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path: root/graphics.go
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// 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/glfw/v3.3/glfw"
)

var (
	// a single triangle
	triangle = []float32{
		 0.0,  0.5,  0.0,
		-0.5, -0.5,  0.0,
		 0.5, -0.5,  0.0,
	}
)

const (
	WINDOW_WIDTH  = 500
	WINDOW_HEIGHT = 500
	WINDOW_TITLE = "stlscope"

	// vertex shader to draw points
	VERTEX_SHADER = `
        #version 410
        in vec3 vp;
        void main() {
            gl_Position = vec4(vp, 1.0);
        }
    ` + "\x00"

	// fragment shader to draw surfaces
	FRAGMENT_SHADER = `
        #version 410
        out vec4 frag_colour;
        void main() {
            frag_colour = vec4(0, 0, 1, 1);  // RGBA color format
        }
    ` + "\x00"
)

func initGlfw() *glfw.Window {
	log.Println("GLFW init")

	if err := glfw.Init(); err != nil {
		panic(err)
	}

	glfw.WindowHint(glfw.Resizable, glfw.False)
	glfw.WindowHint(glfw.ContextVersionMajor, 4)
	glfw.WindowHint(glfw.ContextVersionMinor, 6)
	glfw.WindowHint(glfw.OpenGLProfile, glfw.OpenGLCoreProfile)
	glfw.WindowHint(glfw.OpenGLForwardCompatible, glfw.True)
	glfw.WindowHint(glfw.Samples, 16)  // anti-aliasing

	window, err := glfw.CreateWindow(WINDOW_WIDTH, WINDOW_HEIGHT, WINDOW_TITLE, nil, nil)
	if err != nil {
		panic(err)
	}
	window.MakeContextCurrent()

	return window
}

// initOpenGL initializes OpenGL and returns an intiialized program
func initOpenGL() uint32 {
	log.Println("OpenGL init")

	if err := gl.Init(); err != nil {
		panic(err)
	}
	version := gl.GoStr(gl.GetString(gl.VERSION))
	log.Println("OpenGL version", version)

	vertexShader, err := compileShader(VERTEX_SHADER, gl.VERTEX_SHADER)
	if err != nil {
		panic(err)
	}
	fragmentShader, err := compileShader(FRAGMENT_SHADER, gl.FRAGMENT_SHADER)
	if err != nil {
		panic(err)
	}

	prog := gl.CreateProgram()
	gl.AttachShader(prog, vertexShader)
	gl.AttachShader(prog, fragmentShader)
	gl.LinkProgram(prog)
	return prog
}

func draw(vao uint32, window *glfw.Window, program uint32) {
	gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
	gl.UseProgram(program)

	gl.BindVertexArray(vao)
	gl.DrawArrays(gl.TRIANGLES, 0, int32(len(triangle)/3))

	glfw.PollEvents()
	window.SwapBuffers()
}

// makeVao initializes and returns a vertex array from the points provided.
func makeVao(points []float32) uint32 {
	log.Println("Creating VAO")

	// start with vertex buffer object (VBO):
	var vbo uint32  // VBO ID
	gl.GenBuffers(1, &vbo)
	gl.BindBuffer(gl.ARRAY_BUFFER, vbo)
	gl.BufferData(gl.ARRAY_BUFFER, 4*len(points), gl.Ptr(points), gl.STATIC_DRAW)

	// vertex array objects (VAO) are a feature of newer GL implementations:
	var vao uint32  // VAO ID
	gl.GenVertexArrays(1, &vao)
	gl.BindVertexArray(vao)
	gl.EnableVertexAttribArray(0)
	gl.BindBuffer(gl.ARRAY_BUFFER, vbo)
	gl.VertexAttribPointer(0, 3, gl.FLOAT, false, 0, nil)  // tell GL to use 3D float vectors

	return vao
}

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
}