func main() { var err error if err = glfw.Init(); err != nil { fmt.Fprintf(os.Stderr, "[e] %v\n", err) return } defer glfw.Terminate() if err = glfw.OpenWindow(Width, Height, 8, 8, 8, 8, 0, 8, glfw.Windowed); err != nil { fmt.Fprintf(os.Stderr, "[e] %v\n", err) return } defer glfw.CloseWindow() glfw.SetSwapInterval(1) glfw.SetWindowTitle(Title) glfw.SetWindowSizeCallback(onResize) glfw.SetKeyCallback(onKey) gl.ShadeModel(gl.SMOOTH) gl.ClearColor(0, 0, 0, 0) gl.ClearDepth(1) gl.Enable(gl.TEXTURE_2D) for running && glfw.WindowParam(glfw.Opened) == 1 { update() draw() } }
func main() { log.Printf("Starting glfw window") err := glfw.Init() if err != nil { log.Fatalf("Error while starting glfw library: %v", err) } defer glfw.Terminate() err = glfw.OpenWindow(256, 256, 8, 8, 8, 0, 0, 0, glfw.Windowed) if err != nil { log.Fatalf("Error while opening glfw window: %v", err) } defer glfw.CloseWindow() glfw.SetSwapInterval(1) //vsync on glfw.SetWindowTitle("Colored Triangle") InitGL() glfw.SetWindowSizeCallback(func(w, h int) { InitGLWindow(w, h) }) glfw.SetKeyCallback(func(key, state int) { HandleKey(key, state) }) run := true for run && glfw.WindowParam(glfw.Opened) == 1 { select { case exitCode := <-exit: log.Printf("Received exit code: %d", exitCode) run = false default: Draw() } } }
func (v *Video) Init(t <-chan []uint32, d <-chan []uint32, n string) { v.tick = t v.debug = d if err := glfw.Init(); err != nil { fmt.Fprintf(os.Stderr, "[e] %v\n", err) return } if err := glfw.OpenWindow(512, 480, 0, 0, 0, 0, 0, 0, glfw.Windowed); err != nil { fmt.Fprintf(os.Stderr, "[e] %v\n", err) return } if gl.Init() != 0 { panic("gl error") } gl.Enable(gl.TEXTURE_2D) glfw.SetWindowTitle(fmt.Sprintf("Fergulator - %s", n)) glfw.SetWindowSizeCallback(reshape) glfw.SetWindowCloseCallback(quit_event) glfw.SetKeyCallback(KeyListener) reshape(512, 480) v.tex = gl.GenTexture() v.fpsmanager = gfx.NewFramerate() v.fpsmanager.SetFramerate(70) }
func Open(w, h int, sWin string, fullscreen bool) *Window { if GWindow != nil { panic("only one Window is allowed") } listener.GListener = listener.New() win := &Window{width: w, height: h, title: sWin, inputListener: listener.GListener} GWindow = win var err error if err = glfw.Init(); err != nil { panic(fmt.Sprintf("[e] %v\n", err)) } mode := glfw.Windowed if fullscreen { mode = glfw.Fullscreen } if err = glfw.OpenWindow(win.width, win.height, 8, 8, 8, 0, 16, 0, mode); err != nil { panic(fmt.Sprintf("[e] %v\n", err)) } gl.Init() //WHY?? (shader creation fails when not) glfw.SetSwapInterval(1) // Enable vertical sync on cards that support it. glfw.SetWindowTitle(win.title) // Set window title //CALLBACKS glfw.SetWindowSizeCallback(func(w, h int) { GWindow.reshape(w, h) }) glfw.SetWindowCloseCallback(listener.OnClose) glfw.SetMouseButtonCallback(listener.OnMouseButton) glfw.SetMouseWheelCallback(listener.OnMouseWheel) glfw.SetKeyCallback(listener.OnKey) glfw.SetCharCallback(listener.OnChar) win.initGL() return win }
func main() { rand.Seed(time.Now().UnixNano()) glfw.Init() defer glfw.Terminate() glfw.OpenWindow(Width, Height, 8, 8, 8, 8, 0, 8, glfw.Windowed) defer glfw.CloseWindow() glfw.SetSwapInterval(1) glfw.SetWindowTitle("Chipmunk demo") glfw.SetWindowSizeCallback(onResize) glfw.SetKeyCallback(onKey) initGL() initScene() Running = true for Running && glfw.WindowParam(glfw.Opened) == 1 { drawScene() space.Step(1.0 / 20.0 / 3.0) space.Step(1.0 / 20.0 / 3.0) space.Step(1.0 / 20.0 / 3.0) } }
func main() { glfw.Init() defer glfw.Terminate() glfw.OpenWindow(640, 480, 8, 8, 8, 8, 0, 0, glfw.Windowed) defer glfw.CloseWindow() glfw.SetWindowTitle("Tile test") glfw.Enable(glfw.StickyKeys) glfw.SetSwapInterval(1) glfw.SetKeyCallback(inputCallback) gl.MatrixMode(gl.PROJECTION) gl.LoadIdentity() gl.Ortho(0, GridWidth, GridHeight, 0, -1, 1) gl.MatrixMode(gl.MODELVIEW) gl.Disable(gl.DEPTH_TEST) gl.Enable(gl.TEXTURE_2D) gl.Enable(gl.BLEND) gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) gl.ClearColor(0.0, 0.0, 0.0, 1.0) initResources() initWorld() for Running { if (time.Since(DT).Nanoseconds() / 1000000) > 15 { //don't loop faster than every 15ms DT = time.Now() gl.Clear(gl.COLOR_BUFFER_BIT) player.update() renderScene() glfw.SwapBuffers() } } }
func main() { var err error if err = glfw.Init(); err != nil { fmt.Fprintf(os.Stderr, "[e] %v\n", err) return } defer glfw.Terminate() if err = glfw.OpenWindow(Width, Height, 8, 8, 8, 8, 0, 8, glfw.Windowed); err != nil { fmt.Fprintf(os.Stderr, "[e] %v\n", err) return } defer glfw.CloseWindow() glfw.SetSwapInterval(1) glfw.SetWindowTitle(Title) glfw.SetWindowSizeCallback(onResize) glfw.SetKeyCallback(onKey) initGL() running = true for running && glfw.WindowParam(glfw.Opened) == 1 { drawScene() } }
func main() { var err error if err = glfw.Init(); err != nil { fmt.Fprintf(os.Stderr, "[e] %v\n", err) return } defer glfw.Terminate() if err = glfw.OpenWindow(640, 480, 8, 8, 8, 8, 0, 0, glfw.Windowed); err != nil { fmt.Fprintf(os.Stderr, "[e] %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() } }
func InitKeyHandlers() { glfw.SetKeyCallback(func(key, state int) { if state == 0 { return } if key == Ret || key == Enter { Screenshot() return } if key == Q { recording = !recording log.Println("recording:", recording) return } if activeTarget != nil { switch key { case Left: (*activeTarget)[2]-- case Right: (*activeTarget)[2]++ case Down: (*activeTarget)[1]-- case Up: (*activeTarget)[1]++ case PgDown: (*activeTarget)[0]-- case PgUp: (*activeTarget)[0]++ } } if f, ok := postUpdate[mode]; ok { log.Println("post update", f) f() } if _, ok := keyTarget[key]; ok { activeTarget = keyTarget[key] mode = key log.Println("mode:", mode, "target:", activeTarget) return } if recording { Wantscrot = true } if core.DEBUG { log.Println("P:", Viewpos, "C:", Crop1, "V:", Crop2, "R:", Rot, "T:", Time[0]) } }) }
func main() { globalState.Mouse = make(map[int]bool) flag.Parse() var err error if err = glfw.Init(); err != nil { fmt.Fprintf(os.Stderr, "[e] %v\n", err) return } if len(flag.Args()) == 0 { old := flag.Usage flag.Usage = func() { old() fmt.Fprintf(os.Stderr, "You MUST pass the name of the file to view\n") } flag.Usage() return } mesh, err = wfobj.LoadMeshFromFile(flag.Args()[0]) if err != nil { flag.Usage() fmt.Fprintf(os.Stderr, "[e] %v\n", err) return } defer glfw.Terminate() if err = glfw.OpenWindow(Width, Height, 8, 8, 8, 8, 0, 8, glfw.Windowed); err != nil { fmt.Fprintf(os.Stderr, "[e] %v\n", err) return } defer glfw.CloseWindow() glfw.SetSwapInterval(1) glfw.SetWindowTitle(Title) glfw.SetWindowSizeCallback(onResize) glfw.SetKeyCallback(onKey) glfw.SetCharCallback(onChar) glfw.SetMouseWheelCallback(onWheel) glfw.SetMouseButtonCallback(onMouseButton) glfw.SetMousePosCallback(onMousePos) initGL() running = true for running && glfw.WindowParam(glfw.Opened) == 1 { handleInput() drawScene() } }
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 } }
func main() { flag.Parse() if *cpuprofile != "" { f, err := os.Create(*cpuprofile) if err != nil { log.Fatal(err) } pprof.StartCPUProfile(f) defer pprof.StopCPUProfile() } if err := readModel(); err != nil { log.Fatal(err) } if err := glfw.Init(); err != nil { log.Fatal(err) } defer glfw.Terminate() glfw.OpenWindowHint(glfw.WindowNoResize, 1) if err := glfw.OpenWindow(Width, Height, 0, 0, 0, 0, 16, 0, glfw.Windowed); err != nil { log.Fatal(err) return } defer glfw.CloseWindow() glfw.SetSwapInterval(1) glfw.SetWindowTitle(Title) glfw.SetKeyCallback(onKey) if err := gl.Init(); err != nil { log.Fatal(err) } initScene() defer destroyScene() for glfw.WindowParam(glfw.Opened) == 1 { applyMove() drawScene() glfw.SwapBuffers() } }
func (o *OpenGl) Init() { if err := glfw.Init(); err != nil { fmt.Fprintf(os.Stderr, "glfw: %s\n", err) return } defer glfw.Terminate() if err := glfw.OpenWindow(o.width, o.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(o.title) if err := gl.Init(); err != nil { fmt.Fprintf(os.Stderr, "gl: %s\n", err) } glfw.SetKeyCallback(glfw.KeyHandler(o.keyboard)) glfw.SetMouseButtonCallback(glfw.MouseButtonHandler(o.mouseClick)) glfw.SetMousePosCallback(glfw.MousePosHandler(o.mouseMove)) glfw.SetMouseWheelCallback(glfw.MouseWheelHandler(o.mouseWheel)) if err := o.initScene(); err != nil { fmt.Fprintf(os.Stderr, "init: %s\n", err) return } for glfw.WindowParam(glfw.Opened) == 1 { gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) if o.display3d != nil { o.set3dView() o.display3d() } if o.display2d != nil { o.set2dView() o.display2d() } glfw.SwapBuffers() time.Sleep(20 * time.Millisecond) //<-o.redisplay } }
func main() { if e := glfw.Init(); e != nil { panic(e.Error()) } defer glfw.Terminate() if e := glfw.OpenWindow(468, 320, 0, 0, 0, 0, 0, 0, glfw.Windowed); e != nil { panic(e.Error()) } if gl.Init() != 0 { panic("GL Err") } glfw.SetKeyCallback(escHandler) loop() }
func main() { log.Printf("Starting glfw window") err := glfw.Init() if err != nil { log.Fatalf("Error while starting glfw library: %v", err) } defer glfw.Terminate() err = glfw.OpenWindow(256, 256, 8, 8, 8, 0, 0, 0, glfw.Windowed) if err != nil { log.Fatalf("Error while opening glfw window: %v", err) } defer glfw.CloseWindow() glfw.SetSwapInterval(1) //vsync on glfw.SetWindowTitle("Colored Triangle") InitGL() glfw.SetWindowSizeCallback(func(w, h int) { InitGLWindow(w, h) }) glfw.SetKeyCallback(func(key, state int) { HandleKey(key, state) }) // create a mesh with 3 vertices (a triangle) m := &Mesh{make([]*Vector, 3)} m.V[0] = &Vector{0, 1, 0, color.NRGBA{1, 0, 0, 0}} m.V[1] = &Vector{-1, -1, 0, color.NRGBA{0, 1, 0, 0}} m.V[2] = &Vector{1, -1, 0, color.NRGBA{0, 0, 1, 0}} run := true for run && glfw.WindowParam(glfw.Opened) == 1 { select { case exitCode := <-exit: log.Printf("Received exit code: %d", exitCode) run = false default: Draw(m) } } }
func main() { // Set width and height. WIDTH := 960 HEIGHT := 720 // Open up a Window (that would potentially be used for OpenGL) with glfw if err := glfw.Init(); err != nil { // Error. fmt.Fprintf(os.Stderr, "Error: %v\n", err) return } defer glfw.Terminate() if err := glfw.OpenWindow(WIDTH, HEIGHT, 0, 0, 0, 0, 0, 0, glfw.Windowed); err != nil { // Error. fmt.Fprintf(os.Stderr, "Error: %v\n", err) return } glfw.SetWindowTitle("LifePack") // Initialize. // Initialize (pseudo) random number generator (used in other files). rand.Seed(time.Now().Unix()) // We need a way for the user to exit the program. // This will be accomplished by making it so, when the user presses // the [ESC] key, that the program exists. // // The keyHandler function makes this happen, and will exit this // program if [ESC] is pressed. glfw.SetKeyCallback(keyHandler) // Set up OpenGL in a way that we can do 2D graphics (as opposed to 3D graphics). initialize(WIDTH, HEIGHT) // Run. run(WIDTH, HEIGHT) }
func main() { var err error if err = glfw.Init(); err != nil { fmt.Fprintf(os.Stderr, "[e] %v\n", err) return } path, err := gas.Abs("github.com/andrebq/wfobj/testdata/complex/complex.obj") if err != nil { fmt.Fprintf(os.Stderr, "[e] %v\n", err) return } mesh, err = wfobj.LoadMeshFromFile(path) if err != nil { fmt.Fprintf(os.Stderr, "[e] %v\n", err) return } defer glfw.Terminate() if err = glfw.OpenWindow(Width, Height, 8, 8, 8, 8, 0, 8, glfw.Windowed); err != nil { fmt.Fprintf(os.Stderr, "[e] %v\n", err) return } defer glfw.CloseWindow() glfw.SetSwapInterval(1) glfw.SetWindowTitle(Title) glfw.SetWindowSizeCallback(onResize) glfw.SetKeyCallback(onKey) initGL() running = true for running && glfw.WindowParam(glfw.Opened) == 1 { drawScene() } }
func setupWindow(width int, height int, fullscreen bool) bool { // Create OpenGL window var windowType int if fullScreen { windowType = glfw.Fullscreen } else { windowType = glfw.Windowed } if err := glfw.OpenWindow(width, height, 8, 8, 8, 8, 24, 8, windowType); err != nil { glfw.Terminate() return false } // Disable vertical synchronization glfw.SetSwapInterval(0) // Set listeners glfw.SetWindowCloseCallback(windowCloseListener) glfw.SetKeyCallback(keyPressListener) glfw.SetMousePosCallback(mouseMoveListener) return true }
func main() { log.SetFlags(log.Lshortfile) //parse flags flag.Parse() if flags.cpuprofile != "" { f, err := os.Create(flags.cpuprofile) if err != nil { log.Fatal(err) } pprof.StartCPUProfile(f) defer pprof.StopCPUProfile() } loadSettingsFile() Settings.Paused = flags.startPaused if flags.buildExamples { allExamples() return } wx, wy := 800, 600 //initialize opengl & glfw { //init glfw if err := glfw.Init(); err != nil { log.Printf("Error initializing glfw: %v\n", err) return } defer glfw.Terminate() //set window hints glfw.OpenWindowHint(glfw.WindowNoResize, 1) //create the window if err := glfw.OpenWindow(wx, wy, 8, 8, 8, 8, 0, 8, glfw.Windowed); err != nil { log.Printf("Error opening Window: %v\n", err) return } defer glfw.CloseWindow() //init opengl if gl.Init() != 0 { panic("gl error") } //glfw config { glfw.SetSwapInterval(1) glfw.SetWindowTitle("mater test") } //set additional opengl stuff { gl.ClearColor(0, 0, 0, 0) gl.Enable(gl.BLEND) //gl.BlendFunc (gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA); gl.Enable(gl.TEXTURE_2D) } } //setup scene related stuff { //create empty space space = collision.NewSpace() } //reload settings so they take effect reloadSettings() saveSettingsFile() //set callbacks { glfw.SetWindowSizeCallback(OnResize) glfw.SetKeyCallback(OnKey) } //init debug console console.Init() //load savefile passed from the commandline if any if flags.file != "" { err := loadSpace(flags.file) Settings.Paused = true if err != nil { panic(err) } } //if set to true once a second printFPS := false //fix timestep to given fps const expectedFps = 30.0 const expectedFrameTime = 1.0 / expectedFps //the time at the start of the last frame lastTime := 0.0 acc := 0.0 updateAcc := 0.0 frameCount := 0 updateFrameCount := 0 fps := 0 updateFps := 0 Settings.Running = true for Settings.Running && glfw.WindowParam(glfw.Opened) == 1 { time := glfw.Time() //get the time elapsed since the last frame dt := time - lastTime lastTime = time //advance framecount and accumulators frameCount++ acc += dt updateAcc += dt //execute console commands if any select { case command := <-console.Command: console.ExecuteCommand(command) default: } //update the scene at a fixed timestep for updateAcc >= expectedFrameTime { updateFrameCount++ //if one second has passed update the fps and reset the framecount if acc > 1 { updateFps = updateFrameCount updateFrameCount = 0 } //only update if not paused or if set to advance a single frame if !Settings.Paused || Settings.SingleStep { space.Step(expectedFrameTime) Settings.SingleStep = false } updateAcc -= expectedFrameTime } //draw debug data Draw() glfw.SwapBuffers() //if one second has passed update the fps and reset the framecount if acc > 1 { fps = frameCount frameCount = 0 if printFPS { fmt.Printf("---\n") fmt.Printf("FPS: %v\n", fps) fmt.Printf("Update FPS: %v\n", updateFps) fmt.Printf("Average frametime: %v\n", acc/float64(fps)) fmt.Printf("---\n") } acc -= 1 } } }
func initInput() { glfw.SetKeyCallback(onKey) glfw.SetMouseButtonCallback(onMouseBttn) glfw.SetMousePosCallback(onMousePos) }
func main() { w := 500 h := 500 fov := 45.0 clip_min := 0.1 clip_max := 1000.0 aspect_ratio := float64(w) / float64(h) glfw.Init() glfw.OpenWindow(w, h, 8, 8, 8, 8, 8, 0, glfw.Windowed) glfw.SetWindowTitle("Shader Test") glfw.SetWindowSizeCallback(resize_window) glfw.SetKeyCallback(key_callback) gl.ClearColor(0.3, 0.3, 0.3, 1.0) gl.ShadeModel(gl.SMOOTH) size_window(w, h, fov, aspect_ratio, clip_min, clip_max) //Testing sprites test_sprite := sprite{height: 1.0, width: 1.0} test_sprite.tex = texture("./assets/hedge.gif") test_sprite.Y = 3 new_guy := sprite{height: 0.5, width: 0.5} new_guy.tex = texture("./assets/red2.png") new_guy.Y = 5 renderees := new(list.List) renderees.PushBack(&new_guy) renderees.PushBack(&test_sprite) my_camera.init(Vector{0.0, -1.0, 0.0}) my_camera.front = Vector{0.0, 1.0, 0.0} my_camera.top = Vector{0.0, 0.0, 1.0} //End testing sprites physics_objects := new(list.List) physics_objects.PushBack(my_camera) dt, err := time.ParseDuration("16.67ms") if err != nil { die(err) } fmt.Println("Timestep: ", dt) var t float64 = 0 running := true for running { t0 := time.Now() update(physics_objects, float64(dt.Nanoseconds())/1e6) t += 0.025 new_guy.X = math.Cos(t) new_guy.Y = math.Sin(t) + 3.0 //my_camera.point_at(Vector{new_guy.X, new_guy.Y, new_guy.Z}) general_render(renderees, my_camera) glfw.SwapBuffers() dt = time.Since(t0) rate := time.Microsecond * 16670 if dt < rate { time.Sleep((rate - dt)) //fmt.Println("This frame took", float64(dt.Nanoseconds())/1000000, "ms to render.") } running = glfw.Key(glfw.KeyEsc) == 0 && glfw.WindowParam(glfw.Opened) != 0 } }
func (w *window) SetKeyCallback(f func(Key, bool)) { glfw.SetKeyCallback(func(key, state int) { f(Key(key), state == 1) }) }
func Init() { glfw.SetMouseWheelCallback(mouseWheelHandler) glfw.SetMouseButtonCallback(mouseButtonHandler) glfw.SetMousePosCallback(mousePosHandler) glfw.SetKeyCallback(keyHandler) }