运行效果:
shader.vert:
#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aColor;
layout (location = 2) in vec2 aTexCoord;
out vec3 ourColor;
out vec2 TexCoord;
void main()
{
gl_Position = vec4(aPos, 1.0);
ourColor = aColor;
TexCoord = aTexCoord;
}
shader.frag:
#version 330 core
out vec4 FragColor;
in vec3 ourColor;
in vec2 TexCoord;
uniform sampler2D ourTexture;
void main()
{
FragColor = texture(ourTexture, TexCoord);
}
game.go:
package engine
import (
_ "embed"
"fmt"
"image"
"image/draw"
_ "image/png"
"os"
"unsafe"
"github.com/go-gl/gl/v3.3-core/gl"
"github.com/go-gl/glfw/v3.3/glfw"
)
var mIsRunning = false
var mWidth = 1024
var mHeight = 768
var VAO uint32
var VBO uint32
var EBO uint32
var shaderProgram uint32
var texture uint32
var vertices = [...]float32{
//位置 颜色 纹理坐标 -
0.5, 0.5, 0.0, 1.0, 0.0, 0.0, 1.0, 1.0, // 右上
0.5, -0.5, 0.0, 0.0, 1.0, 0.0, 1.0, 0.0, // 右下
-0.5, -0.5, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, // 左下
-0.5, 0.5, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, // 左上
}
var indices = [...]int32{
0, 1, 3,
1, 2, 3,
}
//go:embed shader.vert
var vertexShaderSource string
//go:embed shader.frag
var fragmentShaderSource string
type Game struct {
MWindow *glfw.Window
}
//初始化引擎
func (g *Game) Initialize() bool {
//获取glfw版本
fmt.Println(glfw.GetVersionString())
//初始化glfw
var err error
if err = glfw.Init(); err != nil {
fmt.Printf("Unable to initialize glfw: %v", err)
return false
}
glfw.WindowHint(glfw.RedBits, 8)
glfw.WindowHint(glfw.GreenBits, 8)
glfw.WindowHint(glfw.BlueBits, 8)
glfw.WindowHint(glfw.AlphaBits, 8)
glfw.WindowHint(glfw.DepthBits, 24)
glfw.WindowHint(glfw.DoubleBuffer, 1)
//glfw.WindowHint(glfw.Resizable, 0) //禁止调整窗口大小
//设置版本
glfw.WindowHint(glfw.ContextVersionMajor, 3)
glfw.WindowHint(glfw.ContextVersionMinor, 3)
glfw.WindowHint(glfw.OpenGLProfile, glfw.OpenGLCoreProfile)
glfw.WindowHint(glfw.OpenGLForwardCompatible, glfw.True)
//窗口模式
if g.MWindow, err = glfw.CreateWindow(mWidth, mHeight, "纹理贴图", nil, nil); err != nil {
fmt.Printf("Failed to create window: %v", err)
return false
}
//回调函数
g.MWindow.SetCloseCallback(CloseCallback) //关闭回调
g.MWindow.SetSizeCallback(SizeCallback) //调整回调
g.MWindow.SetKeyCallback(KeyCallback) //按键回调
//上下文
g.MWindow.MakeContextCurrent()
//初始化opengl
if err = gl.Init(); err != nil {
fmt.Printf("Unable to initialize gl: %v", err)
return false
}
gl.Viewport(0, 0, int32(mWidth), int32(mHeight))
//gl.Enable(gl.CULL_FACE) //开启剔除
//gl.CullFace(gl.FRONT) //剔除背面
version := gl.GoStr(gl.GetString(gl.VERSION))
fmt.Println(version)
//顶点着色器
vertexShader := gl.CreateShader(gl.VERTEX_SHADER)
vertexString, _ := gl.Strs(vertexShaderSource)
gl.ShaderSource(vertexShader, 1, vertexString, nil)
gl.CompileShader(vertexShader)
var success int32
var infoLog [512]uint8
gl.GetShaderiv(vertexShader, gl.COMPILE_STATUS, &success)
if success != 1 {
gl.GetShaderInfoLog(vertexShader, 512, nil, &infoLog[0])
fmt.Printf("顶点着色器错误:%s\n", infoLog)
}
//片段着色器
fragmentShader := gl.CreateShader(gl.FRAGMENT_SHADER)
fragmentString, _ := gl.Strs(fragmentShaderSource)
gl.ShaderSource(fragmentShader, 1, fragmentString, nil)
gl.CompileShader(fragmentShader)
gl.GetShaderiv(fragmentShader, gl.COMPILE_STATUS, &success)
if success != 1 {
gl.GetShaderInfoLog(fragmentShader, 512, nil, &infoLog[0])
fmt.Printf("片段着色器错误:%s\n", infoLog)
}
//着色器程序
shaderProgram = gl.CreateProgram()
gl.AttachShader(shaderProgram, vertexShader)
gl.AttachShader(shaderProgram, fragmentShader)
gl.LinkProgram(shaderProgram)
gl.GetProgramiv(shaderProgram, gl.LINK_STATUS, &success)
if success != 1 {
gl.GetProgramInfoLog(shaderProgram, 512, nil, &infoLog[0])
fmt.Printf("着色器程序错误:%s\n", infoLog)
}
//删除着色器
gl.DeleteShader(vertexShader)
gl.DeleteShader(fragmentShader)
gl.GenVertexArrays(1, &VAO)
gl.GenBuffers(1, &VBO)
gl.GenBuffers(1, &EBO)
gl.BindVertexArray(VAO)
gl.BindBuffer(gl.ARRAY_BUFFER, VBO)
gl.BufferData(gl.ARRAY_BUFFER, int(unsafe.Sizeof(vertices)), unsafe.Pointer(&vertices), gl.STATIC_DRAW)
gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, EBO)
gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, int(unsafe.Sizeof(indices)), unsafe.Pointer(&indices), gl.STATIC_DRAW)
// 位置属性
gl.VertexAttribPointerWithOffset(0, 3, gl.FLOAT, false, 8*int32(unsafe.Sizeof(float32(0))), 0)
gl.EnableVertexAttribArray(0)
// 颜色属性
gl.VertexAttribPointerWithOffset(1, 3, gl.FLOAT, false, 8*int32(unsafe.Sizeof(float32(0))), uintptr(3*int32(unsafe.Sizeof(float32(0)))))
gl.EnableVertexAttribArray(1)
//纹理属性
gl.VertexAttribPointerWithOffset(2, 2, gl.FLOAT, false, 8*int32(unsafe.Sizeof(float32(0))), uintptr(6*int32(unsafe.Sizeof(float32(0)))))
gl.EnableVertexAttribArray(2)
texture, _ = newTexture("./container.png")
//保持运行
mIsRunning = true
return true
}
//引擎循环
func (g *Game) RunLoop() {
for mIsRunning {
//清屏
gl.ClearColor(0.2, 0.3, 0.3, 1.0)
gl.Clear(gl.COLOR_BUFFER_BIT)
//....
g.ProcessInput()
g.UpdateGame()
g.GenerateOutput()
//交换缓存
g.MWindow.SwapBuffers()
glfw.PollEvents()
}
}
//引擎销毁
func (g *Game) Shutdown() {
gl.DeleteVertexArrays(1, &VAO)
gl.DeleteBuffers(1, &VBO)
gl.DeleteBuffers(1, &EBO)
gl.DeleteProgram(shaderProgram)
g.MWindow.Destroy()
glfw.Terminate()
}
func (g *Game) ProcessInput() {
}
func (g *Game) UpdateGame() {
}
func (g *Game) GenerateOutput() {
gl.BindTexture(gl.TEXTURE_2D, texture)
gl.UseProgram(shaderProgram)
gl.BindVertexArray(VAO)
gl.DrawElementsWithOffset(gl.TRIANGLES, 6, gl.UNSIGNED_INT, 0)
}
func CloseCallback(w *glfw.Window) {
mIsRunning = false
}
func SizeCallback(w *glfw.Window, width int, height int) {
gl.Viewport(0, 0, int32(width), int32(height))
}
func KeyCallback(w *glfw.Window, key glfw.Key, scancode int, action glfw.Action, mods glfw.ModifierKey) {
switch key {
case glfw.KeyEscape:
if action == glfw.Press {
CloseCallback(w)
}
}
}
func newTexture(file string) (uint32, error) {
imgFile, err := os.Open(file)
if err != nil {
return 0, fmt.Errorf("texture %q not found on disk: %v", file, err)
}
img, _, err := image.Decode(imgFile)
if err != nil {
return 0, err
}
rgba := image.NewRGBA(img.Bounds())
if rgba.Stride != rgba.Rect.Size().X*4 {
return 0, fmt.Errorf("unsupported stride")
}
draw.Draw(rgba, rgba.Bounds(), img, image.Point{0, 0}, draw.Src)
var texture uint32
gl.GenTextures(1, &texture)
gl.ActiveTexture(gl.TEXTURE0)
gl.BindTexture(gl.TEXTURE_2D, texture)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE)
gl.TexImage2D(
gl.TEXTURE_2D,
0,
gl.RGBA,
int32(rgba.Rect.Size().X),
int32(rgba.Rect.Size().Y),
0,
gl.RGBA,
gl.UNSIGNED_BYTE,
gl.Ptr(rgba.Pix))
return texture, nil
}