Drawing triangles using fixed function pipelines

This commit is contained in:
bloeys
2021-10-23 20:58:10 +04:00
parent b296f1af4c
commit bb9a2885e2
4 changed files with 128 additions and 41 deletions

41
main.go
View File

@ -39,7 +39,7 @@ func main() {
defer sdl.GLDeleteContext(glCtx)
initOpenGL()
shaders.LoadShaders()
loadShaders()
//Game loop
for isRunning {
@ -67,11 +67,34 @@ func initOpenGL() {
sdl.GLSetAttribute(sdl.GL_BLUE_SIZE, 8)
sdl.GLSetAttribute(sdl.GL_DOUBLEBUFFER, 1)
gl.ClearColor(0, 0, 0, 1)
sdl.GLSetAttribute(sdl.GL_CONTEXT_PROFILE_MASK, sdl.GL_CONTEXT_PROFILE_COMPATIBILITY)
// sdl.GLSetAttribute(sdl.GL_CONTEXT_PROFILE_MASK, sdl.GL_CONTEXT_PROFILE_CORE)
}
func loadShaders() {
simpleShader, err := shaders.NewShaderProgram()
if err != nil {
logging.ErrLog.Fatalln("Failed to create new shader program. Err: ", err)
}
vertShader, err := shaders.LoadAndCompilerShader("./res/shaders/simple.vert.glsl", shaders.VertexShaderType)
if err != nil {
logging.ErrLog.Fatalln("Failed to create new shader. Err: ", err)
}
fragShader, err := shaders.LoadAndCompilerShader("./res/shaders/simple.frag.glsl", shaders.FragmentShaderType)
if err != nil {
logging.ErrLog.Fatalln("Failed to create new shader. Err: ", err)
}
simpleShader.AttachShader(vertShader)
simpleShader.AttachShader(fragShader)
simpleShader.Link()
}
func handleInputs() {
input.EventLoopStart()
@ -95,4 +118,20 @@ func runGameLogic() {
}
func draw() {
gl.Clear(gl.COLOR_BUFFER_BIT)
gl.Begin(gl.TRIANGLES)
gl.Vertex3f(-0.5, 0.5, 0)
gl.Vertex3f(0.5, 0.5, 0)
gl.Vertex3f(-0.5, -0.5, 0)
gl.Vertex3f(0.5, 0.5, 0)
gl.Vertex3f(0.5, -0.5, 0)
gl.Vertex3f(-0.5, -0.5, 0)
gl.End()
window.GLSwap()
}

10
shaders/shader_types.go Executable file
View File

@ -0,0 +1,10 @@
package shaders
import "github.com/go-gl/gl/v4.6-compatibility/gl"
type ShaderType int
const (
VertexShaderType ShaderType = gl.VERTEX_SHADER
FragmentShaderType ShaderType = gl.FRAGMENT_SHADER
)

View File

@ -1,6 +1,7 @@
package shaders
import (
"errors"
"os"
"strings"
@ -8,58 +9,94 @@ import (
"github.com/go-gl/gl/v4.6-compatibility/gl"
)
type Shader struct {
ID uint32
ShaderType ShaderType
}
func (s Shader) Delete() {
gl.DeleteShader(s.ID)
}
type ShaderProgram struct {
ID uint32
VertShaderID uint32
FragShaderID uint32
}
func LoadShaders() {
func (sp *ShaderProgram) AttachShader(shader Shader) {
vertShaderText, err := os.ReadFile("./res/shaders/simple.vert.glsl")
gl.AttachShader(sp.ID, shader.ID)
switch shader.ShaderType {
case VertexShaderType:
sp.VertShaderID = shader.ID
case FragmentShaderType:
sp.FragShaderID = shader.ID
default:
logging.ErrLog.Println("Unknown shader type ", shader.ShaderType, " for ID ", shader.ID)
}
}
func (sp *ShaderProgram) Link() {
gl.LinkProgram(sp.ID)
if sp.VertShaderID != 0 {
gl.DeleteShader(sp.VertShaderID)
}
if sp.FragShaderID != 0 {
gl.DeleteShader(sp.FragShaderID)
}
}
func (sp *ShaderProgram) Delete() {
gl.DeleteProgram(sp.ID)
}
func NewShaderProgram() (ShaderProgram, error) {
id := gl.CreateProgram()
if id == 0 {
return ShaderProgram{}, errors.New("failed to create shader program")
}
return ShaderProgram{ID: id}, nil
}
func LoadAndCompilerShader(shaderPath string, shaderType ShaderType) (Shader, error) {
shaderSource, err := os.ReadFile(shaderPath)
if err != nil {
logging.ErrLog.Fatalln("Failed to read vertex shader. Err: ", err)
logging.ErrLog.Println("Failed to read shader. Err: ", err)
return Shader{}, err
}
fragShaderText, err := os.ReadFile("./res/shaders/simple.frag.glsl")
if err != nil {
logging.ErrLog.Fatalln("Failed to read fragment shader. Err: ", err)
shaderID := gl.CreateShader(uint32(shaderType))
if shaderID == 0 {
logging.ErrLog.Println("Failed to create shader.")
return Shader{}, errors.New("failed to create shader")
}
shader := &ShaderProgram{}
shader.ID = gl.CreateProgram()
if shader.ID == 0 {
logging.ErrLog.Fatalln("Failed to create shader program")
//Load shader source and compile
shaderCStr, shaderFree := gl.Strs(string(shaderSource) + "\x00")
defer shaderFree()
gl.ShaderSource(shaderID, 1, shaderCStr, nil)
gl.CompileShader(shaderID)
if err := getShaderCompileErrors(shaderID); err != nil {
gl.DeleteShader(shaderID)
return Shader{}, err
}
shader.VertShaderID = gl.CreateShader(gl.VERTEX_SHADER)
shader.FragShaderID = gl.CreateShader(gl.FRAGMENT_SHADER)
vertexCStr, vertFree := gl.Strs(string(vertShaderText) + "\x00")
defer vertFree()
gl.ShaderSource(shader.VertShaderID, 1, vertexCStr, nil)
fragCStr, fragFree := gl.Strs(string(fragShaderText) + "\x00")
defer fragFree()
gl.ShaderSource(shader.FragShaderID, 1, fragCStr, nil)
gl.CompileShader(shader.VertShaderID)
getShaderCompileErrors(shader.VertShaderID)
gl.CompileShader(shader.FragShaderID)
getShaderCompileErrors(shader.FragShaderID)
gl.AttachShader(shader.ID, shader.VertShaderID)
gl.AttachShader(shader.ID, shader.FragShaderID)
gl.LinkProgram(shader.ID)
return Shader{ID: shaderID, ShaderType: shaderType}, nil
}
func getShaderCompileErrors(shaderID uint32) {
func getShaderCompileErrors(shaderID uint32) error {
var compiledSuccessfully int32
gl.GetShaderiv(shaderID, gl.COMPILE_STATUS, &compiledSuccessfully)
if compiledSuccessfully == gl.TRUE {
return
return nil
}
var logLength int32
@ -69,5 +106,6 @@ func getShaderCompileErrors(shaderID uint32) {
gl.GetShaderInfoLog(shaderID, logLength, nil, log)
errMsg := gl.GoStr(log)
println("Compilation of shader with id ", shaderID, " failed. Err: ", errMsg)
logging.ErrLog.Println("Compilation of shader with id ", shaderID, " failed. Err: ", errMsg)
return errors.New(errMsg)
}