package main import ( "bytes" "fmt" "runtime" "time" "github.com/go-gl/gl/v4.1-core/gl" "github.com/go-gl/glfw/v3.3/glfw" "github.com/go-gl/mathgl/mgl32" ) const ( windowWidth = 800 windowHeight = 600 ) func init() { runtime.LockOSThread() } func main() { if err := glfw.Init(); err != nil { panic(err) } defer glfw.Terminate() glfw.WindowHint(glfw.Resizable, 0) glfw.WindowHint(glfw.ContextVersionMajor, 4) glfw.WindowHint(glfw.ContextVersionMinor, 1) glfw.WindowHint(glfw.OpenGLProfile, glfw.OpenGLCoreProfile) glfw.WindowHint(glfw.OpenGLForwardCompatible, 1) win, err := glfw.CreateWindow(windowWidth, windowHeight, "Cube", nil, nil) if err != nil { panic(err) } win.MakeContextCurrent() glfw.SwapInterval(1) err = gl.Init() if err != nil { panic(err) } fmt.Println("OpenGL Version: ", gl.GoStr(gl.GetString(gl.VERSION))) program, err := newProgram(shaderVert, shaderFrag) if err != nil { panic(err) } gl.UseProgram(program) model := mgl32.Ident4() modelUniform := gl.GetUniformLocation(program, gl.Str("model\x00")) gl.UniformMatrix4fv(modelUniform, 1, false, &model[0]) view := mgl32.LookAtV(mgl32.Vec3{3, 3, 3}, mgl32.Vec3{0, 0, 0}, mgl32.Vec3{0, 1, 0}) viewUniform := gl.GetUniformLocation(program, gl.Str("view\x00")) gl.UniformMatrix4fv(viewUniform, 1, false, &view[0]) projection := mgl32.Perspective(mgl32.DegToRad(45), float32(windowWidth)/float32(windowHeight), 0.1, 10) projectionUniform := gl.GetUniformLocation(program, gl.Str("projection\x00")) gl.UniformMatrix4fv(projectionUniform, 1, false, &projection[0]) // Texture textureUniform := gl.GetUniformLocation(program, gl.Str("tex\x00")) gl.Uniform1i(textureUniform, 0) texture, err := newTexture(bytes.NewReader(textureData)) if err != nil { panic(err) } gl.BindFragDataLocation(program, 0, gl.Str("outputColor\x00")) // Vertex Array var vao uint32 gl.GenVertexArrays(1, &vao) gl.BindVertexArray(vao) // Vertex Buffer 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)) gl.Enable(gl.CULL_FACE) gl.Enable(gl.DEPTH_TEST) gl.DepthFunc(gl.LESS) gl.ClearColor(1, 1, 1, 1) angle := 0.0 prevTime := time.Now() for !win.ShouldClose() { gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) // Angle update angle += time.Since(prevTime).Seconds() prevTime = time.Now() model = mgl32.HomogRotate3D(float32(angle), mgl32.Vec3{0, 1, 0}) // Render // Shader variable 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) win.SwapBuffers() glfw.PollEvents() } }