// FrontFace defines which polygons are front-facing. // // Valid modes: CW, CCW. // // http://www.khronos.org/opengles/sdk/docs/man3/html/glFrontFace.xhtml func FrontFace(mode Enum) { gl.FrontFace(uint32(mode)) }
func main() { fmt.Printf(`WolfenGo v%s, Copyright (C) 2016 gdm85 https://github.com/gdm85/wolfengo WolfenGo comes with ABSOLUTELY NO WARRANTY. This is free software, and you are welcome to redistribute it under GNU/GPLv2 license.`+"\n", version) if err := glfw.Init(); err != nil { fatalError(err) } defer glfw.Terminate() // create a context and activate it glfw.WindowHint(glfw.ContextVersionMajor, 2) glfw.WindowHint(glfw.ContextVersionMinor, 1) glfw.WindowHint(glfw.Resizable, glfw.False) glfw.WindowHint(glfw.DoubleBuffer, glfw.True) var err error Window, err = glfw.CreateWindow(800, 600, "WolfenGo", nil, nil) if err != nil { fatalError(err) } Window.MakeContextCurrent() // gl.Init() should be called after context is current if err := gl.Init(); err != nil { fatalError(err) } glfw.SwapInterval(1) // enable vertical refresh fmt.Println(gl.GoStr(gl.GetString(gl.VERSION))) if debugGL { gl.DebugMessageCallback(debugCb, unsafe.Pointer(nil)) gl.Enable(gl.DEBUG_OUTPUT) } // init graphics gl.ClearColor(0.0, 0.0, 0.0, 0.0) gl.FrontFace(gl.CW) gl.CullFace(gl.BACK) gl.Enable(gl.CULL_FACE) gl.Enable(gl.DEPTH_TEST) gl.Enable(gl.BLEND) gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) gl.Enable(gl.DEPTH_CLAMP) gl.Enable(gl.TEXTURE_2D) isRunning := false // load all assets _, err = getBasicShader() if err != nil { fatalError(err) } err = _defaultMedkit.initMedkit() if err != nil { fatalError(err) } err = _defaultMonster.initMonster() if err != nil { fatalError(err) } getDoorMesh() initPlayer() err = initGun() if err != nil { fatalError(err) } G, err = NewGame() if err != nil { fatalError(err) } // GAME STARTS isRunning = true var frames uint64 var frameCounter time.Duration frameTime := time.Duration(1000/frameCap) * time.Millisecond lastTime := time.Now() var unprocessedTime time.Duration for isRunning { var render bool startTime := time.Now() passedTime := startTime.Sub(lastTime) lastTime = startTime unprocessedTime += passedTime frameCounter += passedTime for unprocessedTime > frameTime { render = true unprocessedTime -= frameTime if Window.ShouldClose() { isRunning = false } G.timeDelta = frameTime.Seconds() glfw.PollEvents() err := G.input() if err != nil { fatalError(err) } err = G.update() if err != nil { fatalError(err) } if frameCounter >= time.Second { if printFPS { fmt.Printf("%d FPS\n", frames) } frames = 0 frameCounter -= time.Second } } if render { //TODO: Stencil Buffer gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) G.render() frames++ Window.SwapBuffers() } else { time.Sleep(time.Millisecond) } } Window.Destroy() }