1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
|
// vim: shiftwidth=4 tabstop=4 noexpandtab
package main
import (
"fmt"
"log"
"strings"
"github.com/go-gl/gl/v4.6-core/gl"
"github.com/go-gl/mathgl/mgl32"
)
var (
vertices []float32
vertex_normals []float32
)
const (
// vertex shader to draw points
VERTEX_SHADER = `
#version 410
in vec3 vp_model; // vertex position in model coordinate system
in vec3 vn_model; // vertex normal in model coordinate system
uniform mat4 trafo; // one single transformation matrix
out vec3 vn_eye; // vertex normal in eye coordinate system
void main() {
// 0.0 because translation is ignored
vn_eye = vec3(trafo * vec4(vn_model, 0.0));
gl_Position = trafo * vec4(vp_model, 1.0);
}
` + "\x00"
// fragment shader to draw surfaces
FRAGMENT_SHADER = `
#version 410
in vec3 vn_eye; // vertex normal in eye coordinate system
out vec4 frag_colour;
void main() {
vec3 ambient = vec3(0.3, 0.3, 0.3); // ambient colour is static
vec3 light_vector_eye = vec3(1.0, 0.1, -1.0);
vec3 diffuse = (vec3(1, 1, 1) - ambient) * max(dot(normalize(vn_eye),
normalize(light_vector_eye)), 0.0);
// hard-coded vector is color in RGB format:
vec3 color = (ambient + diffuse) * vec3(0, 0, 1);
frag_colour = vec4(color, 1.0); // RGBA color format
}
` + "\x00"
)
// Graphics is a struct to save OpenGL-related data like shaders.
type Graphics struct {
version string
vao uint32
vertexShader uint32
fragmentShader uint32
program uint32
trafo mgl32.Mat4
trafoUniform int32
}
// newGraphics initializes a new Graphics struct and returns it.
func newGraphics() Graphics {
var graphics Graphics = Graphics{}
graphics.trafo = mgl32.Ident4()
// init OpenGL and save/log version
log.Println("OpenGL init")
err := gl.Init()
if err != nil {
log.Fatal(err)
}
graphics.version = gl.GoStr(gl.GetString(gl.VERSION))
log.Println("OpenGL version", graphics.version)
// compile shaders
graphics.vertexShader, err = compileShader(VERTEX_SHADER, gl.VERTEX_SHADER)
if err != nil {
log.Fatal(err)
}
graphics.fragmentShader, err = compileShader(FRAGMENT_SHADER,
gl.FRAGMENT_SHADER)
if err != nil {
log.Fatal(err)
}
// create GL program
graphics.program = gl.CreateProgram()
gl.AttachShader(graphics.program, graphics.vertexShader)
gl.AttachShader(graphics.program, graphics.fragmentShader)
gl.Enable(gl.DEPTH_TEST)
gl.LinkProgram(graphics.program)
// create VAO
graphics.vao = makeVao(vertices, vertex_normals)
// create transformation matrix
gl.UniformMatrix4fv(graphics.trafoUniform, 1, false, &graphics.trafo[0])
return graphics
}
// draw executes the rendering process for a Graphics struct one time.
func (graphics Graphics) draw() {
gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
gl.UseProgram(graphics.program)
gl.UniformMatrix4fv(graphics.trafoUniform, 1, false, &graphics.trafo[0])
gl.BindVertexArray(graphics.vao)
// or alternatively POINTS, LINES, LINE_STRIP, LINE_LOOP, TRIANGLES,
// TRIANGLE_STRIP, TRIANGLE_FAN
gl.DrawArrays(gl.TRIANGLES, 0, int32(len(vertices)/3))
}
// makeVao initializes and returns a vertex array from the points provided.
func makeVao(points []float32, normals []float32) uint32 {
log.Println("Creating VAO")
// vertex buffer object (VBO) for positions:
var position_vbo uint32 // VBO ID
gl.GenBuffers(1, &position_vbo)
gl.BindBuffer(gl.ARRAY_BUFFER, position_vbo)
gl.BufferData(gl.ARRAY_BUFFER, 4*len(points), gl.Ptr(points),
gl.STATIC_DRAW)
// vertex buffer object (VBO) for normals:
var normal_vbo uint32 // VBO ID
gl.GenBuffers(1, &normal_vbo)
gl.BindBuffer(gl.ARRAY_BUFFER, normal_vbo)
gl.BufferData(gl.ARRAY_BUFFER, 4*len(normals), gl.Ptr(normals),
gl.STATIC_DRAW)
// vertex array objects (VAO) to combine VBOs:
var vao uint32 // VAO ID
gl.GenVertexArrays(1, &vao)
gl.BindVertexArray(vao)
// connect position_vbo to vao
gl.BindBuffer(gl.ARRAY_BUFFER, position_vbo)
// tell GL to use 3D float vectors:
gl.VertexAttribPointer(0, 3, gl.FLOAT, false, 0, nil)
gl.EnableVertexAttribArray(0)
// connect normal_vbo to vao
gl.BindBuffer(gl.ARRAY_BUFFER, normal_vbo)
// tell GL to use 3D float vectors:
gl.VertexAttribPointer(1, 3, gl.FLOAT, false, 0, nil)
gl.EnableVertexAttribArray(1)
return vao
}
// compileShaders compiles the shader from source code.
func compileShader(source string, shaderType uint32) (uint32, error) {
log.Println("Compiling shader")
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
}
// setTrafo sets the current transformation matrix of the given Graphics struct.
func (graphics *Graphics) setTrafo(trafo mgl32.Mat4) {
graphics.trafo = trafo
}
|