Example #1
0
func main() {
	if err := glfw.Init(); err != nil {
		fmt.Fprintf(os.Stderr, "[e] %v\n", err)
		return
	}
	defer glfw.Terminate()

	if err := glfw.OpenWindow(appWidth, appHeight, 8, 8, 8, 8, 24, 8, glfw.Windowed); err != nil {
		fmt.Fprintf(os.Stderr, "[e] %v\n", err)
		return
	}
	defer glfw.CloseWindow()

	if err := gl.Init(); err != 0 {
		fmt.Fprintf(os.Stderr, "[e] %v\n", err)
		return
	}
	glfw.SetWindowTitle(title)

	fps := fps.NewFPS(glfw.Time())

	blocks.Init(appWidth, appHeight)
	for glfw.WindowParam(glfw.Opened) == 1 {
		blocks.Tick()
		fps.Tick(glfw.Time())
		if glfw.WindowParam(glfw.Active) == 1 {
			glfw.Sleep(0.001)
		} else {
			glfw.Sleep(0.05)
		}
	}
}
Example #2
0
func main() {
	var err error
	if err = glfw.Init(); err != nil {
		log.Fatalf("%v\n", err)
		return
	}

	defer glfw.Terminate()

	// Open window with FSAA samples (if possible).
	glfw.OpenWindowHint(glfw.FsaaSamples, 4)

	if err = glfw.OpenWindow(400, 400, 0, 0, 0, 0, 0, 0, glfw.Windowed); err != nil {
		log.Fatalf("%v\n", err)
		return
	}

	defer glfw.CloseWindow()

	glfw.SetWindowTitle("Aliasing Detector")
	glfw.SetSwapInterval(1)

	if samples := glfw.WindowParam(glfw.FsaaSamples); samples != 0 {
		fmt.Printf("Context reports FSAA is supported with %d samples\n", samples)
	} else {
		fmt.Printf("Context reports FSAA is unsupported\n")
	}

	gl.MatrixMode(gl.PROJECTION)
	glu.Perspective(0, 1, 0, 1)

	for glfw.WindowParam(glfw.Opened) == 1 {
		time := float32(glfw.Time())

		gl.Clear(gl.COLOR_BUFFER_BIT)

		gl.LoadIdentity()
		gl.Translatef(0.5, 0, 0)
		gl.Rotatef(time, 0, 0, 1)

		gl.Enable(GL_MULTISAMPLE_ARB)
		gl.Color3f(1, 1, 1)
		gl.Rectf(-0.25, -0.25, 0.25, 0.25)

		gl.LoadIdentity()
		gl.Translatef(-0.5, 0, 0)
		gl.Rotatef(time, 0, 0, 1)

		gl.Disable(GL_MULTISAMPLE_ARB)
		gl.Color3f(1, 1, 1)
		gl.Rectf(-0.25, -0.25, 0.25, 0.25)
		glfw.SwapBuffers()
	}
}
Example #3
0
func main() {
	var err error
	if err = glfw.Init(); err != nil { ///初始化环境
		log.Fatalf("%v\n", err)
		return
	}
	defer glfw.Terminate() /// 销毁环境

	if err = glfw.OpenWindow(Width, Height, 8, 8, 8, 8, 0, 8, glfw.Windowed); err != nil { ///创建窗口
		log.Fatalf("%v\n", err)
		return
	}
	defer glfw.CloseWindow() /// 销毁窗口

	glfw.SetSwapInterval(1)
	glfw.SetWindowTitle(Title)           ///设置标题
	glfw.SetWindowSizeCallback(onResize) /// 回调窗口变化
	glfw.SetKeyCallback(onKey)           ///回调按键

	initGL()

	running = true
	for running && glfw.WindowParam(glfw.Opened) == 1 {
		drawScene()
	}
}
Example #4
0
func main() {
	if err := glfw.Init(); err != nil {
		fmt.Fprintf(os.Stderr, "%s\n", err.Error())
		return
	}
	defer glfw.Terminate()

	glfw.OpenWindowHint(glfw.FsaaSamples, 4)
	glfw.OpenWindowHint(glfw.OpenGLVersionMajor, 3)
	glfw.OpenWindowHint(glfw.OpenGLVersionMinor, 3)
	glfw.OpenWindowHint(glfw.OpenGLProfile, glfw.OpenGLCoreProfile)

	if err := glfw.OpenWindow(1024, 768, 0, 0, 0, 0, 32, 0, glfw.Windowed); err != nil {
		fmt.Fprintf(os.Stderr, "%s\n", err.Error())
		return
	}

	gl.Init()
	gl.GetError() // Ignore error

	glfw.SetWindowTitle("Tutorial 01")
	glfw.Enable(glfw.StickyKeys)

	gl.ClearColor(0., 0., 0.4, 0.)
	// Equivalent to a do... while
	for ok := true; ok; ok = (glfw.Key(glfw.KeyEsc) != glfw.KeyPress && glfw.WindowParam(glfw.Opened) == gl.TRUE) {
		glfw.SwapBuffers()
	}

}
Example #5
0
func main() {
	var err error
	if err = glfw.Init(); err != nil {
		log.Fatalf("%v\n", err)
		return
	}

	defer glfw.Terminate()

	if err = glfw.OpenWindow(Width, Height, 8, 8, 8, 8, 0, 8, glfw.Windowed); err != nil {
		log.Fatalf("%v\n", err)
		return
	}

	defer glfw.CloseWindow()

	glfw.SetSwapInterval(1)
	glfw.SetWindowTitle(Title)
	glfw.SetWindowSizeCallback(onResize)
	glfw.SetKeyCallback(onKey)

	if err = initGL(); err != nil {
		log.Fatalf("%v\n", err)
		return
	}

	defer destroyGL()

	running = true
	for running && glfw.WindowParam(glfw.Opened) == 1 {
		drawScene()
	}
}
Example #6
0
func RunGame(title string, width, height int, init, draw func()) {
	if err := glfw.Init(); err != nil {
		fmt.Fprintf(os.Stderr, "glfw: %s\n", err)
		return
	}
	defer glfw.Terminate()

	glfw.OpenWindowHint(glfw.WindowNoResize, 1)

	if err := glfw.OpenWindow(width, height, 0, 0, 0, 0, 16, 0, glfw.Windowed); err != nil {
		fmt.Fprintf(os.Stderr, "glfw: %s\n", err)
		return
	}
	defer glfw.CloseWindow()

	glfw.SetSwapInterval(1)
	glfw.SetWindowTitle(title)

	if err := gl.Init(); err != nil {
		fmt.Fprintf(os.Stderr, "gl: %s\n", err)
	}

	if err := initScene(width, height, init); err != nil {
		fmt.Fprintf(os.Stderr, "init: %s\n", err)
		return
	}
	// defer destroyScene()

	for glfw.WindowParam(glfw.Opened) == 1 {
		drawScene(draw)
		glfw.SwapBuffers()
	}
}
Example #7
0
func main() {
	var err error
	if err = glfw.Init(); err != nil {
		log.Fatalf("%v\n", err)
		return
	}

	defer glfw.Terminate()

	if err = glfw.OpenWindow(640, 480, 8, 8, 8, 8, 0, 0, glfw.Windowed); err != nil {
		log.Fatalf("%v\n", err)
		return
	}

	defer glfw.CloseWindow()

	glfw.SetWindowTitle("Draw")
	glfw.SetSwapInterval(1)
	glfw.SetKeyCallback(onKey)
	glfw.SetMouseButtonCallback(onMouseBtn)
	glfw.SetWindowSizeCallback(onResize)

	running = true
	for running && glfw.WindowParam(glfw.Opened) == 1 {
		if mouse[0] != 0 {
			pen.lineTo(glfw.MousePos())
		} else {
			pen.moveTo(glfw.MousePos())
		}

		glfw.SwapBuffers()
	}
}
Example #8
0
func main() {
	if err := glfw.Init(); err != nil {
		fmt.Fprintf(os.Stderr, "%s\n", err.Error())
		return
	}

	defer glfw.Terminate()

	glfw.OpenWindowHint(glfw.FsaaSamples, 4)
	glfw.OpenWindowHint(glfw.OpenGLVersionMajor, 3)
	glfw.OpenWindowHint(glfw.OpenGLVersionMinor, 3)
	glfw.OpenWindowHint(glfw.OpenGLProfile, glfw.OpenGLCoreProfile)

	if err := glfw.OpenWindow(1024, 768, 0, 0, 0, 0, 32, 0, glfw.Windowed); err != nil {
		fmt.Fprintf(os.Stderr, "%s\n", err.Error())
		return
	}

	gl.Init()     // Can't find gl.GLEW_OK or any variation, not sure how to check if this worked
	gl.GetError() // Ignore error

	glfw.SetWindowTitle("Tutorial 02")

	glfw.Enable(glfw.StickyKeys)
	gl.ClearColor(0., 0., 0.4, 0.)

	prog := helper.MakeProgram("SimpleVertexShader.vertexshader", "SimpleFragmentShader.fragmentshader")

	vBufferData := [...]float32{
		-1., -1., 0.,
		1., -1., 0.,
		0., 1., 0.}

	vertexArray := gl.GenVertexArray()
	vertexArray.Bind()
	buffer := gl.GenBuffer()
	buffer.Bind(gl.ARRAY_BUFFER)
	gl.BufferData(gl.ARRAY_BUFFER, len(vBufferData)*4, &vBufferData, gl.STATIC_DRAW)

	// Equivalent to a do... while
	for ok := true; ok; ok = (glfw.Key(glfw.KeyEsc) != glfw.KeyPress && glfw.WindowParam(glfw.Opened) == gl.TRUE) {
		gl.Clear(gl.COLOR_BUFFER_BIT)

		prog.Use()

		attribLoc := gl.AttribLocation(0)
		attribLoc.EnableArray()
		buffer.Bind(gl.ARRAY_BUFFER)
		attribLoc.AttribPointer(3, gl.FLOAT, false, 0, nil)

		gl.DrawArrays(gl.TRIANGLES, 0, 3)

		attribLoc.DisableArray()

		glfw.SwapBuffers()
	}

}
Example #9
0
func (_ *NgLoop) onThreadWin() {
	Stats.FrameWinThread.begin()
	if glfw.PollEvents(); glfw.WindowParam(glfw.Opened) == 1 {
		Loop.On.WinThread()
	} else {
		Loop.Running = false
	}
	Stats.FrameWinThread.end()
}
Example #10
0
File: emu.go Project: jteeuwen/dcpu
// Render renders the OpenGL backend.
func (e *Emu) Render() {
	for glfw.WindowParam(glfw.Opened) != 0 {
		gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
		gl.LoadIdentity()

		e.disp.Render()

		glfw.SwapBuffers()
	}
}
Example #11
0
func Test(t *testing.T) {
	err := glfw.Init()
	if err != nil {
		t.Fatal(err)
	}

	defer glfw.Terminate()

	err = glfw.OpenWindow(800, 600, 8, 8, 8, 0, 0, 0, glfw.Windowed)
	if err != nil {
		t.Fatal(err)
	}

	defer glfw.CloseWindow()

	kb := New()
	kb.Bind(func() {
		fmt.Println("pressed s")
	}, "s")

	kb.Bind(func() {
		fmt.Println("pressed ctrl+s or command+s")
	}, "ctrl+s", "command+s")

	kb.Bind(func() {
		fmt.Println("pressed 't e s t'")
	}, "t e s t")

	kb.Bind(func() {
		fmt.Println("pressed '3'")
	}, "3")

	kb.Bind(func() {
		fmt.Println("pressed '#'")
	}, "#")

	kb.Bind(func() {
		glfw.CloseWindow()
	}, "escape")

	// Print available keybindings.
	fmt.Printf("Known key bindings:\n")
	for _, b := range kb.Bindings() {
		fmt.Printf(" - %q\n", b)
	}

	// Go into GLFW's main event loop.
	for glfw.WindowParam(glfw.Opened) == 1 {
		glfw.SwapBuffers()
	}
}
Example #12
0
func main() {
	var err error
	if err = glfw.Init(); err != nil {
		fmt.Fprintf(os.Stderr, "[e] %v\n", err)
		return
	}

	// Ensure glfw is cleanly terminated on exit.
	defer glfw.Terminate()

	if err = glfw.OpenWindow(256, 256, 8, 8, 8, 0, 0, 0, glfw.Windowed); err != nil {
		fmt.Fprintf(os.Stderr, "[e] %v\n", err)
		return
	}

	// Ensure window is cleanly closed on exit.
	defer glfw.CloseWindow()

	// Enable vertical sync on cards that support it.
	glfw.SetSwapInterval(1)

	// Set window title
	glfw.SetWindowTitle("Simple GLFW window")

	// Hook some events to demonstrate use of callbacks.
	// These are not necessary if you don't need them.
	glfw.SetWindowSizeCallback(onResize)
	glfw.SetWindowCloseCallback(onClose)
	glfw.SetMouseButtonCallback(onMouseBtn)
	glfw.SetMouseWheelCallback(onMouseWheel)
	glfw.SetKeyCallback(onKey)
	glfw.SetCharCallback(onChar)

	// Start loop
	running := true
	for running {
		// OpenGL rendering goes here.

		// Swap front and back rendering buffers. This also implicitly calls
		// glfw.PollEvents(), so we have valid key/mouse/joystick states after
		// this. This behavior can be disabled by calling glfw.Disable with the
		// argument glfw.AutoPollEvents. You must be sure to manually call
		// PollEvents() or WaitEvents() in this case.
		glfw.SwapBuffers()

		// Break out of loop when Escape key is pressed, or window is closed.
		running = glfw.Key(glfw.KeyEsc) == 0 && glfw.WindowParam(glfw.Opened) == 1
	}
}
Example #13
0
func main() {
	// This file holds the actual glyph shapes.
	imgFile, err := gas.Abs("github.com/go-gl/examples/data/bitmap_font.png")
	if err != nil {
		log.Printf("Find font image file: %v", err)
		return
	}

	// This file is a JSON encoded dataset which describes the font
	// and contains the pixel offsets and sizes for each glyph in
	// bitmap_font.png. Both files are needed to load a bitmap font.
	configFile, err := gas.Abs("github.com/go-gl/examples/data/bitmap_font.js")
	if err != nil {
		log.Printf("Find font config file: %v", err)
		return
	}

	err = initGL()
	if err != nil {
		log.Printf("InitGL: %v", err)
		return
	}

	defer glfw.Terminate()

	// Load the same bitmap font at different scale factors.
	for i := range fonts {
		fonts[i], err = loadFont(imgFile, configFile, i+1)
		if err != nil {
			log.Printf("LoadFont: %v", err)
			return
		}

		defer fonts[i].Release()
	}

	for glfw.WindowParam(glfw.Opened) > 0 {
		gl.Clear(gl.COLOR_BUFFER_BIT)

		err = drawString(10, 10, "0 1 2 3 4 5 6 7 8 9 A B C D E F")
		if err != nil {
			log.Printf("Printf: %v", err)
			return
		}

		glfw.SwapBuffers()
	}
}
Example #14
0
func (v *Video) Loop() {
	go func(c chan *Frame) {
		for {
			frame := <-c
			v.frame = frame
		}
	}(v.Frames)

	for glfw.WindowParam(glfw.Opened) == gl.TRUE {
		if v.frame != nil {
			v.Render(v.frame.Data, v.frame.Width, v.frame.Height)
		}
		runtime.Gosched()
	}

	glfw.Terminate()
}
Example #15
0
func MainLoop() bool {
	running = true

	if nextScene != nil {
		s := nextScene
		nextScene = nil
		LoadScene(s)
	}

	insideGameloop = true
	if running && glfw.WindowParam(glfw.Opened) == 1 {
		Run()
	} else {
		return false
	}
	insideGameloop = false

	return true
}
Example #16
0
func (rw *RenderWindow) Render() {
	if glfw.WindowParam(glfw.Opened) == 0 {
		close(rw.quit)
	}
	for i, c := range rw.Channels {
		select {
		case val := <-c.Buffer:
			if int64(len(rw.renderBuffers[i])) > rw.Width {
				rw.renderBuffers[i] = rw.renderBuffers[i][1:]
			}
			rw.renderBuffers[i] = append(rw.renderBuffers[i], val)
		case <-rw.quit:
			rw.Close()
		default:
			continue
		}
	}
	rw.draw()
}
Example #17
0
func main() {
	err := initGL()
	if err != nil {
		log.Printf("InitGL: %v", err)
		return
	}

	defer glfw.Terminate()

	mb := createBuffer()
	defer mb.Release()

	// Perform the rendering.
	var angle float32
	for glfw.WindowParam(glfw.Opened) > 0 {
		gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
		gl.LoadIdentity()
		gl.Translatef(0, 0, -6)
		gl.Rotatef(angle, 1, 1, 1)

		// Render a solid cube at half the scale.
		gl.Scalef(0.2, 0.2, 0.2)
		gl.Enable(gl.COLOR_MATERIAL)
		gl.Enable(gl.POLYGON_OFFSET_FILL)
		gl.PolygonMode(gl.FRONT_AND_BACK, gl.FILL)
		mb.Render(gl.QUADS)

		// Render wireframe cubes, with incremental size.
		gl.Disable(gl.COLOR_MATERIAL)
		gl.Disable(gl.POLYGON_OFFSET_FILL)
		gl.PolygonMode(gl.FRONT_AND_BACK, gl.LINE)

		for i := 0; i < 50; i++ {
			scale := 0.004*float32(i) + 1.0
			gl.Scalef(scale, scale, scale)
			mb.Render(gl.QUADS)
		}

		angle += 0.5
		glfw.SwapBuffers()
	}
}
Example #18
0
func main() {
	err := initGL()
	if err != nil {
		log.Printf("InitGL: %v", err)
		return
	}

	defer glfw.Terminate()

	// Create our texture atlas.
	atlas := glh.NewTextureAtlas(AtlasSize, AtlasSize, 4)
	defer atlas.Release()

	// Fill the altas with image data.
	fillAtlas(atlas)

	// Display the atlas texture on a quad, so we can see
	// what it looks like.
	for glfw.WindowParam(glfw.Opened) > 0 {
		gl.Clear(gl.COLOR_BUFFER_BIT)

		// Bind the atlas texture and render a quad with it.
		atlas.Bind(gl.TEXTURE_2D)
		gl.Begin(gl.QUADS)
		gl.TexCoord2f(0, 0)
		gl.Vertex2f(0, 0)
		gl.TexCoord2f(1, 0)
		gl.Vertex2f(AtlasSize, 0)
		gl.TexCoord2f(1, 1)
		gl.Vertex2f(AtlasSize, AtlasSize)
		gl.TexCoord2f(0, 1)
		gl.Vertex2f(0, AtlasSize)
		gl.End()
		atlas.Unbind(gl.TEXTURE_2D)

		glfw.SwapBuffers()
	}
}
Example #19
0
func main() {
	file, err := gas.Abs("code.google.com/p/freetype-go/luxi-fonts/luxisr.ttf")
	if err != nil {
		log.Printf("Find font file: %v", err)
		return
	}

	err = initGL()
	if err != nil {
		log.Printf("InitGL: %v", err)
		return
	}

	defer glfw.Terminate()

	// Load the same font at different scale factors and directions.
	for i := range fonts {
		fonts[i], err = loadFont(file, int32(12+i))
		if err != nil {
			log.Printf("LoadFont: %v", err)
			return
		}

		defer fonts[i].Release()
	}

	for glfw.WindowParam(glfw.Opened) > 0 {
		gl.Clear(gl.COLOR_BUFFER_BIT)

		err = drawString(10, 10, SampleString)
		if err != nil {
			log.Printf("Printf: %v", err)
			return
		}

		glfw.SwapBuffers()
	}
}
func Run() {

	running = true

	for running {

		start := time.Now()

		escPressed := glfw.Key(glfw.KeyEsc)
		windowOpen := glfw.WindowParam(glfw.Opened)

		running = escPressed == 0 && windowOpen == 1

		select {
		case data := <-ScreenOutputChan:

			drawFrame(data.Pixels)
			drawInfoBox(3, 3, 12, data.IterNr, data.NThreads, data.ExecTime)
			glfw.SwapBuffers()

		default: // Non blocking!
			glfw.PollEvents()

		}

		// Limit to 60hz

		elapsed := time.Since(start)

		timeToSleep := 16*time.Millisecond - elapsed

		if timeToSleep > 0 {
			time.Sleep(timeToSleep)
		}

	}
}
Example #21
0
func (v *video) init() error {
	// Disclaimer: I'm an absolute noob in openGL and I just slammed the
	// keyboard with my text editor open, until it started to produce usable
	// results. I don't fully understand everything I'm doing here.
	if err := glfw.Init(); err != nil {
		return err
	}

	err := glfw.OpenWindow(screenWidth*pixelSize, screenHeight*pixelSize, 0, 0, 0, 0, 0, 0, glfw.Windowed)
	if err != nil {
		return err
	}

	// Enable vertical sync on cards that support it.
	glfw.SetSwapInterval(1)

	glfw.SetWindowTitle("nictuku's CHIP-8 emulator")

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

	gl.ClearColor(0, 0, 0, 0)
	gl.MatrixMode(gl.PROJECTION)

	// Change coordinates to range from [0, 64] and [0,32].
	gl.Ortho(0, screenWidth, screenHeight, 0, 0, 1)

	// Unnecessary sanity check. :-P
	if glfw.WindowParam(glfw.Opened) == 0 {
		return fmt.Errorf("No window opened")
	}

	return nil
}
Example #22
0
func main() {
	err := initGL()
	if err != nil {
		log.Printf("InitGL: %v", err)
		return
	}

	defer glfw.Terminate()

	mb := createBuffer()
	defer mb.Release()

	attr := mb.Colors()

	// Perform the rendering.
	for glfw.WindowParam(glfw.Opened) > 0 {
		gl.Clear(gl.COLOR_BUFFER_BIT)
		gl.LoadIdentity()

		// Center mesh on screen.
		wx, wy := glfw.WindowSize()
		px := (wx / 2) - ((Cols * CellWidth) / 2)
		py := (wy / 2) - ((Rows * CellHeight) / 2)
		gl.Translatef(float32(px), float32(py), 0)

		// Change the color of the quad under the mouse cursor.
		colorize(px, py, attr)

		// Render the mesh.
		mb.Render(gl.QUADS)

		glfw.SwapBuffers()
	}

	attr = nil
}
Example #23
0
func main() {
	err := initGL()
	if err != nil {
		log.Printf("InitGL: %v", err)
		return
	}

	defer glfw.Terminate()

	mb := createBuffer()
	defer mb.Release()

	gl.Enable(gl.BLEND)
	//gl.BlendFunc(gl.SRC_ALPHA, gl.ONE)
	gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)

	f, err := os.Create("test.mpeg")
	if err != nil {
		log.Panicf("Unable to open output file: %q", err)
	}

	im := image.NewRGBA(image.Rect(0, 0, 512, 512))
	e, err := ffmpeg.NewEncoder(ffmpeg.CODEC_ID_H264, im, f)
	if err != nil {
		log.Panicf("Unable to start encoder: %q", err)
	}

	// Perform the rendering.
	var angle float64
	for glfw.WindowParam(glfw.Opened) > 0 {
		gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
		gl.LoadIdentity()
		gl.Translatef(0, 0, -6)
		gl.Rotated(angle/10, 0, 1, 0)
		gl.Rotated(angle, 1, 1, 1)

		// Render a solid cube at half the scale.
		gl.Scalef(0.1, 0.1, 0.1)
		gl.Enable(gl.COLOR_MATERIAL)
		gl.Enable(gl.POLYGON_OFFSET_FILL)
		gl.PolygonMode(gl.FRONT_AND_BACK, gl.FILL)
		mb.Render(gl.QUADS)

		// Render wireframe cubes, with incremental size.
		gl.Disable(gl.COLOR_MATERIAL)
		gl.Disable(gl.POLYGON_OFFSET_FILL)
		gl.PolygonMode(gl.FRONT_AND_BACK, gl.FILL)

		for i := 0; i < 1000; i++ {
			ifl := float64(i)
			scale := 0.000005*ifl + 1.0 + 0.01*math.Sin(angle/10+ifl/10)
			gl.Scaled(scale, scale, scale)
			gl.Rotated((ifl+angle)/1000, 1, 1, 1)
			gl.Rotated((ifl+angle)/1100, -1, 1, 1)

			mb.Render(gl.QUADS)
		}

		glh.ClearAlpha(1)
		glh.CaptureRGBA(im)

		err := e.WriteFrame()
		if err != nil {
			panic(err)
		}

		angle += 0.5
		//glh.CaptureToPng("test.png")
		glfw.SwapBuffers()
	}
	e.Close()
}
Example #24
0
File: main.go Project: andrebq/exp
func main() {
	flag.Parse()

	loadMeshInfo()

	err := initGL()
	if err != nil {
		log.Printf("InitGL: %v", err)
		return
	}

	program, shaderInfo, err := loadShaders(gl.Program(0), nil)
	if err != nil {
		panic(err)
	}
	_ = program

	defer glfw.Terminate()

	mb := createBuffer()
	defer mb.Release()

	// Perform the rendering.
	var angle float32
	reload := time.Tick(time.Duration(300 * time.Millisecond))
	for glfw.WindowParam(glfw.Opened) > 0 {
		select {
		case <-reload:
			oldInfo := shaderInfo
			program, shaderInfo, err = loadShaders(program, shaderInfo)
			if err != nil && lastErr == nil {
				lastErr = err
				println("Error loading shaders. Using old code.", lastErr)
			} else if err == nil && oldInfo != shaderInfo {
				lastErr = nil
				println("new shader code loaded")
			}
		default:
			// do nothing here
		}
		gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
		gl.LoadIdentity()
		gl.Translatef(0, 0, -zoom)

		if angle > 0 {
			gl.Rotatef(angle, rotVet[0], rotVet[1], rotVet[2])
		}

		program.Use()

		gl.Enable(gl.COLOR_MATERIAL)
		gl.Enable(gl.POLYGON_OFFSET_FILL)
		gl.PolygonMode(gl.FRONT_AND_BACK, gl.FILL)
		mb.Render(gl.TRIANGLES)

		if rotVet[0]+rotVet[1]+rotVet[2] != 0 {
			// only increment the angle if at least one of the rotate axis
			// is enabled
			angle += 0.5
		} else if angle != 0 {
			angle = 0
		}
		glfw.SwapBuffers()
	}
}
Example #25
0
File: main.go Project: pwaller/mema
func main_loop(data *ProgramData) {
	start := time.Now()
	frames := 0
	lastblocks := 0

	// Frame counter
	go func() {
		for {
			time.Sleep(time.Second)
			if *verbose {
				memstats := new(runtime.MemStats)
				runtime.ReadMemStats(memstats)
				fps := float64(frames) / time.Since(start).Seconds()
				blocks := len(data.blocks)
				bps := float64(blocks-lastblocks) / time.Since(start).Seconds()
				lastblocks = blocks
				log.Printf("fps = %5.2f; blocks = %4d; bps = %5.2f sparemem = %6d MB; alloc'd = %6.6f; (+footprint = %6.6f)",
					fps, len(data.blocks), bps, SpareRAM(), float64(memstats.Alloc)/1024/1024,
					float64(memstats.Sys-memstats.Alloc)/1024/1024)

				PrintTimers(frames)
			}
			start = time.Now()
			frames = 0
		}
	}()

	// Necessary at the moment to prevent eventual OOM
	go func() {
		for {
			time.Sleep(5 * time.Second)
			if *verbose {
				log.Print("GC()")
			}
			runtime.GC()
			if *verbose {
				GCStats()
			}
		}
	}()

	var i int64 = -int64(*nback)

	// TODO(pwaller): Make this work again
	// text := glh.MakeText(data.filename, 32)

	// Location of mouse in record space
	var rec, rec_actual int64 = 0, 0

	var stacktext, dwarftext []*glh.Text
	var recordtext *glh.Text = nil

	var mousex, mousey, mousedownx, mousedowny int
	var mousepx, mousepy float64
	var lbutton bool
	escape_hit := false

	glfw.SetMouseWheelCallback(func(pos int) {
		nback_prev := *nback
		if pos < 0 {
			*nback = 40 * 1024 << uint(-pos)
		} else {
			*nback = 40 * 1024 >> uint(pos)
		}
		//log.Print("Mousewheel position: ", pos, " nback: ", *nback)

		if rec == 0 {
			return
		}

		// mouse cursor is at screen "rec_actual", and it should be after
		// the transformation

		// We need to adjust `i` to keep this value constant:
		// rec_actual == i + int64(constpart * float64(*nback))
		//   where constpart <- (-const + 2.) / 4.
		// (that way, the mouse is still pointing at the same place after scaling)

		constpart := float64(rec_actual-i) / float64(nback_prev)

		rec_actual_after := i + int64(constpart*float64(*nback))
		delta := rec_actual_after - rec_actual
		i -= delta

		// Ensure the mouse cursor position doesn't change when zooming
		rec = rec_actual - i
	})

	update_text := func() {
		if DoneThisFrame(RenderText) {
			return
		}

		if recordtext != nil {
			recordtext.Destroy()
			recordtext = nil
		}
		//r := 0 //data.GetRecord(rec_actual)
		//if r != nil {
		//log.Print(data.records[rec_actual])
		//recordtext = MakeText(r.String(), 32)
		//}

		for j := range stacktext {
			stacktext[j].Destroy()
		}
		// TODO: Load records on demand
		if false {
			stack := data.GetStackNames(rec_actual)
			stacktext = make([]*glh.Text, len(stack))
			for j := range stack {
				stacktext[j] = glh.MakeText(stack[j], 32)
			}
		}
	}

	glfw.SetMouseButtonCallback(func(button, action int) {
		switch button {
		case glfw.Mouse1:
			switch action {
			case glfw.KeyPress:
				mousedownx, mousedowny = mousex, mousey
				lbutton = true

				r := data.GetRecord(rec_actual)
				if r != nil {
					if r.Type == MEMA_ACCESS {
						log.Print(r)
						ma := r.MemAccess()
						dwarf := data.GetDwarf(ma.Pc)
						log.Print("Can has dwarf? ", len(dwarf))
						for i := range dwarf {
							log.Print("  ", dwarf[i])
							//recordtext = MakeText(data.records[rec_actual].String(), 32)

						}
						log.Print("")

						for j := range dwarftext {
							dwarftext[j].Destroy()
						}
						dwarftext = make([]*glh.Text, len(dwarf))
						for j := range dwarf {
							dwarftext[j] = glh.MakeText(fmt.Sprintf("%q", dwarf[j]), 32)
						}
					}

					//recordtext = MakeText(data.records[rec_actual].String(), 32)
				}

			case glfw.KeyRelease:
				lbutton = false
			}
		}
	})

	glfw.SetMousePosCallback(func(x, y int) {

		px, py := glh.WindowToProj(x, y)
		// Record index
		rec = int64((py+2)*float64(*nback)/4. + 0.5)
		rec_actual = rec + i

		dpy := py - mousepy
		di := int64(-dpy * float64(*nback) / 4.)

		if lbutton {
			i += di
		}

		mousepx, mousepy = px, py
		mousex, mousey = x, y

		//log.Printf("Mouse motion: (%3d, %3d), (%f, %f), (%d, %d) dpy=%f di=%d",
		//x, y, px, py, rec, rec_actual, dpy, di)

		update_text()
	})

	glfw.SetKeyCallback(func(key, state int) {
		switch key {
		case glfw.KeyEsc:
			escape_hit = true
		}
	})

	draw_mousepoint := func() {

		// Draw the mouse point
		glh.With(glh.Matrix{gl.MODELVIEW}, func() {
			gl.Translated(0, -2, 0)
			gl.Scaled(1, 4/float64(*nback), 1)
			gl.Translated(0, float64(rec), 0)

			gl.PointSize(10)
			glh.With(glh.Primitive{gl.POINTS}, func() {
				gl.Color4f(1, 1, 1, 1)
				gl.Vertex3d(mousepx, 0, 0)
			})
		})
	}

	draw_text := func() {
		// Draw any text
		glh.With(glh.WindowCoords{}, func() {
			w, h := glh.GetViewportWHD()

			glh.With(glh.Attrib{gl.ENABLE_BIT}, func() {
				gl.Enable(gl.TEXTURE_2D)
				// text.Draw(0, 0)
				for text_idx := range stacktext {
					stacktext[text_idx].Draw(int(w*0.55), int(h)-35-text_idx*16)
				}
				for text_idx := range dwarftext {
					dwarftext[text_idx].Draw(int(w*0.55), 35+text_idx*16)
				}
				if recordtext != nil {
					recordtext.Draw(int(w*0.55), 35)
				}
			})
		})
	}

	Draw = func() {

		gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)

		// Draw the memory access/function data
		data.Draw(i, *nback)

		draw_mousepoint()
		draw_text()

		// Visible region quad
		// gl.Color4f(1, 1, 1, 0.25)
		// DrawQuadd(-2.1, -2.25, 4.4, 2.1 - -2.25)

		// StatsHUD()
	}

	interrupt := make(chan os.Signal)
	signal.Notify(interrupt, os.Interrupt)
	ctrlc_hit := false
	go func() {
		<-interrupt
		ctrlc_hit = true
	}()

	done := false
	for !done {
		done_this_frame = make(map[WorkType]bool)

		glh.With(&Timer{Name: "Draw"}, func() {
			Draw()
		})

		glfw.SwapBuffers()

		DoMainThreadWork()

		done = ctrlc_hit || escape_hit || glfw.WindowParam(glfw.Opened) == 0
		frames += 1
	}
}
Example #26
0
func main() {
	if err := glfw.Init(); err != nil {
		fmt.Fprintf(os.Stderr, "%s\n", err.Error())
		return
	}

	defer glfw.Terminate()

	glfw.OpenWindowHint(glfw.FsaaSamples, 4)
	glfw.OpenWindowHint(glfw.OpenGLVersionMajor, 3)
	glfw.OpenWindowHint(glfw.OpenGLVersionMinor, 3)
	glfw.OpenWindowHint(glfw.OpenGLProfile, glfw.OpenGLCoreProfile)

	if err := glfw.OpenWindow(1024, 768, 0, 0, 0, 0, 32, 0, glfw.Windowed); err != nil {
		fmt.Fprintf(os.Stderr, "%s\n", err.Error())
		return
	}

	//gl.GlewExperimental(true)
	gl.Init()     // Can't find gl.GLEW_OK or any variation, not sure how to check if this worked
	gl.GetError() // ignore error, since we're telling it to use CoreProfile above, we get "invalid enumerant" (GLError 1280) which freaks the OpenGLSentinel out
	// With go-gl we also apparently can't set glewExperimental

	glfw.SetWindowTitle("Tutorial 05")

	glfw.Enable(glfw.StickyKeys)
	gl.ClearColor(0., 0., 0.4, 0.)

	gl.Enable(gl.DEPTH_TEST)
	gl.DepthFunc(gl.LESS)

	vertexArray := gl.GenVertexArray()
	defer vertexArray.Delete()
	vertexArray.Bind()

	prog := helper.MakeProgram("TransformVertexShader.vertexshader", "TextureFragmentShader.fragmentshader")
	defer prog.Delete()

	matrixID := prog.GetUniformLocation("MVP")

	Projection := mathgl.Perspective(45.0, 4.0/3.0, 0.1, 100.0)

	View := mathgl.LookAt(4.0, 3.0, 3.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0)

	Model := mathgl.Ident4f()

	MVP := Projection.Mul4(View).Mul4(Model) // Remember, transform multiplication order is "backwards"

	texture := helper.MakeTextureFromTGA("uvtemplate.tga")
	defer texture.Delete()
	texSampler := prog.GetUniformLocation("myTextureSampler")

	vBufferData := [...]float32{
		-1.0, -1.0, -1.0,
		-1.0, -1.0, 1.0,
		-1.0, 1.0, 1.0,
		1.0, 1.0, -1.0,
		-1.0, -1.0, -1.0,
		-1.0, 1.0, -1.0,
		1.0, -1.0, 1.0,
		-1.0, -1.0, -1.0,
		1.0, -1.0, -1.0,
		1.0, 1.0, -1.0,
		1.0, -1.0, -1.0,
		-1.0, -1.0, -1.0,
		-1.0, -1.0, -1.0,
		-1.0, 1.0, 1.0,
		-1.0, 1.0, -1.0,
		1.0, -1.0, 1.0,
		-1.0, -1.0, 1.0,
		-1.0, -1.0, -1.0,
		-1.0, 1.0, 1.0,
		-1.0, -1.0, 1.0,
		1.0, -1.0, 1.0,
		1.0, 1.0, 1.0,
		1.0, -1.0, -1.0,
		1.0, 1.0, -1.0,
		1.0, -1.0, -1.0,
		1.0, 1.0, 1.0,
		1.0, -1.0, 1.0,
		1.0, 1.0, 1.0,
		1.0, 1.0, -1.0,
		-1.0, 1.0, -1.0,
		1.0, 1.0, 1.0,
		-1.0, 1.0, -1.0,
		-1.0, 1.0, 1.0,
		1.0, 1.0, 1.0,
		-1.0, 1.0, 1.0,
		1.0, -1.0, 1.0}

	uvBufferData := [...]float32{
		0.000059, 1.0 - 0.000004,
		0.000103, 1.0 - 0.336048,
		0.335973, 1.0 - 0.335903,
		1.000023, 1.0 - 0.000013,
		0.667979, 1.0 - 0.335851,
		0.999958, 1.0 - 0.336064,
		0.667979, 1.0 - 0.335851,
		0.336024, 1.0 - 0.671877,
		0.667969, 1.0 - 0.671889,
		1.000023, 1.0 - 0.000013,
		0.668104, 1.0 - 0.000013,
		0.667979, 1.0 - 0.335851,
		0.000059, 1.0 - 0.000004,
		0.335973, 1.0 - 0.335903,
		0.336098, 1.0 - 0.000071,
		0.667979, 1.0 - 0.335851,
		0.335973, 1.0 - 0.335903,
		0.336024, 1.0 - 0.671877,
		1.000004, 1.0 - 0.671847,
		0.999958, 1.0 - 0.336064,
		0.667979, 1.0 - 0.335851,
		0.668104, 1.0 - 0.000013,
		0.335973, 1.0 - 0.335903,
		0.667979, 1.0 - 0.335851,
		0.335973, 1.0 - 0.335903,
		0.668104, 1.0 - 0.000013,
		0.336098, 1.0 - 0.000071,
		0.000103, 1.0 - 0.336048,
		0.000004, 1.0 - 0.671870,
		0.336024, 1.0 - 0.671877,
		0.000103, 1.0 - 0.336048,
		0.336024, 1.0 - 0.671877,
		0.335973, 1.0 - 0.335903,
		0.667969, 1.0 - 0.671889,
		1.000004, 1.0 - 0.671847,
		0.667979, 1.0 - 0.335851}

	vertexBuffer := gl.GenBuffer()
	defer vertexBuffer.Delete()
	vertexBuffer.Bind(gl.ARRAY_BUFFER)
	gl.BufferData(gl.ARRAY_BUFFER, len(vBufferData)*4, &vBufferData, gl.STATIC_DRAW)

	uvBuffer := gl.GenBuffer()
	defer uvBuffer.Delete()
	uvBuffer.Bind(gl.ARRAY_BUFFER)
	gl.BufferData(gl.ARRAY_BUFFER, len(uvBufferData)*4, &uvBufferData, gl.STATIC_DRAW)

	// Equivalent to a do... while
	for ok := true; ok; ok = (glfw.Key(glfw.KeyEsc) != glfw.KeyPress && glfw.WindowParam(glfw.Opened) == gl.TRUE) {
		func() {
			gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)

			prog.Use()
			defer gl.ProgramUnuse()

			matrixID.UniformMatrix4fv(false, MVP)

			gl.ActiveTexture(gl.TEXTURE0)
			texture.Bind(gl.TEXTURE_2D)
			defer texture.Unbind(gl.TEXTURE_2D)
			texSampler.Uniform1i(0)

			vertexAttrib := gl.AttribLocation(0)
			vertexAttrib.EnableArray()
			defer vertexAttrib.DisableArray()
			vertexBuffer.Bind(gl.ARRAY_BUFFER)
			defer vertexBuffer.Unbind(gl.ARRAY_BUFFER)
			vertexAttrib.AttribPointer(3, gl.FLOAT, false, 0, nil)

			uvAttrib := gl.AttribLocation(1)
			uvAttrib.EnableArray()
			defer uvAttrib.DisableArray()
			uvBuffer.Bind(gl.ARRAY_BUFFER)
			defer uvBuffer.Unbind(gl.ARRAY_BUFFER)
			uvAttrib.AttribPointer(2, gl.FLOAT, false, 0, nil)

			gl.DrawArrays(gl.TRIANGLES, 0, 12*3)

			glfw.SwapBuffers()
		}() // Defers unbinds and disables to here, end of the loop
	}

}
Example #27
0
func main() {
	var err error
	var looping = true
	defer fmt.Println("EXIT")
	if err = glfw.Init(); err != nil {
		panic(err)
	}
	defer glfw.Terminate()
	glfw.OpenWindowHint(glfw.FsaaSamples, 0)
	if useStrictCoreProfile {
		glfw.OpenWindowHint(glfw.OpenGLVersionMajor, 3)
		glfw.OpenWindowHint(glfw.OpenGLVersionMinor, 2)
		glfw.OpenWindowHint(glfw.OpenGLProfile, glfw.OpenGLCoreProfile)
	}

	if err = glfw.OpenWindow(1280, 720, 8, 8, 8, 0, 24, 8, glfw.Windowed); err != nil {
		panic(err)
	}
	defer glfw.CloseWindow()
	glfw.Enable(glfw.StickyKeys)
	if !gl.Util.Init() {
		panic("Failed to initialize at least OpenGL 3.2 or higher.")
	}
	defer logLastGlError("(post loop)")
	gl.ClearColor(0.3, 0.1, 0.0, 1.0)
	gl.Enable(gl.DEPTH_TEST)
	gl.FrontFace(gl.CCW)
	gl.CullFace(gl.BACK)
	gl.Disable(gl.CULL_FACE)
	if err = compileShaders(); err != nil {
		panic(err)
	}
	setupGeometry()
	defer deleteGeometry()
	logLastGlError("(pre loop)")

	for looping {
		gl.UseProgram(shaderProg)
		if isFirstLoop {
			logLastGlError("gl.UseProgram")
		}

		gl.Viewport(0, 0, 1280, 720)
		if isFirstLoop {
			logLastGlError("gl.ViewPort")
		}

		gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
		if isFirstLoop {
			logLastGlError("gl.Clear")
		}

		renderGeometry(faceTri)
		if isFirstLoop {
			logLastGlError("renderGeometry(faceTri)")
		}

		renderGeometry(faceQuad)
		if isFirstLoop {
			logLastGlError("renderGeometry(faceQuad)")
		}

		if (glfw.WindowParam(glfw.Opened) != 1) || (glfw.Key(glfw.KeyEsc) == glfw.KeyPress) {
			looping = false
		} else {
			glfw.SwapBuffers()
		}
		isFirstLoop = false
	}
	logLastGlError("post-loop")
}
Example #28
0
func main() {
	if err := glfw.Init(); err != nil {
		fmt.Fprintf(os.Stderr, "%s\n", err.Error())
		return
	}

	defer glfw.Terminate()

	glfw.OpenWindowHint(glfw.FsaaSamples, 4)
	glfw.OpenWindowHint(glfw.OpenGLVersionMajor, 3)
	glfw.OpenWindowHint(glfw.OpenGLVersionMinor, 3)
	glfw.OpenWindowHint(glfw.OpenGLProfile, glfw.OpenGLCoreProfile)

	if err := glfw.OpenWindow(1024, 768, 0, 0, 0, 0, 32, 0, glfw.Windowed); err != nil {
		fmt.Fprintf(os.Stderr, "%s\n", err.Error())
		return
	}

	glfw.SetSwapInterval(0)

	//gl.GlewExperimental(true)
	gl.Init()     // Can't find gl.GLEW_OK or any variation, not sure how to check if this worked
	gl.GetError() // ignore error, since we're telling it to use CoreProfile above, we get "invalid enumerant" (GLError 1280) which freaks the OpenGLSentinel out

	glfw.SetWindowTitle("Tutorial 07")

	glfw.Enable(glfw.StickyKeys)
	glfw.Disable(glfw.MouseCursor) // Not in the original tutorial, but IMO it SHOULD be there
	glfw.SetMousePos(1024.0/2.0, 768.0/2.0)

	gl.ClearColor(0., 0., 0.4, 0.)

	gl.Enable(gl.DEPTH_TEST)
	gl.DepthFunc(gl.LESS)

	gl.Enable(gl.CULL_FACE)

	camera := input.NewCamera()

	vertexArray := gl.GenVertexArray()
	defer vertexArray.Delete()
	vertexArray.Bind()

	prog := helper.MakeProgram("TransformVertexShader.vertexshader", "TextureFragmentShader.fragmentshader")
	defer prog.Delete()

	matrixID := prog.GetUniformLocation("MVP")

	texture := helper.MakeTextureFromTGA("uvmap.tga") // Had to convert to tga, go-gl is missing the texture method for DDS right now
	defer texture.Delete()
	texSampler := prog.GetUniformLocation("myTextureSampler")

	meshObj := objloader.LoadObject("cube.obj")
	vertices, uvs := meshObj.Vertices, meshObj.UVs

	vertexBuffer := gl.GenBuffer()
	defer vertexBuffer.Delete()
	vertexBuffer.Bind(gl.ARRAY_BUFFER)
	gl.BufferData(gl.ARRAY_BUFFER, len(vertices)*3*4, vertices, gl.STATIC_DRAW)

	uvBuffer := gl.GenBuffer()
	defer uvBuffer.Delete()
	uvBuffer.Bind(gl.ARRAY_BUFFER)
	// UV doesn't seem to care
	gl.BufferData(gl.ARRAY_BUFFER, len(uvs)*2*4, uvs, gl.STATIC_DRAW)

	// Equivalent to a do... while
	for ok := true; ok; ok = (glfw.Key(glfw.KeyEsc) != glfw.KeyPress && glfw.WindowParam(glfw.Opened) == gl.TRUE && glfw.Key('Q') != glfw.KeyPress) {
		func() {
			gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)

			prog.Use()
			defer gl.ProgramUnuse()

			view, proj := camera.ComputeViewPerspective()
			model := mathgl.Ident4f()

			MVP := proj.Mul4(view).Mul4(model)

			matrixID.UniformMatrix4fv(false, MVP)

			gl.ActiveTexture(gl.TEXTURE0)
			texture.Bind(gl.TEXTURE_2D)
			defer texture.Unbind(gl.TEXTURE_2D)
			texSampler.Uniform1i(0)

			vertexAttrib := gl.AttribLocation(0)
			vertexAttrib.EnableArray()
			defer vertexAttrib.DisableArray()
			vertexBuffer.Bind(gl.ARRAY_BUFFER)
			defer vertexBuffer.Unbind(gl.ARRAY_BUFFER)
			vertexAttrib.AttribPointer(3, gl.FLOAT, false, 0, nil)

			uvAttrib := gl.AttribLocation(1)
			uvAttrib.EnableArray()
			defer uvAttrib.DisableArray()
			uvBuffer.Bind(gl.ARRAY_BUFFER)
			defer uvBuffer.Unbind(gl.ARRAY_BUFFER)
			uvAttrib.AttribPointer(2, gl.FLOAT, false, 0, nil)

			gl.DrawArrays(gl.TRIANGLES, 0, len(vertices))

			glfw.SwapBuffers()
		}() // Defers unbinds and disables to here, end of the loop
	}

}
Example #29
0
func main() {
	if err := glfw.Init(); err != nil {
		fmt.Fprintf(os.Stderr, "%s\n", err.Error())
		return
	}

	defer glfw.Terminate()

	glfw.OpenWindowHint(glfw.FsaaSamples, 4)
	glfw.OpenWindowHint(glfw.OpenGLVersionMajor, 3)
	glfw.OpenWindowHint(glfw.OpenGLVersionMinor, 3)
	glfw.OpenWindowHint(glfw.OpenGLProfile, glfw.OpenGLCoreProfile)

	if err := glfw.OpenWindow(1024, 768, 0, 0, 0, 0, 32, 0, glfw.Windowed); err != nil {
		fmt.Fprintf(os.Stderr, "%s\n", err.Error())
		return
	}

	gl.Init()
	gl.GetError() // Ignore error

	glfw.SetWindowTitle("Tutorial 04")

	glfw.Enable(glfw.StickyKeys)
	gl.ClearColor(0., 0., 0.4, 0.)

	gl.Enable(gl.DEPTH_TEST)
	gl.DepthFunc(gl.LESS)

	vertexArray := gl.GenVertexArray()
	defer vertexArray.Delete()
	vertexArray.Bind()

	prog := helper.MakeProgram("TransformVertexShader.vertexshader", "ColorFragmentShader.fragmentshader")
	defer prog.Delete()

	matrixID := prog.GetUniformLocation("MVP")

	Projection := mathgl.Perspective(45.0, 4.0/3.0, 0.1, 100.0)

	View := mathgl.LookAt(4.0, 3.0, -3.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0)

	Model := mathgl.Ident4f()

	MVP := Projection.Mul4(View).Mul4(Model) // Remember, transform multiplication order is "backwards"

	vBufferData := [...]float32{
		-1.0, -1.0, -1.0,
		-1.0, -1.0, 1.0,
		-1.0, 1.0, 1.0,
		1.0, 1.0, -1.0,
		-1.0, -1.0, -1.0,
		-1.0, 1.0, -1.0,
		1.0, -1.0, 1.0,
		-1.0, -1.0, -1.0,
		1.0, -1.0, -1.0,
		1.0, 1.0, -1.0,
		1.0, -1.0, -1.0,
		-1.0, -1.0, -1.0,
		-1.0, -1.0, -1.0,
		-1.0, 1.0, 1.0,
		-1.0, 1.0, -1.0,
		1.0, -1.0, 1.0,
		-1.0, -1.0, 1.0,
		-1.0, -1.0, -1.0,
		-1.0, 1.0, 1.0,
		-1.0, -1.0, 1.0,
		1.0, -1.0, 1.0,
		1.0, 1.0, 1.0,
		1.0, -1.0, -1.0,
		1.0, 1.0, -1.0,
		1.0, -1.0, -1.0,
		1.0, 1.0, 1.0,
		1.0, -1.0, 1.0,
		1.0, 1.0, 1.0,
		1.0, 1.0, -1.0,
		-1.0, 1.0, -1.0,
		1.0, 1.0, 1.0,
		-1.0, 1.0, -1.0,
		-1.0, 1.0, 1.0,
		1.0, 1.0, 1.0,
		-1.0, 1.0, 1.0,
		1.0, -1.0, 1.0}

	colorBufferData := [...]float32{
		0.583, 0.771, 0.014,
		0.609, 0.115, 0.436,
		0.327, 0.483, 0.844,
		0.822, 0.569, 0.201,
		0.435, 0.602, 0.223,
		0.310, 0.747, 0.185,
		0.597, 0.770, 0.761,
		0.559, 0.436, 0.730,
		0.359, 0.583, 0.152,
		0.483, 0.596, 0.789,
		0.559, 0.861, 0.639,
		0.195, 0.548, 0.859,
		0.014, 0.184, 0.576,
		0.771, 0.328, 0.970,
		0.406, 0.615, 0.116,
		0.676, 0.977, 0.133,
		0.971, 0.572, 0.833,
		0.140, 0.616, 0.489,
		0.997, 0.513, 0.064,
		0.945, 0.719, 0.592,
		0.543, 0.021, 0.978,
		0.279, 0.317, 0.505,
		0.167, 0.620, 0.077,
		0.347, 0.857, 0.137,
		0.055, 0.953, 0.042,
		0.714, 0.505, 0.345,
		0.783, 0.290, 0.734,
		0.722, 0.645, 0.174,
		0.302, 0.455, 0.848,
		0.225, 0.587, 0.040,
		0.517, 0.713, 0.338,
		0.053, 0.959, 0.120,
		0.393, 0.621, 0.362,
		0.673, 0.211, 0.457,
		0.820, 0.883, 0.371,
		0.982, 0.099, 0.879}

	//elBufferData := [...]uint8{0, 1, 2} // Not sure why this is here

	vertexBuffer := gl.GenBuffer()
	defer vertexBuffer.Delete()
	vertexBuffer.Bind(gl.ARRAY_BUFFER)
	gl.BufferData(gl.ARRAY_BUFFER, len(vBufferData)*4, &vBufferData, gl.STATIC_DRAW)

	colorBuffer := gl.GenBuffer()
	defer colorBuffer.Delete()
	colorBuffer.Bind(gl.ARRAY_BUFFER)
	gl.BufferData(gl.ARRAY_BUFFER, len(colorBufferData)*4, &colorBufferData, gl.STATIC_DRAW)

	// Equivalent to a do... while
	for ok := true; ok; ok = (glfw.Key(glfw.KeyEsc) != glfw.KeyPress && glfw.WindowParam(glfw.Opened) == gl.TRUE) {
		gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)

		prog.Use()

		matrixID.UniformMatrix4fv(false, MVP)

		vertexAttrib := gl.AttribLocation(0)
		vertexAttrib.EnableArray()
		vertexBuffer.Bind(gl.ARRAY_BUFFER)
		vertexAttrib.AttribPointer(3, gl.FLOAT, false, 0, nil)

		colorAttrib := gl.AttribLocation(1)
		colorAttrib.EnableArray()
		colorBuffer.Bind(gl.ARRAY_BUFFER)
		colorAttrib.AttribPointer(3, gl.FLOAT, false, 0, nil)

		gl.DrawArrays(gl.TRIANGLES, 0, 12*3)

		vertexAttrib.DisableArray()
		colorAttrib.DisableArray()

		glfw.SwapBuffers()
	}

}
Example #30
0
func New(width int, height int, title string) *Window {
	var err error
	window := &Window{width: width, height: height, title: title}
	// initialize logger
	logf, err := os.OpenFile("window.log", os.O_WRONLY|os.O_CREATE, 0640)
	logger := log.New(logf, "", log.Ldate|log.Ltime)

	if err = glfw.Init(); err != nil {
		fmt.Fprintf(os.Stderr, "[e] %v\n", err)
		return nil
	}

	// width, hieght, r,g,b,a (color depth bits), depth, stencil, mode
	if err = glfw.OpenWindow(window.width, window.height, 8, 8, 8, 0, 0, 0, glfw.Windowed); err != nil {
		fmt.Fprintf(os.Stderr, "[e] %v\n", err)
		return nil
	}

	onResize := func(w, h int) {
		logger.Printf("resized: %dx%d\n", w, h)
	}

	onClose := func() int {
		logger.Println("window closed\n")
		return 1 // return 0 to keep window open.
	}

	// list callback generators
	createBtnList := func(btnNext func() interface{}, device string) func(button, state int) {
		btnList := list.New()
		btnNext = func() interface{} { return btnList.Remove(btnList.Back()) }
		return func(button, state int) {
			btnList.PushFront(btnEvent{button: button, state: state})
			logger.Printf("%s button: %d, %d\n", device, button, state)
		}
	}

	createPosList := func(posNext func() interface{}, device string) func(x, y int) {
		posList := list.New()
		posNext = func() interface{} { return posList.Remove(posList.Back()) }
		return func(x, y int) {
			posList.PushFront(posEvent{x: x, y: y})
			logger.Printf("%s pos: %d, %d\n", device, x, y)
		}
	}

	createDeltaList := func(deltaNext func() interface{}, device string) func(delta int) {
		deltaList := list.New()
		deltaNext = func() interface{} { return deltaList.Remove(deltaList.Back()) }
		return func(delta int) {
			deltaList.PushFront(deltaEvent{delta: delta})
			logger.Printf("%s delta: %d\n", device, delta)
		}
	}

	glfw.SetSwapInterval(1)
	glfw.SetWindowTitle(title)

	glfw.SetWindowSizeCallback(onResize)
	glfw.SetWindowCloseCallback(onClose)
	glfw.SetMousePosCallback(createPosList(window.MousePos, "mouse pos"))
	glfw.SetMouseButtonCallback(createBtnList(window.MouseBtn, "mouse"))
	glfw.SetMouseWheelCallback(createDeltaList(window.MouseWheel, "mouse wheel"))
	glfw.SetKeyCallback(createBtnList(window.KeyEvt, "keyboard"))
	glfw.SetCharCallback(createBtnList(window.CharEvt, "char"))

	window.Start = func() {
		defer glfw.Terminate()
		defer glfw.CloseWindow()
		running := true
		for running {
			window.Render()
			glfw.SwapBuffers()
			// Break out of loop when Escape key is pressed, or window is closed.
			running = glfw.Key(glfw.KeyEsc) == 0 && glfw.WindowParam(glfw.Opened) == 1
		}
	}

	return window
}