Beispiel #1
0
func checkMon() {
	monitors = glfw.GetMonitors()
	glfw.WindowHint(glfw.ContextVersionMajor, 2)
	glfw.WindowHint(glfw.ContextVersionMinor, 1)
	glfw.WindowHint(glfw.AutoIconify, glfw.False)
	glfw.WindowHint(glfw.Decorated, glfw.False)

	if i := len(monitors); i < 2 {
		fmt.Println("You only have 1 monitor!!!!!!!!!!! :-P")
		monWidth = 800
		monHeight = 600

		win, err = glfw.CreateWindow(monWidth, monHeight, "Cube", nil, nil)
		if err != nil {
			panic(err)
		}
		projMonitor = monitors[0]
	} else {
		fmt.Printf("You have %d monitors\n", i)
		monWidth = monitors[1].GetVideoMode().Width
		monHeight = monitors[1].GetVideoMode().Height
		win, err = glfw.CreateWindow(monWidth, monHeight, "Cube", nil, nil)
		win.SetPos(monitors[1].GetPos())
		fmt.Printf("Width: %d  Height: %d \n", monWidth, monHeight)
		if err != nil {
			panic(err)
		}
		projMonitor = monitors[1]

	}
	monitorInfo()

}
Beispiel #2
0
func main() {
	if err := glfw.Init(); err != nil {
		log.Fatalln("failed to initialize glfw:", err)
	}
	defer glfw.Terminate()

	glfw.WindowHint(glfw.Resizable, glfw.False)
	glfw.WindowHint(glfw.ContextVersionMajor, 2)
	glfw.WindowHint(glfw.ContextVersionMinor, 1)
	window, err := glfw.CreateWindow(640, 480, "tut03", nil, nil)
	if err != nil {
		panic(err)
	}
	window.MakeContextCurrent()

	if err := gl.Init(); err != nil {
		panic(err)
	}

	t0 := time.Now()
	program := initResources()
	for {
		curFade = float32(math.Sin(time.Now().Sub(t0).Seconds()*2*math.Pi/5)/2 + 0.5)
		onDisplay(program)
		window.SwapBuffers()
		glfw.PollEvents()
	}

	gl.DeleteProgram(program)
	gl.DeleteBuffers(1, &vboTriangle)
}
Beispiel #3
0
func Run(g *Game) error {
	if g.Scene == nil {
		return fmt.Errorf("Scene property of given Game struct is empty")
	}

	// GLFW event handling must run on the main OS thread
	runtime.LockOSThread()
	if err := glfw.Init(); err != nil {
		return fmt.Errorf("glfw.Init failed: %s", err)
	}
	defer glfw.Terminate()

	glfw.WindowHint(glfw.ContextVersionMajor, OpenGLVerMinor)
	glfw.WindowHint(glfw.ContextVersionMinor, OpenGLVerMinor)

	glfw.WindowHint(glfw.Resizable, glfw.False)
	if g.Resizable {
		glfw.WindowHint(glfw.Resizable, glfw.True)
	}

	glfw.WindowHint(glfw.OpenGLProfile, glfw.OpenGLCoreProfile)
	glfw.WindowHint(glfw.OpenGLForwardCompatible, glfw.True)

	window, err := glfw.CreateWindow(int(g.Width), int(g.Height), g.Title, nil, nil)
	if err != nil {
		return fmt.Errorf("glfw.CreateWindow failed: %s", err)
	}
	window.MakeContextCurrent()

	// Initialize Glow
	if err := gl.Init(); err != nil {
		return fmt.Errorf("gl.Init failed:", err)
	}

	version := gl.GoStr(gl.GetString(gl.VERSION))
	log.Println("gl.Init successful, OpenGL version:", version)

	var previousTime, deltaTime, time float32
	previousTime = float32(glfw.GetTime()) - 1.0/60.0

	g.Scene.Setup()

	for !window.ShouldClose() {
		time = float32(glfw.GetTime())
		deltaTime = time - previousTime

		glfw.PollEvents()

		gl.ClearColor(0.2, 0.3, 0.3, 0.5)
		gl.Clear(gl.COLOR_BUFFER_BIT)

		g.Scene.Update(deltaTime)
		g.Scene.Draw(deltaTime)
		previousTime = time

		window.SwapBuffers()
	}

	return nil
}
Beispiel #4
0
func main() {
	err := glfw.Init()
	if err != nil {
		panic(err)
	}
	defer glfw.Terminate()
	width, height = 800, 800
	window, err := glfw.CreateWindow(width, height, "Show RoundedRect", nil, nil)
	if err != nil {
		panic(err)
	}

	window.MakeContextCurrent()
	window.SetSizeCallback(reshape)
	window.SetKeyCallback(onKey)
	window.SetCharCallback(onChar)

	glfw.SwapInterval(1)

	err = gl.Init()
	if err != nil {
		panic(err)
	}

	reshape(window, width, height)
	for !window.ShouldClose() {
		if redraw {
			display()
			window.SwapBuffers()
			redraw = false
		}
		glfw.PollEvents()
		//		time.Sleep(2 * time.Second)
	}
}
Beispiel #5
0
// RenderLinesWithEvents renders multiple channels of samples to screen, and draws events.
func (s *Screen) RenderLinesWithEvents(lines []Line, events <-chan interface{}, sampleRate int) {
	s.lines = lines

	runtime.LockOSThread()

	// NOTE: It appears that glfw 3.1 uses its own internal error callback.
	// glfw.SetErrorCallback(func(err glfw.ErrorCode, desc string) {
	// log.Fatalf("%v: %s\n", err, desc)
	// })
	if err := glfw.Init(); err != nil {
		log.Fatalf("Can't init glfw: %v!", err)
	}
	defer glfw.Terminate()

	window, err := glfw.CreateWindow(s.width, s.height, "Muse", nil, nil)
	if err != nil {
		log.Fatalf("CreateWindow failed: %s", err)
	}
	if aw, ah := window.GetSize(); aw != s.width || ah != s.height {
		log.Fatalf("Window doesn't have the requested size: want %d,%d got %d,%d", s.width, s.height, aw, ah)
	}
	window.MakeContextCurrent()

	// Must gl.Init() *after* MakeContextCurrent
	if err := gl.Init(); err != nil {
		log.Fatalf("Can't init gl: %v!", err)
	}

	// Set window up to be [0, -1.0] -> [width, 1.0], black.
	gl.MatrixMode(gl.MODELVIEW)
	gl.LoadIdentity()
	gl.Translated(-1, 0, 0)
	gl.Scaled(2/float64(s.width), 1.0, 1.0)
	gl.ClearColor(0.0, 0.0, 0.0, 0.0)

	// Actually start writing data to the buffer
	for i, _ := range s.lines {
		s.lines[i].valueBuffer = types.NewBuffer(int(float64(s.width) / s.pixelsPerSample))
		s.lines[i].valueBuffer.GoPushChannel(s.lines[i].Values, sampleRate)
	}
	if events != nil {
		s.eventBuffer.GoPushChannel(events, sampleRate)
	}

	// Keep drawing while we still can (and should).
	for !window.ShouldClose() && !s.bufferFinished() {
		if window.GetKey(glfw.KeyEscape) == glfw.Press {
			break
		}
		gl.Clear(gl.COLOR_BUFFER_BIT)
		s.drawSignal()
		window.SwapBuffers()
		glfw.PollEvents()
	}

	// Keep window around, only close on esc.
	for !window.ShouldClose() && window.GetKey(glfw.KeyEscape) != glfw.Press {
		glfw.PollEvents()
	}
}
Beispiel #6
0
func main() {
	err := glfw.Init()
	if err != nil {
		panic(err)
	}
	defer glfw.Terminate()

	w, err := glfw.CreateWindow(640, 480, "Testing 3+", nil, nil)
	if err != nil {
		panic(err)
	}

	w.MakeContextCurrent()
	glfw.SwapInterval(1)

	w.SetCharCallback(charCallBack)

	if err := gl.Init(); err != nil {
		panic(err)
	}

	r := makeResources()

	gl.ClearColor(.5, .5, .5, 0)
	fmt.Println("Press 'q' to quit")
	for !w.ShouldClose() {
		time.Sleep(10 * time.Millisecond)

		render(w, r)

		w.SwapBuffers()
		glfw.PollEvents()
	}
}
Beispiel #7
0
func (self *Application) run() error {
	if err := glfw.Init(); err != nil {
		return err
	}
	defer glfw.Terminate()

	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(512, 512, "GL", nil, nil)
	if err != nil {
		return err
	}

	window.MakeContextCurrent()

	if err := gl.Init(); err != nil {
		return err
	}

	if err := self.setup(); err != nil {
		return err
	}

	for !window.ShouldClose() {
		self.display()
		window.SwapBuffers()
		glfw.PollEvents()
	}

	return nil
}
Beispiel #8
0
func CreateContext(width int, height int) (*Context, error) {
	if err := glfw.Init(); err != nil {
		fmt.Println("failed to initialize glfw:", 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, "flamingo", nil, nil)

	if err != nil {
		glfw.Terminate()
		return nil, err
	}

	window.MakeContextCurrent()

	// Initialize Glow
	if err = gl.Init(); err != nil {
		glfw.Terminate()
		return nil, err
	}

	version := gl.GoStr(gl.GetString(gl.VERSION))
	fmt.Println("OpenGL version", version)

	return &Context{window}, nil
}
Beispiel #9
0
Datei: gl.go Projekt: gmacd/rt
func (glr *GlRenderer) initSystem() {
	// Lock goroutine to main thread - required for GL
	runtime.LockOSThread()

	var err error
	if err = glfw.Init(); err != nil {
		panic(err)
	}

	glfw.WindowHint(glfw.Resizable, glfw.False)
	glfw.WindowHint(glfw.ContextVersionMajor, 3)
	glfw.WindowHint(glfw.ContextVersionMinor, 3)
	glfw.WindowHint(glfw.OpenGLProfile, glfw.OpenGLCoreProfile)
	glfw.WindowHint(glfw.OpenGLForwardCompatible, glfw.True)
	glr.window, err = glfw.CreateWindow(glr.width, glr.height, "rt", nil, nil)
	if err != nil {
		panic(err)
	}
	glr.window.MakeContextCurrent()

	if err = gl.Init(); err != nil {
		panic(err)
	}

	version := gl.GoStr(gl.GetString(gl.VERSION))
	fmt.Println("OpenGL version", version)
}
Beispiel #10
0
func main() {
	err := glfw.Init()
	if err != nil {
		panic(err)
	}
	defer glfw.Terminate()

	window, err := glfw.CreateWindow(640, 480, "Testing", nil, nil)
	if err != nil {
		panic(err)
	}

	window.MakeContextCurrent()

	if err := gl.Init(); err != nil {
		panic(err)
	}

	window.SetKeyCallback(game.OnKey)
	game.Init()
	for !window.ShouldClose() {
		game.Render()

		window.SwapBuffers()
		glfw.PollEvents()
	}
}
Beispiel #11
0
func main() {
	err := glfw.Init()
	if err != nil {
		panic(err)
	}
	defer glfw.Terminate()

	w, err := glfw.CreateWindow(640, 480, "Testing", nil, nil)
	if err != nil {
		panic(err)
	}

	w.MakeContextCurrent()
	glfw.SwapInterval(1)

	w.SetCharCallback(charCallBack)

	if err := gl.Init(); err != nil {
		panic(err)
	}

	setupScene(w)
	fmt.Println("Press 'q' to quit")
	for !w.ShouldClose() {
		// Do OpenGL stuff.
		time.Sleep(10 * time.Millisecond)
		drawScene(w)

		w.SwapBuffers()
		glfw.PollEvents()
	}
}
Beispiel #12
0
func main() {
	flag.Parse()

	go func() {
		http.ListenAndServe("localhost:6060", nil)
	}()

	if err := glfw.Init(); err != nil {
		log.Fatalln("failed to initialize glfw:", err)
	}
	defer glfw.Terminate()

	glfw.WindowHint(glfw.Resizable, glfw.True)
	glfw.WindowHint(glfw.Visible, glfw.False) // do not steal focus

	glfw.WindowHint(glfw.ContextVersionMajor, 2)
	glfw.WindowHint(glfw.ContextVersionMinor, 1)

	window, err := glfw.CreateWindow(800, 600, "Spector", nil, nil)
	if err != nil {
		panic(err)
	}
	window.MakeContextCurrent()
	window.Restore()
	window.SetPos(32, 64)

	if err := gl.Init(); err != nil {
		panic(err)
	}

	state := NewState()
	for !window.ShouldClose() {
		if window.GetKey(glfw.KeyEscape) == glfw.Press {
			return
		}
		if window.GetKey(glfw.KeyR) == glfw.Press {
			state.Stop()
			state = NewState()
		}

		start := time.Now()
		state.Update(1.0 / 60.0)
		updateTime := time.Since(start)

		start = time.Now()
		state.Render(window)
		renderTime := time.Since(start)

		text := fmt.Sprintf("update: %.2fms render: %.2fms",
			float32(updateTime)/float32(time.Millisecond),
			float32(renderTime)/float32(time.Millisecond))
		w, h := window.GetSize()
		state.Backend.SetFontColor(ui.ColorHex(0xFF0000FF))
		size := state.Backend.Measure(text)
		state.Backend.Text(text, ui.Block(float32(w)-size.X, float32(h)-size.Y, size.X, size.Y))

		window.SwapBuffers()
		glfw.PollEvents()
	}
}
Beispiel #13
0
func Init() {
	runtime.LockOSThread()

	err := glfw.Init()
	if err != nil {
		panic(fmt.Sprintf("glfw.Init() fails: %v", err))
	}
	glfw.WindowHint(glfw.Visible, glfw.False)
	glfw.WindowHint(glfw.Resizable, glfw.False)

	// As start, create an window with temporary size to create OpenGL context thread.
	window, err := glfw.CreateWindow(16, 16, "", nil, nil)
	if err != nil {
		panic(err)
	}

	u := &userInterface{
		window: window,
		funcs:  make(chan func()),
	}
	go func() {
		runtime.LockOSThread()
		u.window.MakeContextCurrent()
		glfw.SwapInterval(1)
		for f := range u.funcs {
			f()
		}
	}()

	currentUI = u
}
Beispiel #14
0
func main() {

	if err := glfw.Init(); err != nil {
		log.Fatalln("failed to initialize glfw:", err)
	}
	defer glfw.Terminate()

	glfw.WindowHint(glfw.Resizable, glfw.False)
	glfw.WindowHint(glfw.ContextVersionMajor, 2)
	glfw.WindowHint(glfw.ContextVersionMinor, 1)
	window, err := glfw.CreateWindow(800, 600, "Create Window Example", nil, nil)
	if err != nil {
		panic(err)
	}
	window.MakeContextCurrent()

	if err := gl.Init(); err != nil {
		panic(err)
	}

	window.SetKeyCallback(keypress)
	window.SetMouseButtonCallback(mousepress)

	gl.Viewport(0, 0, 800, 600)

	for !window.ShouldClose() {
		draw()
		window.SwapBuffers()
		glfw.PollEvents()
	}

}
Beispiel #15
0
func main() {
	if err := glfw.Init(); err != nil {
		log.Fatalln("failed to inifitialize glfw:", err)
	}
	defer glfw.Terminate()

	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(windowWidth, windowHeight, "basic shaders", nil, nil)
	if err != nil {
		panic(err)
	}
	window.MakeContextCurrent()

	// Initialize Glow (go function bindings)
	if err := gl.Init(); err != nil {
		panic(err)
	}

	window.SetKeyCallback(keyCallback)

	err = programLoop(window)
	if err != nil {
		log.Fatal(err)
	}
}
Beispiel #16
0
func main() {
	err := glfw.Init()
	if err != nil {
		panic(err)
	}
	defer glfw.Terminate()

	window, err := glfw.CreateWindow(640, 480, "Testing", nil, nil)
	if err != nil {
		panic(err)
	}

	window.MakeContextCurrent()

	if err := gl.Init(); err != nil {
		panic(err)
	}

	// int width, height
	// glfw.GetFramebufferSize(window, &width, &height)

	for !window.ShouldClose() {
		// Do OpenGL stuff.
		gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
		gl.Color3f(1, 1, 0)
		gl.Rectf(-0.75, 0.75, 0.75, -0.75)
		gl.Color3f(1, 0, 1)
		gl.Rectf(-0.5, 0.5, 0.5, -0.5)
		window.SwapBuffers()
		glfw.PollEvents()
	}
}
Beispiel #17
0
func main() {
	if err := glfw.Init(); err != nil {
		log.Fatalln("failed to initialize glfw:", err)
	}
	defer glfw.Terminate()

	glfw.WindowHint(glfw.Resizable, glfw.False)
	glfw.WindowHint(glfw.ContextVersionMajor, 2)
	glfw.WindowHint(glfw.ContextVersionMinor, 1)
	window, err := glfw.CreateWindow(800, 600, "Cube", nil, nil)
	if err != nil {
		panic(err)
	}
	window.MakeContextCurrent()

	if err := gl.Init(); err != nil {
		panic(err)
	}

	texture = newTexture("square.png")
	defer gl.DeleteTextures(1, &texture)

	setupScene()
	for !window.ShouldClose() {
		drawScene()
		window.SwapBuffers()
		glfw.PollEvents()
	}
}
Beispiel #18
0
func main() {
	if err := glfw.Init(); err != nil {
		log.Fatalln("failed to initialize glfw:", err)
	}
	defer glfw.Terminate()

	glfw.WindowHint(glfw.Resizable, glfw.False)
	glfw.WindowHint(glfw.ContextVersionMajor, 2)
	glfw.WindowHint(glfw.ContextVersionMinor, 1)
	window, err := glfw.CreateWindow(640, 480, "tut01", nil, nil)
	if err != nil {
		panic(err)
	}
	window.MakeContextCurrent()

	if err := gl.Init(); err != nil {
		panic(err)
	}

	program, coords := initResources()
	for {
		onDisplay(program, uint32(coords))
		window.SwapBuffers()
	}
}
Beispiel #19
0
func initGraphics() error {
	if err := gl.Init(); err != nil {
		return err
	}

	if err := glfw.Init(); err != nil {
		return err
	}

	glfw.WindowHint(glfw.Resizable, glfw.False)

	var err error
	window, err = glfw.CreateWindow(64*scaleRatio, 32*scaleRatio, "CHIP-8 Emulator", nil, nil)

	if err != nil {
		return err
	}

	window.MakeContextCurrent()

	gl.MatrixMode(gl.PROJECTION)
	gl.LoadIdentity()
	gl.Ortho(0, 64, 32, 0, 0, 1)
	gl.MatrixMode(gl.MODELVIEW)
	gl.LoadIdentity()

	clear()
	window.SwapBuffers()

	return nil
}
Beispiel #20
0
func main() {

	width := 1024
	height := 768
	title := "Simple Triangle"

	if err := glfw.Init(); err != nil {
		log.Fatalln("failed to initialize glfw:", err)
	}
	defer glfw.Terminate()

	glfw.WindowHint(glfw.Samples, 4)             // 4x antialiasing
	glfw.WindowHint(glfw.ContextVersionMajor, 3) // We want OpenGL 3.3
	glfw.WindowHint(glfw.ContextVersionMinor, 3)
	glfw.WindowHint(glfw.OpenGLForwardCompatible, glfw.True)    // To make MacOS happy; should not be needed
	glfw.WindowHint(glfw.OpenGLProfile, glfw.OpenGLCoreProfile) //We don't want the old OpenGL
	window, err := glfw.CreateWindow(width, height, title, nil, nil)
	if err != nil {
		panic(err)
	}
	window.MakeContextCurrent()

	if err := gl.Init(); err != nil {
		panic(err)
	}
	window.SetKeyCallback(keypress)
	window.SetMouseButtonCallback(mousepress)
	gl.Viewport(0, 0, 1024, 768)
	for !window.ShouldClose() {
		draw()
		window.SwapBuffers()
		glfw.PollEvents()
	}
}
Beispiel #21
0
// InitGraphics creates an OpenGL window and initializes the required graphics libraries.
// It will either succeed or panic.
func (app *ExampleApp) InitGraphics(title string, w int, h int) {
	err := glfw.Init()
	if err != nil {
		panic("Can't init glfw! " + err.Error())
	}

	// request a OpenGL 3.3 core context
	glfw.WindowHint(glfw.Samples, 0)
	glfw.WindowHint(glfw.ContextVersionMajor, 3)
	glfw.WindowHint(glfw.ContextVersionMinor, 3)
	glfw.WindowHint(glfw.OpenGLForwardCompatible, glfw.True)
	glfw.WindowHint(glfw.OpenGLProfile, glfw.OpenGLCoreProfile)

	// do the actual window creation
	app.MainWindow, err = glfw.CreateWindow(w, h, title, nil, nil)
	if err != nil {
		panic("Failed to create the main window! " + err.Error())
	}
	app.MainWindow.MakeContextCurrent()
	glfw.SwapInterval(0)

	// make sure that all of the GL functions are initialized
	err = gl.Init()
	if err != nil {
		panic("Failed to initialize GL! " + err.Error())
	}

	// set the app window dimensions
	app.Width = w
	app.Height = h

	gl.FrontFace(gl.CCW)
	gl.CullFace(gl.BACK)
	gl.Enable(gl.CULL_FACE)
}
Beispiel #22
0
func main() {
	err := glfw.Init()
	if err != nil {
		panic(err)
	}
	defer glfw.Terminate()
	fp, err := os.Open("example.tmx")
	if err != nil {
		panic(err)
	}

	m, err := tmx.NewMap(fp)
	if err != nil {
		panic(err)
	}

	var monitor *glfw.Monitor
	window, err := glfw.CreateWindow(screenWidth, screenHeight, "Map Renderer", monitor, nil)
	if err != nil {
		panic(err)
	}

	window.MakeContextCurrent()

	if err := gl.Init(); err != nil {
		panic(err)
	}

	width, height := window.GetFramebufferSize()
	gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
	gl.ClearColor(1.0, 1.0, 1.0, 1.0)
	gl.Viewport(0, 0, int32(width), int32(height))
	gl.MatrixMode(gl.PROJECTION)
	gl.LoadIdentity()
	gl.Ortho(0, float64(width), float64(height), 0, -1, 1)
	gl.Enable(gl.BLEND)
	gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
	canvas := newOpenGLCanvas(width, height, float32(width)/float32(screenWidth), float32(height)/float32(screenHeight))
	renderer := tmx.NewRenderer(*m, canvas)
	fps := 0
	startTime := time.Now().UnixNano()
	timer := tmx.CreateTimer()
	timer.Start()
	for !window.ShouldClose() {
		elapsed := float64(timer.GetElapsedTime()) / (1000 * 1000)
		renderer.Render(int64(math.Ceil(elapsed)))
		fps++
		if time.Now().UnixNano()-startTime > 1000*1000*1000 {
			log.Println(fps)
			startTime = time.Now().UnixNano()
			fps = 0
		}

		window.SwapBuffers()
		glfw.PollEvents()
		timer.UpdateTime()
	}
}
Beispiel #23
0
func CreateRenderer(windowWidth, windowHeight int) *Renderer {

	if err := glfw.Init(); err != nil {
		log.Fatalln("failed to initialize glfw:", err)
	}
	// defer glfw.Terminate()

	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)
	if windowWidth == 0 && windowHeight == 0 {
		windowWidth, windowHeight = glfw.GetPrimaryMonitor().GetPhysicalSize()
	}
	fmt.Println("Window Width -", windowWidth, "Window Height -", windowHeight)
	window, err := glfw.CreateWindow(windowWidth, windowHeight, "Karma", glfw.GetPrimaryMonitor(), nil)
	if err != nil {
		panic(err)
	}
	window.MakeContextCurrent()
	window.SetKeyCallback(testCallback)

	// Initialize Glow
	if err := gl.Init(); err != nil {
		panic(err)
	}

	version := gl.GoStr(gl.GetString(gl.VERSION))
	fmt.Println("OpenGL version", version)

	shaders := Shaders{}

	textureFlatUniforms := []string{"projection", "camera", "modelView", "tex"}
	textureFlatAttributes := []string{"vert", "vertTexCoord"}

	fmt.Println(textureFlatUniforms)
	fmt.Println(textureFlatAttributes)

	shader, err := createProgram("./assets/shaders/texture_flat.vs", "./assets/shaders/texture_flat.fs", textureFlatUniforms, textureFlatAttributes)
	if err != nil {
		panic(err)
	}
	shaders.textureFlat = shader

	meshes := []*Mesh{}

	previousTime := glfw.GetTime()

	return &Renderer{
		PreviousTime: previousTime,
		Window:       window,
		Shaders:      &shaders,
		Meshes:       meshes,
	}
}
Beispiel #24
0
func main() {
	runtime.LockOSThread()
	if err := glfw.Init(); err != nil {
		log.Fatal(err)
	}
	defer glfw.Terminate()

	if err := gl.Init(); err != nil {
		log.Fatal(err)
	}

	window, err := glfw.CreateWindow(WindowWidth, WindowHeight, "Texture Demo", nil, nil)
	if err != nil {
		log.Fatal(err)
	}
	window.MakeContextCurrent()

	const vertShader = `#version 120

uniform mat4 proj;
attribute vec3 vertex_position;
attribute vec2 vertex_texture;
varying vec2 texture_coordinates;

void main() {
	gl_Position = proj * vec4(vertex_position, 1);
	texture_coordinates = vertex_texture;
}
`

	const fragShader = `#version 120

uniform sampler2D tex_loc;
varying vec2 texture_coordinates;

void main() {
	gl_FragColor = texture2D(tex_loc, texture_coordinates);
}
`

	texture, err := newImageTexture("sq.png")
	if err != nil {
		log.Fatal(err)
	}
	scene, err := NewScene(vertShader, fragShader, texture)
	if err != nil {
		log.Fatal(err)
	}

	for !window.ShouldClose() {
		scene.Draw()
		glfw.PollEvents()
		window.SwapBuffers()
	}
}
Beispiel #25
0
func main() {
	err := glfw.Init()
	if err != nil {
		panic(err)
	}
	defer glfw.Terminate()

	glfw.WindowHint(glfw.Resizable, glfw.True)
	glfw.WindowHint(glfw.ContextVersionMajor, 3)
	glfw.WindowHint(glfw.ContextVersionMinor, 3)

	window, err := glfw.CreateWindow(640, 480, "Testing", nil, nil)
	if err != nil {
		panic(err)
	}
	defer window.Destroy()

	window.MakeContextCurrent()

	glfw.SwapInterval(1)

	window.SetSizeCallback(func(w *glfw.Window, width int, height int) {
		fmt.Printf("resize: %d, %d\n", width, height)
		gl.Viewport(0, 0, int32(width), int32(height))
	})
	window.SetCursorPosCallback(func(w *glfw.Window, xpos float64, ypos float64) {
		fmt.Printf("mouse: %f, %f\n", xpos, ypos)
	})
	window.SetFocusCallback(func(w *glfw.Window, focused bool) {
		fmt.Printf("focus: %t\n", focused)
	})
	window.SetKeyCallback(func(w *glfw.Window, key glfw.Key, scancode int, action glfw.Action, mods glfw.ModifierKey) {
		if key == glfw.KeyEscape {
			window.SetShouldClose(true)
		}
		fmt.Printf("key\n")
	})
	window.SetMouseButtonCallback(func(w *glfw.Window, button glfw.MouseButton, action glfw.Action, mod glfw.ModifierKey) {
		fmt.Printf("mouse\n")
	})
	window.SetCharCallback(func(w *glfw.Window, char rune) {
		fmt.Printf("char: '%c'\n", char)
	})

	if err := gl.Init(); err != nil {
		panic(err)
	}

	for !window.ShouldClose() {
		draw()
		window.SwapBuffers()
		glfw.PollEvents()
	}
}
Beispiel #26
0
func Run() {
	if err := glfw.Init(); err != nil {
		glog.Fatalln("failed to initialize glfw", err)
	}
	defer glfw.Terminate()

	setupWindowOptions()
	window, err := glfw.CreateWindow(WindowWidth, WindowHeight, "Game", nil, nil)
	if err != nil {
		panic(err)
	}
	window.MakeContextCurrent()

	//initilize Glow
	if err := gl.Init(); err != nil {
		panic(err)
	}

	version := gl.GoStr(gl.GetString(gl.VERSION))
	fmt.Println("OpenGL version", version)

	shaderSource, err := ReadShaders("colorShader")
	if err != nil {
		panic(err)
	}
	program, err := NewProgram(shaderSource)
	if err != nil {
		panic(err)
	}
	program.Use()

	sprite := &SpriteComponent{-.5, -.5, 1, 1}
	sprite.ReloadGraphics()

	vertAttrib := uint32(gl.GetAttribLocation(program.program, CStr("vertPosition")))
	gl.EnableVertexAttribArray(vertAttrib)
	gl.VertexAttribPointer(vertAttrib, 3, gl.FLOAT, false, 0, gl.PtrOffset(0))

	gl.Enable(gl.DEPTH_TEST)
	gl.DepthFunc(gl.LESS)
	gl.ClearColor(1.0, 1.0, 1.0, 1.0)

	for !window.ShouldClose() {
		gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)

		program.Use()

		gl.BindVertexArray(sprite.vaoID)
		gl.DrawArrays(gl.TRIANGLES, 0, 2*3)

		window.SwapBuffers()
		glfw.PollEvents()
	}
}
Beispiel #27
0
func main() {
	runtime.LockOSThread()

	if err := glfw.Init(); err != nil {
		panic(err)
	}
	defer glfw.Terminate()

	window, err := glfw.CreateWindow(800, 600, "fontstash example", nil, nil)
	if err != nil {
		panic(err)
	}

	window.MakeContextCurrent()
	glfw.SwapInterval(1)
	gl.Init()

	data, err := ioutil.ReadFile(filepath.Join("..", "ClearSans-Regular.ttf"))
	if err != nil {
		panic(err)
	}

	gl.Enable(gl.TEXTURE_2D)

	tmpBitmap := make([]byte, 512*512)
	cdata, err, _, tmpBitmap := truetype.BakeFontBitmap(data, 0, 32, tmpBitmap, 512, 512, 32, 96)
	var ftex uint32
	gl.GenTextures(1, &ftex)
	gl.BindTexture(gl.TEXTURE_2D, ftex)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
	gl.TexImage2D(gl.TEXTURE_2D, 0, gl.ALPHA, 512, 512, 0,
		gl.ALPHA, gl.UNSIGNED_BYTE, unsafe.Pointer(&tmpBitmap[0]))

	gl.ClearColor(0.3, 0.3, 0.32, 1.)

	for !window.ShouldClose() {
		gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
		gl.MatrixMode(gl.PROJECTION)
		gl.LoadIdentity()
		gl.Ortho(0, 800, 600, 0, 0, 1)
		gl.MatrixMode(gl.MODELVIEW)
		gl.LoadIdentity()
		gl.Disable(gl.DEPTH_TEST)
		gl.Color4ub(255, 255, 255, 255)
		gl.Enable(gl.BLEND)
		gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)

		my_print(100, 100, "The quick brown fox jumps over the fence", ftex, cdata)

		window.SwapBuffers()
		glfw.PollEvents()
	}
}
Beispiel #28
0
func main() {
	runtime.LockOSThread()
	if err := glfw.Init(); err != nil {
		log.Fatal(err)
	}
	defer glfw.Terminate()

	if err := gl.Init(); err != nil {
		log.Fatal(err)
	}

	window, err := glfw.CreateWindow(WindowWidth, WindowHeight, "Tetris", nil, nil)
	if err != nil {
		log.Fatal(err)
	}
	window.MakeContextCurrent()

	const vshader = `#version 120

uniform mat4 proj, model;
attribute vec3 vertex_position;
attribute vec2 vertex_texture;
varying vec2 texture_coordinates;

void main() {
	gl_Position = proj * model * vec4(vertex_position, 1);
	texture_coordinates = vertex_texture;
}
`

	const fshader = `#version 120

uniform sampler2D tex_loc;
varying vec2 texture_coordinates;

void main() {
	gl_FragColor = texture2D(tex_loc, texture_coordinates);
}
`

	tetris, err := NewTetris(vshader, fshader)
	if err != nil {
		log.Fatal(err)
	}

	window.SetKeyCallback(tetris.handleKeyInput)

	for !window.ShouldClose() {
		tetris.Draw()
		glfw.PollEvents()
		window.SwapBuffers()
	}
}
Beispiel #29
0
//StartHeadless will initialize everything but wont actually create a window, so you can test your application.
func StartHeadless() (window *glfw.Window) {
	var err error
	headlessContext()
	window, err = glfw.CreateWindow(1, 1, "", nil, nil)
	if err != nil {
		panic(err)
	}
	window.MakeContextCurrent()
	letsglowLETSGLOW()
	glbs()
	QueryExtentions()
	return
}
Beispiel #30
0
func main() {
	runtime.LockOSThread()

	// initialize glfw
	if err := glfw.Init(); err != nil {
		log.Fatalln("Failed to initialize GLFW: ", err)
	}
	defer glfw.Terminate()

	// create window
	window, err := glfw.CreateWindow(1280, 720, os.Args[0], nil, nil)
	if err != nil {
		log.Fatal(err)
	}
	window.SetFramebufferSizeCallback(onResize)
	window.MakeContextCurrent()

	if err := gl.Init(); err != nil {
		log.Fatal(err)
	}

	// set up opengl context
	onResize(window, 600, 600)
	// player = createPlayer()
	// addBall()
	// set up physics

	game = engine.NewGame()

	game.Init()
	game.ReadLevelFromFile("level.json")

	//Init Controlls I think
	// glfw.KeyCallback(window)
	window.SetKeyCallback(keyCallback)

	runtime.LockOSThread()
	glfw.SwapInterval(1)

	ticker := time.NewTicker(time.Second / 60)
	for !window.ShouldClose() {

		game.Update(1.0 / 60.0)

		draw()
		window.SwapBuffers()
		glfw.PollEvents()

		<-ticker.C // wait up to 1/60th of a second
	}
}