func main() { var winTitle string = "Go-SDL2 + Go-GL" var winWidth, winHeight int = 800, 600 var window *sdl.Window var context sdl.GLContext var event sdl.Event var running bool if 0 != sdl.Init(sdl.INIT_EVERYTHING) { panic(sdl.GetError()) } window = sdl.CreateWindow(winTitle, sdl.WINDOWPOS_UNDEFINED, sdl.WINDOWPOS_UNDEFINED, winWidth, winHeight, sdl.WINDOW_OPENGL) if window == nil { panic(sdl.GetError()) } context = sdl.GL_CreateContext(window) if context == nil { panic(sdl.GetError()) } gl.Enable(gl.DEPTH_TEST) gl.ClearColor(0.2, 0.2, 0.3, 1.0) gl.ClearDepth(1) gl.DepthFunc(gl.LEQUAL) gl.Viewport(0, 0, int32(winWidth), int32(winHeight)) running = true for running { for event = sdl.PollEvent(); event != nil; event = sdl.PollEvent() { switch t := event.(type) { case *sdl.QuitEvent: running = false case *sdl.MouseMotionEvent: fmt.Printf("[%d ms] MouseMotion\tid:%d\tx:%d\ty:%d\txrel:%d\tyrel:%d\n", t.Timestamp, t.Which, t.X, t.Y, t.XRel, t.YRel) } } drawgl() sdl.GL_SwapWindow(window) } sdl.GL_DeleteContext(context) window.Destroy() sdl.Quit() }
func TestBindVariables(t *testing.T) { if sdl.Init(sdl.INIT_EVERYTHING) != 0 { panic(sdl.GetError()) } window := sdl.CreateWindow("test", 0, 0, 320, 200, sdl.WINDOW_HIDDEN|sdl.WINDOW_OPENGL) sdl.GL_SetAttribute(sdl.GL_CONTEXT_PROFILE_MASK, sdl.GL_CONTEXT_PROFILE_ES) sdl.GL_SetAttribute(sdl.GL_CONTEXT_MAJOR_VERSION, 2) sdl.GL_SetAttribute(sdl.GL_CONTEXT_MINOR_VERSION, 0) glctx := sdl.GL_CreateContext(window) vs := gl.CreateShader(gl.VERTEX_SHADER) vs.Source(` uniform mat4 u_projection; uniform vec2 u_size; attribute vec2 a_vertex; attribute vec2 a_texcoord; varying vec2 v_texcoord; void main() { v_texcoord = a_texcoord; gl_Position = u_projection * vec4(a_vertex * u_size, 0, 1); } `) vs.Compile() fs := gl.CreateShader(gl.FRAGMENT_SHADER) fs.Source(` precision mediump float; uniform sampler2D u_tex; uniform vec4 u_color; varying vec2 v_texcoord; void main() { gl_FragColor = texture2D(u_tex, v_texcoord).a * u_color; } `) fs.Compile() p := gl.CreateProgram() p.AttachShader(vs) p.AttachShader(fs) p.Link() var v struct { Proj gl.UniformMatrix4f `glsl:"u_projection"` Size gl.Uniform2f `glsl:"u_size"` Tex gl.Uniform1i `glsl:"u_tex"` Color gl.Uniform4f `glsl:"u_color"` Vertices gl.Vec2Attrib `glsl:"a_vertex"` TexCoords gl.Vec2Attrib `glsl:"a_texcoord"` } p.BindVariables(&v) uniforms := []gl.Uniform{v.Proj, v.Size, v.Tex, v.Color} cksum := 0 for _, u := range uniforms { cksum |= 1 << uint(u.Location()) } if cksum != 0xF { t.Errorf("unexpected uniform locations: %#x", cksum) } attributes := []gl.VertexAttrib{v.Vertices, v.TexCoords} cksum = 0 for _, a := range attributes { cksum |= 1 << uint(a.Index()) } if cksum != 0x3 { t.Errorf("unexpected attribute locations: %#x", cksum) } sdl.GL_DeleteContext(glctx) window.Destroy() sdl.Quit() }
func main() { if sdl.Init(sdl.INIT_EVERYTHING) != 0 { error("Error initializing SDL") return } defer sdl.Quit() ttf.Init() window := sdl.CreateWindow("Hello World!", 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, sdl.WINDOW_SHOWN) if window == nil { error("Error opening window") return } defer window.Destroy() renderer := sdl.CreateRenderer(window, -1, sdl.RENDERER_ACCELERATED) if renderer == nil { error("Error creating renderer") return } defer renderer.Destroy() texture := img.LoadTexture(renderer, "assets/images/exampletexture_2.png") if texture == nil { error("Error creating texture") return } defer texture.Destroy() font, err := ttf.OpenFont("assets/fonts/ComicNeue-Regular.ttf", 18) if err != nil { log.Printf("Error when loading font: %v", error) return } defer font.Close() ok := mix.OpenAudio(22050, mix.DEFAULT_FORMAT, 2, 1024) if !ok { error("Can't open audio") return } defer mix.CloseAudio() mix.AllocateChannels(2) // Might have to convert sound effects to wav to load them as audio // and not music? shoot := mix.LoadMUS("assets/audio/shoot.ogg") if shoot == nil { error("Can't load ogg sound") return } defer shoot.Free() explode := mix.LoadMUS("assets/audio/invaderkilled.ogg") if explode == nil { error("Can't load ogg sound") return } defer explode.Free() game.RenderCallback = func(r *sdl.Renderer) { drawShip(r) drawMissiles(r) drawObstacles(r) } lastObstacleTick := sdl.GetTicks() game.UpdateCallback = func(delta float64) { energy += EnergyRegainedPerSecond * delta if energy > 100. { energy = 100. } moveSpeed := delta * 100 keystate := sdl.GetKeyboardState() updateMissiles(moveSpeed * 3) updateObstacles(delta, explode) if sdl.GetTicks() > lastObstacleTick+500 && rand.Intn(20) == 0 { lastObstacleTick = sdl.GetTicks() size := rand.Float64()*20.0 + 10.0 y := rand.Float64() * SCREEN_HEIGHT x := SCREEN_WIDTH + size speed := rand.Float64()*80.0 + 50.0 obstacles = append(obstacles, Obstacle{x, y, speed, size, 0}) } if keystate[sdl.SCANCODE_W] != 0 { y -= moveSpeed } if keystate[sdl.SCANCODE_S] != 0 { y += moveSpeed } if keystate[sdl.SCANCODE_A] != 0 { x -= moveSpeed } if keystate[sdl.SCANCODE_D] != 0 { x += moveSpeed } if keystate[sdl.SCANCODE_RSHIFT] != 0 { currentTick := sdl.GetTicks() if currentTick > lastFire+300 && energy > EnergyCostPerShot { lastFire = currentTick missiles = append(missiles, FloatPoint{x + 32, y}) energy -= EnergyCostPerShot shoot.Play(1) } } } game.StatusCallback = func() string { return fmt.Sprintf("Energy: %3d Score: %d", int(energy), score) } game.MainLoop(renderer, font) }
func main() { var window *sdl.Window var context sdl.GLContext var event sdl.Event var running bool runtime.LockOSThread() if 0 != sdl.Init(sdl.INIT_EVERYTHING) { panic(sdl.GetError()) } window = sdl.CreateWindow(winTitle, sdl.WINDOWPOS_UNDEFINED, sdl.WINDOWPOS_UNDEFINED, winWidth, winHeight, sdl.WINDOW_OPENGL) if window == nil { panic(sdl.GetError()) } context = sdl.GL_CreateContext(window) if context == nil { panic(sdl.GetError()) } gl.Init() gl.Viewport(0, 0, gl.Sizei(winWidth), gl.Sizei(winHeight)) // OPENGL FLAGS gl.ClearColor(0.0, 0.1, 0.0, 1.0) gl.Enable(gl.DEPTH_TEST) gl.DepthFunc(gl.LESS) gl.Enable(gl.BLEND) gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) // VERTEX BUFFER var vertexbuffer gl.Uint gl.GenBuffers(1, &vertexbuffer) gl.BindBuffer(gl.ARRAY_BUFFER, vertexbuffer) gl.BufferData(gl.ARRAY_BUFFER, gl.Sizeiptr(len(triangle_vertices)*4), gl.Pointer(&triangle_vertices[0]), gl.STATIC_DRAW) // COLOUR BUFFER var colourbuffer gl.Uint gl.GenBuffers(1, &colourbuffer) gl.BindBuffer(gl.ARRAY_BUFFER, colourbuffer) gl.BufferData(gl.ARRAY_BUFFER, gl.Sizeiptr(len(triangle_colours)*4), gl.Pointer(&triangle_colours[0]), gl.STATIC_DRAW) // GUESS WHAT program := createprogram() // VERTEX ARRAY var VertexArrayID gl.Uint gl.GenVertexArrays(1, &VertexArrayID) gl.BindVertexArray(VertexArrayID) gl.EnableVertexAttribArray(0) gl.BindBuffer(gl.ARRAY_BUFFER, vertexbuffer) gl.VertexAttribPointer(0, 3, gl.FLOAT, gl.FALSE, 0, nil) // VERTEX ARRAY HOOK COLOURS gl.EnableVertexAttribArray(1) gl.BindBuffer(gl.ARRAY_BUFFER, colourbuffer) gl.VertexAttribPointer(1, 3, gl.FLOAT, gl.FALSE, 0, nil) //UNIFORM HOOK unistring := gl.GLString("scaleMove") UniScale = gl.GetUniformLocation(program, unistring) fmt.Printf("Uniform Link: %v\n", UniScale+1) gl.UseProgram(program) running = true for running { for event = sdl.PollEvent(); event != nil; event = sdl.PollEvent() { switch t := event.(type) { case *sdl.QuitEvent: running = false case *sdl.MouseMotionEvent: xrot = float32(t.Y) / 2 yrot = float32(t.X) / 2 fmt.Printf("[%dms]MouseMotion\tid:%d\tx:%d\ty:%d\txrel:%d\tyrel:%d\n", t.Timestamp, t.Which, t.X, t.Y, t.XRel, t.YRel) } } drawgl() sdl.GL_SwapWindow(window) } sdl.GL_DeleteContext(context) window.Destroy() sdl.Quit() }