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package main | |
import ( | |
"github.com/go-gl/gl" | |
glfw "github.com/go-gl/glfw3" | |
"log" | |
"runtime" | |
) | |
var ( | |
program gl.Program | |
) | |
func initShaders() { | |
shaders := []struct { | |
stype gl.GLenum | |
source string | |
}{ | |
{gl.VERTEX_SHADER, vertex_shader}, | |
{gl.FRAGMENT_SHADER, fragment_shader}, | |
} | |
program = gl.CreateProgram() | |
for i, shaderDescriptor := range shaders { | |
shader := gl.CreateShader(shaderDescriptor.stype) | |
defer shader.Delete() | |
shader.Source(shaderDescriptor.source) | |
shader.Compile() | |
if shader.Get(gl.COMPILE_STATUS) != gl.TRUE { | |
log.Panicf("shader[%d] error: %v", i, shader.GetInfoLog()) | |
} | |
program.AttachShader(shader) | |
} | |
program.Link() | |
if program.Get(gl.LINK_STATUS) != gl.TRUE { | |
log.Panic("linker error: " + program.GetInfoLog()) | |
} | |
program.Use() | |
} | |
func initGL() { | |
gl.Init() | |
initShaders() | |
gl.ClearColor(0, 0, 0.4, 1) | |
vertices := []float32{ | |
-1.0, -1.0, | |
1.0, -1.0, | |
0.0, 1.0, | |
} | |
vertexArray := gl.GenVertexArray() | |
vertexArray.Bind() | |
buf := gl.GenBuffer() | |
buf.Bind(gl.ARRAY_BUFFER) | |
gl.BufferData(gl.ARRAY_BUFFER, 4 * len(vertices), vertices, gl.STATIC_DRAW) | |
attr := program.GetAttribLocation("position") | |
attr.EnableArray() | |
buf.Bind(gl.ARRAY_BUFFER) | |
attr.AttribPointer(2, gl.FLOAT, false, 0, nil) | |
} | |
func draw() { | |
gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) | |
gl.DrawArrays(gl.TRIANGLES, 0, 3) | |
} | |
func keys(window *glfw.Window, k glfw.Key, s int, action glfw.Action, mods glfw.ModifierKey) { | |
if action == glfw.Press && glfw.Key(k) == glfw.KeyEscape { | |
window.SetShouldClose(true) | |
} | |
} | |
func errorCallback(err glfw.ErrorCode, desc string) { | |
log.Printf("%v: %v\n", err, desc) | |
} | |
func main() { | |
runtime.LockOSThread() | |
glfw.SetErrorCallback(errorCallback) | |
if !glfw.Init() { | |
panic("Failed to initialize GLFW") | |
} | |
defer glfw.Terminate() | |
glfw.WindowHint(glfw.ContextVersionMajor, 3) | |
glfw.WindowHint(glfw.ContextVersionMinor, 3) | |
glfw.WindowHint(glfw.OpenglProfile, glfw.OpenglCoreProfile) | |
glfw.WindowHint(glfw.Resizable, 0) | |
window, err := glfw.CreateWindow(1024, 768, "test", nil, nil) | |
if err != nil { | |
log.Panic(err) | |
} | |
defer window.Destroy() | |
window.SetKeyCallback(keys) | |
window.MakeContextCurrent() | |
initGL() | |
for !window.ShouldClose() { | |
draw() | |
window.SwapBuffers() | |
glfw.PollEvents() | |
} | |
} | |
const vertex_shader = ` | |
#version 330 core | |
in vec4 position; | |
void main() | |
{ | |
gl_Position = position; | |
} | |
` | |
const fragment_shader = ` | |
#version 330 core | |
out vec3 color; | |
void main() | |
{ | |
color = vec3(1, 0, 0); | |
} | |
` |
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