func (glRenderer *OpenglRenderer) setTransparency(transparency renderer.Transparency) { if transparency == glRenderer.transparency { return } switch transparency { case renderer.NON_EMISSIVE: gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) case renderer.EMISSIVE: gl.BlendFunc(gl.SRC_ALPHA, gl.ONE) default: gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) } glRenderer.transparency = transparency }
// New returns a newly created Screen func New(width int, height int, fullscreen bool, FSAA int, name string) *Screen { window := &Screen{} C.SDL_Init(C.SDL_INIT_VIDEO) C.setGlContextAttributes() C.SDL_GL_SetAttribute(C.SDL_GL_DOUBLEBUFFER, 1) // Force hardware accel C.SDL_GL_SetAttribute(C.SDL_GL_ACCELERATED_VISUAL, 1) if FSAA > 0 { // FSAA (Fullscreen antialiasing) C.SDL_GL_SetAttribute(C.SDL_GL_MULTISAMPLEBUFFERS, 1) C.SDL_GL_SetAttribute(C.SDL_GL_MULTISAMPLESAMPLES, C.int(FSAA)) // 2, 4, 8 } flags := C.SDL_WINDOW_OPENGL | C.SDL_RENDERER_ACCELERATED if fullscreen { flags = flags | C.SDL_WINDOW_FULLSCREEN } C.SDL_CreateWindowAndRenderer(C.int(width), C.int(height), C.Uint32(flags), &window.sdlWindow, &window.renderer) C.SDL_SetWindowTitle(window.sdlWindow, C.CString(name)) C.SDL_GL_CreateContext(window.sdlWindow) if err := gl.Init(); err != nil { panic(err) } version := gl.GoStr(gl.GetString(gl.VERSION)) fmt.Println("OpenGL version", version) // Configure global settings 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.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) window.Width = width window.Height = height window.name = name window.shouldClose = false C.SDL_GL_SwapWindow(window.sdlWindow) window.startTime = time.Now() window.frameTime = time.Now() C.SDL_GL_SetSwapInterval(1) window.vsync = true return window }
func (r *Renderer) Draw() { /* Clear screen */ gl.ClearColor(0.9, 0.9, 0.9, 1.0) gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) /* Enable blending */ gl.Enable(gl.BLEND) gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) /* Depth test */ gl.Enable(gl.DEPTH_TEST) gl.DepthFunc(gl.LESS) for _, pass := range r.Passes { pass.DrawPass(r.Scene) } }
func main() { var parser = flags.NewParser(&gOpts, flags.Default) var err error var args []string if args, err = parser.Parse(); err != nil { os.Exit(1) } if len(args) < 1 || len(args) > 2 { panic(fmt.Errorf("Too many or not enough arguments")) } gDiffFlag = len(args) == 2 // make sure that we display any errors that are encountered //glfw.SetErrorCallback(errorCallback) // the GLFW library has to be initialized before any of the methods // can be invoked if err = glfw.Init(); err != nil { panic(err) } // to be tidy, make sure glfw.Terminate() is called at the end of // the program to clean things up by using `defer` defer glfw.Terminate() // hints are the way you configure the features requested for the // window and are required to be set before calling glfw.CreateWindow(). // desired number of samples to use for mulitsampling //glfw.WindowHint(glfw.Samples, 4) // request a OpenGL 4.1 core context if runtime.GOOS == "darwin" { glfw.WindowHint(glfw.ContextVersionMajor, 3) glfw.WindowHint(glfw.ContextVersionMinor, 3) } else { glfw.WindowHint(glfw.ContextVersionMajor, 4) glfw.WindowHint(glfw.ContextVersionMinor, 1) } glfw.WindowHint(glfw.OpenGLForwardCompatible, glfw.True) glfw.WindowHint(glfw.OpenGLProfile, glfw.OpenGLCoreProfile) // do the actual window creation var window *glfw.Window window, err = glfw.CreateWindow(1024, 768, "goicmpgl", nil, nil) if err != nil { // we legitimately cannot recover from a failure to create // the window in this sample, so just bail out panic(err) } // set the callback function to get all of the key input from the user window.SetKeyCallback(keyCallback) window.SetMouseButtonCallback(mouseDownCallback) window.SetScrollCallback(mouseWheelCallback) window.SetCursorPosCallback(mouseMoveCallback) // GLFW3 can work with more than one window, so make sure we set our // new window as the current context to operate on window.MakeContextCurrent() // disable v-sync for max FPS if the driver allows it //glfw.SwapInterval(0) // make sure that GLEW initializes all of the GL functions if err = gl.Init(); err != nil { panic(err) } var attribs []string = []string{ "position", "uvs", } // compile our shaders var progTex0 *Program if progTex0, err = LoadShaderProgram(vertShader, fragShaderTex0, attribs); err != nil { panic(err) } defer progTex0.DeleteProgram() var progGrid *Program if progGrid, err = LoadShaderProgram(vertShader, S_FragmentShader_Grid, attribs); err != nil { panic(err) } defer progGrid.DeleteProgram() var diffProg2 *Program if diffProg2, err = LoadShaderProgram(vertShader, sProgram2Src, attribs); err != nil { panic(err) } defer diffProg2.DeleteProgram() var diffProg3 *Program if diffProg3, err = LoadShaderProgram(vertShader, sProgram3Src, attribs); err != nil { panic(err) } defer diffProg3.DeleteProgram() var diffProg4 *Program if diffProg4, err = LoadShaderProgram(vertShader, sProgram4Src, attribs); err != nil { panic(err) } defer diffProg4.DeleteProgram() var diffProg5 *Program if diffProg5, err = LoadShaderProgram(vertShader, sProgram5Src, attribs); err != nil { panic(err) } defer diffProg5.DeleteProgram() var image1_path string = args[0] if strings.HasPrefix(image1_path, "http") { if err, image1_path = downloadImage(image1_path); err != nil { panic(err) } } var texture *Texture if err, texture, gImage1 = NewTexture(image1_path, false); err != nil { panic(err) } defer texture.DeleteTexture() var texture2 *Texture if gDiffFlag { var image2_path string = args[1] if strings.HasPrefix(image2_path, "http") { if err, image2_path = downloadImage(image2_path); err != nil { panic(err) } } if err, texture2, gImage2 = NewTexture(image2_path, false); err != nil { panic(err) } defer texture2.DeleteTexture() if texture.Size.X != texture2.Size.X || texture.Size.Y != texture2.Size.Y { fmt.Println("WARNING: image dimensions differ!") } else { fmt.Printf("image dimensions: %dx%d\n", texture.Size.X, texture.Size.Y) } } else { fmt.Printf("image dimensions: %dx%d\n", texture.Size.X, texture.Size.Y) } var font *Font if err, font = NewFont("Font.png", 16); err != nil { panic(err) } defer font.DeleteFont() var help1 *String = font.NewString("1: show only A") defer help1.DeleteString() var help2 *String = font.NewString("2: show only B") defer help2.DeleteString() var help3 *String = font.NewString("3: show diff A&B") defer help3.DeleteString() var helph *String = font.NewString("h: toggle this help") defer helph.DeleteString() var helparrows *String = font.NewString("<up>,<down>: go from A to B") defer helparrows.DeleteString() var helpzoom *String = font.NewString("[]: zoom in/out (also mouse wheel)") defer helpzoom.DeleteString() var helpclear *String = font.NewString("Z: reset zoom/view") defer helpclear.DeleteString() var helpescape *String = font.NewString("ESC: quit") defer helpescape.DeleteString() var vbo *VBO if vbo, err = NewVBOQuad(0, 0, float32(texture.Size.X), float32(texture.Size.Y)); err != nil { panic(err) } defer vbo.DeleteVBO() var cnt float32 = 0 // while there's no request to close the window for !window.ShouldClose() { cnt += 1 // get the texture of the window because it may have changed since creation width, height := window.GetFramebufferSize() wwidth, _ := window.GetSize() gRetinaScale = float32(width) / float32(wwidth) //fmt.Printf("x=%d y=%d wx=%d wy=%d\n", width, height, wwidth, wheight) if cnt >= float32(width) { cnt = 0 } var matrix Matrix2x3 = IdentityMatrix2x3() matrix = matrix.Translate(-1.0, 1.0) matrix = matrix.Scale(2.0/float32(width), -2.0/float32(height)) // clear it all out gl.Viewport(0, 0, int32(width), int32(height)) gl.ClearColor(0.0, 0.0, 0.0, 1.0) gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) gl.Enable(gl.BLEND) gl.BlendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA) gl.BlendEquation(gl.FUNC_ADD) var matrix3 Matrix2x3 = matrix.Scale(gZoom, gZoom) matrix3 = matrix3.Translate(gOffX, gOffY) // draw the grid if true { vbo.Bind() progGrid.UseProgram() color1 := [4]float32{.4, .4, .4, 1} color2 := [4]float32{.9, .9, .9, 1} grid := [3]float32{float32(texture.Size.X), float32(texture.Size.Y), 8 / gZoom} //fmt.Printf("%.2f %.2f %.2f %.2f\n", grid[0], grid[1], grid[2], grid[3]) progGrid.ProgramUniformMatrix4fv("ModelviewMatrix", matrix3.Array()) progGrid.ProgramUniform4fv("color1", color1) progGrid.ProgramUniform4fv("color2", color2) progGrid.ProgramUniform3fv("grid", grid) if err = progGrid.ValidateProgram(); err != nil { panic(err) } vbo.Draw() vbo.Unbind() progGrid.UnuseProgram() } // draw the texture if !gDiffFlag { vbo.Bind() progTex0.UseProgram() texture.BindTexture(0) progTex0.ProgramUniformMatrix4fv("ModelviewMatrix", matrix3.Array()) progTex0.ProgramUniform1i("tex1", 0) progTex0.ProgramUniform1f("blend", gBlend) if err = progTex0.ValidateProgram(); err != nil { panic(err) } vbo.Draw() vbo.Unbind() progTex0.UnuseProgram() texture.UnbindTexture(0) } else { var diffBlend float32 = gBlend var diffProg *Program if diffBlend < 0.25 { diffBlend *= 4 diffProg = diffProg2 } else if diffBlend < 0.5 { // 0.25 -> 0.5 diffBlend = 4*diffBlend - 1 diffProg = diffProg4 } else if diffBlend < 0.75 { // 0.5 -> 0.75 diffBlend = 4*diffBlend - 2 diffProg = diffProg5 } else { // 0.75 -> 1.0= diffBlend = 4*diffBlend - 3 diffProg = diffProg3 } vbo.Bind() diffProg.UseProgram() texture.BindTexture(0) texture2.BindTexture(1) diffProg.ProgramUniformMatrix4fv("ModelviewMatrix", matrix3.Array()) diffProg.ProgramUniform1i("decalA", 0) diffProg.ProgramUniform1i("decalB", 1) diffProg.ProgramUniform1f("diffBlend", diffBlend) if err = diffProg.ValidateProgram(); err != nil { panic(err) } vbo.Draw() vbo.Unbind() diffProg.UnuseProgram() texture.UnbindTexture(0) texture2.UnbindTexture(1) } // font if gHelp { color := [...]float32{0, 0, 1, 1} bg := [...]float32{0.5, 0.5, 0.5, 0.5} var line float32 = 0 if err = helph.Draw(font, color, bg, matrix, 0.5, 20, 100+line*128); err != nil { panic(err) } line += 1 help1.Draw(font, color, bg, matrix, 0.5, 20, 100+line*128) line += 1 help2.Draw(font, color, bg, matrix, 0.5, 20, 100+line*128) line += 1 help3.Draw(font, color, bg, matrix, 0.5, 20, 100+line*128) line += 1 helparrows.Draw(font, color, bg, matrix, 0.5, 20, 100+line*128) line += 1 helpzoom.Draw(font, color, bg, matrix, 0.5, 20, 100+line*128) line += 1 helpclear.Draw(font, color, bg, matrix, 0.5, 20, 100+line*128) line += 1 helpescape.Draw(font, color, bg, matrix, 0.5, 20, 100+line*128) line += 1 } // swapping OpenGL buffers and polling events has been decoupled // in GLFW3, so make sure to invoke both here window.SwapBuffers() glfw.PollEvents() } }
func (p *LightPass) DrawPass(scene *Scene) { /* use light pass shader */ p.Material.Use() shader := p.Material.Shader /* compute camera view projection inverse */ vp := scene.Camera.Projection.Mul4(scene.Camera.View) vp_inv := vp.Inv() shader.Matrix4f("cameraInverse", &vp_inv[0]) /* clear */ gl.ClearColor(0.9, 0.9, 0.9, 1.0) gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) /* set blending mode to additive */ gl.DepthMask(false) /* draw lights */ lights := scene.FindLights() last := len(lights) - 1 for i, light := range lights { if i == 1 { /* first light pass we want the shader to restore the depth buffer * then, disable depth masking so that multiple lights can be drawn */ gl.BlendFunc(gl.ONE, gl.ONE) } if i == last { gl.DepthMask(true) } /* draw shadow pass for this light into shadow map */ p.Shadows.DrawPass(scene, &light) /* use light pass shader */ p.Material.Use() /* compute world to lightspace (light view projection) matrix */ lp := light.Projection lv := mgl.LookAtV(light.Position, mgl.Vec3{}, mgl.Vec3{0, 1, 0}) // only for directional light lvp := lp.Mul4(lv) shader.Matrix4f("light_vp", &lvp[0]) /* set light uniform attributes */ shader.Vec3("light.Position", &light.Position) shader.Vec3("light.Color", &light.Color) shader.Int32("light.Type", int32(light.Type)) shader.Float("light.Range", light.Range) shader.Float("light.attenuation.Constant", light.Attenuation.Constant) shader.Float("light.attenuation.Linear", light.Attenuation.Linear) shader.Float("light.attenuation.Quadratic", light.Attenuation.Quadratic) /* render light */ gl.Viewport(0, 0, int32(scene.Camera.Width), int32(scene.Camera.Height)) p.quad.Draw() } /* reset GL state */ gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) }