpenGLProfile, glfw.OpenGLCoreProfile) if err := glfw.OpenWindow(1024, 768, 0, 0, 0, 0, 32, 0, glfw.Windowed); err != nil { fmt.Fprintf(os.Stderr, "%s\n", err.Error()) return } gl.Init() // Can't find gl.GLEW_OK or any variation, not sure how to check if this worked gl.GetError() // Ignore error glfw.SetWindowTitle("Tutorial 02") glfw.Enable(glfw.StickyKeys) gl.ClearColor(0., 0., 0.4, 0.) prog := helper.MakeProgram("SimpleVertexShader.vertexshader", "SimpleFragmentShader.fragmentshader") vBufferData := [...]float32{ -1., -1., 0., 1., -1., 0., 0., 1., 0.} vertexArray := gl.GenVertexArray() vertexArray.Bind() buffer := gl.GenBuffer() buffer.Bind(gl.ARRAY_BUFFER) gl.BufferData(gl.ARRAY_BUFFER, len(vBufferData)*4, &vBufferData, gl.STATIC_DRAW) // Equivalent to a do... while for ok := true; ok; ok = (glfw.Key(glfw.KeyEsc) != glfw.KeyPress && glfw.WindowParam(glfw.Opened) == gl.TRUE) { gl.Clear(gl.COLOR_BUFFER_BIT) prog.Use() attribLoc := gl.AttribLocation(0) attribLoc.EnableArray() buffer.Bind(gl.ARRAY_BUFFER) attribLoc.AttribPointer(3, gl.FLOAT, false, 0, nil) gl.DrawArrays(gl.TRIANGLES, 0, 3) attribLoc.DisableArray() glfw.SwapBuffers() } }
func CheckGlError() *GlError { ec := gl.GetError() if ec == gl.NO_ERROR { return nil } err := GlError{ Error_code: ec, Stack: retreiveStackTrace(), } return &err }
// Used as "defer OpenGLSentinel()()" checks the gl error code on call and exit func OpenGLSentinel() func() { check := func() { e := gl.GetError() if e != gl.NO_ERROR { s, err := glu.ErrorString(e) if err != nil { log.Panic("Invalid error code: ", err) } log.Panic("Encountered GLError: ", e, " = ", s) } } check() return check }
// CheckGLError returns an opengl error if one exists. func CheckGLError() error { errno := gl.GetError() if errno == gl.NO_ERROR { return nil } str, err := glu.ErrorString(errno) if err != nil { return fmt.Errorf("Unknown GL error: %d", errno) } return fmt.Errorf(str) }
func checkGlError(expeced ...gl.GLenum) error { gle := gl.GetError() if gle != gl.NO_ERROR { str, err := glu.ErrorString(gle) if err != nil { str = err.Error() } for _, v := range expeced { if v == gle { return Error(fmt.Sprintf("[gl][expected] %v: %v", gle, str)) } } return Error(fmt.Sprintf("[gl][unexpected] %v: %v", gle, str)) } return nil }
func loadShader(shaderType gl.GLenum, source string) gl.Shader { shader := gl.CreateShader(shaderType) if err := gl.GetError(); err != gl.NO_ERROR { panic(fmt.Errorf("gl error: %v", err)) } shader.Source(source) shader.Compile() if shader.Get(gl.COMPILE_STATUS) != gl.TRUE { log := shader.GetInfoLog() panic(fmt.Errorf("Failed to compile shader: %v, shader: %v", log, source)) } return shader }
//----------------------------------------------------------------------------- func validateProgram(program gl.Program) { program.Validate() if err := CheckGlError(); err != nil { err.Description = "program.Validate failed" panic(err) } status := program.Get(gl.VALIDATE_STATUS) if err := CheckGlError(); err != nil { err.Description = "program.Get(VALIDATE_STATUS) failed" panic(err) } if status == gl.FALSE { infolog := program.GetInfoLog() gl.GetError() // Clear error flag if infolog derped. panic(fmt.Errorf("program validation failed with log: %v", infolog)) } }
func (h *Hex) Render(alpha float32, drawFromCenter bool) { gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) if h.Kind == HexFlower { gl.TexEnvf(gl.TEXTURE_ENV, gl.TEXTURE_ENV_MODE, gl.REPLACE) starTex.Bind(gl.TEXTURE_2D) } else { gl.TexEnvf(gl.TEXTURE_ENV, gl.TEXTURE_ENV_MODE, gl.MODULATE) hexTex.Bind(gl.TEXTURE_2D) gl.GetError() var r, g, b uint8 r = uint8(colors.Colors[h.Kind-1][0]) g = uint8(colors.Colors[h.Kind-1][1]) b = uint8(colors.Colors[h.Kind-1][2]) if alpha < 1 { gl.Color4ub(r, g, b, uint8(alpha*255)) } else { gl.Color3ub(r, g, b) } } gl.Begin(gl.QUADS) gl.TexCoord2f(0, 0) if drawFromCenter { gl.Vertex2i(HEX_WIDTH/2, HEX_HEIGHT/2) } else { gl.Vertex2i(HEX_WIDTH, HEX_HEIGHT) } gl.TexCoord2f(0, 1) if drawFromCenter { gl.Vertex2i(HEX_WIDTH/2, -HEX_HEIGHT/2) } else { gl.Vertex2i(HEX_WIDTH, 0) } gl.TexCoord2f(1, 1) if drawFromCenter { gl.Vertex2i(-HEX_WIDTH/2, -HEX_HEIGHT/2) } else { gl.Vertex2i(0, 0) } gl.TexCoord2f(1, 0) if drawFromCenter { gl.Vertex2i(-HEX_WIDTH/2, HEX_HEIGHT/2) } else { gl.Vertex2i(0, HEX_HEIGHT) } gl.End() }
func uploadTexture_RGBA32(w, h int, data []byte) gl.Texture { id := gl.GenTexture() id.Bind(gl.TEXTURE_2D) gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR) gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR) gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE) gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE) gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_R, gl.CLAMP_TO_EDGE) gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, int(w), int(h), 0, gl.RGBA, gl.UNSIGNED_BYTE, data) if gl.GetError() != gl.NO_ERROR { id.Delete() panic("Failed to load a texture") return 0 } return id }
func (batch UniformBatch) Enter() { batch.modelMatrixUniform.UniformMatrix4f(false, &batch.modelMatrix) batch.context.Program.Validate() if err := glw.CheckGlError(); err != nil { err.Description = "Program.Validate failed." panic(err) } status := batch.context.Program.Get(gl.VALIDATE_STATUS) if err := glw.CheckGlError(); err != nil { err.Description = "Program.Get(VALIDATE_STATUS) failed." panic(err) } if status == gl.FALSE { infolog := batch.context.Program.GetInfoLog() gl.GetError() // Clear error flag if infolog derped. panic(fmt.Errorf("Program validation failed. Log: %v", infolog)) } }
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 } }
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 } }
func main() { if err := glfw.Init(); err != nil { fmt.Fprintf(os.Stderr, "%s\n", err.Error()) return } defer glfw.Terminate() glfw.OpenWindowHint(glfw.FsaaSamples, 4) glfw.OpenWindowHint(glfw.OpenGLVersionMajor, 3) glfw.OpenWindowHint(glfw.OpenGLVersionMinor, 3) glfw.OpenWindowHint(glfw.OpenGLProfile, glfw.OpenGLCoreProfile) if err := glfw.OpenWindow(1024, 768, 0, 0, 0, 0, 32, 0, glfw.Windowed); err != nil { fmt.Fprintf(os.Stderr, "%s\n", err.Error()) return } glfw.SetSwapInterval(0) //gl.GlewExperimental(true) gl.Init() // Can't find gl.GLEW_OK or any variation, not sure how to check if this worked gl.GetError() // ignore error, since we're telling it to use CoreProfile above, we get "invalid enumerant" (GLError 1280) which freaks the OpenGLSentinel out glfw.SetWindowTitle("Tutorial 07") glfw.Enable(glfw.StickyKeys) glfw.Disable(glfw.MouseCursor) // Not in the original tutorial, but IMO it SHOULD be there glfw.SetMousePos(1024.0/2.0, 768.0/2.0) gl.ClearColor(0., 0., 0.4, 0.) gl.Enable(gl.DEPTH_TEST) gl.DepthFunc(gl.LESS) gl.Enable(gl.CULL_FACE) camera := input.NewCamera() vertexArray := gl.GenVertexArray() defer vertexArray.Delete() vertexArray.Bind() prog := helper.MakeProgram("TransformVertexShader.vertexshader", "TextureFragmentShader.fragmentshader") defer prog.Delete() matrixID := prog.GetUniformLocation("MVP") texture := helper.MakeTextureFromTGA("uvmap.tga") // Had to convert to tga, go-gl is missing the texture method for DDS right now defer texture.Delete() texSampler := prog.GetUniformLocation("myTextureSampler") meshObj := objloader.LoadObject("cube.obj") 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 = (glfw.Key(glfw.KeyEsc) != glfw.KeyPress && glfw.WindowParam(glfw.Opened) == gl.TRUE && glfw.Key('Q') != glfw.KeyPress) { func() { gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) prog.Use() defer gl.ProgramUnuse() view, proj := camera.ComputeViewPerspective() model := mathgl.Ident4f() 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)) glfw.SwapBuffers() }() // Defers unbinds and disables to here, end of the loop } }
// Create a *Texture containing a rendering of `str` with `size`. // TODO: allow for alternative fonts func MakeText(str string, size float64) *Text { if str == "" { panic("Trying to build empty text") } defer OpenGLSentinel()() // TODO: Something if font doesn't exist fontBytes, err := ioutil.ReadFile(FontFile) if err != nil { log.Panic(err) } font, err := freetype.ParseFont(fontBytes) if err != nil { log.Panic(err) } fg, bg := image.White, image.Black c := freetype.NewContext() c.SetDPI(72) c.SetFont(font) c.SetFontSize(size) pt := freetype.Pt(0, int(c.PointToFix32(size)>>8)) s, err := c.DrawString(str, pt) if err != nil { log.Panic("Error: ", err) } spacing, offset := 1.5, 3 w := int(s.X >> 8) h := int(c.PointToFix32(size*spacing)>>8) - offset text := &Text{str: str, Texture: NewTexture(w, h)} if text.W > 4096 { text.W = 4096 } rgba := image.NewRGBA(image.Rect(0, 0, text.W, text.H)) draw.Draw(rgba, rgba.Bounds(), bg, image.ZP, draw.Src) c.SetClip(rgba.Bounds()) c.SetDst(rgba) c.SetSrc(fg) _, err = c.DrawString(text.str, pt) if err != nil { log.Panic("Error: ", err) } With(text, func() { gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, text.W, text.H, 0, gl.RGBA, gl.UNSIGNED_BYTE, rgba.Pix) }) if gl.GetError() != gl.NO_ERROR { log.Panic("Failed to load a texture, err = ", gl.GetError(), " str = ", str, " w = ", text.W, " h = ", text.H) } return text }
func main() { if err := glfw.Init(); err != nil { fmt.Fprintf(os.Stderr, "%s\n", err.Error()) return } defer glfw.Terminate() glfw.OpenWindowHint(glfw.FsaaSamples, 4) glfw.OpenWindowHint(glfw.OpenGLVersionMajor, 3) glfw.OpenWindowHint(glfw.OpenGLVersionMinor, 3) glfw.OpenWindowHint(glfw.OpenGLProfile, glfw.OpenGLCoreProfile) if err := glfw.OpenWindow(1024, 768, 0, 0, 0, 0, 32, 0, glfw.Windowed); err != nil { fmt.Fprintf(os.Stderr, "%s\n", err.Error()) return } gl.Init() gl.GetError() // Ignore error glfw.SetWindowTitle("Tutorial 04") glfw.Enable(glfw.StickyKeys) gl.ClearColor(0., 0., 0.4, 0.) gl.Enable(gl.DEPTH_TEST) gl.DepthFunc(gl.LESS) vertexArray := gl.GenVertexArray() defer vertexArray.Delete() vertexArray.Bind() prog := helper.MakeProgram("TransformVertexShader.vertexshader", "ColorFragmentShader.fragmentshader") defer prog.Delete() matrixID := prog.GetUniformLocation("MVP") Projection := mathgl.Perspective(45.0, 4.0/3.0, 0.1, 100.0) View := mathgl.LookAt(4.0, 3.0, -3.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0) Model := mathgl.Ident4f() MVP := Projection.Mul4(View).Mul4(Model) // Remember, transform multiplication order is "backwards" 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} colorBufferData := [...]float32{ 0.583, 0.771, 0.014, 0.609, 0.115, 0.436, 0.327, 0.483, 0.844, 0.822, 0.569, 0.201, 0.435, 0.602, 0.223, 0.310, 0.747, 0.185, 0.597, 0.770, 0.761, 0.559, 0.436, 0.730, 0.359, 0.583, 0.152, 0.483, 0.596, 0.789, 0.559, 0.861, 0.639, 0.195, 0.548, 0.859, 0.014, 0.184, 0.576, 0.771, 0.328, 0.970, 0.406, 0.615, 0.116, 0.676, 0.977, 0.133, 0.971, 0.572, 0.833, 0.140, 0.616, 0.489, 0.997, 0.513, 0.064, 0.945, 0.719, 0.592, 0.543, 0.021, 0.978, 0.279, 0.317, 0.505, 0.167, 0.620, 0.077, 0.347, 0.857, 0.137, 0.055, 0.953, 0.042, 0.714, 0.505, 0.345, 0.783, 0.290, 0.734, 0.722, 0.645, 0.174, 0.302, 0.455, 0.848, 0.225, 0.587, 0.040, 0.517, 0.713, 0.338, 0.053, 0.959, 0.120, 0.393, 0.621, 0.362, 0.673, 0.211, 0.457, 0.820, 0.883, 0.371, 0.982, 0.099, 0.879} //elBufferData := [...]uint8{0, 1, 2} // Not sure why this is here vertexBuffer := gl.GenBuffer() defer vertexBuffer.Delete() vertexBuffer.Bind(gl.ARRAY_BUFFER) gl.BufferData(gl.ARRAY_BUFFER, len(vBufferData)*4, &vBufferData, gl.STATIC_DRAW) colorBuffer := gl.GenBuffer() defer colorBuffer.Delete() colorBuffer.Bind(gl.ARRAY_BUFFER) gl.BufferData(gl.ARRAY_BUFFER, len(colorBufferData)*4, &colorBufferData, gl.STATIC_DRAW) // Equivalent to a do... while for ok := true; ok; ok = (glfw.Key(glfw.KeyEsc) != glfw.KeyPress && glfw.WindowParam(glfw.Opened) == gl.TRUE) { gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) prog.Use() matrixID.UniformMatrix4fv(false, MVP) vertexAttrib := gl.AttribLocation(0) vertexAttrib.EnableArray() vertexBuffer.Bind(gl.ARRAY_BUFFER) vertexAttrib.AttribPointer(3, gl.FLOAT, false, 0, nil) colorAttrib := gl.AttribLocation(1) colorAttrib.EnableArray() colorBuffer.Bind(gl.ARRAY_BUFFER) colorAttrib.AttribPointer(3, gl.FLOAT, false, 0, nil) gl.DrawArrays(gl.TRIANGLES, 0, 12*3) vertexAttrib.DisableArray() colorAttrib.DisableArray() glfw.SwapBuffers() } }
func main() { if err := glfw.Init(); err != nil { fmt.Fprintf(os.Stderr, "%s\n", err.Error()) return } defer glfw.Terminate() glfw.OpenWindowHint(glfw.FsaaSamples, 4) glfw.OpenWindowHint(glfw.OpenGLVersionMajor, 3) glfw.OpenWindowHint(glfw.OpenGLVersionMinor, 3) glfw.OpenWindowHint(glfw.OpenGLProfile, glfw.OpenGLCoreProfile) if err := glfw.OpenWindow(1024, 768, 0, 0, 0, 0, 32, 0, glfw.Windowed); err != nil { fmt.Fprintf(os.Stderr, "%s\n", err.Error()) return } glfw.SetSwapInterval(0) //gl.GlewExperimental(true) gl.Init() // Can't find gl.GLEW_OK or any variation, not sure how to check if this worked gl.GetError() // ignore error, since we're telling it to use CoreProfile above, we get "invalid enumerant" (GLError 1280) which freaks the OpenGLSentinel out glfw.SetWindowTitle("Tutorial 09") glfw.Enable(glfw.StickyKeys) glfw.Disable(glfw.MouseCursor) // Not in the original tutorial, but IMO it SHOULD be there glfw.SetMousePos(1024.0/2.0, 768.0/2.0) gl.ClearColor(0., 0., 0.4, 0.) gl.Enable(gl.DEPTH_TEST) gl.DepthFunc(gl.LESS) gl.Enable(gl.CULL_FACE) camera := input.NewCamera() 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 := helper.MakeTextureFromTGA("uvmap.tga") // Had to convert to tga, go-gl is missing the texture method for DDS right now defer texture.Delete() texSampler := prog.GetUniformLocation("myTextureSampler") meshObj := objloader.LoadObject("suzanne.obj") indices, indexedVertices, indexedUVs, indexedNormals := indexer.IndexVBO(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.Time() nbFrames := 0 // Equivalent to a do... while for ok := true; ok; ok = (glfw.Key(glfw.KeyEsc) != glfw.KeyPress && glfw.WindowParam(glfw.Opened) == gl.TRUE && glfw.Key('Q') != glfw.KeyPress) { currTime := glfw.Time() 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 := mathgl.Ident4f() 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) glfw.SwapBuffers() }() // Defers unbinds and disables to here, end of the loop } }
func main() { if err := glfw.Init(); err != nil { fmt.Fprintf(os.Stderr, "%s\n", err.Error()) return } defer glfw.Terminate() glfw.OpenWindowHint(glfw.FsaaSamples, 4) glfw.OpenWindowHint(glfw.OpenGLVersionMajor, 3) glfw.OpenWindowHint(glfw.OpenGLVersionMinor, 3) glfw.OpenWindowHint(glfw.OpenGLProfile, glfw.OpenGLCoreProfile) if err := glfw.OpenWindow(1024, 768, 0, 0, 0, 0, 32, 0, glfw.Windowed); err != nil { fmt.Fprintf(os.Stderr, "%s\n", err.Error()) return } gl.Init() // Can't find gl.GLEW_OK or any variation, not sure how to check if this worked gl.GetError() // Ignore error glfw.SetWindowTitle("Tutorial 03") glfw.Enable(glfw.StickyKeys) gl.ClearColor(0., 0., 0.4, 0.) vertexArray := gl.GenVertexArray() defer vertexArray.Delete() vertexArray.Bind() prog := helper.MakeProgram("SimpleTransform.vertexshader", "SingleColor.fragmentshader") defer prog.Delete() matrixID := prog.GetUniformLocation("MVP") Projection := mathgl.Perspective(45.0, 4.0/3.0, 0.1, 100.0) //Projection := mathgl.Identity(4,mathgl.FLOAT64) //Projection := mathgl.Ortho2D(-5,5,-5,5) View := mathgl.LookAt(4.0, 3.0, 3.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0) //View := mathgl.Identity(4,mathgl.FLOAT64) Model := mathgl.Ident4f() //Model := mathgl.Scale3D(2.,2.,2.).Mul(mathgl.HomogRotate3DX(25.0)).Mul(mathgl.Translate3D(.5,.2,-.7)) MVP := Projection.Mul4(View).Mul4(Model) // Remember, transform multiplication order is "backwards" vBufferData := [...]float32{ -1., -1., 0., 1., -1., 0., 0., 1., 0.} //elBufferData := [...]uint8{0, 1, 2} // Not sure why this is here buffer := gl.GenBuffer() defer buffer.Delete() buffer.Bind(gl.ARRAY_BUFFER) gl.BufferData(gl.ARRAY_BUFFER, len(vBufferData)*4, &vBufferData, gl.STATIC_DRAW) // Equivalent to a do... while for ok := true; ok; ok = (glfw.Key(glfw.KeyEsc) != glfw.KeyPress && glfw.WindowParam(glfw.Opened) == gl.TRUE) { gl.Clear(gl.COLOR_BUFFER_BIT) prog.Use() matrixID.UniformMatrix4fv(false, MVP) attribLoc := gl.AttribLocation(0) attribLoc.EnableArray() buffer.Bind(gl.ARRAY_BUFFER) attribLoc.AttribPointer(3, gl.FLOAT, false, 0, nil) gl.DrawArrays(gl.TRIANGLES, 0, 3) attribLoc.DisableArray() glfw.SwapBuffers() } }
func main() { if err := glfw.Init(); err != nil { fmt.Fprintf(os.Stderr, "%s\n", err.Error()) return } defer glfw.Terminate() glfw.OpenWindowHint(glfw.FsaaSamples, 4) glfw.OpenWindowHint(glfw.OpenGLVersionMajor, 3) glfw.OpenWindowHint(glfw.OpenGLVersionMinor, 3) glfw.OpenWindowHint(glfw.OpenGLProfile, glfw.OpenGLCoreProfile) if err := glfw.OpenWindow(1024, 768, 0, 0, 0, 0, 32, 0, glfw.Windowed); err != nil { fmt.Fprintf(os.Stderr, "%s\n", err.Error()) return } //gl.GlewExperimental(true) gl.Init() // Can't find gl.GLEW_OK or any variation, not sure how to check if this worked gl.GetError() // ignore error, since we're telling it to use CoreProfile above, we get "invalid enumerant" (GLError 1280) which freaks the OpenGLSentinel out // With go-gl we also apparently can't set glewExperimental glfw.SetWindowTitle("Tutorial 05") glfw.Enable(glfw.StickyKeys) gl.ClearColor(0., 0., 0.4, 0.) gl.Enable(gl.DEPTH_TEST) gl.DepthFunc(gl.LESS) vertexArray := gl.GenVertexArray() defer vertexArray.Delete() vertexArray.Bind() prog := helper.MakeProgram("TransformVertexShader.vertexshader", "TextureFragmentShader.fragmentshader") defer prog.Delete() matrixID := prog.GetUniformLocation("MVP") Projection := mathgl.Perspective(45.0, 4.0/3.0, 0.1, 100.0) View := mathgl.LookAt(4.0, 3.0, 3.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0) Model := mathgl.Ident4f() MVP := Projection.Mul4(View).Mul4(Model) // Remember, transform multiplication order is "backwards" texture := helper.MakeTextureFromTGA("uvtemplate.tga") 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} 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 = (glfw.Key(glfw.KeyEsc) != glfw.KeyPress && glfw.WindowParam(glfw.Opened) == gl.TRUE) { func() { gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) prog.Use() defer gl.ProgramUnuse() 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) glfw.SwapBuffers() }() // Defers unbinds and disables to here, end of the loop } }
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 } }
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 3", 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) gl.ClearColor(0., 0., 0.4, 0.) vertexArray := gl.GenVertexArray() defer vertexArray.Delete() vertexArray.Bind() prog := helper.MakeProgram("SimpleTransform.vertexshader", "SingleColor.fragmentshader") defer prog.Delete() matrixID := prog.GetUniformLocation("MVP") Projection := mgl32.Perspective(45.0, 4.0/3.0, 0.1, 100.0) //Projection := mathgl.Identity(4,mathgl.FLOAT64) //Projection := mathgl.Ortho2D(-5,5,-5,5) View := mgl32.LookAt(4.0, 3.0, 3.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0) //View := mathgl.Identity(4,mathgl.FLOAT64) Model := mgl32.Ident4() //Model := mathgl.Scale3D(2.,2.,2.).Mul(mathgl.HomogRotate3DX(25.0)).Mul(mathgl.Translate3D(.5,.2,-.7)) MVP := Projection.Mul4(View).Mul4(Model) // Remember, transform multiplication order is "backwards" vBufferData := [...]float32{ -1., -1., 0., 1., -1., 0., 0., 1., 0.} //elBufferData := [...]uint8{0, 1, 2} // Not sure why this is here buffer := gl.GenBuffer() defer buffer.Delete() buffer.Bind(gl.ARRAY_BUFFER) gl.BufferData(gl.ARRAY_BUFFER, len(vBufferData)*4, &vBufferData, gl.STATIC_DRAW) // Equivalent to a do... while for ok := true; ok; ok = (window.GetKey(glfw.KeyEscape) != glfw.Press && !window.ShouldClose()) { gl.Clear(gl.COLOR_BUFFER_BIT) prog.Use() matrixID.UniformMatrix4fv(false, MVP) attribLoc := gl.AttribLocation(0) attribLoc.EnableArray() buffer.Bind(gl.ARRAY_BUFFER) attribLoc.AttribPointer(3, gl.FLOAT, false, 0, nil) gl.DrawArrays(gl.TRIANGLES, 0, 3) attribLoc.DisableArray() window.SwapBuffers() glfw.PollEvents() } }
func (self Programs) Serve(srefs ShaderRefs) (gl.Program, error) { pref := makeProgramRef(srefs) program, ok := self.programs[pref] if ok { return program, nil } // Make sure that all the shaders are available and compile. nb_shaders := len(srefs) shaders := make([]gl.Shader, nb_shaders, nb_shaders) for i, sref := range srefs { shader, err := self.shaders.Serve(sref) if err != nil { return 0, err } shaders[i] = shader } program = gl.CreateProgram() if err := CheckGlError(); err != nil { if program == 0 { err.Description = "CreateProgram failed." } else { err.Description = "CreateProgram succeeded but OpenGL reports an error." } return program, err } else { if program == 0 { return 0, fmt.Errorf("CreateProgram failed but OpenGL reports no error.") } } for _, shader := range shaders { program.AttachShader(shader) if err := CheckGlError(); err != nil { program.Delete() gl.GetError() // Ignore Delete error. err.Description = "Program.AttachShader failed." return 0, err } } program.Link() if err := CheckGlError(); err != nil { infolog := program.GetInfoLog() program.Delete() gl.GetError() // Ignore Delete error. err.Description = fmt.Sprintf("Program.Link failed. Log: %v", infolog) return 0, err } link_status := program.Get(gl.LINK_STATUS) if err := CheckGlError(); err != nil { program.Delete() gl.GetError() err.Description = "Program.Get(LINK_STATUS) failed." return 0, err } if link_status == gl.FALSE { infolog := program.GetInfoLog() program.Delete() gl.GetError() err := fmt.Errorf("Program linking failed. Log: %v", infolog) return 0, err } self.programs[pref] = program return program, nil }
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 2", 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) gl.ClearColor(0., 0., 0.4, 0.) vBufferData := [...]float32{ -1., -1., 0., 1., -1., 0., 0., 1., 0.} vertexArray := gl.GenVertexArray() vertexArray.Bind() prog := helper.MakeProgram("SimpleVertexShader.vertexshader", "SimpleFragmentShader.fragmentshader") buffer := gl.GenBuffer() buffer.Bind(gl.ARRAY_BUFFER) gl.BufferData(gl.ARRAY_BUFFER, len(vBufferData)*4, &vBufferData[0], gl.STATIC_DRAW) // Equivalent to a do... while for ok := true; ok; ok = (window.GetKey(glfw.KeyEscape) != glfw.Press && !window.ShouldClose()) { gl.Clear(gl.COLOR_BUFFER_BIT) prog.Use() attribLoc := gl.AttribLocation(0) attribLoc.EnableArray() buffer.Bind(gl.ARRAY_BUFFER) attribLoc.AttribPointer(3, gl.FLOAT, false, 0, nil) gl.DrawArrays(gl.TRIANGLES, 0, 3) attribLoc.DisableArray() window.SwapBuffers() glfw.PollEvents() } }