mirror of
https://github.com/bloeys/nmage.git
synced 2025-12-29 13:28:20 +00:00
Drawing triangles using fixed function pipelines
This commit is contained in:
41
main.go
41
main.go
@ -39,7 +39,7 @@ func main() {
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defer sdl.GLDeleteContext(glCtx)
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initOpenGL()
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shaders.LoadShaders()
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loadShaders()
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//Game loop
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for isRunning {
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@ -67,11 +67,34 @@ func initOpenGL() {
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sdl.GLSetAttribute(sdl.GL_BLUE_SIZE, 8)
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sdl.GLSetAttribute(sdl.GL_DOUBLEBUFFER, 1)
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gl.ClearColor(0, 0, 0, 1)
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sdl.GLSetAttribute(sdl.GL_CONTEXT_PROFILE_MASK, sdl.GL_CONTEXT_PROFILE_COMPATIBILITY)
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// sdl.GLSetAttribute(sdl.GL_CONTEXT_PROFILE_MASK, sdl.GL_CONTEXT_PROFILE_CORE)
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}
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func loadShaders() {
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simpleShader, err := shaders.NewShaderProgram()
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if err != nil {
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logging.ErrLog.Fatalln("Failed to create new shader program. Err: ", err)
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}
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vertShader, err := shaders.LoadAndCompilerShader("./res/shaders/simple.vert.glsl", shaders.VertexShaderType)
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if err != nil {
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logging.ErrLog.Fatalln("Failed to create new shader. Err: ", err)
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}
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fragShader, err := shaders.LoadAndCompilerShader("./res/shaders/simple.frag.glsl", shaders.FragmentShaderType)
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if err != nil {
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logging.ErrLog.Fatalln("Failed to create new shader. Err: ", err)
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}
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simpleShader.AttachShader(vertShader)
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simpleShader.AttachShader(fragShader)
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simpleShader.Link()
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}
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func handleInputs() {
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input.EventLoopStart()
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@ -95,4 +118,20 @@ func runGameLogic() {
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}
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func draw() {
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gl.Clear(gl.COLOR_BUFFER_BIT)
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gl.Begin(gl.TRIANGLES)
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gl.Vertex3f(-0.5, 0.5, 0)
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gl.Vertex3f(0.5, 0.5, 0)
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gl.Vertex3f(-0.5, -0.5, 0)
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gl.Vertex3f(0.5, 0.5, 0)
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gl.Vertex3f(0.5, -0.5, 0)
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gl.Vertex3f(-0.5, -0.5, 0)
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gl.End()
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window.GLSwap()
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}
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10
shaders/shader_types.go
Executable file
10
shaders/shader_types.go
Executable file
@ -0,0 +1,10 @@
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package shaders
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import "github.com/go-gl/gl/v4.6-compatibility/gl"
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type ShaderType int
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const (
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VertexShaderType ShaderType = gl.VERTEX_SHADER
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FragmentShaderType ShaderType = gl.FRAGMENT_SHADER
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)
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@ -1,6 +1,7 @@
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package shaders
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import (
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"errors"
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"os"
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"strings"
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@ -8,58 +9,94 @@ import (
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"github.com/go-gl/gl/v4.6-compatibility/gl"
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)
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type Shader struct {
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ID uint32
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ShaderType ShaderType
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}
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func (s Shader) Delete() {
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gl.DeleteShader(s.ID)
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}
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type ShaderProgram struct {
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ID uint32
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VertShaderID uint32
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FragShaderID uint32
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}
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func LoadShaders() {
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func (sp *ShaderProgram) AttachShader(shader Shader) {
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vertShaderText, err := os.ReadFile("./res/shaders/simple.vert.glsl")
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if err != nil {
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logging.ErrLog.Fatalln("Failed to read vertex shader. Err: ", err)
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gl.AttachShader(sp.ID, shader.ID)
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switch shader.ShaderType {
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case VertexShaderType:
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sp.VertShaderID = shader.ID
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case FragmentShaderType:
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sp.FragShaderID = shader.ID
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default:
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logging.ErrLog.Println("Unknown shader type ", shader.ShaderType, " for ID ", shader.ID)
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}
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fragShaderText, err := os.ReadFile("./res/shaders/simple.frag.glsl")
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if err != nil {
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logging.ErrLog.Fatalln("Failed to read fragment shader. Err: ", err)
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}
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shader := &ShaderProgram{}
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shader.ID = gl.CreateProgram()
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if shader.ID == 0 {
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logging.ErrLog.Fatalln("Failed to create shader program")
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}
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shader.VertShaderID = gl.CreateShader(gl.VERTEX_SHADER)
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shader.FragShaderID = gl.CreateShader(gl.FRAGMENT_SHADER)
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vertexCStr, vertFree := gl.Strs(string(vertShaderText) + "\x00")
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defer vertFree()
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gl.ShaderSource(shader.VertShaderID, 1, vertexCStr, nil)
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fragCStr, fragFree := gl.Strs(string(fragShaderText) + "\x00")
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defer fragFree()
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gl.ShaderSource(shader.FragShaderID, 1, fragCStr, nil)
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gl.CompileShader(shader.VertShaderID)
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getShaderCompileErrors(shader.VertShaderID)
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gl.CompileShader(shader.FragShaderID)
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getShaderCompileErrors(shader.FragShaderID)
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gl.AttachShader(shader.ID, shader.VertShaderID)
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gl.AttachShader(shader.ID, shader.FragShaderID)
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gl.LinkProgram(shader.ID)
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}
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func getShaderCompileErrors(shaderID uint32) {
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func (sp *ShaderProgram) Link() {
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gl.LinkProgram(sp.ID)
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if sp.VertShaderID != 0 {
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gl.DeleteShader(sp.VertShaderID)
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}
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if sp.FragShaderID != 0 {
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gl.DeleteShader(sp.FragShaderID)
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}
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}
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func (sp *ShaderProgram) Delete() {
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gl.DeleteProgram(sp.ID)
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}
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func NewShaderProgram() (ShaderProgram, error) {
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id := gl.CreateProgram()
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if id == 0 {
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return ShaderProgram{}, errors.New("failed to create shader program")
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}
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return ShaderProgram{ID: id}, nil
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}
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func LoadAndCompilerShader(shaderPath string, shaderType ShaderType) (Shader, error) {
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shaderSource, err := os.ReadFile(shaderPath)
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if err != nil {
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logging.ErrLog.Println("Failed to read shader. Err: ", err)
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return Shader{}, err
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}
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shaderID := gl.CreateShader(uint32(shaderType))
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if shaderID == 0 {
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logging.ErrLog.Println("Failed to create shader.")
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return Shader{}, errors.New("failed to create shader")
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}
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//Load shader source and compile
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shaderCStr, shaderFree := gl.Strs(string(shaderSource) + "\x00")
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defer shaderFree()
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gl.ShaderSource(shaderID, 1, shaderCStr, nil)
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gl.CompileShader(shaderID)
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if err := getShaderCompileErrors(shaderID); err != nil {
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gl.DeleteShader(shaderID)
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return Shader{}, err
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}
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return Shader{ID: shaderID, ShaderType: shaderType}, nil
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}
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func getShaderCompileErrors(shaderID uint32) error {
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var compiledSuccessfully int32
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gl.GetShaderiv(shaderID, gl.COMPILE_STATUS, &compiledSuccessfully)
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if compiledSuccessfully == gl.TRUE {
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return
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return nil
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}
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var logLength int32
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@ -69,5 +106,6 @@ func getShaderCompileErrors(shaderID uint32) {
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gl.GetShaderInfoLog(shaderID, logLength, nil, log)
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errMsg := gl.GoStr(log)
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println("Compilation of shader with id ", shaderID, " failed. Err: ", errMsg)
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logging.ErrLog.Println("Compilation of shader with id ", shaderID, " failed. Err: ", errMsg)
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return errors.New(errMsg)
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}
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