func main() { initialWidth, initialHeight := 1280, 720 runtime.LockOSThread() if sdlInit := sdl.Init(sdl.INIT_VIDEO); sdlInit != 0 { panic("SDL init error") } reinitScreen(initialWidth, initialHeight) defer cleanExit(true, false) if err := gl.Init(); err != nil { panic(err) } gl.Enable(gl.BLEND) gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) gl.Enable(gl.DEPTH) defer cleanExit(false, true) glSetupShaderProg(&shaderTextureCreator, false) glSetupShaderProg(&shaderTextureDisplay, true) glFillBuffer(rttVerts, &rttVertBuf) glFillBuffer(dispVerts, &dispVertBuf) gl.GenTextures(1, &rttFrameTex) gl.BindTexture(gl.TEXTURE_2D, rttFrameTex) gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST) gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST) gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT) gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT) if doRtt { gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, texSize, texSize, 0, gl.RGBA, gl.UNSIGNED_BYTE, nil) gl.GenFramebuffers(1, &rttFrameBuf) gl.BindFramebuffer(gl.FRAMEBUFFER, rttFrameBuf) gl.FramebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, rttFrameTex, 0) gl.BindFramebuffer(gl.FRAMEBUFFER, 0) } else { glFillTextureFromImageFile("texture.jpg") } gl.BindTexture(gl.TEXTURE_2D, 0) gl.ClearColor(0.3, 0.6, 0.9, 1) gl.Clear(gl.COLOR_BUFFER_BIT) gl.ActiveTexture(gl.TEXTURE0) for { if evt := sdl.PollEvent(); evt != nil { switch event := evt.(type) { case *sdl.ResizeEvent: reinitScreen(int(event.W), int(event.H)) case *sdl.QuitEvent: return } } else { if doRtt { renderToTexture() } renderToScreen() sdl.GL_SwapBuffers() } } sdl.Quit() }
func initScene() { initProgram() //gl.Enable(gl.CULL_FACE) //gl.CullFace(gl.BACK) gl.FrontFace(gl.CW) gl.Enable(gl.DEPTH_TEST) gl.DepthMask(gl.TRUE) gl.DepthFunc(gl.LEQUAL) gl.DepthRange(0.0, 1.0) gl.Enable(gl.DEPTH_CLAMP) }
func Initialize() { fmt.Println("INFO: OpenGL Version", gl.GetString(gl.VERSION)) // Render things which are closer on top. gl.Init() gl.Enable(gl.DEPTH_TEST) gl.ClearColor(0.0, 0.0, 0.0, 0.0) CreateShaders() CreateVOB() }
func Loop(onKeyDown, onKeyUp func(*sdl.KeyboardEvent)) { var nowTime = time.Now() var lastSecond, lastTime = nowTime, nowTime var nowNano int64 = 0 var durSec time.Duration var sdlEvt sdl.Event var winw, winh int var retro int = int(Canvas0.RetroFactor) var canvas0RetroFactor = 1 / Canvas0.RetroFactor gl.Enable(gl.FRAMEBUFFER_SRGB) for Looping { nowTime = time.Now() pipeline.TimeLast, pipeline.TimeNow = lastTime, nowTime pipeline.TimeSecsElapsed = nowTime.Sub(lastTime).Seconds() lastTime = nowTime nowNano = nowTime.UnixNano() Canvas0.TimeElapsed = nowNano - StartTime durSec = nowTime.Sub(lastSecond) if sdlEvt = sdl.PollEvent(); sdlEvt != nil { switch event := sdlEvt.(type) { case *sdl.ResizeEvent: winw, winh = int(event.W), int(event.H) if retro > 0 { for (winw % retro) != 0 { winw-- } for (winh % retro) != 0 { winh-- } if (winw / retro) < 32 { winw = 32 * retro } if (winh / retro) < 32 { winh = 32 * retro } } ReinitVideo(winw, winh, true, true) RefreshWindowCaption() case *sdl.QuitEvent: Looping = false return case *sdl.KeyboardEvent: if event.Type == sdl.KEYUP { KeysPressed[event.Keysym.Sym] = false if event.Keysym.Sym == KeySymTmpTexUp { LoadTmpTex(TmpTexIndex + 1) } if event.Keysym.Sym == KeySymTmpTexDn { LoadTmpTex(TmpTexIndex - 1) } // if event.Keysym.Sym == KeySymOctreeLevelUp { softpipeline.OctreeMaxLevel++ } // if event.Keysym.Sym == KeySymOctreeLevelDown { softpipeline.OctreeMaxLevel-- } onKeyUp(event) } else if event.Type == sdl.KEYDOWN { KeysPressed[event.Keysym.Sym] = true onKeyDown(event) } case *sdl.MouseMotionEvent: MouseX, MouseY = float64(event.X)*canvas0RetroFactor, float64(event.Y)*canvas0RetroFactor Canvas0.MouseX, Canvas0.MouseY = gl.Float(MouseX*Canvas0.InvWidth), gl.Float(MouseY*Canvas0.InvHeight) } } pipeline.CamMove, pipeline.CamTurn = false, false if KeysPressed[sdl.K_UP] { pipeline.CamMove, pipeline.CamMoveFwd = true, 1 } else { pipeline.CamMoveFwd = 0 } if KeysPressed[sdl.K_DOWN] { pipeline.CamMove, pipeline.CamMoveBack = true, 1 } else { pipeline.CamMoveBack = 0 } if KeysPressed[sdl.K_LEFT] { pipeline.CamTurn, pipeline.CamTurnLeft = true, 1 } else { pipeline.CamTurnLeft = 0 } if KeysPressed[sdl.K_RIGHT] { pipeline.CamTurn, pipeline.CamTurnRight = true, 1 } else { pipeline.CamTurnRight = 0 } if KeysPressed[sdl.K_PAGEUP] { pipeline.CamTurn, pipeline.CamTurnUp = true, 1 } else { pipeline.CamTurnUp = 0 } if KeysPressed[sdl.K_PAGEDOWN] { pipeline.CamTurn, pipeline.CamTurnDown = true, 1 } else { pipeline.CamTurnDown = 0 } // if KeysPressed[sdl.K_RSHIFT] { pipeline.SpeedUp = 10 } else { pipeline.SpeedUp = 1 } if KeysPressed[sdl.K_a] { pipeline.CamMove, pipeline.CamMoveLeft = true, 1 } else { pipeline.CamMoveLeft = 0 } if KeysPressed[sdl.K_d] { pipeline.CamMove, pipeline.CamMoveRight = true, 1 } else { pipeline.CamMoveRight = 0 } if KeysPressed[sdl.K_w] { pipeline.CamMove, pipeline.CamMoveUp = true, 1 } else { pipeline.CamMoveUp = 0 } if KeysPressed[sdl.K_s] { pipeline.CamMove, pipeline.CamMoveDown = true, 1 } else { pipeline.CamMoveDown = 0 } if durSec.Seconds() < 1 { Fps++ } else { RefreshWindowCaption() Fps = 0 lastSecond = nowTime } pipeline.PreRender() // gl.Disable(gl.FRAMEBUFFER_SRGB) Canvas0.RenderContent() // Canvas0.RenderPostFx() // gl.BindFramebuffer(gl.FRAMEBUFFER, 0) // gl.Viewport(0, 0, gl.Sizei(Screen.W), gl.Sizei(Screen.H)) // Canvas0.RenderSelf() sdl.GL_SwapBuffers() glutil.PanicIfErrors("Post Render Loop") } }
func main() { var now = time.Now() initialWidth, initialHeight := 1280, 720 runtime.LockOSThread() if sdlInit := sdl.Init(sdl.INIT_VIDEO); sdlInit != 0 { panic("SDL init error") } reinitScreen(initialWidth, initialHeight) defer cleanExit(true, false) if err := gl.Init(); err != nil { panic(err) } gl.Enable(gl.BLEND) gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) gl.Enable(gl.DEPTH) sdl.WM_SetCaption("Loading volume...", "") loadVolume() defer cleanExit(false, true) sdl.WM_SetCaption("Compiling shaders...", "") glSetupShaderProg(&shaderTextureCreator) glSetupShaderProg(&shaderTextureDisplay) glFillBuffer(rttVerts, &rttVertBuf) glFillBuffer(dispVerts, &dispVertBuf) gl.GenTextures(1, &rttFrameTex) gl.BindTexture(gl.TEXTURE_2D, rttFrameTex) gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, glTexFilter) gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, glTexFilter) gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, glTexClamp) gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, glTexClamp) if doRtt && !noRtt { gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, texWidth, texHeight, 0, gl.RGBA, gl.UNSIGNED_BYTE, nil) gl.GenFramebuffers(1, &rttFrameBuf) gl.BindFramebuffer(gl.FRAMEBUFFER, rttFrameBuf) gl.FramebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, rttFrameTex, 0) gl.BindFramebuffer(gl.FRAMEBUFFER, 0) } else { if noRtt { rttFrameBuf = 0 } else { glFillTextureFromImageFile("texture.jpg") } } gl.BindTexture(gl.TEXTURE_2D, 0) gl.ClearColor(0.3, 0.2, 0.1, 1) gl.Clear(gl.COLOR_BUFFER_BIT) var looping = true var fps = 0 var durSec time.Duration startTime, lastLoopTime, lastSecond = now, now, now sdl.WM_SetCaption("Up & running!", "") for looping { now = time.Now() if durSec = now.Sub(lastSecond); durSec.Seconds() >= 1 { sdl.WM_SetCaption(fmt.Sprintf("%v×%v @ %vfps", sdlScreen.W, sdlScreen.H, fps), "") fps = 0 lastSecond = now } else { fps++ } if evt := sdl.PollEvent(); evt != nil { switch event := evt.(type) { case *sdl.ResizeEvent: reinitScreen(int(event.W), int(event.H)) case *sdl.QuitEvent: looping = false } } if doRtt || noRtt { renderToTexture() } if !noRtt { renderToScreen() } sdl.GL_SwapBuffers() lastLoopTime = now } sdl.Quit() }