func MainLoop(gs *gamestate.GameState, renderer *rendering.WorldRenderer) { var frames int time := float32(sdl.GetTicks()) / 1000 window := gs.Window running := true for running { currentTime := float32(sdl.GetTicks()) / 1000 if currentTime > time+1 { gs.Fps = float32(frames) frames = 0 time = currentTime } frames += 1 running = Input(gs, renderer) gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) gl.Disable(gl.BLEND) simulation.Simulate(gs, renderer.ParticleSystem) renderer.View = gs.Camera.View() renderer.Render(gs.World, &gs.Options, window) tw.Draw() sdl.GL_SwapWindow(window) helpers.UpdateManagers() } }
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 windowLoop(window *sdl.Window) { data := &renderData{} data.renderSections = true data.zoom = -250 data.nodes = loadTree("cmd/packer/test.priv.oct") data.box = genBox() defer gl.DeleteLists(data.box, 1) buttonDown := false t := float64(sdl.GetTicks()) for { ticks := float64(sdl.GetTicks()) * 0.001 dt := ticks - t t = ticks for event := sdl.PollEvent(); event != nil; event = sdl.PollEvent() { switch t := event.(type) { case *sdl.QuitEvent: return case *sdl.KeyDownEvent: switch t.Keysym.Sym { case sdl.K_ESCAPE: return case sdl.K_SPACE: data.renderSections = !data.renderSections case sdl.K_PLUS: data.minNodeSize += 1.0 case sdl.K_MINUS: data.minNodeSize -= 1.0 } case *sdl.MouseButtonEvent: if t.State == 1 { buttonDown = true } else { buttonDown = false } case *sdl.MouseMotionEvent: if buttonDown { data.xrot += dt * float64(t.YRel) * rotSpeed data.yrot += dt * float64(t.XRel) * rotSpeed } case *sdl.MouseWheelEvent: data.zoom += dt * float64(t.Y) * rotSpeed } } gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) renderTree(data, &data.nodes[0], point3d{0, 0, 0}, 100) gl.Disable(gl.DEPTH_TEST) drawAxis(data) gl.Enable(gl.DEPTH_TEST) sdl.GL_SwapWindow(window) if glErr := gl.GetError(); glErr != gl.NO_ERROR { panic(fmt.Errorf("GL error: %x", glErr)) } } }
// SwapBuffers swaps the current frame buffer in the window. This is generally // only used by the engine but you could use it to roll your own game loop. func SwapBuffers() { sdl.GL_SwapWindow(getCurrent().sdl_window) }
func (w Window) Refresh() { sdl.Delay(1) sdl.GL_SwapWindow(w.windowSDL) }
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) } }
// Swaps the OpenGL window. // Call this after everything has been rendered. func (w *Window) Swap() { sdl.GL_SwapWindow(w.Window) }
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() }
func windowLoop(window *sdl.Window, cameraMatrixUniform int32) { var ( yrot float32 xrot float32 buttonDown bool ) numFrame := 0 count := 0 t := time.Now() for { c := time.Now() dt := c.Sub(t) t = c if numFrame > count { fmt.Println("\rDeltaTime:", dt) count += 5 } numFrame++ for event := sdl.PollEvent(); event != nil; event = sdl.PollEvent() { switch t := event.(type) { case *sdl.QuitEvent: return case *sdl.KeyDownEvent: if t.Keysym.Sym == sdl.K_ESCAPE { return } case *sdl.MouseButtonEvent: if t.State == 1 { buttonDown = true } else { buttonDown = false } case *sdl.MouseMotionEvent: if buttonDown { xrot += float32(t.YRel) * 0.001 yrot += float32(t.XRel) * 0.001 } } } gl.Clear(gl.COLOR_BUFFER_BIT) xq := mgl32.QuatRotate(xrot, mgl32.Vec3{1, 0, 0}) yq := mgl32.QuatRotate(yrot, mgl32.Vec3{0, 1, 0}) mat := xq.Mul(yq).Mat4() //mat = mat.Mul4(mgl32.Translate3D(0,0,-0.5)) gl.UniformMatrix4fv(cameraMatrixUniform, 1, false, &mat[0]) gl.DrawArrays(gl.TRIANGLES, 0, 6) sdl.GL_SwapWindow(window) if glErr := gl.GetError(); glErr != gl.NO_ERROR { panic(fmt.Errorf("GL error, swap: %x", glErr)) } } }