Example #1
0
func NewWindowedWindow(title string, width, height int) Window {
	// FOR GLFW event handling
	runtime.LockOSThread()

	windowSDL, err := sdl.CreateWindow(title, sdl.WINDOWPOS_UNDEFINED,
		sdl.WINDOWPOS_UNDEFINED,
		width, height, sdl.WINDOW_OPENGL)

	if err != nil {
		panic(err)
	}
	if windowSDL == nil {
		panic(sdl.GetError())
	}

	context, err := sdl.GL_CreateContext(windowSDL)
	sdl.GL_MakeCurrent(windowSDL, context)

	if err != nil {
		panic("Error loading window: " + err.Error())
	}

	w := Window{title: title, Width: width, Height: height, full: false, windowSDL: windowSDL, contextSDL: context, running: false}

	w.init()
	var current sdl.DisplayMode
	if err := sdl.GetCurrentDisplayMode(0, &current); err != nil {
		fmt.Println("COuld not get display mode: " + err.Error())
	}
	fmt.Printf("Display #%d: current display mode is %dx%dpx @ %dhz. \n", 0, current.W, current.H, current.RefreshRate)

	return w
}
Example #2
0
func main() {
	var (
		err     error
		window  *sdl.Window
		context sdl.GLContext
	)

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

	sdl.GL_SetAttribute(sdl.GL_CONTEXT_PROFILE_MASK, sdl.GL_CONTEXT_PROFILE_COMPATIBILITY)

	window, err = sdl.CreateWindow(winTitle, sdl.WINDOWPOS_UNDEFINED, sdl.WINDOWPOS_UNDEFINED, winWidth, winHeight, sdl.WINDOW_OPENGL)
	if err != nil {
		panic(err)
	}
	defer window.Destroy()

	context, err = sdl.GL_CreateContext(window)
	if err != nil {
		panic(err)
	}
	defer sdl.GL_DeleteContext(context)

	if err = sdl.GL_MakeCurrent(window, context); err != nil {
		panic(err)
	}

	if err = gl.Init(); err != nil {
		panic(err)
	}

	sdl.GL_SetSwapInterval(1)

	printGLInfo()
	setupGL()
	windowLoop(window)
}
Example #3
0
func main() {
	var (
		err     error
		window  *sdl.Window
		context sdl.GLContext
	)

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

	sdl.GL_SetAttribute(sdl.GL_CONTEXT_MAJOR_VERSION, 3)
	sdl.GL_SetAttribute(sdl.GL_CONTEXT_MINOR_VERSION, 2)
	sdl.GL_SetAttribute(sdl.GL_CONTEXT_PROFILE_MASK, sdl.GL_CONTEXT_PROFILE_CORE)

	window, err = sdl.CreateWindow(winTitle, sdl.WINDOWPOS_UNDEFINED, sdl.WINDOWPOS_UNDEFINED, winWidth, winHeight, sdl.WINDOW_OPENGL)
	if err != nil {
		panic(err)
	}
	defer window.Destroy()

	context, err = sdl.GL_CreateContext(window)
	if err != nil {
		panic(err)
	}
	defer sdl.GL_DeleteContext(context)

	if err = sdl.GL_MakeCurrent(window, context); err != nil {
		panic(err)
	}

	if err = gl.Init(); err != nil {
		panic(err)
	}

	printGLInfo()
	cameraMatrixUniform := setupGL()
	windowLoop(window, cameraMatrixUniform)
}
Example #4
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
	}
}