func newGameState(window mandala.Window) *gameState { s := new(gameState) s.window = window s.window.MakeContextCurrent() w, h := window.GetSize() s.world = newWorld(w, h) // Create the building reading it from a string rand.Seed(int64(time.Now().Nanosecond())) // Uncomment the following lines to generate the world // starting from a string (defined in world.go) // s.world.createFromString(pyramid) // s.world.setGround(newGround(0, float32(10), float32(w), float32(10))) s.world.createFromSvg("raw/world.svg") gl.ClearColor(0.0, 0.0, 0.0, 1.0) gl.Clear(gl.COLOR_BUFFER_BIT) return s }
func draw() { // Draw gl.ClearColor(0.9, 0.85, 0.46, 0.0) gl.Clear(gl.COLOR_BUFFER_BIT) w := g.world w.background.Draw() }
// NewGameState creates a new game state. It needs a window onto which // render the scene. func NewGameState(window mandala.Window) *GameState { s := new(GameState) s.window = window s.window.MakeContextCurrent() w, h := window.GetSize() s.World = NewWorld(w, h) s.Fps = DefaultFps // Uncomment the following lines to generate the world // starting from a string (defined in world.go) // s.World.CreateFromString(pyramid) // s.World.setGround(newGround(s.World, 0, float32(10), float32(w), float32(10))) s.World.CreateFromSvg("raw/world.svg") gl.Enable(gl.BLEND) gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) gl.ClearColor(0.0, 0.0, 0.0, 1.0) gl.Clear(gl.COLOR_BUFFER_BIT) return s }
func (renderState *renderState) init(window gorgasm.Window) { window.MakeContextCurrent() renderState.window = window width, height := window.GetSize() // Set the viewport gl.Viewport(0, 0, gl.Sizei(width), gl.Sizei(height)) check() // Compile the shaders program := Program(FragmentShader(fsh), VertexShader(vsh)) gl.UseProgram(program) check() // Get attributes attrPos = uint32(gl.GetAttribLocation(program, "pos")) attrTexIn = uint32(gl.GetAttribLocation(program, "texIn")) unifTexture = gl.GetUniformLocation(program, "texture") gl.EnableVertexAttribArray(attrPos) gl.EnableVertexAttribArray(attrTexIn) check() // Upload vertices data gl.GenBuffers(1, &verticesArrayBuffer) gl.BindBuffer(gl.ARRAY_BUFFER, verticesArrayBuffer) gl.BufferData(gl.ARRAY_BUFFER, gl.SizeiPtr(len(vertices))*4, gl.Void(&vertices[0]), gl.STATIC_DRAW) check() // Upload texture data img, err := loadImage(GOPHER_PNG) if err != nil { panic(err) } // Prepare the image to be placed on a texture. bounds := img.Bounds() imgWidth, imgHeight := bounds.Size().X, bounds.Size().Y buffer := make([]byte, imgWidth*imgHeight*4) index := 0 for y := bounds.Min.Y; y < bounds.Max.Y; y++ { for x := bounds.Min.X; x < bounds.Max.X; x++ { r, g, b, a := img.At(x, y).RGBA() buffer[index] = byte(r) buffer[index+1] = byte(g) buffer[index+2] = byte(b) buffer[index+3] = byte(a) index += 4 } } gl.GenTextures(1, &textureBuffer) gl.BindTexture(gl.TEXTURE_2D, textureBuffer) gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST) gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.Sizei(imgWidth), gl.Sizei(imgHeight), 0, gl.RGBA, gl.UNSIGNED_BYTE, gl.Void(&buffer[0])) check() gl.ClearColor(0.0, 0.0, 0.0, 1.0) }
func (renderState *renderState) init(window mandala.Window) { window.MakeContextCurrent() renderState.window = window width, height := window.GetSize() // Set the viewport gl.Viewport(0, 0, gl.Sizei(width), gl.Sizei(height)) gl.ClearColor(0.0, 0.0, 1.0, 1.0) }
func (renderState *renderState) init(window mandala.Window) { window.MakeContextCurrent() renderState.window = window width, height := window.GetSize() // Set the viewport gl.Viewport(0, 0, gl.Sizei(width), gl.Sizei(height)) check() // Compile the shaders program := shaders.NewProgram(fsh, vsh) program.Use() check() // Get attributes attrPos = program.GetAttribute("pos") attrTexIn = program.GetAttribute("texIn") unifTexture = program.GetUniform("texture") gl.EnableVertexAttribArray(attrPos) gl.EnableVertexAttribArray(attrTexIn) check() // Upload texture data img, err := loadImage(GOPHER_PNG) if err != nil { panic(err) } // Prepare the image to be placed on a texture. bounds := img.Bounds() imgWidth, imgHeight := bounds.Size().X, bounds.Size().Y buffer := make([]byte, imgWidth*imgHeight*4) index := 0 for y := bounds.Min.Y; y < bounds.Max.Y; y++ { for x := bounds.Min.X; x < bounds.Max.X; x++ { r, g, b, a := img.At(x, y).RGBA() buffer[index] = byte(r) buffer[index+1] = byte(g) buffer[index+2] = byte(b) buffer[index+3] = byte(a) index += 4 } } gl.GenTextures(1, &textureBuffer) gl.BindTexture(gl.TEXTURE_2D, textureBuffer) gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST) gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.Sizei(imgWidth), gl.Sizei(imgHeight), 0, gl.RGBA, gl.UNSIGNED_BYTE, gl.Void(&buffer[0])) check() gl.ClearColor(0.0, 0.0, 0.0, 1.0) }
func NewWorld(width, height int) *World { gl.Enable(gl.DEPTH_TEST) gl.ClearColor(0.0, 0.0, 0.0, 0.0) gl.Viewport(0, 0, gl.Sizei(width), gl.Sizei(height)) return &World{ Width: width, Height: height, objects: make([]*Cube, 0), projection: mathgl.Perspective(60, float32(width)/float32(height), 1, 20), view: mathgl.Ident4f(), } }
func (renderState *renderState) init(window mandala.Window) { window.MakeContextCurrent() renderState.window = window width, height := window.GetSize() // Set the viewport gl.Viewport(0, 0, gl.Sizei(width), gl.Sizei(height)) gl.ClearColor(0.0, 0.0, 0.0, 1.0) renderState.boxProgram = shaders.NewProgram(shapes.DefaultBoxFS, shapes.DefaultBoxVS) renderState.segmentProgram = shaders.NewProgram(shapes.DefaultSegmentFS, shapes.DefaultSegmentVS) }
func draw() { gl.ClearColor(1.0, 0.0, 0.0, 1.0) gl.Clear(gl.COLOR_BUFFER_BIT) }