func OpenWindow(width, height int, caption string) *glfw.Window { // OpenGL haluaa että sitä käytetään aina samasta threadista // muuten tulee satunnaisia segfaultteja runtime.LockOSThread() glfw.Init() // luodaan ikkuna w, err := glfw.CreateWindow(width, height, caption, nil, nil) if err != nil { log.Fatal(err) } w.MakeContextCurrent() gl.Init() // Jotta painalluksista kerrottaisiin vaikka ne olisivat jo päättyneet w.SetInputMode(glfw.StickyKeys, glfw.True) w.SetInputMode(glfw.StickyMouseButtons, glfw.True) // läpinäkyvyys päälle (non-premultiplied alpha) gl.Enable(gl.BLEND) gl.BlendEquationSeparate(gl.FUNC_ADD, gl.FUNC_ADD) gl.BlendFuncSeparate(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ZERO) return w }
func initGL() (err error) { gl.Init() gl.ShadeModel(gl.SMOOTH) gl.ClearColor(0, 0, 0, 0) gl.ClearDepth(1) gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) gl.Hint(gl.PERSPECTIVE_CORRECTION_HINT, gl.NICEST) gl.DepthFunc(gl.NEVER) gl.Enable(gl.BLEND) gl.DepthMask(true) //loadShader() return }
func (v *Video) initGL() { if gl.Init() != 0 { panic(sdl.GetError()) } gl.ClearColor(0.0, 0.0, 0.0, 1.0) gl.Enable(gl.CULL_FACE) gl.Enable(gl.DEPTH_TEST) v.prog = createProgram(vertShaderSrcDef, fragShaderSrcDef) posAttrib := v.prog.GetAttribLocation("vPosition") texCoordAttr := v.prog.GetAttribLocation("vTexCoord") v.textureUni = v.prog.GetAttribLocation("texture") v.texture = gl.GenTexture() gl.ActiveTexture(gl.TEXTURE0) v.texture.Bind(gl.TEXTURE_2D) gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST) gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST) v.prog.Use() posAttrib.EnableArray() texCoordAttr.EnableArray() vertVBO := gl.GenBuffer() vertVBO.Bind(gl.ARRAY_BUFFER) verts := []float32{-1.0, 1.0, -1.0, -1.0, 1.0, -1.0, 1.0, -1.0, 1.0, 1.0, -1.0, 1.0} gl.BufferData(gl.ARRAY_BUFFER, len(verts)*int(unsafe.Sizeof(verts[0])), &verts[0], gl.STATIC_DRAW) textCoorBuf := gl.GenBuffer() textCoorBuf.Bind(gl.ARRAY_BUFFER) texVerts := []float32{0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0} gl.BufferData(gl.ARRAY_BUFFER, len(texVerts)*int(unsafe.Sizeof(texVerts[0])), &texVerts[0], gl.STATIC_DRAW) posAttrib.AttribPointer(2, gl.FLOAT, false, 0, uintptr(0)) texCoordAttr.AttribPointer(2, gl.FLOAT, false, 0, uintptr(0)) }
func main() { glfw.SetErrorCallback(errorCallback) // lock glfw/gl calls to a single thread runtime.LockOSThread() runtime.GOMAXPROCS(8) // Render, read commands, send input, extra for file loading, etc if !glfw.Init() { panic("Could not init glfw!") } defer glfw.Terminate() glfw.WindowHint(glfw.ContextVersionMajor, 3) glfw.WindowHint(glfw.ContextVersionMinor, 3) glfw.WindowHint(glfw.OpenglForwardCompatible, glfw.True) glfw.WindowHint(glfw.OpenglProfile, glfw.OpenglCoreProfile) window, err := glfw.CreateWindow(800, 600, "Example", nil, nil) if err != nil { panic(err) } window.SetFramebufferSizeCallback(func(w *glfw.Window, width, height int) { fmt.Printf("Framebuffer size is now %vx%v\n", width, height) // Keep aspect ratio from camwidth/camheight camRatio := camWidth / camHeight bufRatio := float32(width) / float32(height) var newWidth, newHeight float32 switch { case camRatio > bufRatio: newHeight = float32(width) / camRatio newWidth = float32(width) case bufRatio > camRatio: newWidth = float32(height) * camRatio newHeight = float32(height) } fmt.Printf("Viewport size is now %vx%v; cam ratio is %v; viewport ratio is %v;\n", newWidth, newHeight, camRatio, newWidth/newHeight) gl.Viewport((width-int(newWidth))/2, (height-int(newHeight))/2, int(newWidth), int(newHeight)) }) defer window.Destroy() window.MakeContextCurrent() glfw.SwapInterval(1) gl.Init() // Enable blending gl.Enable(gl.BLEND) gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) vao := gl.GenVertexArray() vao.Bind() vbo := gl.GenBuffer() vbo.Bind(gl.ARRAY_BUFFER) verticies := []float32{-0.5, 0.5, 0.5, 0.5, 0.5, -0.5, -0.5, -0.5} gl.BufferData(gl.ARRAY_BUFFER, len(verticies)*4, verticies, gl.STATIC_DRAW) vertex_shader := gl.CreateShader(gl.VERTEX_SHADER) vertex_shader.Source(vertex) vertex_shader.Compile() fmt.Println(vertex_shader.GetInfoLog()) defer vertex_shader.Delete() fragment_shader := gl.CreateShader(gl.FRAGMENT_SHADER) fragment_shader.Source(fragment) fragment_shader.Compile() fmt.Println(fragment_shader.GetInfoLog()) defer fragment_shader.Delete() program := gl.CreateProgram() program.AttachShader(vertex_shader) program.AttachShader(fragment_shader) program.BindFragDataLocation(0, "outColor") program.Link() program.Use() defer program.Delete() positionAttrib := program.GetAttribLocation("position") positionAttrib.AttribPointer(2, gl.FLOAT, false, 0, nil) positionAttrib.EnableArray() defer positionAttrib.DisableArray() modelMat := program.GetUniformLocation("modelView") projMat := program.GetUniformLocation("projection") spriteSize := program.GetUniformLocation("size") cmd := exec.Command(os.Args[1], os.Args[2:]...) stdoutReader, stdoutWriter := io.Pipe() cmd.Stdout = stdoutWriter input := bufio.NewReader(stdoutReader) stdinReader, stdinWriter := io.Pipe() cmd.Stdin = stdinReader stderr, err := cmd.StderrPipe() chkErr(err) go io.Copy(os.Stderr, stderr) err = cmd.Start() chkErr(err) window.SetKeyCallback(handleKey) go func() { runtime.LockOSThread() for !window.ShouldClose() { sendInput(stdinWriter) //fmt.Fprintf(stdinWriter, "T %v\n", time.Now()) <-ticks readCommands(input) } }() frameCnt := 0 queueDepth := 0 then := time.Now() for !window.ShouldClose() { frameCnt++ queueDepth += len(commandBus) if frameCnt%120 == 0 { fmt.Printf("Queue depth: %v. Render time: %v. Decode time: %v.\n", queueDepth/120, time.Since(then)/120, decodeTime/time.Duration(decodes)) queueDepth = 0 then = time.Now() decodeTime = time.Duration(0) decodes = 0 } for len(commandBus) > 0 { (<-commandBus)() } halfwidth := camWidth / 2.0 halfheight := camHeight / 2.0 projection := mathgl.Ortho2D(camera.x-halfwidth, camera.x+halfwidth, camera.y+halfheight, camera.y-halfheight) projection = mathgl.Scale3D(camera.sx, camera.sy, 1).Mul4(projection) projection = mathgl.HomogRotate3DZ(camera.rot).Mul4(projection) projMat.UniformMatrix4f(false, (*[16]float32)(&projection)) gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) for _, sprite := range sprites { sMat := mathgl.Scale3D(sprite.sx, sprite.sy, 1) sMat = mathgl.HomogRotate3DZ(sprite.rot).Mul4(sMat) sMat = mathgl.Translate3D(sprite.x, sprite.y, sprite.z).Mul4(sMat) // temp hack bank in sprite.bank = 1 sMap := findSMap(sprite.smap) spriteSize.Uniform2f(float32(sMap.getWidth()*sprite.cellwidth), float32(sMap.getHeight()*sprite.cellheight)) modelMat.UniformMatrix4f(false, (*[16]float32)(&sMat)) gl.DrawArrays(gl.TRIANGLE_FAN, 0, 4) } window.SwapBuffers() glfw.PollEvents() if window.GetKey(glfw.KeyEscape) == glfw.Press { window.SetShouldClose(true) } } }
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 } }