func (c *Context) FillFramebuffer(r, g, b, a float64) error { return c.runOnContextThread(func() error { gl.ClearColor(float32(r), float32(g), float32(b), float32(a)) gl.Clear(gl.COLOR_BUFFER_BIT) return nil }) }
func main() { err := glfw.Init() if err != nil { panic(err) } defer glfw.Terminate() fp, err := os.Open("example.tmx") if err != nil { panic(err) } m, err := tmx.NewMap(fp) if err != nil { panic(err) } var monitor *glfw.Monitor window, err := glfw.CreateWindow(screenWidth, screenHeight, "Map Renderer", monitor, nil) if err != nil { panic(err) } window.MakeContextCurrent() if err := gl.Init(); err != nil { panic(err) } width, height := window.GetFramebufferSize() gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) gl.ClearColor(1.0, 1.0, 1.0, 1.0) gl.Viewport(0, 0, int32(width), int32(height)) gl.MatrixMode(gl.PROJECTION) gl.LoadIdentity() gl.Ortho(0, float64(width), float64(height), 0, -1, 1) gl.Enable(gl.BLEND) gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) canvas := newOpenGLCanvas(width, height, float32(width)/float32(screenWidth), float32(height)/float32(screenHeight)) renderer := tmx.NewRenderer(*m, canvas) fps := 0 startTime := time.Now().UnixNano() timer := tmx.CreateTimer() timer.Start() for !window.ShouldClose() { elapsed := float64(timer.GetElapsedTime()) / (1000 * 1000) renderer.Render(int64(math.Ceil(elapsed))) fps++ if time.Now().UnixNano()-startTime > 1000*1000*1000 { log.Println(fps) startTime = time.Now().UnixNano() fps = 0 } window.SwapBuffers() glfw.PollEvents() timer.UpdateTime() } }
// onResize sets up a simple 2d ortho context based on the window size func onResize(window *glfw.Window, w, h int) { w, h = window.GetSize() // query window to get screen pixels width, height := window.GetFramebufferSize() gl.Viewport(0, 0, int32(width), int32(height)) gl.MatrixMode(gl.PROJECTION) gl.LoadIdentity() gl.Ortho(0, float64(w), 0, float64(h), -1, 1) gl.MatrixMode(gl.MODELVIEW) gl.LoadIdentity() gl.ClearColor(1, 1, 1, 1) }
func main() { runtime.LockOSThread() if err := glfw.Init(); err != nil { panic(err) } defer glfw.Terminate() window, err := glfw.CreateWindow(800, 600, "fontstash example", nil, nil) if err != nil { panic(err) } window.MakeContextCurrent() glfw.SwapInterval(1) gl.Init() data, err := ioutil.ReadFile(filepath.Join("..", "ClearSans-Regular.ttf")) if err != nil { panic(err) } gl.Enable(gl.TEXTURE_2D) tmpBitmap := make([]byte, 512*512) cdata, err, _, tmpBitmap := truetype.BakeFontBitmap(data, 0, 32, tmpBitmap, 512, 512, 32, 96) var ftex uint32 gl.GenTextures(1, &ftex) gl.BindTexture(gl.TEXTURE_2D, ftex) gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR) gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR) gl.TexImage2D(gl.TEXTURE_2D, 0, gl.ALPHA, 512, 512, 0, gl.ALPHA, gl.UNSIGNED_BYTE, unsafe.Pointer(&tmpBitmap[0])) gl.ClearColor(0.3, 0.3, 0.32, 1.) for !window.ShouldClose() { gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) gl.MatrixMode(gl.PROJECTION) gl.LoadIdentity() gl.Ortho(0, 800, 600, 0, 0, 1) gl.MatrixMode(gl.MODELVIEW) gl.LoadIdentity() gl.Disable(gl.DEPTH_TEST) gl.Color4ub(255, 255, 255, 255) gl.Enable(gl.BLEND) gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) my_print(100, 100, "The quick brown fox jumps over the fence", ftex, cdata) window.SwapBuffers() glfw.PollEvents() } }
func (w *Window) setVideoOptions() { gl.ClearColor(0.4, 0.0, 0.3, 1.0) projectionMode() setViewport(w.Width, w.Height) //Required for per-pixel placing. gl.Translatef(0.375, 0.375, 0.0) modelViewMode() setModelViewOptions() }
func setupScene(width int, height int) { gl.Disable(gl.DEPTH_TEST) gl.Disable(gl.LIGHTING) gl.ClearColor(0.5, 0.5, 0.5, 0.0) gl.MatrixMode(gl.PROJECTION) gl.LoadIdentity() gl.Ortho(0, float64(width), 0, float64(height), -1, 1) gl.MatrixMode(gl.MODELVIEW) gl.LoadIdentity() }
func (view *GameView) Enter() { gl.ClearColor(0, 0, 0, 1) view.director.SetTitle(view.title) view.console.SetAudioChannel(view.director.audio.channel) view.director.window.SetKeyCallback(view.onKey) // load sram cartridge := view.console.Cartridge if cartridge.Battery != 0 { if sram, err := readSRAM(sramPath(view.hash)); err == nil { cartridge.SRAM = sram } } }
func (state *State) Reset(window *glfw.Window) { gl.ClearColor(1, 1, 1, 1) gl.Clear(gl.COLOR_BUFFER_BIT) gl.MatrixMode(gl.MODELVIEW) gl.LoadIdentity() gl.Disable(gl.DEPTH) gl.Enable(gl.FRAMEBUFFER_SRGB) width, height := window.GetSize() gl.Viewport(0, 0, int32(width), int32(height)) gl.Ortho(0, float64(width), float64(height), 0, 30, -30) }
func reshape(window *glfw.Window, w, h int) { gl.ClearColor(1, 1, 1, 1) //fmt.Println(gl.GetString(gl.EXTENSIONS)) gl.Viewport(0, 0, int32(w), int32(h)) /* Establish viewing area to cover entire window. */ gl.MatrixMode(gl.PROJECTION) /* Start modifying the projection matrix. */ gl.LoadIdentity() /* Reset project matrix. */ gl.Ortho(0, float64(w), 0, float64(h), -1, 1) /* Map abstract coords directly to window coords. */ gl.Scalef(1, -1, 1) /* Invert Y axis so increasing Y goes down. */ gl.Translatef(0, float32(-h), 0) /* Shift origin up to upper-left corner. */ gl.Enable(gl.BLEND) gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) gl.Disable(gl.DEPTH_TEST) width, height = w, h }
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 var err error if err = sdl.Init(sdl.INIT_EVERYTHING); err != nil { panic(err) } defer sdl.Quit() if err = gl.Init(); err != nil { panic(err) } window, err = sdl.CreateWindow(winTitle, sdl.WINDOWPOS_UNDEFINED, sdl.WINDOWPOS_UNDEFINED, winWidth, winHeight, sdl.WINDOW_OPENGL) if err != nil { panic(err) } defer window.Destroy() context, err = sdl.GL_CreateContext(window) if err != nil { panic(err) } defer sdl.GL_DeleteContext(context) 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) } }
func onDisplay(program uint32, coords uint32) { gl.ClearColor(1.0, 1.0, 1.0, 1.0) gl.Clear(gl.COLOR_BUFFER_BIT) gl.UseProgram(program) gl.EnableVertexAttribArray(coords) triangleVertices := []float32{ 0.0, 0.8, -0.8, -0.8, 0.8, -0.8} gl.VertexAttribPointer(coords, 2, gl.FLOAT, false, 0, gl.Ptr(triangleVertices)) gl.DrawArrays(gl.TRIANGLES, 0, 3) gl.DisableVertexAttribArray(coords) }
func onDisplay(program uint32, coords uint32) { gl.ClearColor(1.0, 1.0, 1.0, 1.0) gl.Clear(gl.COLOR_BUFFER_BIT) gl.Enable(gl.BLEND) gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) gl.UseProgram(program) gl.EnableVertexAttribArray(coords) gl.VertexAttribPointer(coords, 2, gl.FLOAT, false, 0, nil) gl.DrawArrays(gl.TRIANGLES, 0, 3) gl.DisableVertexAttribArray(coords) }
func setupScene() { gl.ClearColor(0, 0, 0, 0) if texDel { gl.DeleteTextures(1, tex1) } tex1 = newTexture(*slides[selCell].getImage(monWidth, monHeight)) gl.MatrixMode(gl.PROJECTION) gl.LoadIdentity() gl.Ortho(-1, 1, -1, 1, 1.0, 10.0) gl.MatrixMode(gl.MODELVIEW) gl.LoadIdentity() texDel = true }
func (v *Video) initGL() { if err := gl.Init(); err != nil { panic(err) } gl.Enable(gl.CULL_FACE) gl.Enable(gl.DEPTH_TEST) gl.ClearColor(0.0, 0.0, 0.0, 1.0) v.prog = createProgram(vertShaderSrcDef, fragShaderSrcDef) posAttrib := uint32(gl.GetAttribLocation(v.prog, gl.Str("vPosition"+"\x00"))) texCoordAttr := uint32(gl.GetAttribLocation(v.prog, gl.Str("vTexCoord"+"\x00"))) v.textureUni = gl.GetAttribLocation(v.prog, gl.Str("texture"+"\x00")) var texture uint32 gl.GenTextures(1, &texture) gl.ActiveTexture(gl.TEXTURE0) gl.BindTexture(gl.TEXTURE_2D, texture) gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST) gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST) gl.UseProgram(v.prog) gl.EnableVertexAttribArray(posAttrib) gl.EnableVertexAttribArray(texCoordAttr) //posAttrib.EnableArray() //texCoordAttr.EnableArray() var vbo uint32 gl.GenBuffers(1, &vbo) gl.BindBuffer(gl.ARRAY_BUFFER, vbo) 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])), gl.Ptr(verts), gl.STATIC_DRAW) var textCoorBuf uint32 gl.GenBuffers(1, &textCoorBuf) gl.BindBuffer(gl.ARRAY_BUFFER, textCoorBuf) 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])), gl.Ptr(texVerts), gl.STATIC_DRAW) gl.VertexAttribPointer(posAttrib, 2, gl.FLOAT, false, 0, gl.PtrOffset(0)) gl.VertexAttribPointer(texCoordAttr, 2, gl.FLOAT, false, 0, gl.PtrOffset(0)) //posAttrib.AttribPointer(2, gl.FLOAT, false, 0, uintptr(0)) //texCoordAttr.AttribPointer(2, gl.FLOAT, false, 0, uintptr(0)) }
func (g *graphics) init() error { if err := g.loadImages(); err != nil { return err } gl.ClearColor(0, 0, 0.7, 1) gl.Enable(gl.BLEND) gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) g.fontStash = fontstash.New(512, 512) fontID, err := g.fontStash.AddFont(resourcePath("MorrisRoman-Black.ttf")) if err != nil { return err } g.fontStash.SetYInverted(true) g.font = NewGLFont(g.fontStash, fontID, 45, [4]float32{0, 0, 0, 1}) return nil }
func (view *GameView) Enter() { gl.ClearColor(0, 0, 0, 1) view.director.SetTitle(view.title) view.console.SetAudioChannel(view.director.audio.channel) view.console.SetAudioSampleRate(view.director.audio.sampleRate) view.director.window.SetKeyCallback(view.onKey) // load state if err := view.console.LoadState(savePath(view.hash)); err == nil { return } else { view.console.Reset() } // load sram cartridge := view.console.Cartridge if cartridge.Battery != 0 { if sram, err := readSRAM(sramPath(view.hash)); err == nil { cartridge.SRAM = sram } } }
func Render() { gl.ClearColor(0, 0, 0, 1) gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) gl.Color4f(1, 1, 1, 1) gl.BindTexture(gl.TEXTURE_2D, game.Texture) gl.PushMatrix() gl.Translatef(20-float32(game.PlayerX), 15-float32(game.PlayerY), 0) gl.Begin(gl.TRIANGLES) for i := 0; i < game.Width; i++ { for j := 0; j < game.Height; j++ { renderTile(game.Tiles[(j*game.Width)+i], float32(i), float32(j)) } } // Player gl.Color4f(1, 0, 0, 1) renderTile(4, float32(game.PlayerX), float32(game.PlayerY)) gl.End() gl.PopMatrix() }
func setupScene() { gl.Enable(gl.DEPTH_TEST) gl.Enable(gl.LIGHTING) gl.ClearColor(0.5, 0.5, 0.5, 0.0) gl.ClearDepth(1) gl.DepthFunc(gl.LEQUAL) ambient := []float32{0.5, 0.5, 0.5, 1} diffuse := []float32{1, 1, 1, 1} lightPosition := []float32{-5, 5, 10, 0} gl.Lightfv(gl.LIGHT0, gl.AMBIENT, &ambient[0]) gl.Lightfv(gl.LIGHT0, gl.DIFFUSE, &diffuse[0]) gl.Lightfv(gl.LIGHT0, gl.POSITION, &lightPosition[0]) gl.Enable(gl.LIGHT0) gl.MatrixMode(gl.PROJECTION) gl.LoadIdentity() gl.Frustum(-1, 1, -1, 1, 1.0, 10.0) gl.MatrixMode(gl.MODELVIEW) gl.LoadIdentity() }
func onDisplay(program uint32) { coords := uint32(attributeCoord2d) vcolor := uint32(attributeVColor) gl.ClearColor(1.0, 1.0, 1.0, 1.0) gl.Clear(gl.COLOR_BUFFER_BIT) gl.UseProgram(program) gl.Enable(gl.BLEND) gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) gl.Uniform1f(uniformFade, curFade) gl.EnableVertexAttribArray(coords) gl.EnableVertexAttribArray(vcolor) gl.BindBuffer(gl.ARRAY_BUFFER, vboTriangle) gl.VertexAttribPointer(coords, 2, gl.FLOAT, false, 5*floatSize, nil) gl.VertexAttribPointer(vcolor, 3, gl.FLOAT, false, 5*floatSize, gl.PtrOffset(2*floatSize)) gl.DrawArrays(gl.TRIANGLES, 0, 3) gl.DisableVertexAttribArray(vcolor) gl.DisableVertexAttribArray(coords) }
func main() { flag.Parse() go func() { http.ListenAndServe("localhost:6060", nil) }() go func() { for { runtime.GC() time.Sleep(1) } }() if err := glfw.Init(); err != nil { log.Fatalln("failed to initialize glfw:", err) } defer glfw.Terminate() glfw.WindowHint(glfw.Resizable, glfw.True) glfw.WindowHint(glfw.Visible, glfw.False) // do not steal focus glfw.WindowHint(glfw.Samples, 4) glfw.WindowHint(glfw.ContextVersionMajor, 2) glfw.WindowHint(glfw.ContextVersionMinor, 1) window, err := glfw.CreateWindow(800, 600, "Spector", nil, nil) if err != nil { panic(err) } window.MakeContextCurrent() window.Restore() window.SetPos(32, 64) if err := gl.Init(); err != nil { panic(err) } if err := gl.GetError(); err != 0 { fmt.Println("INIT", err) } startnano := time.Now().UnixNano() DrawList := draw.NewList() for !window.ShouldClose() { start := qpc.Now() if window.GetKey(glfw.KeyEscape) == glfw.Press { return } now := float64(time.Now().UnixNano()-startnano) / 1e9 width, height := window.GetSize() { // reset window gl.MatrixMode(gl.MODELVIEW) gl.LoadIdentity() gl.Viewport(0, 0, int32(width), int32(height)) gl.Ortho(0, float64(width), float64(height), 0, 30, -30) gl.ClearColor(1, 1, 1, 1) gl.Clear(gl.COLOR_BUFFER_BIT) } DrawList.Reset() DrawList.AddRectFill(&draw.Rectangle{ draw.Vector{10, 10}, draw.Vector{50, 50}, }, draw.Red) CircleRadius := float32(50.0 * math.Sin(now*1.3)) DrawList.AddCircle( draw.Vector{100, 100}, CircleRadius, draw.Red) DrawList.AddArc( draw.Vector{200, 100}, CircleRadius/2+50, float32(now), float32(math.Sin(now)*10), draw.ColorHSL(float32(math.Sin(now*0.3)), 0.8, 0.5)) LineWidth := float32(math.Sin(now*2.1)*5 + 5) LineCount := int(width / 8) line := make([]draw.Vector, LineCount) for i := range line { r := float64(i) / float64(LineCount-1) line[i].X = float32(r) * float32(width) line[i].Y = float32(height)*0.5 + float32(math.Sin(r*11.8+now)*100) } DrawList.AddLine(line[:], LineWidth, draw.ColorHSL(float32(math.Sin(now*0.3)), 0.6, 0.6)) CircleCount := int(width / 8) circle := make([]draw.Vector, CircleCount) for i := range circle { p := float64(i) / float64(CircleCount) a := now + p*math.Pi*2 w := math.Sin(p*62)*20.0 + 100.0 circle[i].X = float32(width)*0.5 + float32(math.Cos(a)*w) circle[i].Y = float32(height)*0.5 + float32(math.Sin(a)*w) } // DrawList.PushClip(draw.Rect(0, 0, float32(width)/2, float32(height)/2)) DrawList.AddClosedLine(circle[:], LineWidth, draw.Green) // DrawList.PopClip() render.List(width, height, DrawList) if err := gl.GetError(); err != 0 { fmt.Println(err) } stop := qpc.Now() window.SwapBuffers() runtime.GC() glfw.PollEvents() fmt.Printf("%-10.3f\n", stop.Sub(start).Duration().Seconds()*1000) } }
func main() { if err := glfw.Init(nopContextWatcher{}); err != nil { panic(err) } defer glfw.Terminate() window, err := glfw.CreateWindow(1536, 960, "", nil, nil) if err != nil { panic(err) } globalWindow = window window.MakeContextCurrent() window.SetInputMode(glfw.CursorMode, glfw.CursorHidden) if err := gl.Init(); nil != err { panic(err) } glfw.SwapInterval(1) // Vsync. framebufferSizeCallback := func(w *glfw.Window, framebufferSize0, framebufferSize1 int) { gl.Viewport(0, 0, int32(framebufferSize0), int32(framebufferSize1)) var windowSize [2]int windowSize[0], windowSize[1] = w.GetSize() // Update the projection matrix gl.MatrixMode(gl.PROJECTION) gl.LoadIdentity() gl.Ortho(0, float64(windowSize[0]), float64(windowSize[1]), 0, -1, 1) gl.MatrixMode(gl.MODELVIEW) } { var framebufferSize [2]int framebufferSize[0], framebufferSize[1] = window.GetFramebufferSize() framebufferSizeCallback(window, framebufferSize[0], framebufferSize[1]) } window.SetFramebufferSizeCallback(framebufferSizeCallback) var inputEventQueue []InputEvent mousePointer = &Pointer{VirtualCategory: POINTING} var lastMousePos mgl64.Vec2 lastMousePos[0], lastMousePos[1] = window.GetCursorPos() MousePos := func(w *glfw.Window, x, y float64) { //fmt.Println("MousePos:", x, y) inputEvent := InputEvent{ Pointer: mousePointer, EventTypes: map[EventType]bool{SLIDER_EVENT: true, AXIS_EVENT: true}, InputId: 0, Buttons: nil, Sliders: []float64{x - lastMousePos[0], y - lastMousePos[1]}, // TODO: Do this in a pointer general way? Axes: []float64{x, y}, } lastMousePos[0] = x lastMousePos[1] = y inputEventQueue = EnqueueInputEvent(inputEvent, inputEventQueue) } window.SetCursorPosCallback(MousePos) MousePos(window, lastMousePos[0], lastMousePos[1]) gl.ClearColor(0.85, 0.85, 0.85, 1) rand.Seed(4) var widget = newMultitouchTestBoxWidget(mgl64.Vec2{600, 300}, rand.Intn(6)) var widget2 = newMultitouchTestBoxWidget(mgl64.Vec2{600 + 210, 300 + 210}, rand.Intn(6)) var widget3 = newMultitouchTestBoxWidget(mgl64.Vec2{600 + 210, 300}, rand.Intn(6)) var widget4 = newMultitouchTestBoxWidget(mgl64.Vec2{600, 300 + 210}, rand.Intn(6)) go func() { <-time.After(5 * time.Second) log.Println("trigger!") widget.color++ // HACK: Racy. glfw.PostEmptyEvent() }() for !window.ShouldClose() { //glfw.PollEvents() glfw.WaitEvents() // Process Input. inputEventQueue = ProcessInputEventQueue(inputEventQueue) gl.Clear(gl.COLOR_BUFFER_BIT) widget.Render() widget2.Render() widget3.Render() widget4.Render() mousePointer.Render() window.SwapBuffers() log.Println("swapped buffers") runtime.Gosched() } }
func main() { runtime.LockOSThread() if err := glfw.Init(); err != nil { panic(err) } defer glfw.Terminate() window, err := glfw.CreateWindow(800, 600, "fontstash example", nil, nil) if err != nil { panic(err) } window.MakeContextCurrent() glfw.SwapInterval(1) gl.Init() stash := fontstash.New(512, 512) clearSansRegular, err := stash.AddFont(filepath.Join("..", "ClearSans-Regular.ttf")) if err != nil { panic(err) } clearSansItalic, err := stash.AddFont(filepath.Join("..", "ClearSans-Italic.ttf")) if err != nil { panic(err) } clearSansBold, err := stash.AddFont(filepath.Join("..", "ClearSans-Bold.ttf")) if err != nil { panic(err) } droidJapanese, err := stash.AddFont(filepath.Join("..", "DroidSansJapanese.ttf")) if err != nil { panic(err) } gl.ClearColor(0.3, 0.3, 0.32, 1.) for !window.ShouldClose() { gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) gl.MatrixMode(gl.PROJECTION) gl.LoadIdentity() gl.Ortho(0, 800, 0, 600, -1, 1) gl.MatrixMode(gl.MODELVIEW) gl.LoadIdentity() gl.Disable(gl.DEPTH_TEST) gl.Color4ub(255, 255, 255, 255) gl.Enable(gl.BLEND) gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) gl.Disable(gl.TEXTURE_2D) gl.Begin(gl.QUADS) gl.Vertex2i(0, -5) gl.Vertex2i(5, -5) gl.Vertex2i(5, -11) gl.Vertex2i(0, -11) gl.End() sx := float64(100) sy := float64(250) stash.BeginDraw() dx := sx dy := sy dx = stash.DrawText(clearSansRegular, 24, dx, dy, "The quick ", [4]float32{0, 0, 0, 1}) dx = stash.DrawText(clearSansItalic, 48, dx, dy, "brown ", [4]float32{1, 1, 0.5, 1}) dx = stash.DrawText(clearSansRegular, 24, dx, dy, "fox ", [4]float32{0, 1, 0.5, 1}) _, _, lh := stash.VMetrics(clearSansItalic, 24) dx = sx dy -= lh * 1.2 dx = stash.DrawText(clearSansItalic, 24, dx, dy, "jumps over ", [4]float32{0, 1, 1, 1}) dx = stash.DrawText(clearSansBold, 24, dx, dy, "the lazy ", [4]float32{1, 0, 1, 1}) dx = stash.DrawText(clearSansRegular, 24, dx, dy, "dog.", [4]float32{0, 1, 0, 1}) dx = sx dy -= lh * 1.2 dx = stash.DrawText(clearSansRegular, 12, dx, dy, "Now is the time for all good men to come to the aid of the party.", [4]float32{0, 0, 1, 1}) _, _, lh = stash.VMetrics(clearSansItalic, 12) dx = sx dy -= lh * 1.2 * 2 dx = stash.DrawText(clearSansItalic, 18, dx, dy, "Ég get etið gler án þess að meiða mig.", [4]float32{1, 0, 0, 1}) _, _, lh = stash.VMetrics(clearSansItalic, 18) dx = sx dy -= lh * 1.2 stash.DrawText(droidJapanese, 18, dx, dy, "どこかに置き忘れた、サングラスと打ち明け話。", [4]float32{1, 1, 1, 1}) stash.EndDraw() gl.Enable(gl.DEPTH_TEST) window.SwapBuffers() glfw.PollEvents() } }
func main() { fmt.Printf(`WolfenGo v%s, Copyright (C) 2016 gdm85 https://github.com/gdm85/wolfengo WolfenGo comes with ABSOLUTELY NO WARRANTY. This is free software, and you are welcome to redistribute it under GNU/GPLv2 license.`+"\n", version) if err := glfw.Init(); err != nil { fatalError(err) } defer glfw.Terminate() // create a context and activate it glfw.WindowHint(glfw.ContextVersionMajor, 2) glfw.WindowHint(glfw.ContextVersionMinor, 1) glfw.WindowHint(glfw.Resizable, glfw.False) glfw.WindowHint(glfw.DoubleBuffer, glfw.True) var err error Window, err = glfw.CreateWindow(800, 600, "WolfenGo", nil, nil) if err != nil { fatalError(err) } Window.MakeContextCurrent() // gl.Init() should be called after context is current if err := gl.Init(); err != nil { fatalError(err) } glfw.SwapInterval(1) // enable vertical refresh fmt.Println(gl.GoStr(gl.GetString(gl.VERSION))) if debugGL { gl.DebugMessageCallback(debugCb, unsafe.Pointer(nil)) gl.Enable(gl.DEBUG_OUTPUT) } // init graphics gl.ClearColor(0.0, 0.0, 0.0, 0.0) gl.FrontFace(gl.CW) gl.CullFace(gl.BACK) gl.Enable(gl.CULL_FACE) gl.Enable(gl.DEPTH_TEST) gl.Enable(gl.BLEND) gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) gl.Enable(gl.DEPTH_CLAMP) gl.Enable(gl.TEXTURE_2D) isRunning := false // load all assets _, err = getBasicShader() if err != nil { fatalError(err) } err = _defaultMedkit.initMedkit() if err != nil { fatalError(err) } err = _defaultMonster.initMonster() if err != nil { fatalError(err) } getDoorMesh() initPlayer() err = initGun() if err != nil { fatalError(err) } G, err = NewGame() if err != nil { fatalError(err) } // GAME STARTS isRunning = true var frames uint64 var frameCounter time.Duration frameTime := time.Duration(1000/frameCap) * time.Millisecond lastTime := time.Now() var unprocessedTime time.Duration for isRunning { var render bool startTime := time.Now() passedTime := startTime.Sub(lastTime) lastTime = startTime unprocessedTime += passedTime frameCounter += passedTime for unprocessedTime > frameTime { render = true unprocessedTime -= frameTime if Window.ShouldClose() { isRunning = false } G.timeDelta = frameTime.Seconds() glfw.PollEvents() err := G.input() if err != nil { fatalError(err) } err = G.update() if err != nil { fatalError(err) } if frameCounter >= time.Second { if printFPS { fmt.Printf("%d FPS\n", frames) } frames = 0 frameCounter -= time.Second } } if render { //TODO: Stencil Buffer gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) G.render() frames++ Window.SwapBuffers() } else { time.Sleep(time.Millisecond) } } Window.Destroy() }
func draw() { gl.ClearColor(0.2, 0.3, 0.3, 1.0) gl.Clear(gl.COLOR_BUFFER_BIT) //gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) // gl.Color4f(1, 1, 1, 1) // I have no idea what this does yet. }
func (view *MenuView) Enter() { gl.ClearColor(0.333, 0.333, 0.333, 1) view.director.SetTitle("Select Game") view.director.window.SetCharCallback(view.onChar) }
// ClearColor specifies the RGBA values used to clear color buffers. // // http://www.khronos.org/opengles/sdk/docs/man3/html/glClearColor.xhtml func ClearColor(red, green, blue, alpha float32) { gl.ClearColor(red, green, blue, alpha) }
func setupScene(w *glfw.Window) { gl.ClearColor(.5, .5, .5, 0) }
func main() { if err := glfw.Init(); err != nil { fmt.Println("glfw.Init():", err) return } defer glfw.Terminate() glfw.WindowHint(glfw.Decorated, glfw.True) glfw.WindowHint(glfw.ContextVersionMajor, 1) glfw.WindowHint(glfw.ContextVersionMinor, 0) glfw.WindowHint(glfw.Resizable, glfw.True) window, err := glfw.CreateWindow(10, 10, "Settlers", nil, nil) if err != nil { fmt.Println("glfw.CreateWindow():", err) return } window.MakeContextCurrent() if err := gl.Init(); err != nil { fmt.Println("gl.Init():", err) return } stash := fontstash.New(512, 512) fontID, err := stash.AddFont(resourcePath("MorrisRoman-Black.ttf")) if err != nil { fmt.Println(err) return } stash.SetYInverted(true) font := &font{stash, fontID, 35} gl.Enable(gl.BLEND) gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) gl.MatrixMode(gl.MODELVIEW) gl.LoadIdentity() rand.Seed(time.Now().UnixNano()) g := game.New([]game.Color{game.Red, game.White, game.Blue}, rand.Int()) var lines []string window.SetCharCallback(func(_ *glfw.Window, r rune) { if len(lines) == 0 { lines = []string{""} } lines[len(lines)-1] += string(r) }) window.SetCharModsCallback(func(_ *glfw.Window, r rune, _ glfw.ModifierKey) { }) window.SetKeyCallback(func(_ *glfw.Window, key glfw.Key, _ int, action glfw.Action, _ glfw.ModifierKey) { if action == glfw.Release { return } if key == glfw.KeyEscape { window.SetShouldClose(true) } if key == glfw.Key1 { g.CurrentPlayer = 0 } if key == glfw.Key2 { g.CurrentPlayer = 1 } if key == glfw.Key3 { g.CurrentPlayer = 2 } if key == glfw.Key4 { g.CurrentPlayer = 3 } if key == glfw.KeyR { state = buildingRoad } if key == glfw.KeyS { state = buildingSettlement } if key == glfw.KeyKP2 { g.DealResources(2) } if key == glfw.KeyKP3 { g.DealResources(3) } if key == glfw.KeyKP4 { g.DealResources(4) } if key == glfw.KeyKP5 { g.DealResources(5) } if key == glfw.KeyKP6 { g.DealResources(6) } if key == glfw.KeyKP8 { g.DealResources(8) } if key == glfw.KeyKP9 { g.DealResources(9) } if key == glfw.KeyKP0 { g.DealResources(10) } if key == glfw.KeyKP1 { g.DealResources(11) } if key == glfw.KeyKP7 { g.DealResources(12) } if len(lines) > 0 && key == glfw.KeyBackspace && (action == glfw.Press || action == glfw.Repeat) { if len(lines[len(lines)-1]) == 0 { lines = lines[:len(lines)-1] } else { lines[len(lines)-1] = removeLastRune(lines[len(lines)-1]) } } if (action == glfw.Press || action == glfw.Repeat) && (key == glfw.KeyEnter || key == glfw.KeyKPEnter) { lines = append(lines, "") } }) window.SetInputMode(glfw.CursorMode, glfw.CursorHidden) window.SetInputMode(glfw.CursorMode, glfw.CursorNormal) window.SetSizeCallback(func(_ *glfw.Window, w, h int) { windowW, windowH = w, h cam.WindowWidth, cam.WindowHeight = w, h gl.Viewport(0, 0, int32(w), int32(h)) }) if err := loadImages(); err != nil { fmt.Println(err) return } var background image.Image var backImg *glImage go func() { gameW, gameH := 7*200, 7*tileYOffset+tileSlopeHeight back := image.NewRGBA(image.Rect(0, 0, gameW, gameH)) clearToTransparent(back) drawGameBackgroundIntoImage(back, g) background = back }() gameColorToString := func(c game.Color) string { switch c { case game.Red: return "red" case game.Orange: return "orange" case game.Blue: return "blue" default: return "white" } } roadImage := func(pos game.TileEdge, c game.Color) *glImage { color := gameColorToString(c) dir := "up" if isEdgeVertical(pos) { dir = "vertical" } if isEdgeGoingDown(pos) { dir = "down" } return glImages["road_"+color+"_"+dir] } settlementImage := func(c game.Color) *glImage { return glImages["settlement_"+gameColorToString(c)] } cityImage := func(c game.Color) *glImage { return glImages["city_"+gameColorToString(c)] } // TODO this is for showing the road/settlement being built currently var movingSettlementCorner game.TileCorner var movingSettlementVisible bool var movingRoadEdge game.TileEdge var movingRoadVisible bool window.SetCursorPosCallback(func(_ *glfw.Window, x, y float64) { mouseX, mouseY = x, y gameX, gameY := cam.screenToGame(x, y) movingSettlementCorner, movingSettlementVisible = screenToCorner(gameX, gameY) movingRoadEdge, movingRoadVisible = screenToEdge(gameX, gameY) }) window.SetCursorEnterCallback(func(_ *glfw.Window, entered bool) { mouseIn = entered if entered == false { movingSettlementVisible = false movingRoadVisible = true } }) ////////////////////////////////////////////////////////////////// drawGame := func() { if backImg == nil && background != nil { backImg, _ = NewGLImageFromImage(background) } if backImg != nil { backImg.DrawAtXY(0, 0) for _, p := range g.GetPlayers() { for _, r := range p.GetBuiltRoads() { x, y := edgeToScreen(r.Position) img := roadImage(r.Position, p.Color) img.DrawAtXY(x-img.Width/2, y-img.Height/2) } for _, s := range p.GetBuiltSettlements() { x, y := cornerToScreen(s.Position) img := settlementImage(p.Color) img.DrawAtXY(x-img.Width/2, y-(5*img.Height/8)) } for _, c := range p.GetBuiltCities() { x, y := cornerToScreen(c.Position) img := cityImage(p.Color) img.DrawAtXY(x-img.Width/2, y-(5*img.Height/8)) } } if state == buildingSettlement && movingSettlementVisible && mouseIn { color := [4]float32{1, 1, 1, 1} x, y := cornerToScreen(movingSettlementCorner) if !movingSettlementVisible || !g.CanBuildSettlementAt(movingSettlementCorner) { color = [4]float32{0.7, 0.7, 0.7, 0.7} x, y = cam.screenToGame(mouseX, mouseY) } img := settlementImage(g.GetCurrentPlayer().Color) // TODO duplicate code: img.DrawColoredAtXY(x-img.Width/2, y-(5*img.Height/8), color) } if state == buildingRoad && movingRoadVisible && mouseIn { color := [4]float32{1, 1, 1, 1} x, y := edgeToScreen(movingRoadEdge) if !(!movingRoadVisible || !g.CanBuildRoadAt(movingRoadEdge)) { img := roadImage(movingRoadEdge, g.GetCurrentPlayer().Color) // TODO duplicate code: img.DrawColoredAtXY(x-img.Width/2, y-(5*img.Height/8), color) } } x, y, w, h := tileToScreen(g.Robber.Position) robber := glImages["robber"] robber.DrawAtXY(x+(w-robber.Width)/2, y+(h-robber.Height)/2) } } buildMenu := &menu{color{0.5, 0.4, 0.8, 0.9}, rect{0, 500, 800, 250}} showCursor := 0 start := time.Now() frames := 0 window.SetSize(windowW, windowH) for !window.ShouldClose() { glfw.PollEvents() gl.MatrixMode(gl.PROJECTION) gl.LoadIdentity() const controlsHeight = 0 // TODO reserve are for stats and menus gameW, gameH := 7.0*200, 7.0*tileYOffset+tileSlopeHeight+controlsHeight gameRatio := gameW / gameH windowRatio := float64(windowW) / float64(windowH) var left, right, bottom, top float64 if windowRatio > gameRatio { // window is wider than game => borders left and right border := (windowRatio*gameH - gameW) / 2 left, right = -border, border+gameW bottom, top = gameH, 0 } else { // window is higher than game => borders on top and bottom border := (gameW/windowRatio - gameH) / 2 left, right = 0, gameW bottom, top = gameH+border, -border } gl.Ortho(left, right, bottom, top, -1, 1) cam.Left, cam.Right, cam.Bottom, cam.Top = left, right, bottom, top gl.ClearColor(0, 0, 1, 1) gl.Clear(gl.COLOR_BUFFER_BIT) drawGame() lines = make([]string, g.PlayerCount*6) for i, player := range g.GetPlayers() { lines[i*6+0] = fmt.Sprintf("player %v has %v ore", i+1, player.Resources[game.Ore]) lines[i*6+1] = fmt.Sprintf("player %v has %v grain", i+1, player.Resources[game.Grain]) lines[i*6+2] = fmt.Sprintf("player %v has %v lumber", i+1, player.Resources[game.Lumber]) lines[i*6+3] = fmt.Sprintf("player %v has %v wool", i+1, player.Resources[game.Wool]) lines[i*6+4] = fmt.Sprintf("player %v has %v brick", i+1, player.Resources[game.Brick]) } if len(lines) > 0 { stash.BeginDraw() const fontSize = 35 const cursorText = "" //"_" cursor := "" if showCursor > 60 { cursor = cursorText } for i, line := range lines { output := line if i == len(lines)-1 { output += cursor } font.Write(output, 0, float64(i+1)*fontSize) } if len(lines) == 0 { font.Write(cursor, 0, fontSize) } stash.EndDraw() } buildMenu.draw() window.SwapBuffers() showCursor = (showCursor + 1) % 120 frames++ if time.Now().Sub(start).Seconds() >= 1.0 { fmt.Println(frames, "fps") frames = 0 start = time.Now() } } }
func clear() { gl.ClearColor(0.0, 0.0, 0.0, 0.0) gl.Clear(gl.COLOR_BUFFER_BIT) }
func main() { if err := glfw.Init(nopContextWatcher{}); err != nil { panic(err) } defer glfw.Terminate() glfw.WindowHint(glfw.Samples, 8) // Anti-aliasing. window, err := glfw.CreateWindow(400, 400, "", nil, nil) if err != nil { panic(err) } window.MakeContextCurrent() if err := gl.Init(); err != nil { panic(err) } glfw.SwapInterval(1) // Vsync. InitFont() defer DeinitFont() framebufferSizeCallback := func(w *glfw.Window, framebufferSize0, framebufferSize1 int) { gl.Viewport(0, 0, int32(framebufferSize0), int32(framebufferSize1)) var windowSize [2]int windowSize[0], windowSize[1] = w.GetSize() // Update the projection matrix. gl.MatrixMode(gl.PROJECTION) gl.LoadIdentity() gl.Ortho(0, float64(windowSize[0]), float64(windowSize[1]), 0, -1, 1) gl.MatrixMode(gl.MODELVIEW) } { var framebufferSize [2]int framebufferSize[0], framebufferSize[1] = window.GetFramebufferSize() framebufferSizeCallback(window, framebufferSize[0], framebufferSize[1]) } window.SetFramebufferSizeCallback(framebufferSizeCallback) var inputEventQueue []events.InputEvent mousePointer = &events.Pointer{VirtualCategory: events.POINTING} window.SetMouseMovementCallback(func(w *glfw.Window, xpos, ypos, xdelta, ydelta float64) { inputEvent := events.InputEvent{ Pointer: mousePointer, EventTypes: map[events.EventType]struct{}{events.SLIDER_EVENT: {}}, InputId: 0, Buttons: nil, Sliders: []float64{xdelta, ydelta}, } if w.GetInputMode(glfw.CursorMode) != glfw.CursorDisabled { inputEvent.EventTypes[events.AXIS_EVENT] = struct{}{} inputEvent.Axes = []float64{xpos, ypos} } inputEventQueue = events.EnqueueInputEvent(inputEventQueue, inputEvent) }) window.SetMouseButtonCallback(func(w *glfw.Window, button glfw.MouseButton, action glfw.Action, mods glfw.ModifierKey) { inputEvent := events.InputEvent{ Pointer: mousePointer, EventTypes: map[events.EventType]struct{}{events.BUTTON_EVENT: {}}, InputId: uint16(button), Buttons: []bool{action != glfw.Release}, Sliders: nil, Axes: nil, ModifierKey: uint8(mods), } inputEventQueue = events.EnqueueInputEvent(inputEventQueue, inputEvent) }) go func() { <-time.After(5 * time.Second) log.Println("trigger!") boxUpdated = true glfw.PostEmptyEvent() }() gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) // For font. gl.ClearColor(247.0/255, 247.0/255, 247.0/255, 1) var spinner int var widgets []events.Widgeter widgets = append(widgets, NewButtonWidget(mgl64.Vec2{50, 200}, func() { fmt.Println("button triggered") })) for !window.ShouldClose() && glfw.Press != window.GetKey(glfw.KeyEscape) { glfw.WaitEvents() // Process Input. inputEventQueue = events.ProcessInputEventQueue(inputEventQueue, widgets[0]) gl.Clear(gl.COLOR_BUFFER_BIT) gl.LoadIdentity() for _, widget := range widgets { widget.Render() } drawSpinner(spinner) spinner++ drawBox() gl.Color3d(1, 0, 0) NewOpenGlStream(mgl64.Vec2{50, 300}).PrintText(` !"#$%&'()*+,-./ 0123456789:;<=>? @ABCDEFGHIJKLMNO PQRSTUVWXYZ[\]^_ ` + "`" + `abcdefghijklmno pqrstuvwxyz{|}~`) window.SwapBuffers() log.Println("swapped buffers") //runtime.Gosched() } }