func (me *RenderView) render() { if me.Enabled { thrRend.curView, thrRend.curTech, thrRend.curEffect = me, me.Technique, nil Core.Render.states.Apply(&me.RenderStates) if me.Port.shouldScissor { Core.Render.states.ForceEnableScissorTest() gl.Scissor(me.Port.glVpX, me.Port.glVpY, me.Port.glVpW, me.Port.glVpH) } gl.Viewport(me.Port.glVpX, me.Port.glVpY, me.Port.glVpW, me.Port.glVpH) gl.Clear(me.RenderStates.Other.ClearBits) me.Technique.render() if me.Port.shouldScissor { Core.Render.states.ForceDisableScissorTest() } } }
func main() { var err error var looping = true defer fmt.Println("EXIT") if err = glfw.Init(); err != nil { panic(err) } defer glfw.Terminate() glfw.OpenWindowHint(glfw.FsaaSamples, 0) if useStrictCoreProfile { glfw.OpenWindowHint(glfw.OpenGLVersionMajor, 3) glfw.OpenWindowHint(glfw.OpenGLVersionMinor, 2) glfw.OpenWindowHint(glfw.OpenGLProfile, glfw.OpenGLCoreProfile) } if err = glfw.OpenWindow(1280, 720, 8, 8, 8, 0, 24, 8, glfw.Windowed); err != nil { panic(err) } defer glfw.CloseWindow() glfw.Enable(glfw.StickyKeys) if !gl.Util.Init() { panic("Failed to initialize at least OpenGL 3.2 or higher.") } defer logLastGlError("(post loop)") gl.ClearColor(0.3, 0.1, 0.0, 1.0) gl.Enable(gl.DEPTH_TEST) gl.FrontFace(gl.CCW) gl.CullFace(gl.BACK) gl.Disable(gl.CULL_FACE) if err = compileShaders(); err != nil { panic(err) } setupGeometry() defer deleteGeometry() logLastGlError("(pre loop)") for looping { gl.UseProgram(shaderProg) if isFirstLoop { logLastGlError("gl.UseProgram") } gl.Viewport(0, 0, 1280, 720) if isFirstLoop { logLastGlError("gl.ViewPort") } gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) if isFirstLoop { logLastGlError("gl.Clear") } renderGeometry(faceTri) if isFirstLoop { logLastGlError("renderGeometry(faceTri)") } renderGeometry(faceQuad) if isFirstLoop { logLastGlError("renderGeometry(faceQuad)") } if (glfw.WindowParam(glfw.Opened) != 1) || (glfw.Key(glfw.KeyEsc) == glfw.KeyPress) { looping = false } else { glfw.SwapBuffers() } isFirstLoop = false } logLastGlError("post-loop") }
func main() { runtime.LockOSThread() var looping = true defer fmt.Println("EXIT") // if err = glfw.Init(); err != nil { // panic(err) // } if !glfw.Init() { panic("glfw.Init() failed!") } defer glfw.Terminate() // glfw.OpenWindowHint(glfw.FsaaSamples, 0) glfw.WindowHint(glfw.Samples, 0) if useStrictCoreProfile { // glfw.OpenWindowHint(glfw.OpenGLVersionMajor, 3) // glfw.OpenWindowHint(glfw.OpenGLVersionMinor, 2) // glfw.OpenWindowHint(glfw.OpenGLProfile, glfw.OpenGLCoreProfile) glfw.WindowHint(glfw.ContextVersionMajor, 3) glfw.WindowHint(glfw.ContextVersionMinor, 2) glfw.WindowHint(glfw.OpenglProfile, glfw.OpenglCoreProfile) } // if err = glfw.OpenWindow(1280, 720, 8, 8, 8, 0, 24, 8, glfw.Windowed); err != nil { // panic(err) // } // defer glfw.CloseWindow() glfw.WindowHint(glfw.RedBits, 8) glfw.WindowHint(glfw.BlueBits, 8) glfw.WindowHint(glfw.GreenBits, 8) glfw.WindowHint(glfw.AlphaBits, 0) glfw.WindowHint(glfw.DepthBits, 24) glfw.WindowHint(glfw.StencilBits, 8) win, err := glfw.CreateWindow(1280, 720, "Test", nil, nil) if err != nil { panic(err) } defer win.Destroy() win.MakeContextCurrent() // glfw.Enable(glfw.StickyKeys) win.SetInputMode(glfw.StickyKeys, glfw.True) if !gl.Util.Init() { panic("Failed to initialize at least OpenGL 3.2 or higher.") } defer logLastGlError("(post loop)") gl.ClearColor(0.3, 0.1, 0.0, 1.0) gl.Enable(gl.DEPTH_TEST) gl.FrontFace(gl.CCW) gl.CullFace(gl.BACK) gl.Disable(gl.CULL_FACE) if err = compileShaders(); err != nil { panic(err) } setupGeometry() defer deleteGeometry() logLastGlError("(pre loop)") for looping { gl.UseProgram(shaderProg) if isFirstLoop { logLastGlError("gl.UseProgram") } gl.Viewport(0, 0, 1280, 720) if isFirstLoop { logLastGlError("gl.ViewPort") } gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) if isFirstLoop { logLastGlError("gl.Clear") } renderGeometry(faceTri) if isFirstLoop { logLastGlError("renderGeometry(faceTri)") } renderGeometry(faceQuad) if isFirstLoop { logLastGlError("renderGeometry(faceQuad)") } // if (glfw.WindowParam(glfw.Opened) != 1) || (glfw.Key(glfw.KeyEsc) == glfw.KeyPress) { if win.ShouldClose() || win.GetKey(glfw.KeyEscape) == glfw.Press { looping = false } else { // glfw.SwapBuffers() win.SwapBuffers() glfw.PollEvents() } isFirstLoop = false } logLastGlError("post-loop") }