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| 1 | +// Copyright 2021 The go-gl Authors. All rights reserved. |
| 2 | +// Use of this source code is governed by a BSD-style |
| 3 | +// license that can be found in the LICENSE file. |
| 4 | + |
| 5 | +// Renders a red triangle using GLFW 3.3 and OpenGL 4.6 core forward-compatible profile. |
| 6 | +package main |
| 7 | + |
| 8 | +import ( |
| 9 | + "errors" |
| 10 | + "fmt" |
| 11 | + _ "image/png" |
| 12 | + "log" |
| 13 | + "runtime" |
| 14 | + |
| 15 | + "github.com/go-gl/gl/v4.6-core/gl" |
| 16 | + "github.com/go-gl/glfw/v3.3/glfw" |
| 17 | +) |
| 18 | + |
| 19 | +const windowWidth = 800 |
| 20 | +const windowHeight = 600 |
| 21 | + |
| 22 | +func init() { |
| 23 | + // GLFW event handling must run on the main OS thread |
| 24 | + runtime.LockOSThread() |
| 25 | +} |
| 26 | + |
| 27 | +func main() { |
| 28 | + if err := glfw.Init(); err != nil { |
| 29 | + log.Fatalln("failed to initialize glfw:", err) |
| 30 | + } |
| 31 | + defer glfw.Terminate() |
| 32 | + |
| 33 | + glfw.WindowHint(glfw.Resizable, glfw.False) |
| 34 | + glfw.WindowHint(glfw.ContextVersionMajor, 4) |
| 35 | + glfw.WindowHint(glfw.ContextVersionMinor, 1) |
| 36 | + glfw.WindowHint(glfw.OpenGLProfile, glfw.OpenGLCoreProfile) |
| 37 | + glfw.WindowHint(glfw.OpenGLForwardCompatible, glfw.True) |
| 38 | + window, err := glfw.CreateWindow(windowWidth, windowHeight, "Hello colorful triangle", nil, nil) |
| 39 | + if err != nil { |
| 40 | + panic(err) |
| 41 | + } |
| 42 | + window.MakeContextCurrent() |
| 43 | + |
| 44 | + // Initialize Glow. |
| 45 | + if err := gl.Init(); err != nil { |
| 46 | + panic(err) |
| 47 | + } |
| 48 | + |
| 49 | + version := gl.GoStr(gl.GetString(gl.VERSION)) |
| 50 | + fmt.Println("OpenGL version", version) |
| 51 | + |
| 52 | + // Compile, link and validate vertex and fragment shaders. |
| 53 | + program, err := CompileProgram(vertexShader, fragmentShader) |
| 54 | + if err != nil { |
| 55 | + panic(err) |
| 56 | + } |
| 57 | + gl.UseProgram(program) |
| 58 | + gl.BindFragDataLocation(program, 0, gl.Str("outputColor\x00")) |
| 59 | + |
| 60 | + // Configure the vertex data |
| 61 | + var vao uint32 |
| 62 | + gl.GenVertexArrays(1, &vao) |
| 63 | + gl.BindVertexArray(vao) |
| 64 | + |
| 65 | + // float32 is 4 bytes wide. |
| 66 | + const attrSize = 4 |
| 67 | + var vbo uint32 |
| 68 | + gl.GenBuffers(1, &vbo) |
| 69 | + gl.BindBuffer(gl.ARRAY_BUFFER, vbo) |
| 70 | + gl.BufferData(gl.ARRAY_BUFFER, attrSize*len(triangleVertices), gl.Ptr(triangleVertices), gl.STATIC_DRAW) |
| 71 | + vertAttrib := uint32(gl.GetAttribLocation(program, gl.Str("vert\x00"))) |
| 72 | + gl.EnableVertexAttribArray(vertAttrib) |
| 73 | + |
| 74 | + // Stride is 2 since our data is 2D. |
| 75 | + gl.VertexAttribPointerWithOffset(vertAttrib, 3, gl.FLOAT, false, 2*attrSize, 0) |
| 76 | + |
| 77 | + for !window.ShouldClose() { |
| 78 | + gl.Clear(gl.COLOR_BUFFER_BIT) |
| 79 | + gl.BindVertexArray(vao) |
| 80 | + gl.DrawArrays(gl.TRIANGLES, 0, 3) |
| 81 | + // Maintenance |
| 82 | + window.SwapBuffers() |
| 83 | + glfw.PollEvents() |
| 84 | + if window.GetKey(glfw.KeyEscape) == glfw.Press { |
| 85 | + window.SetShouldClose(true) |
| 86 | + } |
| 87 | + } |
| 88 | +} |
| 89 | + |
| 90 | +var vertexShader string = ` |
| 91 | +#version 330 |
| 92 | +in vec3 vert; |
| 93 | +
|
| 94 | +void main() { |
| 95 | + gl_Position = vec4(vert,1); |
| 96 | +} |
| 97 | +` + "\x00" |
| 98 | + |
| 99 | +var fragmentShader string = ` |
| 100 | +#version 330 |
| 101 | +out vec4 outputColor; |
| 102 | +
|
| 103 | +void main() { |
| 104 | + outputColor = vec4(1.0,0.0,0.0,1.0); |
| 105 | +} |
| 106 | +` + "\x00" |
| 107 | + |
| 108 | +var triangleVertices = []float32{ |
| 109 | + -1.0, -1.0, |
| 110 | + 1.0, -1.0, |
| 111 | + 0.0, 1.0, |
| 112 | +} |
| 113 | + |
| 114 | +func CompileProgram(vertexSrcCode, fragmentSrcCode string) (program uint32, err error) { |
| 115 | + program = gl.CreateProgram() |
| 116 | + vid, err := compile(gl.VERTEX_SHADER, vertexSrcCode) |
| 117 | + if err != nil { |
| 118 | + return 0, fmt.Errorf("vertex shader compile: %w", err) |
| 119 | + } |
| 120 | + fid, err := compile(gl.FRAGMENT_SHADER, fragmentSrcCode) |
| 121 | + if err != nil { |
| 122 | + return 0, fmt.Errorf("fragment shader compile: %w", err) |
| 123 | + } |
| 124 | + gl.AttachShader(program, vid) |
| 125 | + gl.AttachShader(program, fid) |
| 126 | + gl.LinkProgram(program) |
| 127 | + log := ivLog(program, gl.LINK_STATUS, gl.GetProgramiv, gl.GetProgramInfoLog) |
| 128 | + if len(log) > 0 { |
| 129 | + return 0, fmt.Errorf("link failed: %v", log) |
| 130 | + } |
| 131 | + // We should technically call DetachShader after linking... https://www.youtube.com/watch?v=71BLZwRGUJE&list=PLlrATfBNZ98foTJPJ_Ev03o2oq3-GGOS2&index=7&ab_channel=TheCherno |
| 132 | + gl.ValidateProgram(program) |
| 133 | + log = ivLog(program, gl.VALIDATE_STATUS, gl.GetProgramiv, gl.GetProgramInfoLog) |
| 134 | + if len(log) > 0 { |
| 135 | + return 0, fmt.Errorf("validation failed: %v", log) |
| 136 | + } |
| 137 | + |
| 138 | + // We can clean up. |
| 139 | + gl.DeleteShader(vid) |
| 140 | + gl.DeleteShader(fid) |
| 141 | + return program, nil |
| 142 | +} |
| 143 | + |
| 144 | +func compile(shaderType uint32, sourceCode string) (uint32, error) { |
| 145 | + id := gl.CreateShader(shaderType) |
| 146 | + csources, free := gl.Strs(sourceCode) |
| 147 | + gl.ShaderSource(id, 1, csources, nil) |
| 148 | + free() |
| 149 | + gl.CompileShader(id) |
| 150 | + |
| 151 | + // We now check the errors during compile, if there were any. |
| 152 | + log := ivLog(id, gl.COMPILE_STATUS, gl.GetShaderiv, gl.GetShaderInfoLog) |
| 153 | + if len(log) > 0 { |
| 154 | + return 0, errors.New(log) |
| 155 | + } |
| 156 | + return id, nil |
| 157 | +} |
| 158 | + |
| 159 | +// ivLog is a helper function for extracting log data |
| 160 | +// from a Shader compilation step or program linking. |
| 161 | +// |
| 162 | +// log := ivLog(id, gl.COMPILE_STATUS, gl.GetShaderiv, gl.GetShaderInfoLog) |
| 163 | +// if len(log) > 0 { |
| 164 | +// return 0, errors.New(log) |
| 165 | +// } |
| 166 | +func ivLog(id, plName uint32, getIV func(program uint32, pname uint32, params *int32), getInfo func(program uint32, bufSize int32, length *int32, infoLog *uint8)) string { |
| 167 | + var iv int32 |
| 168 | + getIV(id, plName, &iv) |
| 169 | + if iv == gl.FALSE { |
| 170 | + var logLength int32 |
| 171 | + getIV(id, gl.INFO_LOG_LENGTH, &logLength) |
| 172 | + log := make([]byte, logLength) |
| 173 | + getInfo(id, logLength, &logLength, &log[0]) |
| 174 | + return string(log[:len(log)-1]) // we exclude the last null character. |
| 175 | + } |
| 176 | + return "" |
| 177 | +} |
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