|
| 1 | +package main |
| 2 | + |
| 3 | +import ( |
| 4 | + "fmt" |
| 5 | + "github.com/go-gl/gl/v3.3-core/gl" |
| 6 | + "github.com/veandco/go-sdl2/sdl" |
| 7 | + "strings" |
| 8 | +) |
| 9 | + |
| 10 | +const winWidth = 1280 |
| 11 | +const winHeight = 720 |
| 12 | + |
| 13 | +func main() { |
| 14 | + err := sdl.Init(sdl.INIT_EVERYTHING) |
| 15 | + if err != nil { |
| 16 | + panic(err) |
| 17 | + } |
| 18 | + defer sdl.Quit() |
| 19 | + |
| 20 | + window, err := sdl.CreateWindow("Hello Triangle", 200, 200, winWidth, winHeight, sdl.WINDOW_OPENGL) |
| 21 | + if err != nil { |
| 22 | + panic(err) |
| 23 | + } |
| 24 | + window.GLCreateContext() |
| 25 | + defer window.Destroy() |
| 26 | + |
| 27 | + gl.Init() |
| 28 | + version := gl.GoStr(gl.GetString(gl.VERSION)) |
| 29 | + fmt.Println("OpenGL Version", version) |
| 30 | + |
| 31 | + //TODO - why is the csource string not getting freed? |
| 32 | + |
| 33 | + fragmentShaderSource := |
| 34 | + `#version 330 core |
| 35 | + out vec4 FragColor; |
| 36 | +
|
| 37 | + void main() |
| 38 | + { |
| 39 | + FragColor = vec4(1.0f, 0.0f, 0.0f, 1.0f); |
| 40 | + } ` |
| 41 | + |
| 42 | + fmt.Println(fragmentShaderSource) |
| 43 | + fragmentShader := gl.CreateShader(gl.FRAGMENT_SHADER) |
| 44 | + csource, free := gl.Strs(fragmentShaderSource) |
| 45 | + gl.ShaderSource(fragmentShader, 1, csource, nil) |
| 46 | + gl.CompileShader(fragmentShader) |
| 47 | + free() |
| 48 | + var status int32 |
| 49 | + gl.GetShaderiv(fragmentShader, gl.COMPILE_STATUS, &status) |
| 50 | + if status == gl.FALSE { |
| 51 | + var logLength int32 |
| 52 | + gl.GetShaderiv(fragmentShader, gl.INFO_LOG_LENGTH, &logLength) |
| 53 | + log := strings.Repeat("\x00", int(logLength+1)) |
| 54 | + gl.GetShaderInfoLog(fragmentShader, logLength, nil, gl.Str(log)) |
| 55 | + panic("Failed to compile fragment shader: \n" + log) |
| 56 | + } |
| 57 | + |
| 58 | + vertexShaderSource := |
| 59 | + `#version 330 core |
| 60 | + layout (location = 0) in vec3 aPos; |
| 61 | +
|
| 62 | + void main() |
| 63 | + { |
| 64 | + gl_Position = vec4(aPos.x,aPos.y,aPos.z,1.0); |
| 65 | + }` |
| 66 | + |
| 67 | + vertexShader := gl.CreateShader(gl.VERTEX_SHADER) |
| 68 | + csource, free = gl.Strs(vertexShaderSource) |
| 69 | + gl.ShaderSource(vertexShader, 1, csource, nil) |
| 70 | + free() |
| 71 | + gl.CompileShader(vertexShader) |
| 72 | + gl.GetShaderiv(vertexShader, gl.COMPILE_STATUS, &status) |
| 73 | + if status == gl.FALSE { |
| 74 | + var logLength int32 |
| 75 | + gl.GetShaderiv(vertexShader, gl.INFO_LOG_LENGTH, &logLength) |
| 76 | + log := strings.Repeat("\x00", int(logLength+1)) |
| 77 | + gl.GetShaderInfoLog(vertexShader, logLength, nil, gl.Str(log)) |
| 78 | + panic("Failed to compile vertex shader: \n" + log) |
| 79 | + } |
| 80 | + |
| 81 | + shaderProgram := gl.CreateProgram() |
| 82 | + gl.AttachShader(shaderProgram, vertexShader) |
| 83 | + gl.AttachShader(shaderProgram, fragmentShader) |
| 84 | + gl.LinkProgram(shaderProgram) |
| 85 | + var success int32 |
| 86 | + gl.GetProgramiv(shaderProgram, gl.LINK_STATUS, &success) |
| 87 | + if success == gl.FALSE { |
| 88 | + var logLength int32 |
| 89 | + gl.GetProgramiv(shaderProgram, gl.INFO_LOG_LENGTH, &logLength) |
| 90 | + log := strings.Repeat("\x00", int(logLength+1)) |
| 91 | + gl.GetProgramInfoLog(shaderProgram, logLength, nil, gl.Str(log)) |
| 92 | + panic("Failed to link program: \n" + log) |
| 93 | + } |
| 94 | + gl.DeleteShader(vertexShader) |
| 95 | + gl.DeleteShader(fragmentShader) |
| 96 | + |
| 97 | + vertices := []float32{ |
| 98 | + -0.5, -0.5, 0.0, |
| 99 | + 0.5, -0.5, 0.0, |
| 100 | + 0.0, 0.5, 0.0} |
| 101 | + |
| 102 | + var VBO uint32 |
| 103 | + gl.GenBuffers(1, &VBO) |
| 104 | + gl.BindBuffer(gl.ARRAY_BUFFER, VBO) |
| 105 | + var VAO uint32 |
| 106 | + gl.GenVertexArrays(1, &VAO) |
| 107 | + gl.BindVertexArray(VAO) |
| 108 | + |
| 109 | + gl.BufferData(gl.ARRAY_BUFFER, len(vertices)*4, gl.Ptr(vertices), gl.STATIC_DRAW) |
| 110 | + |
| 111 | + gl.VertexAttribPointer(0, 3, gl.FLOAT, false, 3*4, nil) |
| 112 | + gl.EnableVertexAttribArray(0) |
| 113 | + gl.BindVertexArray(0) |
| 114 | + |
| 115 | + for { |
| 116 | + for event := sdl.PollEvent(); event != nil; event = sdl.PollEvent() { |
| 117 | + switch event.(type) { |
| 118 | + case *sdl.QuitEvent: |
| 119 | + return |
| 120 | + } |
| 121 | + } |
| 122 | + |
| 123 | + gl.ClearColor(0.0, 0.0, 0.0, 0.0) |
| 124 | + gl.Clear(gl.COLOR_BUFFER_BIT) |
| 125 | + |
| 126 | + gl.UseProgram(shaderProgram) |
| 127 | + gl.BindVertexArray(VAO) |
| 128 | + gl.DrawArrays(gl.TRIANGLES, 0, 3) |
| 129 | + |
| 130 | + window.GLSwap() |
| 131 | + |
| 132 | + } |
| 133 | +} |
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