Tutorial Complete

This commit is contained in:
Brian Buller 2017-03-30 07:34:18 -05:00
commit 6d09f125be

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main.go Normal file
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package main
/* OpenGL & Go Tutorial
* https://kylewbanks.com/blog/tutorial-opengl-with-golang-part-1-hello-opengl
*
* Vertex/Fragment Shader Explanation
* https://www.quora.com/What-is-a-vertex-shader-and-what-is-a-fragment-shader/answer/Harold-Serrano?srid=aVb
*/
import (
"fmt"
"log"
"math/rand"
"runtime"
"strings"
"time"
"github.com/go-gl/gl/v2.1/gl"
"github.com/go-gl/glfw/v3.1/glfw"
)
const (
width = 500
height = 500
vertexShaderSource = `
#version 410
in vec3 vp;
void main() {
gl_Position = vec4(vp, 1.0);
}
` + "\x00"
fragmentShaderSource = `
#version 410
out vec4 frag_colour;
void main() {
frag_colour = vec4(1, 1, 1, 1);
}
` + "\x00"
rows = 10
cols = 10
fps = 10
threshold = 0.15
)
var (
square = []float32{
-0.5, 0.5, 0,
-0.5, -0.5, 0,
0.5, -0.5, 0,
-0.5, 0.5, 0,
0.5, 0.5, 0,
0.5, -0.5, 0,
}
)
func main() {
runtime.LockOSThread()
window := initGlfw()
defer glfw.Terminate()
program := initOpenGL()
cells := makeCells()
for !window.ShouldClose() {
t := time.Now()
for x := range cells {
for _, c := range cells[x] {
c.checkState(cells)
}
}
draw(cells, window, program)
time.Sleep(time.Second/time.Duration(fps) - time.Since(t))
}
}
// initGlfw initializes glfw and returns a Window to use.
func initGlfw() *glfw.Window {
if err := glfw.Init(); err != nil {
panic(err)
}
glfw.WindowHint(glfw.Resizable, glfw.False)
glfw.WindowHint(glfw.ContextVersionMajor, 4)
glfw.WindowHint(glfw.ContextVersionMinor, 1)
glfw.WindowHint(glfw.OpenGLProfile, glfw.OpenGLCoreProfile)
glfw.WindowHint(glfw.OpenGLForwardCompatible, glfw.True)
window, err := glfw.CreateWindow(width, height, "Conway's Game of Life", nil, nil)
if err != nil {
panic(err)
}
window.MakeContextCurrent()
return window
}
// initOpenGL initializes OpenGL and returns an initialized program.
func initOpenGL() uint32 {
if err := gl.Init(); err != nil {
panic(err)
}
version := gl.GoStr(gl.GetString(gl.VERSION))
log.Println("OpenGL version", version)
vertexShader, err := compileShader(vertexShaderSource, gl.VERTEX_SHADER)
if err != nil {
panic(err)
}
fragmentShader, err := compileShader(fragmentShaderSource, gl.FRAGMENT_SHADER)
if err != nil {
panic(err)
}
prog := gl.CreateProgram()
gl.AttachShader(prog, vertexShader)
gl.AttachShader(prog, fragmentShader)
gl.LinkProgram(prog)
return prog
}
func draw(cells [][]*cell, window *glfw.Window, program uint32) {
gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
gl.UseProgram(program)
for x := range cells {
for _, c := range cells[x] {
c.draw()
}
}
glfw.PollEvents()
window.SwapBuffers()
}
// makeVao initializes and returns a vertex array from the points provided.
func makeVao(points []float32) uint32 {
var vbo uint32
gl.GenBuffers(1, &vbo)
gl.BindBuffer(gl.ARRAY_BUFFER, vbo)
gl.BufferData(gl.ARRAY_BUFFER, 4*len(points), gl.Ptr(points), gl.STATIC_DRAW)
var vao uint32
gl.GenVertexArrays(1, &vao)
gl.BindVertexArray(vao)
gl.EnableVertexAttribArray(0)
gl.BindBuffer(gl.ARRAY_BUFFER, vbo)
gl.VertexAttribPointer(0, 3, gl.FLOAT, false, 0, nil)
return vao
}
func compileShader(source string, shaderType uint32) (uint32, error) {
shader := gl.CreateShader(shaderType)
csources, free := gl.Strs(source)
gl.ShaderSource(shader, 1, csources, nil)
free()
gl.CompileShader(shader)
var status int32
gl.GetShaderiv(shader, gl.COMPILE_STATUS, &status)
if status == gl.FALSE {
var logLength int32
gl.GetShaderiv(shader, gl.INFO_LOG_LENGTH, &logLength)
log := strings.Repeat("\x00", int(logLength+1))
gl.GetShaderInfoLog(shader, logLength, nil, gl.Str(log))
return 0, fmt.Errorf("failed to compile %v: %v", source, log)
}
return shader, nil
}
func makeCells() [][]*cell {
rand.Seed(time.Now().UnixNano())
cells := make([][]*cell, rows, rows)
for x := 0; x < rows; x++ {
for y := 0; y < cols; y++ {
c := newCell(x, y)
c.alive = rand.Float64() < threshold
c.aliveNext = c.alive
cells[x] = append(cells[x], c)
}
}
return cells
}
type cell struct {
drawable uint32
alive bool
aliveNext bool
x int
y int
}
func newCell(x, y int) *cell {
points := make([]float32, len(square), len(square))
copy(points, square)
for i := 0; i < len(points); i++ {
var position float32
var size float32
switch i % 3 {
case 0:
size = 1.0 / float32(cols)
position = float32(x) * size
case 1:
size = 1.0 / float32(rows)
position = float32(y) * size
default:
continue
}
if points[i] < 0 {
points[i] = (position * 2) - 1
} else {
points[i] = ((position + size) * 2) - 1
}
}
return &cell{
drawable: makeVao(points),
x: x,
y: y,
}
}
func (c *cell) draw() {
if !c.alive {
return
}
gl.BindVertexArray(c.drawable)
gl.DrawArrays(gl.TRIANGLES, 0, int32(len(square)/3))
}
// checkState determines the state of the cell for the next tick of the game
func (c *cell) checkState(cells [][]*cell) {
c.alive = c.aliveNext
c.aliveNext = c.alive
liveCount := c.liveNeighbors(cells)
if c.alive {
// 1. Any live cell with fewer than two live neighbours dies, as if caused by underpopulation
if liveCount < 2 {
c.alive = false
}
// 2. Any live cell with two or three live neighbors lives on to the next generation
if liveCount == 2 || liveCount == 3 {
c.aliveNext = true
}
// 3. Any live cell with more than three live neighbors dies, as if by overpopulation
if liveCount > 3 {
c.aliveNext = false
}
} else {
// 4. Any dead cell with exactly three live neighbors becomes a live cell, as if by reproduction
if liveCount == 3 {
c.aliveNext = true
}
}
}
// liveNeighbors returns the number of live neighbors for a cell
func (c *cell) liveNeighbors(cells [][]*cell) int {
var liveCount int
add := func(x, y int) {
// If we're at an edge, check the other side of the board.
if x == len(cells) {
x = 0
} else if x == -1 {
x = len(cells) - 1
}
if y == len(cells[x]) {
y = 0
} else if y == -1 {
y = len(cells[x]) - 1
}
if cells[x][y].alive {
liveCount++
}
}
add(c.x-1, c.y) // To the left
add(c.x+1, c.y) // To the right
add(c.x, c.y+1) // Up
add(c.x, c.y-1) // Down
add(c.x-1, c.y+1) // Top-Left
add(c.x+1, c.y+1) // Top-Right
add(c.x-1, c.y-1) // Bottom-Left
add(c.x+1, c.y-1) // Bottom-Right
return liveCount
}