if err := glfw.Init(); err != nil {
panic(err)
}
glfw.WindowHint(glfw.Resizable, glfw.False)
window, err := glfw.CreateWindow(width, height, “Conway’s Game of Life”, nil, nil)
if err != nil {
panic(err)
}
window.MakeContextCurrent()
初始化窗口并设置属性,这里设置窗口不可改变大小,要注意的是GLFW
需要在其被初始化之后的线程里被调用
前面提到着色器要用GLSL
语言编写,学过责任链设计模式的同学可以将着色器理解为责任链中的不同部分,前一个程序的输出是后一个程序的输入,我们分别编写一个顶点着色器和片段着色器并编写一个使用opengl
编译函数
import(
“github.com/go-gl/gl/v4.1-core/gl”
“strings”
“fmt”
)
const(
VertexShaderSource = `
#version 410
in vec3 vp;
void main(){
gl_Position = vec4(vp,1.0);
}
` + “\x00”
FragmentShaderSource = `
#version 410
out vec4 frag_colour;
uniform vec4 FragColor;
void main() {
frag_colour = FragColor;
}
` + “\x00”
)
func CompileShader(source string, shaderType uint32) (uint32, error) {
shader := gl.CreateShader(shaderType)
csources, free := gl.Strs(source)
gl.ShaderSource(shader, 1, csources, nil)
free()
gl.CompileShader(shader)
var status int32
gl.GetShaderiv(shader, gl.COMPILE_STATUS, &status)
if status == gl.FALSE {
var logLength int32
gl.GetShaderiv(shader, gl.INFO_LOG_LENGTH, &logLength)
log := strings.Repeat(“\x00”, int(logLength+1))
gl.GetShaderInfoLog(shader, logLength, nil, gl.Str(log))
return 0, fmt.Errorf(“failed to compile %v: %v”, source, log)
}
return shader, nil
}
然后我们初始化着色程序并加入着色器
if err := gl.Init(); err != nil {
panic(err)
}
version := gl.GoStr(gl.GetString(gl.VERSION))
log.Println(“OpenGL version”, version)
vertexShader, err := shader.CompileShader(shader.VertexShaderSource, gl.VERTEX_SHADER)
if err != nil {
panic(err)
}
fragmentShader, err := shader.CompileShader(shader.FragmentShaderSource, gl.FRAGMENT_SHADER)
if err != nil {
panic(err)
}
prog := gl.CreateProgram()
gl.AttachShader(prog, vertexShader)
gl.AttachShader(prog, fragmentShader)
gl.Viewport(0,0,width,height)
gl.LinkProgram(prog)
先定义两个切片
var (
vertices = []float32{
-0.5, -0.5, 0.0,
-0.5, 0.5, 0.0,
0.5, 0.5, 0.0,
0.5, -0.5, 0.0,
}
indices = []uint32{
0, 1, 2,
2, 3, 0,
}
)
前一个切片内保存的是构成两个三角形所需要的所有顶点,由于我们会用到ebo
,所以两个重复的顶点直接省略,而第二个切片的每一行分别代表前一个切面中顶点的索引,分别构成对应的三角形。
生成并绑定vao
var vbo uint32
gl.GenBuffers(1, &vbo)
gl.BindBuffer(gl.ARRAY_BUFFER, vbo)
gl.BufferData(gl.ARRAY_BUFFER, 4*len(points), gl.Ptr(points), gl.STATIC_DRAW)
var vao uint32
gl.GenVertexArrays(1, &vao)
gl.BindVertexArray(vao)
gl.EnableVertexAttribArray(0)
gl.VertexAttribPointer(0, 3, gl.FLOAT, false, 0, gl.Ptr(nil))
var ebo uint32
gl.GenBuffers(2,&ebo)
gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER,ebo)
gl.BufferData(gl.ELEMENT_ARRAY_BUFFER,4*len(indices),gl.Ptr(indices),gl.STATIC_DRAW)
最后在main
函数中绘制
for !window.ShouldClose() {
gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
timeValue := glfw.GetTime()
greenValue := float32(math.Sin(timeValue) / 2.0 + 0.5)
vertexColorLocation := gl.GetUniformLocation(prog,gl.Str(“FragColor\x00”))
gl.UseProgram(prog)
glBindVertexArray(vao);
gl.Uniform4f(vertexColorLocation,0,greenValue,0,1)
gl.DrawElements(gl.TRIANGLES, 6, gl.UNSIGNED_INT, gl.PtrOffset(0))
glfw.PollEvents()
window.SwapBuffers()
}
最终运行结果
完整代码如下
package main
import(
“github.com/go-gl/glfw/v3.2/glfw”
“github.com/go-gl/gl/v4.1-core/gl”
“log”
“legend/shader”
“runtime”
“math”
“strings”
“fmt”
)
const (
width = 500
height = 500
VertexShaderSource = `
#version 410
in vec3 vp;
void main(){
gl_Position = vec4(vp,1.0);
}
` + “\x00”
FragmentShaderSource = `
#version 410
out vec4 frag_colour;
uniform vec4 FragColor;
void main() {
frag_colour = FragColor;
}
` + “\x00”
)
var (
vertices = []float32{
-0.5, -0.5, 0.0,
-0.5, 0.5, 0.0,
0.5, 0.5, 0.0,
0.5, -0.5, 0.0,
}
indices = []uint32{
0, 1, 2,
2, 3, 0,
}
)
func main() {
runtime.LockOSThread()
window := initGlfw()
defer glfw.Terminate()
program := initOpenGL()
vao := makeVao(vertices,indices)
for !window.ShouldClose() {
draw(vao, window, program)
}
glfw.Terminate()
}
func initGlfw() *glfw.Window {
if err := glfw.Init(); err != nil {
panic(err)
}
glfw.WindowHint(glfw.Resizable, glfw.False)
window, err := glfw.CreateWindow(width, height, “Conway’s Game of Life”, nil, nil)
if err != nil {
panic(err)
}
window.MakeContextCurrent()
return window
}
func initOpenGL() uint32 {
if err := gl.Init(); err != nil {
panic(err)
}
version := gl.GoStr(gl.GetString(gl.VERSION))
log.Println(“OpenGL version”, version)
vertexShader, err := shader.CompileShader(shader.VertexShaderSource, gl.VERTEX_SHADER)
if err != nil {
panic(err)
}
fragmentShader, err := shader.CompileShader(shader.FragmentShaderSource, gl.FRAGMENT_SHADER)
if err != nil {
panic(err)
}
prog := gl.CreateProgram()
gl.AttachShader(prog, vertexShader)
gl.AttachShader(prog, fragmentShader)
gl.Viewport(0,0,width,height)
gl.LinkProgram(prog)
return prog
}
func makeVao(points []float32,indices []uint32) uint32 {
var vbo uint32
gl.GenBuffers(1, &vbo)
gl.BindBuffer(gl.ARRAY_BUFFER, vbo)
gl.BufferData(gl.ARRAY_BUFFER, 4*len(points), gl.Ptr(points), gl.STATIC_DRAW)
var vao uint32
gl.GenVertexArrays(1, &vao)
gl.BindVertexArray(vao)
gl.EnableVertexAttribArray(0)
gl.VertexAttribPointer(0, 3, gl.FLOAT, false, 0, gl.Ptr(nil))
if(indices != nil){
var ebo uint32
gl.GenBuffers(2,&ebo)
gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER,ebo)
gl.BufferData(gl.ELEMENT_ARRAY_BUFFER,4*len(indices),gl.Ptr(indices),gl.STATIC_DRAW)
}
return vao
}
func draw(vao uint32, window *glfw.Window, program uint32) {
gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
timeValue := glfw.GetTime()
greenValue := float32(math.Sin(timeValue) / 2.0 + 0.5)
vertexColorLocation := gl.GetUniformLocation(program,gl.Str(“FragColor\x00”))
gl.UseProgram(program)
gl.BindVertexArray(vao)
gl.Uniform4f(vertexColorLocation,0,greenValue,0,1)
//gl.DrawArrays(gl.TRIANGLES, 0, 4)
gl.DrawElements(gl.TRIANGLES, 6, gl.UNSIGNED_INT, gl.PtrOffset(0))
glfw.PollEvents()
window.SwapBuffers()
}
func CompileShader(source string, shaderType uint32) (uint32, error) {
shader := gl.CreateShader(shaderType)