func main() { fmt.Println("OpenGL Test!!!") // Init SDL err := sdl.Init(sdl.INIT_VIDEO) if err != nil { fmt.Println("Init error:", err.Error()) Quit(1) } // Init OpenGL sdl.GL_SetAttribute(sdl.GL_CONTEXT_MAJOR_VERSION, 3) sdl.GL_SetAttribute(sdl.GL_CONTEXT_MINOR_VERSION, 3) sdl.GL_SetAttribute(sdl.GL_DOUBLEBUFFER, 1) sdl.GL_SetAttribute(sdl.GL_DEPTH_SIZE, 24) // Create SDL Window window, err := sdl.CreateWindow("OpenGL Test Nick", sdl.WINDOWPOS_CENTRED, sdl.WINDOWPOS_CENTRED, 512, 512, sdl.WINDOW_OPENGL|sdl.WINDOW_SHOWN) if err != nil { fmt.Println("Error while creating window:", err.Error()) Quit(2) } context := sdl.GL_CreateContext(window) err = sdl.GL_SetSwapInterval(1) if err != nil { fmt.Println("Error while setting swap interval:", err.Error()) Quit(3) } //show red gl.ClearColor(1.0, 0.0, 0.0, 1.0) gl.Clear(gl.COLOR_BUFFER_BIT) sdl.GL_SwapWindow(window) sdl.Delay(2000) //show green gl.ClearColor(0.0, 1.0, 0.0, 1.0) gl.Clear(gl.COLOR_BUFFER_BIT) sdl.GL_SwapWindow(window) sdl.Delay(2000) //show blue gl.ClearColor(0.0, 0.0, 1.0, 1.0) gl.Clear(gl.COLOR_BUFFER_BIT) sdl.GL_SwapWindow(window) sdl.Delay(2000) sdl.GL_DeleteContext(context) sdl.DestroyWindow(window) Quit(0) }
func main() { fmt.Println("Init GLFW3") if glfw3.Init() { fmt.Println("Init ok") defer closeGLFW() } // Create the window fmt.Println("Opening window") win, err := glfw3.CreateWindow(1024, 768, "Kunos Rulez", nil, nil) gl.Init() if err != nil { fmt.Println(err) } else { fmt.Println("ok", win) } win.MakeContextCurrent() for win.ShouldClose() == false { glfw3.PollEvents() gl.ClearColor(1.0, 0.0, 0.0, 1.0) gl.Clear(gl.COLOR_BUFFER_BIT) win.SwapBuffers() } fmt.Println("Destroying win") win.Destroy() }
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() }
func NewGLRenderer(view *View, title string) *GLRenderer { r := new(GLRenderer) r.View = view GL <- func() { if sdl.Init(sdl.INIT_VIDEO) < 0 { panic(sdl.GetError()) } sdl.GL_SetAttribute(sdl.GL_DOUBLEBUFFER, 1) sdl.GL_SetAttribute(sdl.GL_SWAP_CONTROL, 1) r.Screen = sdl.SetVideoMode(view.Width, view.Height, 32, sdl.OPENGL) if r.Screen == nil { panic(sdl.GetError()) } sdl.WM_SetCaption(title, title) err := gl33.Init() if err != nil { panic(err) } gl33.Enable(gl33.BLEND) gl33.Enable(gl33.CULL_FACE) gl33.Enable(gl33.DEPTH_TEST) gl33.ClearColor(1.0, 1.0, 1.0, 1.0) gl33.BlendFunc(gl33.SRC_ALPHA, gl33.ONE_MINUS_SRC_ALPHA) gl33.DepthFunc(gl33.LEQUAL) gl33.Viewport(0, 0, gl33.Sizei(view.Width), gl33.Sizei(view.Height)) } r.PerspectiveMatrix = s3dm.PerspectiveMatrix(view.Fovy, view.Aspect, view.Near, view.Far) r.OrthographicMatrix = s3dm.OrthographicMatrix(float64(view.Width), float64(view.Height), 0, 1) return r }
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 Clear(c color.Color) { r, g, b, a := glcolor.ConvertColorGL(c) gl.ClearColor(r, g, b, a) gl.Clear(gl.COLOR_BUFFER_BIT) // gl.DEPTH_BUFFER_BIT }
func (r *GLRenderer) SetBackgroundColor(red, green, blue float32) { GL <- func() { gl33.ClearColor(gl33.Clampf(red), gl33.Clampf(green), gl33.Clampf(blue), 1.0) } }