131 lines
3.1 KiB
Go
131 lines
3.1 KiB
Go
package main
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import (
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"bytes"
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"fmt"
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"runtime"
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"time"
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"github.com/go-gl/gl/v4.1-core/gl"
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"github.com/go-gl/glfw/v3.3/glfw"
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"github.com/go-gl/mathgl/mgl32"
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)
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const (
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windowWidth = 800
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windowHeight = 600
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)
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func init() {
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runtime.LockOSThread()
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}
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func main() {
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if err := glfw.Init(); err != nil {
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panic(err)
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}
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defer glfw.Terminate()
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glfw.WindowHint(glfw.Resizable, 0)
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glfw.WindowHint(glfw.ContextVersionMajor, 4)
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glfw.WindowHint(glfw.ContextVersionMinor, 1)
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glfw.WindowHint(glfw.OpenGLProfile, glfw.OpenGLCoreProfile)
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glfw.WindowHint(glfw.OpenGLForwardCompatible, 1)
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win, err := glfw.CreateWindow(windowWidth, windowHeight, "Cube", nil, nil)
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if err != nil {
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panic(err)
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}
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win.MakeContextCurrent()
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glfw.SwapInterval(1)
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err = gl.Init()
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if err != nil {
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panic(err)
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}
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fmt.Println("OpenGL Version: ", gl.GoStr(gl.GetString(gl.VERSION)))
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program, err := newProgram(shaderVert, shaderFrag)
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if err != nil {
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panic(err)
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}
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gl.UseProgram(program)
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model := mgl32.Ident4()
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modelUniform := gl.GetUniformLocation(program, gl.Str("model\x00"))
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gl.UniformMatrix4fv(modelUniform, 1, false, &model[0])
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view := mgl32.LookAtV(mgl32.Vec3{3, 3, 3}, mgl32.Vec3{0, 0, 0}, mgl32.Vec3{0, 1, 0})
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viewUniform := gl.GetUniformLocation(program, gl.Str("view\x00"))
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gl.UniformMatrix4fv(viewUniform, 1, false, &view[0])
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projection := mgl32.Perspective(mgl32.DegToRad(45), float32(windowWidth)/float32(windowHeight), 0.1, 10)
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projectionUniform := gl.GetUniformLocation(program, gl.Str("projection\x00"))
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gl.UniformMatrix4fv(projectionUniform, 1, false, &projection[0])
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// Texture
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textureUniform := gl.GetUniformLocation(program, gl.Str("tex\x00"))
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gl.Uniform1i(textureUniform, 0)
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texture, err := newTexture(bytes.NewReader(textureData))
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if err != nil {
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panic(err)
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}
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gl.BindFragDataLocation(program, 0, gl.Str("outputColor\x00"))
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// Vertex Array
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var vao uint32
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gl.GenVertexArrays(1, &vao)
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gl.BindVertexArray(vao)
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// Vertex Buffer
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var vbo uint32
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gl.GenBuffers(1, &vbo)
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gl.BindBuffer(gl.ARRAY_BUFFER, vbo)
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gl.BufferData(gl.ARRAY_BUFFER, len(cubeVertices)*4, gl.Ptr(cubeVertices), gl.STATIC_DRAW)
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vertAttrib := uint32(gl.GetAttribLocation(program, gl.Str("vert\x00")))
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gl.EnableVertexAttribArray(vertAttrib)
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gl.VertexAttribPointer(vertAttrib, 3, gl.FLOAT, false, 5*4, gl.PtrOffset(0))
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texCoordAttrib := uint32(gl.GetAttribLocation(program, gl.Str("vertTexCoord\x00")))
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gl.EnableVertexAttribArray(texCoordAttrib)
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gl.VertexAttribPointer(texCoordAttrib, 2, gl.FLOAT, false, 5*4, gl.PtrOffset(3*4))
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gl.Enable(gl.CULL_FACE)
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gl.Enable(gl.DEPTH_TEST)
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gl.DepthFunc(gl.LESS)
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gl.ClearColor(1, 1, 1, 1)
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angle := 0.0
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prevTime := time.Now()
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for !win.ShouldClose() {
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gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
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// Angle update
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angle += time.Since(prevTime).Seconds()
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prevTime = time.Now()
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model = mgl32.HomogRotate3D(float32(angle), mgl32.Vec3{0, 1, 0})
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// Render
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// Shader variable
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gl.UseProgram(program)
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gl.UniformMatrix4fv(modelUniform, 1, false, &model[0])
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gl.BindVertexArray(vao)
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gl.ActiveTexture(gl.TEXTURE0)
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gl.BindTexture(gl.TEXTURE_2D, texture)
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gl.DrawArrays(gl.TRIANGLES, 0, 6*2*3)
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win.SwapBuffers()
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glfw.PollEvents()
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}
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}
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