mirror of
https://github.com/bloeys/nmage.git
synced 2025-12-29 13:28:20 +00:00
Vertex buffer objects+vertex arrays objects+element buffer objects
This commit is contained in:
77
main.go
77
main.go
@ -2,6 +2,8 @@ package main
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import (
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"fmt"
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"math"
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"time"
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"github.com/bloeys/go-sdl-engine/input"
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"github.com/bloeys/go-sdl-engine/logging"
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@ -105,23 +107,74 @@ var simpleProg shaders.Program
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func loadShaders() {
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simpleVert, err := shaders.NewShaderFromFile("./res/shaders/simple.vert.glsl", shaders.Vertex)
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simpleVert, err := shaders.NewShaderFromFile("simpleVert", "./res/shaders/simple.vert.glsl", shaders.Vertex)
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panicIfErr(err, "Parsing vert shader failed")
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simpleFrag, err := shaders.NewShaderFromFile("./res/shaders/simple.frag.glsl", shaders.Fragment)
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simpleFrag, err := shaders.NewShaderFromFile("simpleFrag", "./res/shaders/simple.frag.glsl", shaders.Fragment)
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panicIfErr(err, "Parsing frag shader failed")
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simpleProg = shaders.NewProgram("simple")
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simpleProg.AttachShader(simpleVert)
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simpleProg.AttachShader(simpleFrag)
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simpleProg.SetUniformF32("r", 255)
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simpleProg.Link()
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}
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var vao uint32
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func gameLoop() {
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//vertex positions in opengl coords
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verts := []float32{
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-0.5, 0.5, 0,
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0.5, 0.5, 0,
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0.5, -0.5, 0,
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-0.5, -0.5, 0,
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}
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//Trianlge indices used for drawing
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indices := []uint32{
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0, 1, 2,
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0, 2, 3,
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}
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//Create a VAO to store the different VBOs of a given object/set of vertices
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gl.GenVertexArrays(1, &vao)
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//Bind the VAO first so later buffer binds/VBOs are put within this VAO
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gl.BindVertexArray(vao)
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//Gen buffer to hold EBOs and fill it with data. Note that an EBO must NOT be unbound before the VAO, otherwise
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//its settings are lost as the VAO records its actions
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var ebo uint32
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gl.GenBuffers(1, &ebo)
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gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, ebo)
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gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, len(indices)*4, gl.Ptr(indices), gl.STATIC_DRAW)
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//Gen vertPos VBO and fill it with data
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var vertPosVBO uint32
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gl.GenBuffers(1, &vertPosVBO)
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gl.BindBuffer(gl.ARRAY_BUFFER, vertPosVBO)
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gl.BufferData(gl.ARRAY_BUFFER, len(verts)*4, gl.Ptr(verts), gl.STATIC_DRAW)
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//Assign vertPos VBO to vertPos shader attribute by specifying that each vertPos variable
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//takes 3 values from the VBO, where each value is a float.
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//We also specify the total size (in bytes) of the values used for a single vertPos.
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//The offset defines the bytes to skip between each set of vertPos values
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vertPosLoc := uint32(gl.GetAttribLocation(simpleProg.ID, gl.Str("vertPos\x00")))
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gl.VertexAttribPointer(vertPosLoc, 3, gl.FLOAT, false, 3*4, gl.PtrOffset(0))
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//Vertex attributes are disabled by default, so we need to finally enable it
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gl.EnableVertexAttribArray(vertPosLoc)
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//We are done working with VBOs so can unbind the VAO to avoid corrupting it later.
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//Note: Actions (binding/setting buffers, enabling/disabling attribs) done between
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//bind and unbind of a VAO are recorded by it, and when its rebinded before a draw the
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//settings are retrieved, therefore keep in mind work after a VAO unbind will be lost.
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gl.BindVertexArray(0)
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for isRunning {
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timing.FrameStarted()
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@ -164,6 +217,20 @@ func update() {
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func draw() {
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//Clear screen and depth buffers
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gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
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simpleProg.Use()
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deg2rad := math.Pi / 180.0
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t := float64(time.Now().UnixMilli()) / 10
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x := float32(math.Sin(t*deg2rad*0.3)+1) * 0.5
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y := float32(math.Sin(t*deg2rad*0.5)+1) * 0.5
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z := float32(math.Sin(t*deg2rad*0.7)+1) * 0.5
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simpleProg.SetUniformF32("c", x, y, z)
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gl.BindVertexArray(vao)
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gl.DrawElements(gl.TRIANGLES, 6, gl.UNSIGNED_INT, gl.PtrOffset(0))
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gl.BindVertexArray(0)
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}
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func panicIfErr(err error, msg string) {
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@ -1,9 +1,9 @@
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#version 400
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#version 460 core
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uniform float r;
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uniform vec3 c;
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out vec4 color;
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out vec4 fragColor;
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void main() {
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color = vec4(r,r,r,0);
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fragColor = vec4(c, 1);
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}
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@ -1,7 +1,7 @@
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#version 400
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#version 460 core
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uniform float r;
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in vec3 vertPos;
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void main() {
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gl_Position = vec4(vertPos, 1.0);
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}
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@ -51,10 +51,21 @@ func (p *Program) DetachShader(s Shader) {
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}
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}
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//Link deletes all shaders from opengl and clears the shaders array if linking is successful.
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//Note: This is allowed because only the final program is needed after linking
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func (p *Program) Link() error {
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gl.LinkProgram(p.ID)
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return getProgramLinkError(*p)
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if err := getProgramLinkError(*p); err != nil {
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return err
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}
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for _, v := range p.Shaders {
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gl.DeleteShader(v.ID)
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}
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p.Shaders = nil
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return nil
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}
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func getProgramLinkError(p Program) error {
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@ -89,7 +100,7 @@ func (p *Program) GetUniformLocation(name string) int32 {
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func (p *Program) SetUniformF32(name string, floats ...float32) bool {
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loc := p.GetUniformLocation(name)
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if loc == 0 {
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if loc == -1 {
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logging.WarnLog.Printf(
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"Uniform with name '%s' was not found. "+
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"This is either because it doesn't exist or isn't used in the shader",
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@ -120,7 +131,7 @@ func (p *Program) SetUniformF32(name string, floats ...float32) bool {
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func (p *Program) SetUniformI32(name string, ints ...int32) bool {
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loc := p.GetUniformLocation(name)
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if loc == 0 {
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if loc == -1 {
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logging.WarnLog.Printf(
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"Uniform with name '%s' was not found. "+
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"This is either because it doesn't exist or isn't used in the shader",
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@ -10,28 +10,29 @@ import (
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)
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type Shader struct {
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Name string
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ID uint32
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Type ShaderType
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}
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//NewShaderFromFile reads a shader from file, creates a new opengl shader and compiles it
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func NewShaderFromFile(shaderFilePath string, st ShaderType) (Shader, error) {
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func NewShaderFromFile(name, shaderFilePath string, st ShaderType) (Shader, error) {
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b, err := os.ReadFile(shaderFilePath)
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if err != nil {
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return Shader{}, err
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}
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return NewShaderFromString(string(b), st)
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return NewShaderFromString(name, string(b), st)
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}
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//NewShaderFromString creates a new opengl shader and compiles it
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func NewShaderFromString(sourceString string, st ShaderType) (Shader, error) {
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func NewShaderFromString(name, sourceString string, st ShaderType) (Shader, error) {
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glString, freeFunc := gl.Strs(sourceString + "\x00")
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defer freeFunc()
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newShader := Shader{Type: st}
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newShader := Shader{Name: name, Type: st}
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if newShader.ID = gl.CreateShader(st.GLType()); newShader.ID == 0 {
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logging.ErrLog.Panicln("Creating shader failed. ShaderType:", st)
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}
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