示例#1
0
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)
}
示例#2
0
文件: glfw.go 项目: kunos/tutorials
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()
}
示例#3
0
func display() {
	// Clear the background as white
	gl.ClearColor(1.0, 1.0, 1.0, 1.0)
	gl.Clear(gl.COLOR_BUFFER_BIT)

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

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

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

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

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

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

	// Display the result
	glfw.SwapBuffers()
}
示例#4
0
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
}
示例#5
0
文件: opengl3.go 项目: emlai/go-sdl2
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)
	}
}
示例#6
0
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
}
示例#7
0
func (r *GLRenderer) SetBackgroundColor(red, green, blue float32) {
	GL <- func() {
		gl33.ClearColor(gl33.Clampf(red), gl33.Clampf(green), gl33.Clampf(blue), 1.0)
	}
}