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@mandel59
Created October 14, 2012 07:31
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Golang OpenGL Shader Example
// -*- coding: utf-8 -*-
// 参考: 床井研究室 - (4) シェーダの追加
// http://marina.sys.wakayama-u.ac.jp/~tokoi/?date=20120909
package main
import (
gl "github.com/chsc/gogl/gl33"
"github.com/jteeuwen/glfw"
"log"
"unsafe"
)
const (
Title = "Hello Shader"
Width = 640
Height = 480
)
const vertexShaderSource = `
#version 130
in vec4 pv;
void main(void)
{
gl_Position = pv;
}
`
const fragmentShaderSource = `
#version 130
out vec4 fc;
void main(void)
{
fc = vec4(1.0, 0.0, 0.0, 1.0);
}
`
var vertices = [][2]gl.Float{
{-0.5, -0.5},
{0.5, -0.5},
{0.5, 0.5},
{-0.5, 0.5},
}
func main() {
if err := glfw.Init(); err != nil {
log.Fatal(err)
}
defer glfw.Terminate()
glfw.OpenWindowHint(glfw.OpenGLVersionMajor, 3)
glfw.OpenWindowHint(glfw.OpenGLVersionMinor, 0)
glfw.OpenWindowHint(glfw.WindowNoResize, 1)
if err := glfw.OpenWindow(Width, Height, 0, 0, 0, 0, 16, 0, glfw.Windowed); err != nil {
log.Fatal(err)
}
defer glfw.CloseWindow()
glfw.SetSwapInterval(1)
glfw.SetWindowTitle(Title)
if err := gl.Init(); err != nil {
log.Fatal(err)
}
program := createProgram(vertexShaderSource, "pv", fragmentShaderSource, "fc")
vao := createObject(vertices)
for glfw.WindowParam(glfw.Opened) == 1 {
gl.Clear(gl.COLOR_BUFFER_BIT)
gl.UseProgram(program)
gl.BindVertexArray(vao)
gl.DrawArrays(gl.LINE_LOOP, 0, gl.Sizei(len(vertices)))
gl.BindVertexArray(0)
gl.UseProgram(0)
glfw.SwapBuffers()
}
}
func createProgram(vsrc, pv, fsrc, fc string) gl.Uint {
glvsrc := gl.GLString(vertexShaderSource)
defer gl.GLStringFree(glvsrc)
vobj := gl.CreateShader(gl.VERTEX_SHADER)
gl.ShaderSource(vobj, 1, &glvsrc, nil)
gl.CompileShader(vobj)
defer gl.DeleteShader(vobj)
glfsrc := gl.GLString(fragmentShaderSource)
defer gl.GLStringFree(glfsrc)
fobj := gl.CreateShader(gl.FRAGMENT_SHADER)
gl.ShaderSource(fobj, 1, &glfsrc, nil)
gl.CompileShader(fobj)
defer gl.DeleteShader(fobj)
program := gl.CreateProgram()
gl.AttachShader(program, vobj)
gl.AttachShader(program, fobj)
glpv := gl.GLString(pv)
defer gl.GLStringFree(glpv)
gl.BindAttribLocation(program, 0, glpv)
glfc := gl.GLString(fc)
defer gl.GLStringFree(glfc)
gl.BindFragDataLocation(program, 0, glfc)
gl.LinkProgram(program)
return program
}
func createObject(vertices [][2]gl.Float) gl.Uint {
var vao gl.Uint
gl.GenVertexArrays(1, &vao)
gl.BindVertexArray(vao)
defer gl.BindVertexArray(0)
var vbo gl.Uint
gl.GenBuffers(1, &vbo)
gl.BindBuffer(gl.ARRAY_BUFFER, vbo)
defer gl.BindBuffer(gl.ARRAY_BUFFER, 0)
gl.BufferData(gl.ARRAY_BUFFER, gl.Sizeiptr(int(unsafe.Sizeof([2]gl.Float{}))*len(vertices)), gl.Pointer(&vertices[0]), gl.STATIC_DRAW)
gl.VertexAttribPointer(0, 2, gl.FLOAT, gl.FALSE, 0, nil)
gl.EnableVertexAttribArray(0)
return vao
}
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