Esempio n. 1
0
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()
}
Esempio n. 2
0
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()
}
Esempio n. 3
0
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)

}
Esempio n. 4
0
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()
}