// Destroy cleans up after the window has been closed. This is normally used by // the game loop after the game loop has been stopped. func Destroy() { win := getCurrent() win.open = false sdl.GL_DeleteContext(win.context) win.sdl_window.Destroy() // The old window may have generated pending events which are no longer // relevant. Destroy them all! sdl.FlushEvent(sdl.WINDOWEVENT) }
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 main() { var ( err error window *sdl.Window context sdl.GLContext ) if err = sdl.Init(sdl.INIT_EVERYTHING); err != nil { panic(err) } defer sdl.Quit() sdl.GL_SetAttribute(sdl.GL_CONTEXT_PROFILE_MASK, sdl.GL_CONTEXT_PROFILE_COMPATIBILITY) 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) if err = sdl.GL_MakeCurrent(window, context); err != nil { panic(err) } if err = gl.Init(); err != nil { panic(err) } sdl.GL_SetSwapInterval(1) printGLInfo() setupGL() windowLoop(window) }
func main() { var ( err error window *sdl.Window context sdl.GLContext ) if err = sdl.Init(sdl.INIT_EVERYTHING); err != nil { panic(err) } defer sdl.Quit() sdl.GL_SetAttribute(sdl.GL_CONTEXT_MAJOR_VERSION, 3) sdl.GL_SetAttribute(sdl.GL_CONTEXT_MINOR_VERSION, 2) sdl.GL_SetAttribute(sdl.GL_CONTEXT_PROFILE_MASK, sdl.GL_CONTEXT_PROFILE_CORE) 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) if err = sdl.GL_MakeCurrent(window, context); err != nil { panic(err) } if err = gl.Init(); err != nil { panic(err) } printGLInfo() cameraMatrixUniform := setupGL() windowLoop(window, cameraMatrixUniform) }
func TestTexture(t *testing.T) { if sdl.Init(sdl.INIT_EVERYTHING) != 0 { panic(sdl.GetError()) } defer sdl.Quit() window := sdl.CreateWindow("test", 0, 0, 320, 200, sdl.WINDOW_HIDDEN|sdl.WINDOW_OPENGL) defer window.Destroy() sdl.GL_SetAttribute(sdl.GL_CONTEXT_PROFILE_MASK, sdl.GL_CONTEXT_PROFILE_ES) sdl.GL_SetAttribute(sdl.GL_CONTEXT_MAJOR_VERSION, 2) sdl.GL_SetAttribute(sdl.GL_CONTEXT_MINOR_VERSION, 0) glctx := sdl.GL_CreateContext(window) defer sdl.GL_DeleteContext(glctx) tex := gl.CreateTexture() gl.BindTexture(gl.TEXTURE_2D, tex) if !gl.IsTexture(tex) { t.Error(tex, "is not a texture") } }
func (w Window) Close() { sdl.GL_DeleteContext(w.contextSDL) w.windowSDL.Destroy() sdl.Quit() }
func main() { var window *sdl.Window var context sdl.GLContext var event sdl.Event var running bool var err error runtime.LockOSThread() if err = sdl.Init(sdl.INIT_EVERYTHING); err != nil { panic(err) } defer sdl.Quit() 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.Init() gl.Viewport(0, 0, gl.Sizei(winWidth), gl.Sizei(winHeight)) // OPENGL FLAGS gl.ClearColor(0.0, 0.1, 0.0, 1.0) gl.Enable(gl.DEPTH_TEST) gl.DepthFunc(gl.LESS) gl.Enable(gl.BLEND) gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) // VERTEX BUFFER var vertexbuffer gl.Uint gl.GenBuffers(1, &vertexbuffer) gl.BindBuffer(gl.ARRAY_BUFFER, vertexbuffer) gl.BufferData(gl.ARRAY_BUFFER, gl.Sizeiptr(len(triangle_vertices)*4), gl.Pointer(&triangle_vertices[0]), gl.STATIC_DRAW) // COLOUR BUFFER var colourbuffer gl.Uint gl.GenBuffers(1, &colourbuffer) gl.BindBuffer(gl.ARRAY_BUFFER, colourbuffer) gl.BufferData(gl.ARRAY_BUFFER, gl.Sizeiptr(len(triangle_colours)*4), gl.Pointer(&triangle_colours[0]), gl.STATIC_DRAW) // GUESS WHAT program := createprogram() // VERTEX ARRAY var VertexArrayID gl.Uint gl.GenVertexArrays(1, &VertexArrayID) gl.BindVertexArray(VertexArrayID) gl.EnableVertexAttribArray(0) gl.BindBuffer(gl.ARRAY_BUFFER, vertexbuffer) gl.VertexAttribPointer(0, 3, gl.FLOAT, gl.FALSE, 0, nil) // VERTEX ARRAY HOOK COLOURS gl.EnableVertexAttribArray(1) gl.BindBuffer(gl.ARRAY_BUFFER, colourbuffer) gl.VertexAttribPointer(1, 3, gl.FLOAT, gl.FALSE, 0, nil) //UNIFORM HOOK unistring := gl.GLString("scaleMove") UniScale = gl.GetUniformLocation(program, unistring) fmt.Printf("Uniform Link: %v\n", UniScale+1) gl.UseProgram(program) 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: xrot = float32(t.Y) / 2 yrot = float32(t.X) / 2 fmt.Printf("[%dms]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 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 } }
// Destroys the Bronson window. func (w *Window) Destroy() { sdl.GL_DeleteContext(w.Context) w.Window.Destroy() sdl.Quit() }
func TestBindVariables(t *testing.T) { if sdl.Init(sdl.INIT_EVERYTHING) != 0 { panic(sdl.GetError()) } window := sdl.CreateWindow("test", 0, 0, 320, 200, sdl.WINDOW_HIDDEN|sdl.WINDOW_OPENGL) sdl.GL_SetAttribute(sdl.GL_CONTEXT_PROFILE_MASK, sdl.GL_CONTEXT_PROFILE_ES) sdl.GL_SetAttribute(sdl.GL_CONTEXT_MAJOR_VERSION, 2) sdl.GL_SetAttribute(sdl.GL_CONTEXT_MINOR_VERSION, 0) glctx := sdl.GL_CreateContext(window) vs := gl.CreateShader(gl.VERTEX_SHADER) vs.Source(` uniform mat4 u_projection; uniform vec2 u_size; attribute vec2 a_vertex; attribute vec2 a_texcoord; varying vec2 v_texcoord; void main() { v_texcoord = a_texcoord; gl_Position = u_projection * vec4(a_vertex * u_size, 0, 1); } `) vs.Compile() fs := gl.CreateShader(gl.FRAGMENT_SHADER) fs.Source(` precision mediump float; uniform sampler2D u_tex; uniform vec4 u_color; varying vec2 v_texcoord; void main() { gl_FragColor = texture2D(u_tex, v_texcoord).a * u_color; } `) fs.Compile() p := gl.CreateProgram() p.AttachShader(vs) p.AttachShader(fs) p.Link() var v struct { Proj gl.UniformMatrix4f `glsl:"u_projection"` Size gl.Uniform2f `glsl:"u_size"` Tex gl.Uniform1i `glsl:"u_tex"` Color gl.Uniform4f `glsl:"u_color"` Vertices gl.Vec2Attrib `glsl:"a_vertex"` TexCoords gl.Vec2Attrib `glsl:"a_texcoord"` } p.BindVariables(&v) uniforms := []gl.Uniform{v.Proj, v.Size, v.Tex, v.Color} cksum := 0 for _, u := range uniforms { cksum |= 1 << uint(u.Location()) } if cksum != 0xF { t.Errorf("unexpected uniform locations: %#x", cksum) } attributes := []gl.VertexAttrib{v.Vertices, v.TexCoords} cksum = 0 for _, a := range attributes { cksum |= 1 << uint(a.Index()) } if cksum != 0x3 { t.Errorf("unexpected attribute locations: %#x", cksum) } sdl.GL_DeleteContext(glctx) window.Destroy() sdl.Quit() }
func StartGame() { window := initSDL() context := initGL(window) nvg := initNanovg() ww, wh := window.GetSize() gw := ww / 5 gh := wh / 5 life := NewLife(gw, gh) refgrid := make([][]bool, gh) for i := range refgrid { refgrid[i] = make([]bool, gw) } // Run the game at 15fps. This gives us about 66ms to calculate // and render everything. 30ms is not possible yet. minms := uint32(1000 / 15) running := true gl.ClearColor(0.3, 0.3, 0.32, 1.0) gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT) // Draw all squares first. tw, th := float32(life.w), float32(life.h) for y := float32(0); y < th; y++ { for x := float32(0); x < tw; x++ { nvg.BeginPath() nvg.Rect(x*5+1, y*5+1, 3, 3) nvg.FillColor(nanovg.RGBA(100, 100, 100, 255)) nvg.Fill() nvg.ClosePath() } } // Loop! for running { lt := sdl.GetTicks() for event := sdl.PollEvent(); event != nil; event = sdl.PollEvent() { switch t := event.(type) { case *sdl.QuitEvent: running = false case *sdl.KeyUpEvent: if t.Keysym.Sym == sdl.K_ESCAPE { running = false } } } life.Step() ww, wh := window.GetSize() gl.Viewport(0, 0, ww, wh) nvg.BeginFrame(ww, wh, 1.0) drawGrid(life, nvg, refgrid) nvg.EndFrame() if d := sdl.GetTicks() - lt; d < minms { sdl.Delay(minms - d) } sdl.GL_SwapWindow(window) } // Cleanup. window.Destroy() sdl.GL_DeleteContext(context) nvg.Close() sdl.Quit() }