示例#1
0
// New creates a new shader object. The shader can later be activated by the given name with the Use function
func New(name, vertexShaderSource, fragmentShaderSource string) error {
	if _, found := shaderList[name]; found {
		return fmt.Errorf("Shader already exists: %v", name)
	}
	program, err := newProgram(vertexShaderSource, fragmentShaderSource)
	if err != nil {
		return err
	}
	shader := Shader{}
	shader.id = program
	shader.loaded = true
	shader.vert = vertexShaderSource
	shader.frag = fragmentShaderSource

	gl.UseProgram(shader.id)

	shader.Projection = gl.GetUniformLocation(program, gl.Str("projection\x00"))
	shader.Camera = gl.GetUniformLocation(program, gl.Str("camera\x00"))
	shader.Model = gl.GetUniformLocation(program, gl.Str("model\x00"))

	shaderList[name] = shader

	if activeShader := GetActive(); activeShader != nil {
		activeShader.Activate()
	}
	return nil
}
示例#2
0
文件: gl.go 项目: alex-ac/redbook-go
func (self *ShaderInfo) CompileShader() (uint32, error) {
	content, err := ioutil.ReadFile(self.Path)
	if err != nil {
		return 0, err
	}
	contentString := bytes.NewBuffer(content).String()
	glContentString := gl.Str(contentString + "\x00")

	shader := gl.CreateShader(self.ShaderType)
	gl.ShaderSource(shader, 1, &glContentString, nil)
	gl.CompileShader(shader)

	var status int32
	gl.GetShaderiv(shader, gl.COMPILE_STATUS, &status)
	if status == gl.FALSE {
		var logLength int32
		gl.GetShaderiv(shader, gl.INFO_LOG_LENGTH, &logLength)
		log := strings.Repeat("\x00", int(logLength+1))
		gl.GetShaderInfoLog(shader, logLength, nil, gl.Str(log))

		return 0, fmt.Errorf("failed to compile %v: %v", contentString, log)
	}

	return shader, nil
}
示例#3
0
文件: cube.go 项目: depy/examples
func newProgram(vertexShaderSource, fragmentShaderSource string) (uint32, error) {
	vertexShader, err := compileShader(vertexShaderSource, gl.VERTEX_SHADER)
	if err != nil {
		return 0, err
	}

	fragmentShader, err := compileShader(fragmentShaderSource, gl.FRAGMENT_SHADER)
	if err != nil {
		return 0, err
	}

	program := gl.CreateProgram()

	gl.AttachShader(program, vertexShader)
	gl.AttachShader(program, fragmentShader)
	gl.LinkProgram(program)

	var status int32
	gl.GetProgramiv(program, gl.LINK_STATUS, &status)
	if status == gl.FALSE {
		var logLength int32
		gl.GetProgramiv(program, gl.INFO_LOG_LENGTH, &logLength)

		log := strings.Repeat("\x00", int(logLength+1))
		gl.GetProgramInfoLog(program, logLength, nil, gl.Str(log))

		return 0, fmt.Errorf("failed to link program: %v", log)
	}

	gl.DeleteShader(vertexShader)
	gl.DeleteShader(fragmentShader)

	return program, nil
}
示例#4
0
文件: gl.go 项目: alex-ac/redbook-go
func LoadShaders(shaders []ShaderInfo) (uint32, error) {
	program := gl.CreateProgram()

	for _, shaderInfo := range shaders {
		shader, err := shaderInfo.CompileShader()
		if err != nil {
			return 0, err
		}
		gl.AttachShader(program, shader)
		gl.DeleteShader(shader)
	}

	gl.LinkProgram(program)

	var status int32
	gl.GetProgramiv(program, gl.LINK_STATUS, &status)
	if status == gl.FALSE {
		var logLength int32
		gl.GetProgramiv(program, gl.INFO_LOG_LENGTH, &logLength)

		log := strings.Repeat("\x00", int(logLength+1))
		gl.GetProgramInfoLog(program, logLength, nil, gl.Str(log))

		return 0, fmt.Errorf("Failed to link program: %v", log)
	}

	return program, nil
}
示例#5
0
func setupUniforms(shader *renderer.Shader) {
	for name, uniform := range shader.Uniforms {
		uniformLocation := gl.GetUniformLocation(shader.Program, gl.Str(name+"\x00"))
		switch t := uniform.(type) {
		case bool:
			if t {
				gl.Uniform1i(uniformLocation, 1)
			} else {
				gl.Uniform1i(uniformLocation, 0)
			}
		case float32:
			gl.Uniform1f(uniformLocation, t)
		case float64:
			gl.Uniform1f(uniformLocation, float32(t))
		case int32:
			gl.Uniform1i(uniformLocation, t)
		case int:
			gl.Uniform1i(uniformLocation, int32(t))
		case mgl32.Vec2:
			gl.Uniform2f(uniformLocation, t[0], t[1])
		case mgl32.Vec3:
			gl.Uniform3f(uniformLocation, t[0], t[1], t[2])
		case mgl32.Vec4:
			gl.Uniform4f(uniformLocation, t[0], t[1], t[2], t[3])
		case mgl32.Mat4:
			gl.UniformMatrix4fv(uniformLocation, 1, false, &t[0])
		case []float32:
			gl.Uniform4fv(uniformLocation, (int32)(len(t)), &t[0])
		case []int32:
			gl.Uniform4iv(uniformLocation, (int32)(len(t)), &t[0])
		default:
			fmt.Printf("unexpected type for shader uniform: %T\n", t)
		}
	}
}
示例#6
0
func newProgram(shaders ...uint32) (uint32, error) {
	program := gl.CreateProgram()

	for _, shader := range shaders {
		gl.AttachShader(program, shader)
	}
	gl.LinkProgram(program)

	var status int32
	gl.GetProgramiv(program, gl.LINK_STATUS, &status)
	if status == gl.FALSE {
		var logLength int32
		gl.GetProgramiv(program, gl.INFO_LOG_LENGTH, &logLength)

		log := strings.Repeat("\x00", int(logLength+1))
		gl.GetProgramInfoLog(program, logLength, nil, gl.Str(log))

		return 0, errors.New(fmt.Sprintf("failed to link program: %v", log))
	}

	for _, shader := range shaders {
		gl.DeleteShader(shader)
	}

	return program, nil
}
func compileShader(shaderCode string, shaderType uint32) uint32 {
	shader := gl.CreateShader(shaderType)
	shaderChars := gl.Str(shaderCode + "\x00")
	gl.ShaderSource(shader, 1, &shaderChars, nil)
	gl.CompileShader(shader)
	checkShaderCompileErrors(shader)
	return shader
}
示例#8
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func (c *Camera) Draw(program uint32) {
	//c.UpdateCamera()

	camera := mgl32.LookAtV(c.position, c.position.Add(c.direction), c.up)
	cameraUniform := gl.GetUniformLocation(program, gl.Str("camera\x00"))
	gl.UniformMatrix4fv(cameraUniform, 1, false, &camera[0])

}
func compileShaders() []uint32 {

	// create the vertex shader
	vertexShader := gl.CreateShader(gl.VERTEX_SHADER)
	shaderSourceChars := gl.Str(vertexShaderSource + "\x00")
	gl.ShaderSource(vertexShader, 1, &shaderSourceChars, nil)
	gl.CompileShader(vertexShader)
	checkShaderCompileErrors(vertexShader)

	// create the fragment shader
	fragmentShader := gl.CreateShader(gl.FRAGMENT_SHADER)
	shaderSourceChars = gl.Str(fragmentShaderSource + "\x00")
	gl.ShaderSource(fragmentShader, 1, &shaderSourceChars, nil)
	gl.CompileShader(fragmentShader)
	checkShaderCompileErrors(fragmentShader)

	return []uint32{vertexShader, fragmentShader}
}
示例#10
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// Load loads and sets up the model
func (m *Model) Load(fileName string) {

	m.loadFile(fileName)

	shader := sm.Shader{VertSrcFile: m.data.VertShaderFile, FragSrcFile: m.data.FragShaderFile, Name: fmt.Sprintf("%s:%s", m.data.VertShaderFile, m.data.FragShaderFile)}
	program, err := m.shaders.LoadProgram(shader, false)
	if err != nil {
		return
	}
	m.currentProgram = program

	gl.UseProgram(m.currentProgram)

	m.projection = mgl32.Perspective(mgl32.DegToRad(45.0), float32(windowWidth)/windowHeight, 0.1, 10.0)
	m.projectionUniform = gl.GetUniformLocation(m.currentProgram, gl.Str("projection\x00"))
	gl.UniformMatrix4fv(m.projectionUniform, 1, false, &m.projection[0])

	m.camera = mgl32.LookAtV(mgl32.Vec3{3, 3, 3}, mgl32.Vec3{0, 0, 0}, mgl32.Vec3{0, 1, 0})
	m.cameraUniform = gl.GetUniformLocation(m.currentProgram, gl.Str("camera\x00"))
	gl.UniformMatrix4fv(m.cameraUniform, 1, false, &m.camera[0])

	m.modelUniform = gl.GetUniformLocation(m.currentProgram, gl.Str("model\x00"))
	gl.UniformMatrix4fv(m.modelUniform, 1, false, &m.model[0])

	m.textureUniform = gl.GetUniformLocation(m.currentProgram, gl.Str("tex\x00"))
	gl.Uniform1i(m.textureUniform, 0)

	gl.BindFragDataLocation(m.currentProgram, 0, gl.Str("outputColor\x00"))

	// Load the texture
	m.textures.LoadTexture(m.data.TextureFile, m.data.TextureFile)

	// Configure the vertex data
	gl.GenVertexArrays(1, &m.vao)
	gl.BindVertexArray(m.vao)

	var vbo uint32
	gl.GenBuffers(1, &vbo)
	gl.BindBuffer(gl.ARRAY_BUFFER, vbo)
	gl.BufferData(gl.ARRAY_BUFFER, len(m.data.Verts)*4, gl.Ptr(m.data.Verts), gl.STATIC_DRAW)

	vertAttrib := uint32(gl.GetAttribLocation(m.currentProgram, gl.Str("vert\x00")))
	gl.EnableVertexAttribArray(vertAttrib)
	gl.VertexAttribPointer(vertAttrib, 3, gl.FLOAT, false, m.data.VertSize*4, gl.PtrOffset(0)) // 4:number of bytes in a float32

	texCoordAttrib := uint32(gl.GetAttribLocation(m.currentProgram, gl.Str("vertTexCoord\x00")))
	gl.EnableVertexAttribArray(texCoordAttrib)
	gl.VertexAttribPointer(texCoordAttrib, 2, gl.FLOAT, true, m.data.VertSize*4, gl.PtrOffset(3*4)) // 4:number of bytes in a float32

	if m.data.Indexed {
		var indices uint32
		gl.GenBuffers(1, &indices)
		gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, indices)
		gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, len(m.data.Indices)*4, gl.Ptr(m.data.Indices), gl.STATIC_DRAW)
	}

	gl.BindVertexArray(0)
}
示例#11
0
func (glRenderer *OpenglRenderer) renderPostEffect(pe postEffect) {
	gl.UseProgram(pe.program)
	gl.ActiveTexture(gl.TEXTURE0)
	gl.BindTexture(gl.TEXTURE_2D, pe.textureId)
	gl.Disable(gl.CULL_FACE)
	gl.BindBuffer(gl.ARRAY_BUFFER, glRenderer.postEffectVbo)

	setupUniforms(pe.shader)

	vertAttrib := uint32(gl.GetAttribLocation(pe.program, gl.Str("vert\x00")))
	gl.EnableVertexAttribArray(vertAttrib)
	gl.VertexAttribPointer(vertAttrib, 2, gl.FLOAT, false, 4*4, gl.PtrOffset(0))
	texCoordAttrib := uint32(gl.GetAttribLocation(pe.program, gl.Str("vertTexCoord\x00")))
	gl.EnableVertexAttribArray(texCoordAttrib)
	gl.VertexAttribPointer(texCoordAttrib, 2, gl.FLOAT, false, 4*4, gl.PtrOffset(2*4))

	gl.DrawArrays(gl.TRIANGLE_STRIP, 0, 4)
	gl.DisableVertexAttribArray(texCoordAttrib)
}
示例#12
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文件: triangle.go 项目: depy/examples
func createProgram() uint32 {
	vs := gl.CreateShader(gl.VERTEX_SHADER)
	cvertexShader := gl.Str(vertexShader)
	gl.ShaderSource(vs, 1, &cvertexShader, nil)
	gl.CompileShader(vs)

	fs := gl.CreateShader(gl.FRAGMENT_SHADER)
	cfragmentShader := gl.Str(fragmentShader)
	gl.ShaderSource(fs, 1, &cfragmentShader, nil)
	gl.CompileShader(fs)

	shaderProgram := gl.CreateProgram()
	gl.AttachShader(shaderProgram, fs)
	gl.AttachShader(shaderProgram, vs)

	gl.LinkProgram(shaderProgram)

	return shaderProgram
}
示例#13
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文件: core.go 项目: Nekony/go-gl-test
func (me *Core) AddProgram(vertFile, fragFile string) int {
	vertexShader := gl.Str(readWholeFile(vertFile) + "\x00")
	fragmentShader := gl.Str(readWholeFile(fragFile) + "\x00")

	n := me.nbProg
	vs := gl.CreateShader(gl.VERTEX_SHADER)
	gl.ShaderSource(vs, 1, &vertexShader, nil)
	gl.CompileShader(vs)
	fs := gl.CreateShader(gl.FRAGMENT_SHADER)
	gl.ShaderSource(fs, 1, &fragmentShader, nil)
	gl.CompileShader(fs)

	me.Progs[n] = gl.CreateProgram()
	gl.AttachShader(me.Progs[n], fs)
	gl.AttachShader(me.Progs[n], vs)
	gl.LinkProgram(me.Progs[n])
	me.nbProg++
	return n
}
示例#14
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// Activate will draw everything with this program and load it if it isnt loaded.
func (shader *Shader) Activate() {
	if !shader.loaded {
		program, err := newProgram(shader.vert, shader.frag)
		if err != nil {
			panic(err)
		}
		shader.id = program
		shader.loaded = true

		gl.UseProgram(shader.id)

		shader.Projection = gl.GetUniformLocation(program, gl.Str("projection\x00"))
		shader.Camera = gl.GetUniformLocation(program, gl.Str("camera\x00"))
		shader.Model = gl.GetUniformLocation(program, gl.Str("model\x00"))

	}
	state.shader = shader
	gl.UseProgram(shader.id)
}
示例#15
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func compileShader(source string, shaderType uint32) (uint32, error) {
	shader := gl.CreateShader(shaderType)

	csource := gl.Str(source)
	gl.ShaderSource(shader, 1, &csource, nil)
	gl.CompileShader(shader)

	var status int32
	gl.GetShaderiv(shader, gl.COMPILE_STATUS, &status)
	if status == gl.FALSE {
		var logLength int32
		gl.GetShaderiv(shader, gl.INFO_LOG_LENGTH, &logLength)

		log := strings.Repeat("\x00", int(logLength+1))
		gl.GetShaderInfoLog(shader, logLength, nil, gl.Str(log))

		return 0, fmt.Errorf("failed to compile %v: %v", source, log)
	}
	return shader, nil
}
示例#16
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func NewProgram(shaderSource map[string]string) (*GLSLProgram, error) {
	var hasVertexShader bool
	var hasFragmentShader bool

	vertexShaderSource, ok := shaderSource["vertex"]
	var vertexShader uint32
	if ok {

		vertexShader, err := compileShader(vertexShaderSource, gl.VERTEX_SHADER)
		if err != nil {
			return nil, err
		}
		hasVertexShader = true
	}

	fragmentShaderSource, ok := shaderSource["fragment"]
	var fragmentShader uint32
	if ok {

		fragmentShader, err := compileShader(fragmentShaderSource, gl.FRAGMENT_SHADER)
		if err != nil {
			return nil, err
		}
		hasFragmentShader = true
	}

	program := gl.CreateProgram()

	if !(hasVertexShader && hasFragmentShader) {
		return nil, fmt.Errorf("Need vertex shader: %v, and fragment shader: %v", hasVertexShader, hasFragmentShader)
	}

	gl.AttachShader(program, vertexShader)
	gl.AttachShader(program, fragmentShader)
	gl.LinkProgram(program)

	var status int32
	gl.GetProgramiv(program, gl.LINK_STATUS, &status)
	if status == gl.FALSE {
		var logLength int32
		gl.GetProgramiv(program, gl.INFO_LOG_LENGTH, &logLength)

		log := strings.Repeat("\x00", int(logLength+1))
		gl.GetProgramInfoLog(program, logLength, nil, gl.Str(log))

		return nil, fmt.Errorf("Failed to link program(%v): %v", program, log)
	}

	gl.DeleteShader(vertexShader)
	gl.DeleteShader(fragmentShader)
	p := &GLSLProgram{program, vertexShaderSource, fragmentShaderSource, true}
	return p, nil
}
示例#17
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func NewShader(src string, sType uint32) (*Shader, error) {

	handle := gl.CreateShader(sType)
	glSrc := gl.Str(src + "\x00")
	gl.ShaderSource(handle, 1, &glSrc, nil)
	gl.CompileShader(handle)
	err := getGlError(handle, gl.COMPILE_STATUS, gl.GetShaderiv, gl.GetShaderInfoLog,
		"SHADER::COMPILE_FAILURE::")
	if err != nil {
		return nil, err
	}
	return &Shader{handle: handle}, nil
}
示例#18
0
func getGlError(glHandle uint32, checkTrueParam uint32, getObjIvFn getObjIv,
	getObjInfoLogFn getObjInfoLog, failMsg string) error {

	var success int32
	getObjIvFn(glHandle, checkTrueParam, &success)

	if success == gl.FALSE {
		var logLength int32
		getObjIvFn(glHandle, gl.INFO_LOG_LENGTH, &logLength)

		log := gl.Str(strings.Repeat("\x00", int(logLength)))
		getObjInfoLogFn(glHandle, logLength, nil, log)

		return fmt.Errorf("%s: %s", failMsg, gl.GoStr(log))
	}

	return nil
}
示例#19
0
func newProgram(vertexShaderFilename, fragmentShaderFilename string) (uint32, error) {
	program := gl.CreateProgram()

	//vertexShaderSource, err := shaders.Asset(vertexShaderFilename)
	//if err != nil {
	//	return 0, err
	//}

	vertexShader, err := shaders.Compile(vertexShaderSource, gl.VERTEX_SHADER)
	if err != nil {
		return 0, err
	}

	//fragmentShaderSource, err := shaders.Asset(fragmentShaderFilename)
	//if err != nil {
	//	return 0, err
	//}
	fragmentShader, err := shaders.Compile(fragmentShaderSource, gl.FRAGMENT_SHADER)
	if err != nil {
		return 0, err
	}

	gl.AttachShader(program, vertexShader)
	gl.AttachShader(program, fragmentShader)
	gl.LinkProgram(program)

	var status int32
	gl.GetProgramiv(program, gl.LINK_STATUS, &status)
	if status == gl.FALSE {
		var logLength int32
		gl.GetProgramiv(program, gl.INFO_LOG_LENGTH, &logLength)

		log := strings.Repeat("\x00", int(logLength+1))
		gl.GetProgramInfoLog(program, logLength, nil, gl.Str(log))

		return 0, errors.New(fmt.Sprintf("failed to link program: %v", log))
	}

	gl.DeleteShader(vertexShader)
	gl.DeleteShader(fragmentShader)

	return program, nil
}
示例#20
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func (glRenderer *OpenglRenderer) CreateShader(shader *renderer.Shader) {
	if shader.Loaded {
		return
	}

	var shaders []uint32

	if len(shader.VertSrc) > 0 {
		if s, err := compileShader(shader.VertSrc+"\x00", gl.VERTEX_SHADER); err == nil {
			shaders = append(shaders, s)
		} else {
			fmt.Println("Error Compiling Vert Shader: ", err)
		}
	}

	if len(shader.FragSrc) > 0 {
		if s, err := compileShader(shader.FragSrc+"\x00", gl.FRAGMENT_SHADER); err == nil {
			shaders = append(shaders, s)
		} else {
			fmt.Println("Error Compiling Frag Shader: ", err)
		}
	}

	if len(shader.GeoSrc) > 0 {
		if s, err := compileShader(shader.GeoSrc+"\x00", gl.GEOMETRY_SHADER); err == nil {
			shaders = append(shaders, s)
		} else {
			fmt.Println("Error Compiling Geo Shader: ", err)
		}
	}

	program, err := newProgram(shaders...)
	if err != nil {
		fmt.Println("Error Creating Shader Program: ", err)
	}
	shader.Program = program
	shader.Loaded = true

	gl.UseProgram(program)
	gl.BindFragDataLocation(program, 0, gl.Str(fmt.Sprintf("%v\x00", shader.FragDataLocation)))
}
示例#21
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文件: cube.go 项目: depy/examples
func main() {
	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, 4)
	glfw.WindowHint(glfw.ContextVersionMinor, 1)
	glfw.WindowHint(glfw.OpenGLProfile, glfw.OpenGLCoreProfile)
	glfw.WindowHint(glfw.OpenGLForwardCompatible, glfw.True)
	window, err := glfw.CreateWindow(windowWidth, windowHeight, "Cube", nil, nil)

	if err != nil {
		panic(err)
	}
	window.MakeContextCurrent()

	// Initialize Glow
	if err := gl.Init(); err != nil {
		panic(err)
	}

	version := gl.GoStr(gl.GetString(gl.VERSION))
	fmt.Println("OpenGL version", version)

	// Configure the vertex and fragment shaders
	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])

	textureUniform := gl.GetUniformLocation(program, gl.Str("tex\x00"))
	gl.Uniform1i(textureUniform, 0)

	gl.BindFragDataLocation(program, 0, gl.Str("outputColor\x00"))

	// Load the texture
	texture, err := newTexture("square.png")
	if err != nil {
		panic(err)
	}

	// Configure the vertex data
	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(cubeVertices)*4, gl.Ptr(cubeVertices), gl.STATIC_DRAW)

	vertAttrib := uint32(gl.GetAttribLocation(program, gl.Str("vert\x00")))
	gl.EnableVertexAttribArray(vertAttrib)
	gl.VertexAttribPointer(vertAttrib, 3, gl.FLOAT, false, 5*4, gl.PtrOffset(0))

	texCoordAttrib := uint32(gl.GetAttribLocation(program, gl.Str("vertTexCoord\x00")))
	gl.EnableVertexAttribArray(texCoordAttrib)
	gl.VertexAttribPointer(texCoordAttrib, 2, gl.FLOAT, false, 5*4, gl.PtrOffset(3*4))

	// Configure global settings
	gl.Enable(gl.DEPTH_TEST)
	gl.DepthFunc(gl.LESS)
	gl.ClearColor(1.0, 1.0, 1.0, 1.0)

	angle := 0.0
	previousTime := glfw.GetTime()

	for !window.ShouldClose() {
		gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)

		// Update
		time := glfw.GetTime()
		elapsed := time - previousTime
		previousTime = time

		angle += elapsed
		model = mgl32.HomogRotate3D(float32(angle), mgl32.Vec3{0, 1, 0})

		// Render
		gl.UseProgram(program)
		gl.UniformMatrix4fv(modelUniform, 1, false, &model[0])

		gl.BindVertexArray(vao)

		gl.ActiveTexture(gl.TEXTURE0)
		gl.BindTexture(gl.TEXTURE_2D, texture)

		gl.DrawArrays(gl.TRIANGLES, 0, 6*2*3)

		// Maintenance
		window.SwapBuffers()
		glfw.PollEvents()
	}
}
示例#22
0
func CStr(str string) *uint8 {
	if !strings.HasSuffix(str, "\x00") {
		str = str + "\x00"
	}
	return gl.Str(str)
}
示例#23
0
func (glRenderer *OpenglRenderer) DrawGeometry(geometry *renderer.Geometry, transform mgl32.Mat4) {
	glRenderer.enableShader()
	glRenderer.enableMaterial()
	glRenderer.enableCubeMap()

	if glRenderer.activeShader == nil {
		panic("ERROR: No shader is configured.")
	}

	shader := glRenderer.activeShader
	program := shader.Program
	params := glRenderer.rendererParams

	glRenderer.enableDepthTest(params.DepthTest)
	glRenderer.enableDepthMask(params.DepthMask)
	glRenderer.enableCullFace(params.CullBackface)
	glRenderer.enableUnlit(params.Unlit)
	glRenderer.setTransparency(params.Transparency)

	// set buffers
	gl.BindBuffer(gl.ARRAY_BUFFER, geometry.VboId)
	gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, geometry.IboId)

	// update buffers
	if geometry.VboDirty && len(geometry.Verticies) > 0 && len(geometry.Indicies) > 0 {
		gl.BufferData(gl.ARRAY_BUFFER, len(geometry.Verticies)*4, gl.Ptr(geometry.Verticies), gl.DYNAMIC_DRAW)
		gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, len(geometry.Indicies)*4, gl.Ptr(geometry.Indicies), gl.DYNAMIC_DRAW)
		geometry.VboDirty = false
	}

	// set uniforms
	modelNormal := transform.Inv().Transpose()
	shader.Uniforms["model"] = transform
	shader.Uniforms["modelNormal"] = modelNormal

	// set camera uniforms
	cam := glRenderer.camera
	win := glRenderer.WindowDimensions()
	shader.Uniforms["cameraTranslation"] = cam.Translation
	if cam.Ortho {
		shader.Uniforms["projection"] = mgl32.Ortho2D(0, win.X(), win.Y(), 0)
		shader.Uniforms["camera"] = mgl32.Ident4()
	} else {
		shader.Uniforms["projection"] = mgl32.Perspective(mgl32.DegToRad(cam.Angle), win.X()/win.Y(), cam.Near, cam.Far)
		shader.Uniforms["camera"] = mgl32.LookAtV(cam.Translation, cam.Lookat, cam.Up)
	}

	shader.Uniforms["unlit"] = glRenderer.unlit
	shader.Uniforms["useTextures"] = glRenderer.useTextures

	shader.Uniforms["ambientLightValue"] = glRenderer.ambientLightValue

	shader.Uniforms["nbPointLights"] = glRenderer.nbPointLights
	shader.Uniforms["pointLightValues"] = glRenderer.pointLightValues
	shader.Uniforms["pointLightPositions"] = glRenderer.pointLightPositions

	shader.Uniforms["nbDirectionalLights"] = glRenderer.nbDirectionalLights
	shader.Uniforms["directionalLightValues"] = glRenderer.directionalLightValues
	shader.Uniforms["directionalLightVectors"] = glRenderer.directionalLightVectors

	// set custom uniforms
	setupUniforms(shader)

	// set verticies attribute
	vertAttrib := uint32(gl.GetAttribLocation(program, gl.Str("vert\x00")))
	gl.EnableVertexAttribArray(vertAttrib)
	gl.VertexAttribPointer(vertAttrib, 3, gl.FLOAT, false, renderer.VertexStride*4, gl.PtrOffset(0))
	// set normals attribute
	normAttrib := uint32(gl.GetAttribLocation(program, gl.Str("normal\x00")))
	gl.EnableVertexAttribArray(normAttrib)
	gl.VertexAttribPointer(normAttrib, 3, gl.FLOAT, false, renderer.VertexStride*4, gl.PtrOffset(3*4))
	// set texture coord attribute
	texCoordAttrib := uint32(gl.GetAttribLocation(program, gl.Str("texCoord\x00")))
	gl.EnableVertexAttribArray(texCoordAttrib)
	gl.VertexAttribPointer(texCoordAttrib, 2, gl.FLOAT, false, renderer.VertexStride*4, gl.PtrOffset(6*4))
	// vertex color attribute
	colorAttrib := uint32(gl.GetAttribLocation(program, gl.Str("color\x00")))
	gl.EnableVertexAttribArray(colorAttrib)
	gl.VertexAttribPointer(colorAttrib, 4, gl.FLOAT, false, renderer.VertexStride*4, gl.PtrOffset(8*4))

	gl.DrawElements(gl.TRIANGLES, (int32)(len(geometry.Indicies)), gl.UNSIGNED_INT, gl.PtrOffset(0))
}
示例#24
0
func (prog *Program) GetUniformLocation(name string) int32 {
	return gl.GetUniformLocation(prog.handle, gl.Str(name+"\x00"))
}
示例#25
0
文件: main.go 项目: jcecil/go-avatar
func Main() {
	err := glfw.Init()
	if err != nil {
		panic(err)
	}
	defer glfw.Terminate()

	glfw.WindowHint(glfw.Resizable, glfw.False)
	glfw.WindowHint(glfw.ContextVersionMajor, 3)
	glfw.WindowHint(glfw.ContextVersionMinor, 2)
	glfw.WindowHint(glfw.OpenGLProfile, glfw.OpenGLCoreProfile)
	glfw.WindowHint(glfw.OpenGLForwardCompatible, glfw.True)
	window, err := glfw.CreateWindow(WindowWidth, WindowHeight, "Cube", nil, nil)
	Window = window
	if err != nil {
		panic(err)
	}
	window.MakeContextCurrent()

	// Initialize Glow
	if err := gl.Init(); err != nil {
		panic(err)
	}

	version := gl.GoStr(gl.GetString(gl.VERSION))
	fmt.Println("OpenGL version", version)

	// Configure the vertex and fragment shaders
	program, err := newProgram("SimpleVertexShader.vertexshader", "SimpleFragmentShader.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])

	textureUniform := gl.GetUniformLocation(program, gl.Str("tex\x00"))
	gl.Uniform1i(textureUniform, 0)

	gl.BindFragDataLocation(program, 0, gl.Str("outputColor\x00"))
	// Configure global settings
	gl.Enable(gl.DEPTH_TEST)
	gl.DepthFunc(gl.LESS)
	gl.ClearColor(1.0, 1.0, 1.0, 1.0)

	angle := 0.0
	previousTime := glfw.GetTime()

	width, height := window.GetSize()
	window.SetCursorPos(float64(width/2), float64(height/2))
	window.SetKeyCallback(input.OnKey)
	window.SetCursorPosCallback(input.OnCursor)
	window.SetMouseButtonCallback(input.OnMouse)

	meshes.LoadColladaCube("cube.dae")

	for !player.ShouldClose {
		gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)

		// Update
		time := glfw.GetTime()
		elapsed := time - previousTime
		previousTime = time

		angle += elapsed
		model = mgl32.HomogRotate3D(float32(angle), mgl32.Vec3{0, 1, 0})

		// Render
		gl.UseProgram(program)
		// gl.UniformMatrix4fv(modelUniform, 1, false, &model[0])
		player.MainPlayer.Draw(program)
		for _, element := range game.Universe {
			(element).Draw(program)
		}

		// Maintenance
		window.SwapBuffers()
		glfw.PollEvents()
	}
}