func InitGL(width, height, msaa int, fullscreen bool) {
	C.SDL_Init(C.SDL_INIT_VIDEO)
	C.SDL_VideoInit( /*nil*/ C.SDL_GetVideoDriver(0))
	C.SDL_GL_SetAttribute(C.SDL_GL_CONTEXT_MAJOR_VERSION, 3)
	C.SDL_GL_SetAttribute(C.SDL_GL_CONTEXT_MINOR_VERSION, 2)

	if msaa != 0 {
		C.SDL_GL_SetAttribute(C.SDL_GL_MULTISAMPLEBUFFERS, 1)
		C.SDL_GL_SetAttribute(C.SDL_GL_MULTISAMPLESAMPLES, C.int(msaa))
	}

	C.SDL_GL_SetAttribute(C.SDL_GL_DEPTH_SIZE, 16)
	//win = C.SDL_CreateWindow(nil, C.SDL_WINDOWPOS_CENTERED, C.SDL_WINDOWPOS_CENTERED,C.int(width), C.int(height), C.SDL_WINDOW_OPENGL)
	if fullscreen {
		win = C.SDL_CreateWindow(nil, C.SDL_WINDOWPOS_CENTERED, C.SDL_WINDOWPOS_CENTERED, C.int(width), C.int(height), C.SDL_WINDOW_OPENGL|C.SDL_WINDOW_FULLSCREEN_DESKTOP)
	} else {
		win = C.SDL_CreateWindow(nil, C.SDL_WINDOWPOS_CENTERED, C.SDL_WINDOWPOS_CENTERED, C.int(width), C.int(height), C.SDL_WINDOW_OPENGL)
	}

	C.SDL_ShowWindow(win)
	wat := C.SDL_GL_CreateContext(win)
	fmt.Println(C.GoString(C.SDL_GetVideoDriver(0)))

	C.SDL_GL_MakeCurrent(win, wat)
	//C.SDL_GL_SetSwapInterval(1)

	C.glEnable(C.GL_DEPTH_TEST)
	C.glDepthFunc(C.GL_LEQUAL)

	C.glClearColor(0.3, 0.5, 1, 0)
	C.glClear(C.GL_COLOR_BUFFER_BIT | C.GL_DEPTH_BUFFER_BIT)
	printerr("failed to initialize openGL")

}
Exemple #2
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func CreateWindow(title string, x int, y int, w int, h int, flags uint32) *Window {
	_title := C.CString(title)
	defer C.free(unsafe.Pointer(_title))
	var window = C.SDL_CreateWindow(_title, C.int(x), C.int(y),
		C.int(w), C.int(h), C.Uint32(flags))
	return (*Window)(unsafe.Pointer(window))
}
Exemple #3
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Fichier : ui.go Projet : velour/ui
// NewWindow returns a new window.
func NewWindow(title string, w, h int) *Window {
	win := &Window{
		events: make(chan interface{}, eventChanSize),
		imgs:   make(map[string]texture),
	}
	do(func() {
		ctitle := C.CString(title)
		defer C.free(unsafe.Pointer(ctitle))
		x, y := C.SDL_WINDOWPOS_UNDEFINED, C.SDL_WINDOWPOS_UNDEFINED
		flags := C.SDL_WINDOW_SHOWN | C.SDL_WINDOW_OPENGL

		win.win = C.SDL_CreateWindow(ctitle, C.int(x), C.int(y), C.int(w), C.int(h), C.Uint32(flags))
		if win.win == nil {
			panic(sdlError())
		}

		win.rend = C.SDL_CreateRenderer(win.win, 0, C.SDL_RENDERER_ACCELERATED)
		if win.rend == nil {
			panic(sdlError())
		}
		if C.SDL_SetRenderDrawBlendMode(win.rend, C.SDL_BLENDMODE_BLEND) < 0 {
			panic(sdlError())
		}

		win.id = windowID(C.SDL_GetWindowID(win.win))
		windows[win.id] = win
	})
	return win
}
Exemple #4
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// CreateWindow (https://wiki.libsdl.org/SDL_CreateWindow)
func CreateWindow(title string, x int, y int, w int, h int, flags uint32) (*Window, error) {
	_title := C.CString(title)
	var _window = C.SDL_CreateWindow(_title, C.int(x), C.int(y), C.int(w), C.int(h), C.Uint32(flags))
	if _window == nil {
		return nil, GetError()
	}
	return (*Window)(unsafe.Pointer(_window)), nil
}
Exemple #5
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// CreateWindow creates a window with the specified position, dimensions, and
// flags.
//
// Note: Destroy must be called when finished using the window.
func CreateWindow(title string, x, y WindowPos, w, h int, flags WindowFlag) (win *Window, err error) {
	win = new(Window)
	win.cWin = C.SDL_CreateWindow(C.CString(title), C.int(x), C.int(y), C.int(w), C.int(h), C.Uint32(flags))
	if win.cWin == nil {
		return nil, getError()
	}
	return win, nil
}
Exemple #6
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func CreateWindow(title string, x, y int, h, w int, flags uint32) *Window {
	GlobalMutex.Lock()
	defer GlobalMutex.Unlock()

	window := C.SDL_CreateWindow(C.CString(title), C.int(x), C.int(y),
		C.int(h), C.int(w), C.Uint32(flags))

	return wrapWindow(window)
}
Exemple #7
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func CreateWindow(_title string, _x int, _y int, _width int, _height int, _flags uint32) (*Window, error) {
	ctitle := C.CString(_title)
	var window *C.SDL_Window = C.SDL_CreateWindow(ctitle,
		C.int(_x),
		C.int(_y),
		C.int(_width),
		C.int(_height),
		C.Uint32(_flags))
	C.free(unsafe.Pointer(ctitle))
	if window == nil {
		return nil, errors.New(GetError())
	}
	return &Window{window}, nil
}
Exemple #8
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func CreateWindow(_title string, _width int, _height int) (*Window, string) {
	ctitle := C.CString(_title)
	var window *C.SDL_Window = C.SDL_CreateWindow(ctitle,
		C.SDL_WINDOWPOS_CENTERED,
		C.SDL_WINDOWPOS_CENTERED,
		C.int(_width),
		C.int(_height),
		C.SDL_WINDOW_SHOWN|C.SDL_WINDOW_OPENGL)
	C.free(unsafe.Pointer(ctitle))
	if window == nil {
		return nil, GetError()
	}
	return &Window{window}, ""
}
Exemple #9
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func CreateWindow(title string, x, y, w, h int, flags WindowFlags) (*Window, error) {
	ctitle := C.CString(title)
	defer C.free(unsafe.Pointer(ctitle))

	win := C.SDL_CreateWindow(
		ctitle,
		C.int(x),
		C.int(y),
		C.int(w),
		C.int(h),
		C.Uint32(flags),
	)
	if win == nil {
		return nil, getError()
	}

	return &Window{win}, nil
}
Exemple #10
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func NewWindow(title string, xpos, ypos, w, h int) (*Window, error) {
	cs := C.CString(title)
	defer C.free(unsafe.Pointer(cs))

	ww := C.SDL_CreateWindow(cs, C.int(xpos), C.int(ypos), C.int(w), C.int(h), 0)
	if ww == nil {
		return nil, sdlerr()
	}

	r := C.SDL_CreateRenderer(ww, -1, C.SDL_RENDERER_ACCELERATED|C.SDL_RENDERER_PRESENTVSYNC)
	if r == nil {
		return nil, sdlerr()
	}

	win := &Window{ww, r}
	runtime.SetFinalizer(win, freewin)
	return win, nil
}
Exemple #11
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func LaunchGame(title string, width, height int) error {
	// Convert the title to a c-string
	ctitle := C.CString(title)
	defer C.free(unsafe.Pointer(ctitle))

	// Initialize SDL
	if C.SDL_Init(C.SDL_INIT_VIDEO) < 0 {
		return errors.New("SDL_Init")
	}
	defer C.SDL_Quit()

	// Create the window
	window = C.SDL_CreateWindow(ctitle, C.SDL_WINDOWPOS_UNDEFINED, C.SDL_WINDOWPOS_UNDEFINED, C.int(width), C.int(height), C.SDL_WINDOW_SHOWN)
	if window == nil {
		return errors.New("SDL_CreateWindow")
	}
	defer C.SDL_DestroyWindow(window)

	// Create the renderer
	renderer = C.SDL_CreateRenderer(window, C.int(-1), C.SDL_RENDERER_ACCELERATED|C.SDL_RENDERER_PRESENTVSYNC)
	if renderer == nil {
		return errors.New("SDL_CreateRenderer")
	}
	defer C.SDL_DestroyRenderer(renderer)

	// Initialize image support
	if success := int(C.initIMG()); success == 0 {
		return errors.New("IMG_Init")
	}

	EventInit()

	C.gameLoop()

	destroyTextures()

	return nil
}
Exemple #12
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func main() {
	runtime.GOMAXPROCS(32)

	// sdl
	C.SDL_Init(C.SDL_INIT_AUDIO | C.SDL_INIT_VIDEO | C.SDL_INIT_TIMER)
	defer C.SDL_Quit()
	runtime.LockOSThread()
	window := C.SDL_CreateWindow(C.CString("play"), 0, 0, 1680, 1050,
		C.SDL_WINDOW_BORDERLESS|C.SDL_WINDOW_RESIZABLE|C.SDL_WINDOW_MAXIMIZED|C.SDL_WINDOW_OPENGL)
	if window == nil {
		fatalSDLError()
	}
	defer C.SDL_DestroyWindow(window)
	C.SDL_DisableScreenSaver()
	renderer := C.SDL_CreateRenderer(window, -1, C.SDL_RENDERER_ACCELERATED)
	if renderer == nil {
		fatalSDLError()
	}
	defer C.SDL_DestroyRenderer(renderer)
	var width, height C.int
	C.SDL_GetWindowSize(window, &width, &height)
	texture := C.SDL_CreateTexture(renderer,
		C.SDL_PIXELFORMAT_YV12,
		C.SDL_TEXTUREACCESS_STREAMING,
		width, height)
	if texture == nil {
		fatalSDLError()
	}
	defer C.SDL_DestroyTexture(texture)

	// sdl ttf
	if C.TTF_Init() == C.int(-1) {
		log.Fatal("sdl ttf init failed")
	}
	defer C.TTF_Quit()
	font := C.TTF_OpenFont(C.CString("/home/reus/font.ttf"), 32)
	if font == nil {
		fatalTTFError()
	}
	defer C.TTF_CloseFont(font)

	// open decoder
	decoder, err := NewDecoder(os.Args[1])
	if err != nil {
		log.Fatal(err)
	}
	if len(decoder.AudioStreams) == 0 || len(decoder.VideoStreams) == 0 {
		log.Fatal("no video or audio")
	}
	defer decoder.Close()

	// audio
	aCodecCtx := decoder.AudioStreams[0].codec
	audioStream := setupAudioOutput(int(aCodecCtx.sample_rate), int(aCodecCtx.channels), decoder)

	// call closure in sdl thread
	callEventCode := C.SDL_RegisterEvents(1)
	callbacks := make(chan func(Env), 1024)
	call := func(f func(env Env)) {
		var event C.SDL_Event
		var userevent C.SDL_UserEvent
		userevent._type = C.SDL_USEREVENT
		userevent.code = C.Sint32(callEventCode)
		C.set_userevent(&event, userevent)
		callbacks <- f
		C.SDL_PushEvent(&event)
	}

	// show fps
	nFrames := 0
	var fpsTexture *C.SDL_Texture
	var fpsColor C.SDL_Color
	var fpsSrc, fpsDst C.SDL_Rect
	fpsColor.r = 255
	fpsColor.g = 255
	fpsColor.b = 255
	fpsColor.a = 0
	go func() {
		for _ = range time.NewTicker(time.Second * 1).C {
			call(func(env Env) {
				cText := C.CString(fmt.Sprintf("%d", nFrames))
				sur := C.TTF_RenderUTF8_Blended(font, cText, fpsColor)
				fpsSrc.w = sur.w
				fpsSrc.h = sur.h
				fpsDst.w = sur.w
				fpsDst.h = sur.h
				C.SDL_DestroyTexture(fpsTexture)
				fpsTexture = C.SDL_CreateTextureFromSurface(env.renderer, sur)
				C.SDL_FreeSurface(sur)
				C.free(unsafe.Pointer(cText))
				nFrames = 0
			})
		}
	}()

	// render
	go func() {
		for {
			frame := <-decoder.timedFrames
			nFrames++
			call(func(env Env) {
				C.SDL_UpdateYUVTexture(env.texture, nil,
					(*C.Uint8)(unsafe.Pointer(frame.data[0])), frame.linesize[0],
					(*C.Uint8)(unsafe.Pointer(frame.data[1])), frame.linesize[1],
					(*C.Uint8)(unsafe.Pointer(frame.data[2])), frame.linesize[2])
				C.SDL_RenderCopy(env.renderer, env.texture, nil, nil)
				C.SDL_RenderCopy(env.renderer, fpsTexture, &fpsSrc, &fpsDst)
				C.SDL_RenderPresent(env.renderer)
				decoder.RecycleFrame(frame)
			})
		}
	}()

	// start decode
	decoder.Start(decoder.VideoStreams[0], decoder.AudioStreams[0], width, height)
	ret := C.Pa_StartStream(audioStream)
	if ret != C.paNoError {
		fatalPAError(ret)
	}

	// main loop
	var ev C.SDL_Event
	env := Env{
		window:   window,
		renderer: renderer,
		texture:  texture,
	}
	for {
		if C.SDL_WaitEvent(&ev) == C.int(0) {
			fatalSDLError()
		}
		switch C.get_event_type(&ev) {
		case C.SDL_QUIT:
			os.Exit(0)
		case C.SDL_KEYDOWN:
			key := C.get_event_key(&ev)
			switch key.keysym.sym {
			case C.SDLK_q: // quit
				os.Exit(0)
			case C.SDLK_f: // forward
				decoder.Seek(time.Second * 60)
			}
		case C.SDL_USEREVENT:
			if C.get_userevent_code(&ev) == callEventCode {
				(<-callbacks)(env)
			}
		}
	}
}
Exemple #13
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func CreateWindow(title string, x, y int, w, h int, flags uint32) *Window {
	window := C.SDL_CreateWindow(C.CString(title), C.int(x), C.int(y),
		C.int(w), C.int(h), C.Uint32(flags))

	return wrapWindow(window)
}