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triangle.go
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package main
import (
_ "embed"
"fmt"
"strings"
"unsafe"
"github.com/go-gl/gl/all-core/gl"
"github.com/progrium/macdriver/cocoa"
)
// OpenGL calls based on https://stackoverflow.com/a/22502999/762175
//go:embed triangle.vert
var vertData string
//go:embed triangle.frag
var fragData string
var program, vao uint32
var uPosition, aColor, aPosition int32
var vertexData = [][2][3]float32{
{{+0.0, +0.5, +0.0}, {0, 1, 1}},
{{+0.5, -0.5, +0.0}, {1, 0, 1}},
{{-0.5, -0.5, +0.0}, {1, 1, 0}},
}
func setupGL() error {
view.Send("openGLContext").Send("makeCurrentContext")
err := gl.Init()
if err != nil {
return err
}
var m, n int32
gl.GetIntegerv(gl.MAJOR_VERSION, &m)
gl.GetIntegerv(gl.MINOR_VERSION, &n)
if m != 4 || n != 1 {
return fmt.Errorf("expected GL version 4.1, got %d.%d", m, n)
}
vs, err := compileShader(gl.VERTEX_SHADER, vertData)
if err != nil {
return err
}
defer gl.DeleteShader(vs)
fs, err := compileShader(gl.FRAGMENT_SHADER, fragData)
if err != nil {
return err
}
defer gl.DeleteShader(fs)
program, err = linkProgram(vs, fs)
if err != nil {
return err
}
uPosition = gl.GetUniformLocation(program, gl.Str("p\x00"))
aColor = gl.GetAttribLocation(program, gl.Str("colour\x00"))
aPosition = gl.GetAttribLocation(program, gl.Str("position\x00"))
gl.GenVertexArrays(1, &vao)
gl.BindVertexArray(vao)
const vecColorWidth = 3 // [3]float32
const f32Size = int(unsafe.Sizeof(float32(0))) // float32
const vecSize = f32Size * vecColorWidth // [3]float32
const vecColorSize = vecSize * 2 // [2]float32
var vbo uint32
gl.GenBuffers(1, &vbo)
gl.BindBuffer(gl.ARRAY_BUFFER, vbo)
gl.BufferData(gl.ARRAY_BUFFER, len(vertexData)*vecColorSize, gl.Ptr(vertexData), gl.STATIC_DRAW)
gl.VertexAttribPointer(uint32(aPosition), vecColorWidth, gl.FLOAT, false, int32(vecColorSize), nil)
gl.VertexAttribPointer(uint32(aColor), vecColorWidth, gl.FLOAT, false, int32(vecColorSize), gl.PtrOffset(vecSize))
gl.EnableVertexAttribArray(uint32(aPosition))
gl.EnableVertexAttribArray(uint32(aColor))
setGLRenderFunc(view, renderGL)
return nil
}
func renderGL(view cocoa.NSView) bool {
gl.ClearColor(0, 0, 0, 1)
gl.Clear(gl.COLOR_BUFFER_BIT)
gl.UseProgram(program)
gl.Uniform2f(uPosition, 0, 0)
gl.BindVertexArray(vao)
gl.DrawArrays(gl.TRIANGLE_FAN, 0, int32(len(vertexData)))
return true
}
func compileShader(kind uint32, source string) (uint32, error) {
shader := gl.CreateShader(kind)
nullTerminate(&source)
cstr, free := gl.Strs(source)
defer free()
gl.ShaderSource(shader, 1, cstr, nil)
gl.CompileShader(shader)
var status int32
gl.GetShaderiv(shader, gl.COMPILE_STATUS, &status)
if status == gl.TRUE {
return shader, nil
}
var n int32
gl.GetShaderiv(shader, gl.INFO_LOG_LENGTH, &n)
log := strings.Repeat("\x00", int(n+1))
gl.GetShaderInfoLog(shader, n, nil, gl.Str(log))
return 0, fmt.Errorf("failed to compile shader: %s", log)
}
func linkProgram(shaders ...uint32) (uint32, error) {
program := gl.CreateProgram()
for _, s := range shaders {
gl.AttachShader(program, s)
}
gl.LinkProgram(program)
var status int32
gl.GetProgramiv(program, gl.LINK_STATUS, &status)
if status == gl.TRUE {
return program, nil
}
var n int32
gl.GetProgramiv(program, gl.INFO_LOG_LENGTH, &n)
log := strings.Repeat("\x00", int(n+1))
gl.GetProgramInfoLog(program, n, nil, gl.Str(log))
return 0, fmt.Errorf("failed to link program: %s", log)
}
func nullTerminate(s *string) {
if strings.HasSuffix(*s, "\x00") {
return
}
*s += "\x00"
}