예제 #1
0
func loadImage(path string) *sdl.Surface {
	loaded := sdl.Load(path)

	if loaded == nil {
		panic(sdl.GetError())
	}
	defer loaded.Free()
	return sdl.DisplayFormat(loaded)
}
예제 #2
0
파일: template.go 프로젝트: jgastal/Go-SDL
func loadImage(name string) *sdl.Surface {
	image := sdl.Load(name)

	if image == nil {
		panic(sdl.GetError())
	}

	return image

}
// Load bitmap from path as GL texture
func LoadGLTexture(path string) {
	image := sdl.Load(path)
	if image == nil {
		panic(sdl.GetError())
	}

	// Check that the image's width is a power of 2
	if image.W&(image.W-1) != 0 {
		fmt.Println("warning:", path, "has a width that is not a power of 2")
	}

	// Also check if the height is a power of 2
	if image.H&(image.H-1) != 0 {
		fmt.Println("warning:", path, "has an height that is not a power of 2")
	}

	// get the number of channels in the SDL surface
	nOfColors := image.Format.BytesPerPixel
	var textureFormat gl.GLenum

	if nOfColors == 4 { // contains alpha channel
		if image.Format.Rmask == 0x000000ff {
			textureFormat = gl.RGBA
		} else {
			textureFormat = gl.BGRA
		}
	} else if nOfColors == 3 { // no alpha channel
		if image.Format.Rmask == 0x000000ff {
			textureFormat = gl.RGB
		} else {
			textureFormat = gl.BGR
		}
	} else {
		fmt.Println("warning:", path, "is not truecolor, this will probably break")
	}

	texture = gl.GenTexture()

	// Typical texture generation using data from the bitmap
	gl.BindTexture(gl.TEXTURE_2D, uint(texture))

	// Generate the texture
	gl.TexImage2D(gl.TEXTURE_2D, 0, int(image.Format.BytesPerPixel),
		int(image.W), int(image.H),
		0, textureFormat, gl.UNSIGNED_BYTE, image.Pixels,
	)

	// linear filtering
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)

	// free up memory we have used.
	image.Free()
}
func LoadImage(path string) (image *sdl.Surface, format gl.GLenum) {
	image = sdl.Load(path)
	if image == nil {
		panic(sdl.GetError())
	}

	// Check that the image's width is a power of 2
	if image.W&(image.W-1) != 0 {
		fmt.Println("warning:", path, "has a width that is not a power of 2")
	}

	// Also check if the height is a power of 2
	if image.H&(image.H-1) != 0 {
		fmt.Println("warning:", path, "has an height that is not a power of 2")
	}

	// get the number of channels in the SDL surface
	nOfColors := image.Format.BytesPerPixel
	if nOfColors == 4 { // contains alpha channel
		if image.Format.Rmask == 0x000000ff {
			format = gl.RGBA
		} else {
			format = gl.BGRA
		}
	} else if nOfColors == 3 { // no alpha channel
		if image.Format.Rmask == 0x000000ff {
			format = gl.RGB
		} else {
			format = gl.BGR
		}
	} else {
		fmt.Println("warning:", path, "is not truecolor, this will probably break")
	}

	return image, format
}
예제 #5
0
func main() {
	sdl.Init(sdl.INIT_VIDEO)

	screen := sdl.SetVideoMode(640, 480, 32, 0)
	image := sdl.Load("../icon.bmp")
	image.SetColorKey(sdl.RLEACCEL|sdl.SRCCOLORKEY, image.MapRGB(255, 255, 255))

	x := make([]int16, NUM_SPRITES)
	y := make([]int16, NUM_SPRITES)
	vx := make([]int16, NUM_SPRITES)
	vy := make([]int16, NUM_SPRITES)

	rg := rand.New(rand.NewSource(0))

	for i := 0; i < NUM_SPRITES; i++ {
		//x[i] = rg.Intn(screen.w - image.w);
		//y[i] = rg.Intn(screen.h - image.h);
		x[i] = int16(rg.Intn(W))
		y[i] = int16(rg.Intn(H))
		vx[i] = 0
		vy[i] = 0
		for vx[i] == 0 && vy[i] == 0 {
			vx[i] = int16(rg.Intn(3) - 1)
			vy[i] = int16(rg.Intn(3) - 1)
		}
	}

	t := 0
	running := true
	start := sdl.GetTicks()
	//rect := sdl.Rect{ 0, 0, 0, 0 };
	//rectp := &rect;

	for running {
		t++

		e := &sdl.Event{}

		for e.Poll() {
			switch e.Type {
			case sdl.QUIT:
				running = false
			case sdl.KEYDOWN:
				if e.Keyboard().Keysym.Sym == sdl.K_ESCAPE {
					running = false
				}
			}
		}

		screen.FillRect(nil, 0)

		for i := 0; i < NUM_SPRITES; i++ {
			x[i] += vx[i]
			y[i] += vy[i]
			if x[i] < 0 || x[i] >= W {
				vx[i] = -vx[i]
				x[i] += vx[i]
			}
			if y[i] < 0 || y[i] >= H {
				vy[i] = -vy[i]
				y[i] += vy[i]
			}

			//rect.X = x[i];
			//rect.Y = y[i];
			//screen.Blit(rectp, image, nil);
			screen.Blit(&sdl.Rect{x[i], y[i], 0, 0}, image, nil)
		}

		screen.Flip()
	}

	elapsed := sdl.GetTicks() - start
	fmt.Printf("%f\n", float(t)/float(elapsed)*1000.0)

	image.Free()
	screen.Free()

	sdl.Quit()
}
예제 #6
0
파일: test.go 프로젝트: GunioRobot/Go-SDL
func main() {

	if sdl.Init(sdl.INIT_EVERYTHING) != 0 {
		panic(sdl.GetError())
	}

	if ttf.Init() != 0 {
		panic(sdl.GetError())
	}

	if mixer.OpenAudio(mixer.DEFAULT_FREQUENCY, mixer.DEFAULT_FORMAT,
		mixer.DEFAULT_CHANNELS, 4096) != 0 {
		panic(sdl.GetError())
	}

	var screen = sdl.SetVideoMode(640, 480, 32, sdl.RESIZABLE)

	if screen == nil {
		panic(sdl.GetError())
	}

	var video_info = sdl.GetVideoInfo()

	println("HW_available = ", video_info.HW_available)
	println("WM_available = ", video_info.WM_available)
	println("Video_mem = ", video_info.Video_mem, "kb")

	sdl.EnableUNICODE(1)

	sdl.WM_SetCaption("Go-SDL SDL Test", "")

	image := sdl.Load("test.png")

	if image == nil {
		panic(sdl.GetError())
	}

	sdl.WM_SetIcon(image, nil)

	running := true

	font := ttf.OpenFont("Fontin Sans.otf", 72)

	if font == nil {
		panic(sdl.GetError())
	}

	font.SetStyle(ttf.STYLE_UNDERLINE)
	white := sdl.Color{255, 255, 255, 0}
	text := ttf.RenderText_Blended(font, "Test (with music)", white)
	music := mixer.LoadMUS("test.ogg")
	sound := mixer.LoadWAV("sound.ogg")

	if music == nil || sound == nil {
		panic(sdl.GetError())
	}

	music.PlayMusic(-1)

	if sdl.GetKeyName(270) != "[+]" {
		panic("GetKeyName broken")
	}

	worm_in := make(chan Point)
	draw := make(chan Point, 64)

	var out chan Point
	var in chan Point

	out = worm_in

	in = out
	out = make(chan Point)
	go worm(in, out, draw)

	for running {
		for ev := sdl.PollEvent(); ev != nil; ev = sdl.PollEvent() {
			switch e := ev.(type) {
			case *sdl.QuitEvent:
				running = false
				break
			case *sdl.KeyboardEvent:
				println("")
				println(e.Keysym.Sym, ": ", sdl.GetKeyName(sdl.Key(e.Keysym.Sym)))

				if e.Keysym.Sym == 27 {
					running = false
				}

				fmt.Printf("%04x ", e.Type)

				for i := 0; i < len(e.Pad0); i++ {
					fmt.Printf("%02x ", e.Pad0[i])
				}
				println()

				fmt.Printf("Type: %02x Which: %02x State: %02x Pad: %02x\n", e.Type, e.Which, e.State, e.Pad0[0])
				fmt.Printf("Scancode: %02x Sym: %08x Mod: %04x Unicode: %04x\n", e.Keysym.Scancode, e.Keysym.Sym, e.Keysym.Mod, e.Keysym.Unicode)
			case *sdl.MouseButtonEvent:
				if e.Type == sdl.MOUSEBUTTONDOWN {
					println("Click:", e.X, e.Y)
					in = out
					out = make(chan Point)
					go worm(in, out, draw)
					sound.PlayChannel(-1, 0)
				}
			case *sdl.ResizeEvent:
				println("resize screen ", e.W, e.H)

				screen = sdl.SetVideoMode(int(e.W), int(e.H), 32, sdl.RESIZABLE)

				if screen == nil {
					panic(sdl.GetError())
				}
			}
		}

		screen.FillRect(nil, 0x302019)
		screen.Blit(&sdl.Rect{0, 0, 0, 0}, text, nil)

		loop := true

		for loop {

			select {
			case p := <-draw:
				screen.Blit(&sdl.Rect{int16(p.x), int16(p.y), 0, 0}, image, nil)
			case <-out:
			default:
				loop = false
			}

		}

		var p Point
		sdl.GetMouseState(&p.x, &p.y)
		worm_in <- p

		screen.Flip()
		sdl.Delay(25)
	}

	image.Free()
	music.Free()
	font.Close()

	ttf.Quit()
	sdl.Quit()
}
// load in bitmap as a GL texture
func LoadGLTextures(path string) {
	image := sdl.Load(path)
	if image == nil {
		panic(sdl.GetError())
	}

	// Check that the image's width is a power of 2
	if image.W&(image.W-1) != 0 {
		fmt.Println("warning:", path, "has a width that is not a power of 2")
	}

	// Also check if the height is a power of 2
	if image.H&(image.H-1) != 0 {
		fmt.Println("warning:", path, "has an height that is not a power of 2")
	}

	// get the number of channels in the SDL surface
	nOfColors := image.Format.BytesPerPixel
	var textureFormat gl.GLenum

	if nOfColors == 4 { // contains alpha channel
		if image.Format.Rmask == 0x000000ff {
			textureFormat = gl.RGBA
		} else {
			textureFormat = gl.BGRA
		}
	} else if nOfColors == 3 { // no alpha channel
		if image.Format.Rmask == 0x000000ff {
			textureFormat = gl.RGB
		} else {
			textureFormat = gl.BGR
		}
	} else {
		fmt.Println("warning:", path, "is not truecolor, this will probably break")
	}

	// Create the textures
	gl.GenTextures(textures[:])

	// First texture
	gl.BindTexture(gl.TEXTURE_2D, uint(textures[0]))
	gl.TexImage2D(
		gl.TEXTURE_2D,
		0,
		3,
		int(image.W),
		int(image.H),
		0,
		textureFormat,
		gl.UNSIGNED_BYTE,
		image.Pixels,
	)

	// linear filtering
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)

	// Second texture
	gl.BindTexture(gl.TEXTURE_2D, uint(textures[1]))
	gl.TexImage2D(gl.TEXTURE_2D, 0,
		3,
		int(image.W),
		int(image.H),
		0, textureFormat, gl.UNSIGNED_BYTE,
		image.Pixels,
	)

	// Mipmapped filtering
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)

	// Third texture
	gl.BindTexture(gl.TEXTURE_2D, uint(textures[2]))
	gl.TexImage2D(gl.TEXTURE_2D, 0,
		3,
		int(image.W),
		int(image.H),
		0, textureFormat, gl.UNSIGNED_BYTE,
		image.Pixels,
	)

	// Mipmapped filtering
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_NEAREST)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)

	glu.Build2DMipmaps(
		gl.TEXTURE_2D,
		3,
		int(image.W),
		int(image.H),
		textureFormat,
		image.Pixels,
	)
}