func main() { if sdl.Init(sdl.INIT_VIDEO) < 0 { panic("Video initialization failed: " + sdl.GetError()) } if sdl.EnableKeyRepeat(100, 25) != 0 { panic("Setting keyboard repeat failed: " + sdl.GetError()) } videoFlags := sdl.OPENGL // Enable OpenGL in SDL videoFlags |= sdl.DOUBLEBUF // Enable double buffering videoFlags |= sdl.HWPALETTE // Store the palette in hardware // FIXME: this causes segfault. // videoFlags |= sdl.RESIZABLE // Enable window resizing surface = sdl.SetVideoMode(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_BPP, uint32(videoFlags)) if surface == nil { panic("Video mode set failed: " + sdl.GetError()) } sdl.GL_SetAttribute(sdl.GL_DOUBLEBUFFER, 1) initGL() resizeWindow(SCREEN_WIDTH, SCREEN_HEIGHT) SetupWorld("data/world.txt") // wait for events running := true isActive := true for running { for ev := sdl.PollEvent(); ev != nil; ev = sdl.PollEvent() { switch e := ev.(type) { case *sdl.ActiveEvent: isActive = e.Gain != 0 case *sdl.ResizeEvent: width, height := int(e.W), int(e.H) surface = sdl.SetVideoMode(width, height, SCREEN_BPP, uint32(videoFlags)) if surface == nil { fmt.Println("Could not get a surface after resize:", sdl.GetError()) Quit(1) } resizeWindow(width, height) case *sdl.KeyboardEvent: if e.Type == sdl.KEYDOWN { handleKeyPress(e.Keysym) } case *sdl.QuitEvent: running = false } } // draw the scene if isActive { drawGLScene(sector1) } } }
func main() { globalState.Mouse = make(map[int]bool) flag.Parse() var err error if sdl.Init(sdl.INIT_VIDEO) != 0 { log.Printf("Unable to init SDL") return } if len(flag.Args()) == 0 { old := flag.Usage flag.Usage = func() { old() fmt.Fprintf(os.Stderr, "You MUST pass the name of the file to view\n") } flag.Usage() return } mesh, err = wfobj.LoadMeshFromFile(flag.Args()[0]) if err != nil { flag.Usage() fmt.Fprintf(os.Stderr, "[e] %v\n", err) return } defer sdl.Quit() screen := sdl.SetVideoMode(1024, 600, 32, sdl.OPENGL|sdl.RESIZABLE) if screen == nil { log.Printf("Unable to init sdl Screen") } sdl.GL_SetAttribute(sdl.GL_DOUBLEBUFFER, 1) initGL() sdl.WM_SetCaption("sdlviewer", "sdlviewer") running = true for running { handleInput() drawScene() } }
func main() { // Initialize SDL if sdl.Init(sdl.INIT_VIDEO) < 0 { panic("Video initialization failed: " + sdl.GetError()) } // To avoid cramps sdl.EnableKeyRepeat(250, 25) // Sets up OpenGL double buffering sdl.GL_SetAttribute(sdl.GL_DOUBLEBUFFER, 1) // flags to pass to sdl.SetVideoMode videoFlags := sdl.OPENGL // Enable OpenGL in SDL videoFlags |= sdl.DOUBLEBUF // Enable double buffering videoFlags |= sdl.HWPALETTE // Store the palette in hardware // FIXME: this causes segfault. // videoFlags |= sdl.RESIZABLE // Enable window resizing // get a SDL surface surface = sdl.SetVideoMode(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_BPP, uint32(videoFlags)) // verify there is a surface if surface == nil { panic("Video mode set failed: " + sdl.GetError()) Quit(1) } // When this function is finished, clean up and exit. defer Quit(0) LoadGLTextures("data/glass.bmp") // Initialize OpenGL initGL() // Resize the initial window resizeWindow(SCREEN_WIDTH, SCREEN_HEIGHT) // wait for events running := true isActive := true for running { for ev := sdl.PollEvent(); ev != nil; ev = sdl.PollEvent() { switch e := ev.(type) { case *sdl.ActiveEvent: isActive = e.Gain != 0 case *sdl.ResizeEvent: width, height := int(e.W), int(e.H) surface = sdl.SetVideoMode(width, height, SCREEN_BPP, uint32(videoFlags)) if surface == nil { fmt.Println("Could not get a surface after resize:", sdl.GetError()) Quit(1) } resizeWindow(width, height) case *sdl.KeyboardEvent: if e.Type == sdl.KEYDOWN { handleKeyPress(e.Keysym) } case *sdl.QuitEvent: running = false } } // draw the scene if isActive { drawGLScene() } } }
func main() { runtime.LockOSThread() flag.Parse() buildPalette() sdl.Init(sdl.INIT_VIDEO) defer sdl.Quit() sdl.GL_SetAttribute(sdl.GL_SWAP_CONTROL, 1) if sdl.SetVideoMode(512, 512, 32, sdl.OPENGL) == nil { panic("sdl error") } if gl.Init() != 0 { panic("gl error") } sdl.WM_SetCaption("Gomandel", "Gomandel") gl.Enable(gl.TEXTURE_2D) gl.Viewport(0, 0, 512, 512) gl.MatrixMode(gl.PROJECTION) gl.LoadIdentity() gl.Ortho(0, 512, 512, 0, -1, 1) gl.ClearColor(0, 0, 0, 0) //----------------------------------------------------------------------------- var dndDragging bool = false var dndStart Point var dndEnd Point var tex gl.Texture var tc TexCoords var lastProgress int initialRect := Rect{-1.5, -1.5, 3, 3} rect := initialRect rc := new(MandelbrotRequest) rc.MakeRequest(512, 512, rect) rc.WaitFor(Small, &tex, &tc) running := true for running { for e := sdl.PollEvent(); e != nil; e = sdl.PollEvent() { switch e.(type) { case *sdl.QuitEvent: running = false case *sdl.MouseButtonEvent: mbe := e.(*sdl.MouseButtonEvent) if mbe.Type == sdl.MOUSEBUTTONDOWN { dndDragging = true sdl.GetMouseState(&dndStart.X, &dndStart.Y) dndEnd = dndStart } else { dndDragging = false sdl.GetMouseState(&dndEnd.X, &dndEnd.Y) if mbe.Which == 3 { rect = initialRect } else { rect = rectFromSelection(dndStart, dndEnd, 512, 512, rect) tc = texCoordsFromSelection(dndStart, dndEnd, 512, 512, tc) } // make request rc.MakeRequest(512, 512, rect) } case *sdl.MouseMotionEvent: if dndDragging { sdl.GetMouseState(&dndEnd.X, &dndEnd.Y) } } } // if we're waiting for a result, check if it's ready p := rc.Update(&tex, &tc) if p != -1 { lastProgress = p } gl.Clear(gl.COLOR_BUFFER_BIT) tex.Bind(gl.TEXTURE_2D) drawQuad(0, 0, 512, 512, tc.TX, tc.TY, tc.TX2, tc.TY2) tex.Unbind(gl.TEXTURE_2D) if dndDragging { drawSelection(dndStart, dndEnd) } drawProgress(512, 512, lastProgress, rc.Pending) sdl.GL_SwapBuffers() } }
func initGame() { viewport.Zoomstd() viewport.Rotx(25) viewport.Roty(70) picker = NewPicker() sdl.Init(sdl.INIT_VIDEO) if ttf.Init() != 0 { panic("Could not initalize fonts") } sdl.GL_SetAttribute(sdl.GL_DOUBLEBUFFER, 1) screen := sdl.SetVideoMode(1024, 600, 32, sdl.OPENGL|sdl.RESIZABLE) if screen == nil { sdl.Quit() panic("Couldn't set GL video mode: " + sdl.GetError() + "\n") } if gl.Init() != 0 { panic("gl error") } sdl.WM_SetCaption("Amberfell", "amberfell") gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) // gl.ShadeModel(gl.FLAT) gl.Enable(gl.BLEND) gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) gl.ShadeModel(gl.SMOOTH) gl.Enable(gl.LIGHTING) gl.Enable(gl.LIGHT0) gl.Enable(gl.LIGHT1) gl.Enable(gl.COLOR_MATERIAL) gl.MatrixMode(gl.PROJECTION) gl.LoadIdentity() gl.MatrixMode(gl.MODELVIEW) gl.LoadIdentity() gl.ClearDepth(1.0) // Depth Buffer Setup gl.Enable(gl.DEPTH_TEST) // Enables Depth Testing gl.Hint(gl.PERSPECTIVE_CORRECTION_HINT, gl.FASTEST) gl.Enable(gl.TEXTURE_2D) // LoadMapTextures() LoadPlayerTextures() LoadWolfTextures() InitItems() pauseFont = NewFont("res/Jura-DemiBold.ttf", 48, color.RGBA{255, 255, 255, 0}) consoleFont = NewFont("res/Jura-DemiBold.ttf", 16, color.RGBA{255, 255, 255, 0}) inventoryItemFont = NewFont("res/Jura-DemiBold.ttf", 14, color.RGBA{240, 240, 240, 0}) textures[TEXTURE_PICKER] = loadTexture("res/dial.png") terrainTexture = loadTexture("res/tiles.png") itemsTexture = loadTexture("res/items.png") gVertexBuffer = NewVertexBuffer(10000, terrainTexture) gGuiBuffer = NewVertexBuffer(1000, terrainTexture) WolfModel = LoadModel("res/wolf.mm3d") TheWorld = NewWorld() ThePlayer = new(Player) ThePlayer.Init(0, PLAYER_START_X, PLAYER_START_Z) inventory = NewInventory() viewport.Reshape(int(screen.W), int(screen.H)) PreloadChunks(400) }