Ejemplo n.º 1
0
func loadShader(shaderType gl.GLenum, source string) gl.Shader {
	shader := gl.CreateShader(shaderType)
	if err := gl.GetError(); err != gl.NO_ERROR {
		panic(fmt.Errorf("gl error: %v", err))
	}

	shader.Source(source)
	shader.Compile()

	if shader.Get(gl.COMPILE_STATUS) != gl.TRUE {
		log := shader.GetInfoLog()
		panic(fmt.Errorf("Failed to compile shader: %v, shader: %v", log, source))
	}

	return shader
}
Ejemplo n.º 2
0
func main() {
	runtime.LockOSThread()

	flag.Parse()
	if *cpuprofile != "" {
		f, err := os.Create(*cpuprofile)
		if err != nil {
			log.Fatal(err)
		}
		pprof.StartCPUProfile(f)
		defer pprof.StopCPUProfile()
	}

	if err := sdl.Init(sdl.INIT_EVERYTHING); err != nil {
		panic(err)
	}
	defer sdl.Quit()

	sdl.GL_SetAttribute(sdl.GL_MULTISAMPLESAMPLES, 4)
	sdl.GL_SetAttribute(sdl.GL_CONTEXT_MAJOR_VERSION, 3)
	sdl.GL_SetAttribute(sdl.GL_CONTEXT_MINOR_VERSION, 3)
	sdl.GL_SetAttribute(sdl.GL_CONTEXT_PROFILE_MASK, sdl.GL_CONTEXT_PROFILE_CORE)
	sdl.GL_SetAttribute(sdl.GL_DOUBLEBUFFER, 1)
	sdl.GL_SetAttribute(sdl.GL_DEPTH_SIZE, 24)
	sdl.GL_SetAttribute(sdl.GL_CONTEXT_FLAGS, sdl.GL_CONTEXT_DEBUG_FLAG|sdl.GL_CONTEXT_FORWARD_COMPATIBLE_FLAG)

	window, err := sdl.CreateWindow("TOW", sdl.WINDOWPOS_UNDEFINED, sdl.WINDOWPOS_UNDEFINED, 1024, 768, sdl.WINDOW_OPENGL|sdl.WINDOW_SHOWN|sdl.WINDOW_RESIZABLE)
	if err != nil {
		log.Fatal("can't create window", err)
	}
	defer window.Destroy()

	//defer renderer.Destroy()

	glcontext, err := sdl.GL_CreateContext(window)
	if err != nil {
		log.Fatal("can't create context", err)
	}
	defer sdl.GL_DeleteContext(glcontext)
	sdl.GL_MakeCurrent(window, glcontext)

	//err := gl.GlewInit()
	//fmt.Println(gl.GlewGetErrorString(err))
	//glew init
	gl.Init()
	sdl.GL_SetSwapInterval(1)

	fmt.Println("glVersion", gl.GetString(gl.VERSION))

	tw.Init(tw.OPENGL_CORE, nil)
	defer tw.Terminate()

	gl.GetError() // Ignore error
	debugContext.InitDebugContext()

	world := generation.GenerateWorld(64, 64, 2)
	gs := gamestate.NewGameState(window, world)
	defer gs.Delete()
	worldRenderer := rendering.NewWorldRenderer(window, gs.World)
	defer worldRenderer.Delete()

	gs.Bar.AddButton("screen shot", worldRenderer.ScreenShot, "")

	MainLoop(gs, worldRenderer)

	if *memprofile != "" {
		f, err := os.Create(*memprofile)
		if err != nil {
			panic(err)
		}
		pprof.WriteHeapProfile(f)
		f.Close()
		return
	}
}