/
hello_triangle_exercise3.go
212 lines (176 loc) · 5.46 KB
/
hello_triangle_exercise3.go
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package main
import (
"fmt"
"log"
"strings"
"github.com/go-gl/gl/v3.3-core/gl"
"github.com/go-gl/glfw/v3.2/glfw"
)
const (
vertexShaderSource = `
#version 330 core
layout (location = 0) in vec3 aPos;
void main()
{
gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);
}
` + "\x00"
fragmentShaderSource = `
#version 330 core
out vec4 FragColor;
void main()
{
FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);
}
` + "\x00"
fragmentShaderSource2 = `
#version 330 core
out vec4 FragColor;
void main()
{
FragColor = vec4(1.0f, 1.0f, 0.0f, 1.0f);
}
` + "\x00"
)
var (
vertices = []float32{
// first triangle
-0.9, -0.5, 0.0, // left
-0.0, -0.5, 0.0, // right
-0.45, 0.5, 0.0, // top
// second triangle
0.0, -0.5, 0.0, // left
0.9, -0.5, 0.0, // right
0.45, 0.5, 0.0, // top
}
)
func init() {
log.SetFlags(log.Lshortfile | log.LstdFlags)
}
func main() {
// glfw: initialize
if err := glfw.Init(); err != nil {
log.Fatal(err)
}
// glfw: terminate, clearing all previously allocated GLFW resources.
defer glfw.Terminate()
// glfw: configure
glfw.WindowHint(glfw.ContextVersionMajor, 3)
glfw.WindowHint(glfw.ContextVersionMinor, 3)
glfw.WindowHint(glfw.OpenGLProfile, glfw.OpenGLCoreProfile)
// glfw window creation
window, err := glfw.CreateWindow(800, 600, "LearnOpenGL", nil, nil)
if err != nil {
log.Fatal(err)
}
defer window.Destroy()
window.MakeContextCurrent()
window.SetFramebufferSizeCallback(frameBufferSizeCallback)
// gl: initializes the OpenGL bindings by loading the function pointers
// (for each OpenGL function) from the active OpenGL context.
if err := gl.Init(); err != nil {
log.Fatal(err)
}
program, err := newPragram(vertexShaderSource, fragmentShaderSource)
if err != nil {
log.Fatal(err)
}
program2, err := newPragram(vertexShaderSource, fragmentShaderSource2)
if err != nil {
log.Fatal(err)
}
var vao, vbo uint32
gl.GenVertexArrays(1, &vao)
defer gl.DeleteVertexArrays(1, &vao)
gl.GenBuffers(1, &vbo)
defer gl.DeleteBuffers(1, &vbo)
gl.BindVertexArray(vao)
gl.BindBuffer(gl.ARRAY_BUFFER, vbo)
// the vertices of two triangles are in a single VBO
gl.BufferData(gl.ARRAY_BUFFER, len(vertices)*4, gl.Ptr(vertices), gl.STATIC_DRAW)
// because the vertex data is tightly packed we can also specify 0 as the vertex attribute's stride to let OpenGL figure it out
gl.VertexAttribPointer(0, 3, gl.FLOAT, false, 0, gl.PtrOffset(0))
gl.EnableVertexAttribArray(0)
// gl.BindBuffer(gl.ARRAY_BUFFER, 0)
// not really necessary as well, but beware of calls that could affect VAOs while this one is bound
// (like binding element buffer objects, or enabling/disabling vertex attributes)
// gl.BindVertexArray(0)
// uncomment this call to draw in wireframe polygons.
// gl.PolygonMode(gl.FRONT_AND_BACK, gl.LINE)
// render loop
for !window.ShouldClose() {
// input
processInput(window)
// render
gl.ClearColor(0.2, 0.3, 0.3, 1.0)
gl.Clear(gl.COLOR_BUFFER_BIT)
gl.BindVertexArray(vao)
// draw our first triangle
gl.UseProgram(program)
gl.DrawArrays(gl.TRIANGLES, 0, 3)
// then we draw the second triangle, also 3 vertices, but start from index 3.
gl.UseProgram(program2)
gl.DrawArrays(gl.TRIANGLES, 3, 3)
// no need to unbind it every time
// gl.BindVertexArray(0);
// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
window.SwapBuffers()
glfw.PollEvents()
}
}
// process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
func processInput(w *glfw.Window) {
if w.GetKey(glfw.KeyEscape) == glfw.Press {
w.SetShouldClose(true)
}
}
// glfw: whenever the window size changed (by OS or user resize) this callback function executes
func frameBufferSizeCallback(w *glfw.Window, width int, height int) {
// make sure the viewport matches the new window dimensions; note that width and
// height will be significantly larger than specified on retina displays.
gl.Viewport(0, 0, int32(width), int32(height))
// log.Printf("frameBufferSizeCallback (%d, %d)", width, height)
}
func newPragram(vertexShaderSource string, 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)
logs := strings.Repeat("\x00", int(logLength+1))
gl.GetProgramInfoLog(program, logLength, nil, gl.Str(logs))
return 0, fmt.Errorf("failed to link program: %v", logs)
}
gl.DeleteShader(vertexShader)
gl.DeleteShader(fragmentShader)
return program, nil
}
func compileShader(source string, shaderType uint32) (uint32, error) {
shader := gl.CreateShader(shaderType)
csources, free := gl.Strs(source)
gl.ShaderSource(shader, 1, csources, nil)
free()
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)
logs := strings.Repeat("\x00", int(logLength+1))
gl.GetShaderInfoLog(shader, logLength, nil, gl.Str(logs))
return 0, fmt.Errorf("failed to compile %v : %v", source, logs)
}
return shader, nil
}