func main() { sdl.Init(sdl.INIT_VIDEO) var screen = sdl.SetVideoMode(640, 480, 32, sdl.OPENGL) if screen == nil { panic("sdl error") } if gl.Init() != 0 { panic("gl error") } pen := Pen{} gl.MatrixMode(gl.PROJECTION) gl.Viewport(0, 0, int(screen.W), int(screen.H)) gl.LoadIdentity() gl.Ortho(0, float64(screen.W), float64(screen.H), 0, -1.0, 1.0) gl.ClearColor(1, 1, 1, 0) gl.Clear(gl.COLOR_BUFFER_BIT) var running = true for running { for e := sdl.PollEvent(); e != nil; e = sdl.PollEvent() { switch ev := e.(type) { case *sdl.QuitEvent: running = false case *sdl.KeyboardEvent: if ev.Keysym.Sym == sdl.K_ESCAPE { running = false } case *sdl.MouseMotionEvent: if ev.State != 0 { pen.lineTo(Point{int(ev.X), int(ev.Y)}) } else { pen.moveTo(Point{int(ev.X), int(ev.Y)}) } } } sdl.GL_SwapBuffers() sdl.Delay(25) } sdl.Quit() }
func draw() { gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) gl.PushMatrix() gl.Rotated(view_rotx, 1.0, 0.0, 0.0) gl.Rotated(view_roty, 0.0, 1.0, 0.0) gl.Rotated(view_rotz, 0.0, 0.0, 1.0) gl.PushMatrix() gl.Translated(-3.0, -2.0, 0.0) gl.Rotated(angle, 0.0, 0.0, 1.0) gl.CallList(gear1) gl.PopMatrix() gl.PushMatrix() gl.Translated(3.1, -2.0, 0.0) gl.Rotated(-2.0*angle-9.0, 0.0, 0.0, 1.0) gl.CallList(gear2) gl.PopMatrix() gl.PushMatrix() gl.Translated(-3.1, 4.2, 0.0) gl.Rotated(-2.0*angle-25.0, 0.0, 0.0, 1.0) gl.CallList(gear3) gl.PopMatrix() gl.PopMatrix() sdl.GL_SwapBuffers() Frames++ { t := sdl.GetTicks() if t-T0 >= 5000 { seconds := (t - T0) / 1000.0 fps := Frames / seconds print(Frames, " frames in ", seconds, " seconds = ", fps, " FPS\n") T0 = t Frames = 0 } } }
func main() { runtime.LockOSThread() flag.Parse() buildPalette() sdl.Init(sdl.INIT_VIDEO) defer sdl.Quit() sdl.GL_SetAttribute(sdl.GL_SWAP_CONTROL, 1) if sdl.SetVideoMode(512, 512, 32, sdl.OPENGL) == nil { panic("sdl error") } if gl.Init() != 0 { panic("gl error") } sdl.WM_SetCaption("Gomandel", "Gomandel") gl.Enable(gl.TEXTURE_2D) gl.Viewport(0, 0, 512, 512) gl.MatrixMode(gl.PROJECTION) gl.LoadIdentity() gl.Ortho(0, 512, 512, 0, -1, 1) gl.ClearColor(0, 0, 0, 0) //----------------------------------------------------------------------------- var dndDragging bool = false var dndStart Point var dndEnd Point var tex gl.Texture var tc TexCoords var lastProgress int initialRect := Rect{-1.5, -1.5, 3, 3} rect := initialRect rc := new(MandelbrotRequest) rc.MakeRequest(512, 512, rect) rc.WaitFor(Small, &tex, &tc) running := true for running { for e := sdl.PollEvent(); e != nil; e = sdl.PollEvent() { switch e.(type) { case *sdl.QuitEvent: running = false case *sdl.MouseButtonEvent: mbe := e.(*sdl.MouseButtonEvent) if mbe.Type == sdl.MOUSEBUTTONDOWN { dndDragging = true sdl.GetMouseState(&dndStart.X, &dndStart.Y) dndEnd = dndStart } else { dndDragging = false sdl.GetMouseState(&dndEnd.X, &dndEnd.Y) if mbe.Which == 3 { rect = initialRect } else { rect = rectFromSelection(dndStart, dndEnd, 512, 512, rect) tc = texCoordsFromSelection(dndStart, dndEnd, 512, 512, tc) } // make request rc.MakeRequest(512, 512, rect) } case *sdl.MouseMotionEvent: if dndDragging { sdl.GetMouseState(&dndEnd.X, &dndEnd.Y) } } } // if we're waiting for a result, check if it's ready p := rc.Update(&tex, &tc) if p != -1 { lastProgress = p } gl.Clear(gl.COLOR_BUFFER_BIT) tex.Bind(gl.TEXTURE_2D) drawQuad(0, 0, 512, 512, tc.TX, tc.TY, tc.TX2, tc.TY2) gl.BindTexture(gl.TEXTURE_2D, 0) if dndDragging { drawSelection(dndStart, dndEnd) } drawProgress(512, 512, lastProgress, rc.Pending) sdl.GL_SwapBuffers() } }