func main() { var err error if err = glfw.Init(); err != nil { log.Fatalf("%v\n", err) return } defer glfw.Terminate() if err = glfw.OpenWindow(640, 480, 8, 8, 8, 8, 0, 0, glfw.Windowed); err != nil { log.Fatalf("%v\n", err) return } defer glfw.CloseWindow() glfw.SetWindowTitle("Draw") glfw.SetSwapInterval(1) glfw.SetKeyCallback(onKey) glfw.SetMouseButtonCallback(onMouseBtn) glfw.SetWindowSizeCallback(onResize) running = true for running && glfw.WindowParam(glfw.Opened) == 1 { if mouse[0] != 0 { pen.lineTo(glfw.MousePos()) } else { pen.moveTo(glfw.MousePos()) } glfw.SwapBuffers() } }
// initGL initializes GLFW and OpenGL. func initGL(c *cpu.CPU, width, height int) error { err := glfw.Init() if err != nil { return err } glfw.OpenWindowHint(glfw.WindowNoResize, 1) err = glfw.OpenWindow(width, height, 8, 8, 8, 8, 8, 0, glfw.Windowed) if err != nil { glfw.Terminate() return err } glfw.SetWindowTitle("DCPU") glfw.SetSwapInterval(1) glfw.SetWindowSizeCallback(onResize) gl.Init() err = glh.CheckGLError() if err != nil { return err } gl.Disable(gl.LIGHTING) gl.Disable(gl.DEPTH_TEST) gl.Enable(gl.TEXTURE_2D) gl.Enable(gl.BLEND) gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) gl.ClearColor(0, 0, 0, 1) return err }
func main() { if err := glfw.Init(); err != nil { fmt.Fprintf(os.Stderr, "%s\n", err.Error()) return } defer glfw.Terminate() glfw.OpenWindowHint(glfw.FsaaSamples, 4) glfw.OpenWindowHint(glfw.OpenGLVersionMajor, 3) glfw.OpenWindowHint(glfw.OpenGLVersionMinor, 3) glfw.OpenWindowHint(glfw.OpenGLProfile, glfw.OpenGLCoreProfile) if err := glfw.OpenWindow(1024, 768, 0, 0, 0, 0, 32, 0, glfw.Windowed); err != nil { fmt.Fprintf(os.Stderr, "%s\n", err.Error()) return } gl.Init() gl.GetError() // Ignore error glfw.SetWindowTitle("Tutorial 01") glfw.Enable(glfw.StickyKeys) gl.ClearColor(0., 0., 0.4, 0.) // Equivalent to a do... while for ok := true; ok; ok = (glfw.Key(glfw.KeyEsc) != glfw.KeyPress && glfw.WindowParam(glfw.Opened) == gl.TRUE) { glfw.SwapBuffers() } }
func Init() { runtime.LockOSThread() // Initialize GLFW var err error if err = glfw.Init(); err != nil { log.Fatalf("%v\n", err) return } err = glfw.OpenWindow(SCREEN_WIDTH, SCREEN_HEIGHT, 0, 0, 0, 0, 0, 0, glfw.Windowed) if err != nil { log.Fatalf("%v\n", err) return } glfw.SetWindowTitle("Mandelbrot") glfw.SetSwapInterval(1) glfw.SetWindowSizeCallback(onResize) glfw.SetWindowCloseCallback(onClose) glfw.SetMouseButtonCallback(onMouseBtn) glfw.SetMouseWheelCallback(onMouseWheel) glfw.SetKeyCallback(onKey) glfw.SetCharCallback(onChar) // Initialize OpenGL gl.Disable(gl.DEPTH_TEST) gl.ClearColor(0, 0, 0, 0) }
func make_window(w, h int, title string) func() { // Required to make sure that the OpenGL go-routine doesn't get switched // to another thread (=> kerblammo) runtime.LockOSThread() if err := glfw.Init(); err != nil { log.Panic("glfw Error:", err) } err := glfw.OpenWindow(w, h, 0, 0, 0, 0, 0, 0, glfw.Windowed) if err != nil { log.Panic("Error:", err) } if gl.Init() != 0 { log.Panic("gl error") } if *vsync { glfw.SetSwapInterval(1) } else { glfw.SetSwapInterval(0) } glfw.SetWindowTitle(title) glfw.SetWindowSizeCallback(Reshape) Init() return func() { glfw.Terminate() glfw.CloseWindow() log.Print("Cleanup") } }
func main() { var err error if err = glfw.Init(); err != nil { log.Fatalf("%v\n", err) return } defer glfw.Terminate() if err = glfw.OpenWindow(Width, Height, 8, 8, 8, 8, 0, 8, glfw.Windowed); err != nil { log.Fatalf("%v\n", err) return } defer glfw.CloseWindow() glfw.SetSwapInterval(1) glfw.SetWindowTitle(Title) glfw.SetWindowSizeCallback(onResize) glfw.SetKeyCallback(onKey) if err = initGL(); err != nil { log.Fatalf("%v\n", err) return } defer destroyGL() running = true for running && glfw.WindowParam(glfw.Opened) == 1 { drawScene() } }
// Opens a new window. func (c *Controller) Open(win *Window) (err error) { c.Win = win mode := glfw.Windowed if win.Fullscreen { mode = glfw.Fullscreen } if win.Resize == false { glfw.OpenWindowHint(glfw.WindowNoResize, 1) } if err = glfw.OpenWindow(win.Width, win.Height, 0, 0, 0, 0, 0, 0, mode); err != nil { return } gl.Init() gl.Enable(gl.TEXTURE_2D) gl.Enable(gl.BLEND) gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) v1, v2, v3 := glfw.GLVersion() log.Printf("OpenGL version: %v %v %v\n", v1, v2, v3) fb_supported := glfw.ExtensionSupported("GL_EXT_framebuffer_object") log.Printf("Framebuffer supported: %v\n", fb_supported) c.SetClearColor(0, 0, 0, 0) if win.VSync == true { glfw.SetSwapInterval(1) // Limit to refresh } glfw.SetWindowTitle(win.Title) glfw.SetWindowSizeCallback(func(w, h int) { log.Printf("Resizing window to %v, %v\n", w, h) c.resize() }) err = c.resize() return }
func main() { var err error if err = glfw.Init(); err != nil { ///初始化环境 log.Fatalf("%v\n", err) return } defer glfw.Terminate() /// 销毁环境 if err = glfw.OpenWindow(Width, Height, 8, 8, 8, 8, 0, 8, glfw.Windowed); err != nil { ///创建窗口 log.Fatalf("%v\n", err) return } defer glfw.CloseWindow() /// 销毁窗口 glfw.SetSwapInterval(1) glfw.SetWindowTitle(Title) ///设置标题 glfw.SetWindowSizeCallback(onResize) /// 回调窗口变化 glfw.SetKeyCallback(onKey) ///回调按键 initGL() running = true for running && glfw.WindowParam(glfw.Opened) == 1 { drawScene() } }
// initGL initializes GLFW and OpenGL. func initGL() error { err := glfw.Init() if err != nil { return err } glfw.OpenWindowHint(glfw.FsaaSamples, 4) err = glfw.OpenWindow(512, 512, 8, 8, 8, 8, 0, 0, glfw.Windowed) if err != nil { glfw.Terminate() return err } glfw.SetWindowTitle("Meshbuffer 2D example") glfw.SetSwapInterval(1) glfw.SetWindowSizeCallback(onResize) glfw.SetKeyCallback(onKey) gl.Init() if err = glh.CheckGLError(); err != nil { return err } gl.Disable(gl.DEPTH_TEST) gl.Enable(gl.MULTISAMPLE) gl.Disable(gl.LIGHTING) gl.Enable(gl.COLOR_MATERIAL) gl.ClearColor(0.2, 0.2, 0.23, 1.0) return nil }
// initGL initializes GLFW and OpenGL. func initGL() error { err := glfw.Init() if err != nil { return err } err = glfw.OpenWindow(AtlasSize, AtlasSize, 8, 8, 8, 8, 0, 0, glfw.Windowed) if err != nil { glfw.Terminate() return err } glfw.SetWindowTitle("Texture atlas example") glfw.SetSwapInterval(1) glfw.SetWindowSizeCallback(onResize) glfw.SetKeyCallback(onKey) gl.Init() if err = glh.CheckGLError(); err != nil { return err } gl.Disable(gl.DEPTH_TEST) gl.Disable(gl.LIGHTING) gl.Enable(gl.TEXTURE_2D) gl.Enable(gl.BLEND) gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) gl.ClearColor(0.2, 0.2, 0.23, 1.0) return nil }
func RunGame(title string, width, height int, init, draw func()) { if err := glfw.Init(); err != nil { fmt.Fprintf(os.Stderr, "glfw: %s\n", err) return } defer glfw.Terminate() glfw.OpenWindowHint(glfw.WindowNoResize, 1) if err := glfw.OpenWindow(width, height, 0, 0, 0, 0, 16, 0, glfw.Windowed); err != nil { fmt.Fprintf(os.Stderr, "glfw: %s\n", err) return } defer glfw.CloseWindow() glfw.SetSwapInterval(1) glfw.SetWindowTitle(title) if err := gl.Init(); err != nil { fmt.Fprintf(os.Stderr, "gl: %s\n", err) } if err := initScene(width, height, init); err != nil { fmt.Fprintf(os.Stderr, "init: %s\n", err) return } // defer destroyScene() for glfw.WindowParam(glfw.Opened) == 1 { drawScene(draw) glfw.SwapBuffers() } }
func main() { if err := glfw.Init(); err != nil { fmt.Fprintf(os.Stderr, "[e] %v\n", err) return } defer glfw.Terminate() if err := glfw.OpenWindow(appWidth, appHeight, 8, 8, 8, 8, 24, 8, glfw.Windowed); err != nil { fmt.Fprintf(os.Stderr, "[e] %v\n", err) return } defer glfw.CloseWindow() if err := gl.Init(); err != 0 { fmt.Fprintf(os.Stderr, "[e] %v\n", err) return } glfw.SetWindowTitle(title) fps := fps.NewFPS(glfw.Time()) blocks.Init(appWidth, appHeight) for glfw.WindowParam(glfw.Opened) == 1 { blocks.Tick() fps.Tick(glfw.Time()) if glfw.WindowParam(glfw.Active) == 1 { glfw.Sleep(0.001) } else { glfw.Sleep(0.05) } } }
// initGL initializes GLFW and OpenGL. func initGL() error { err := glfw.Init() if err != nil { return err } err = glfw.OpenWindow(640, 480, 8, 8, 8, 8, 0, 0, glfw.Windowed) if err != nil { glfw.Terminate() return err } glfw.SetWindowTitle("go-gl/gltext: Bitmap font example") glfw.SetSwapInterval(1) glfw.SetWindowSizeCallback(onResize) glfw.SetKeyCallback(onKey) errno := gl.Init() if errno != gl.NO_ERROR { str, err := glu.ErrorString(errno) if err != nil { return fmt.Errorf("Unknown openGL error: %d", errno) } return fmt.Errorf(str) } gl.Disable(gl.DEPTH_TEST) gl.Disable(gl.LIGHTING) gl.ClearColor(0.2, 0.2, 0.23, 0.0) return nil }
// Initialize the window. Returns an error if glfw or glew throws one. func InitWindow(width, height int) error { Width, Height = width, height err := glfw.Init() if err != nil { return err } err = glfw.OpenWindow(Width, Height, 0, 0, 0, 32, 32, 32, glfw.Windowed) if err != nil { return err } WindowOpened = true glfw.SetWindowTitle("Goliath") glfw.Enable(glfw.KeyRepeat) if ret := gl.Init(); ret != 0 { return fmt.Errorf("failed to initialize GLEW: %d", ret) } // Set GL states gl.ClearColor(0.0, 0.0, 0.0, 1.0) gl.Enable(gl.CULL_FACE) gl.CullFace(gl.BACK) gl.FrontFace(gl.CCW) err = InitShaders() if err != nil { return err } InitCamera(Width, Height) return nil }
func StartEngine() { runtime.GOMAXPROCS(runtime.NumCPU()) runtime.LockOSThread() fmt.Println("Enginge started!") var err error if err = glfw.Init(); err != nil { panic(err) } fmt.Println("GLFW Initialized!") glfw.OpenWindowHint(glfw.Accelerated, 1) if err = glfw.OpenWindow(Width, Height, 8, 8, 8, 8, 8, 8, glfw.Windowed); err != nil { panic(err) } glfw.SetSwapInterval(1) //0 to disable vsync, 1 to enable it glfw.SetWindowTitle(windowTitle) glfw.SetWindowSizeCallback(onResize) glfw.SetKeyCallback(input.OnKey) glfw.SetCharCallback(input.OnChar) glfw.SetMouseButtonCallback(input.ButtonPress) glfw.SetMouseWheel(0) glfw.SetMouseWheelCallback(input.MouseWheelCallback) input.MouseWheelPosition = glfw.MouseWheel input.MousePosition = glfw.MousePos if err = initGL(); err != nil { panic(err) } fmt.Println("Opengl Initialized!") TextureMaterial = NewBasicMaterial(spriteVertexShader, spriteFragmentShader) err = TextureMaterial.Load() if err != nil { fmt.Println(err) } SDFMaterial = NewBasicMaterial(sdfVertexShader, sdfFragmentShader) err = SDFMaterial.Load() if err != nil { fmt.Println(err) } internalMaterial = NewBasicMaterial(spriteVertexShader, spriteFragmentShader) err = internalMaterial.Load() if err != nil { fmt.Println(err) } initDefaultPlane() glfw.SwapBuffers() gameTime = time.Time{} lastTime = time.Now() dl = glfw.Time() }
func main() { if err := glfw.Init(); err != nil { fmt.Fprintf(os.Stderr, "%s\n", err.Error()) return } defer glfw.Terminate() glfw.OpenWindowHint(glfw.FsaaSamples, 4) glfw.OpenWindowHint(glfw.OpenGLVersionMajor, 3) glfw.OpenWindowHint(glfw.OpenGLVersionMinor, 3) glfw.OpenWindowHint(glfw.OpenGLProfile, glfw.OpenGLCoreProfile) if err := glfw.OpenWindow(1024, 768, 0, 0, 0, 0, 32, 0, glfw.Windowed); err != nil { fmt.Fprintf(os.Stderr, "%s\n", err.Error()) return } gl.Init() // Can't find gl.GLEW_OK or any variation, not sure how to check if this worked gl.GetError() // Ignore error glfw.SetWindowTitle("Tutorial 02") glfw.Enable(glfw.StickyKeys) gl.ClearColor(0., 0., 0.4, 0.) prog := helper.MakeProgram("SimpleVertexShader.vertexshader", "SimpleFragmentShader.fragmentshader") vBufferData := [...]float32{ -1., -1., 0., 1., -1., 0., 0., 1., 0.} vertexArray := gl.GenVertexArray() vertexArray.Bind() buffer := gl.GenBuffer() buffer.Bind(gl.ARRAY_BUFFER) gl.BufferData(gl.ARRAY_BUFFER, len(vBufferData)*4, &vBufferData, gl.STATIC_DRAW) // Equivalent to a do... while for ok := true; ok; ok = (glfw.Key(glfw.KeyEsc) != glfw.KeyPress && glfw.WindowParam(glfw.Opened) == gl.TRUE) { gl.Clear(gl.COLOR_BUFFER_BIT) prog.Use() attribLoc := gl.AttribLocation(0) attribLoc.EnableArray() buffer.Bind(gl.ARRAY_BUFFER) attribLoc.AttribPointer(3, gl.FLOAT, false, 0, nil) gl.DrawArrays(gl.TRIANGLES, 0, 3) attribLoc.DisableArray() glfw.SwapBuffers() } }
func (rw *RenderWindow) Open() error { err := glfw.OpenWindow(int(rw.Width), int(rw.Height), 8, 8, 8, 8, 0, 0, glfw.Windowed) if err != nil { return err } glfw.SetWindowTitle(rw.Title) glfw.SetSwapInterval(2) glfw.SetKeyCallback(rw.onKey) glfw.SetWindowSizeCallback(rw.onResize) return nil }
func main() { var err error if err = glfw.Init(); err != nil { log.Fatalf("%v\n", err) return } defer glfw.Terminate() // Open window with FSAA samples (if possible). glfw.OpenWindowHint(glfw.FsaaSamples, 4) if err = glfw.OpenWindow(400, 400, 0, 0, 0, 0, 0, 0, glfw.Windowed); err != nil { log.Fatalf("%v\n", err) return } defer glfw.CloseWindow() glfw.SetWindowTitle("Aliasing Detector") glfw.SetSwapInterval(1) if samples := glfw.WindowParam(glfw.FsaaSamples); samples != 0 { fmt.Printf("Context reports FSAA is supported with %d samples\n", samples) } else { fmt.Printf("Context reports FSAA is unsupported\n") } gl.MatrixMode(gl.PROJECTION) glu.Perspective(0, 1, 0, 1) for glfw.WindowParam(glfw.Opened) == 1 { time := float32(glfw.Time()) gl.Clear(gl.COLOR_BUFFER_BIT) gl.LoadIdentity() gl.Translatef(0.5, 0, 0) gl.Rotatef(time, 0, 0, 1) gl.Enable(GL_MULTISAMPLE_ARB) gl.Color3f(1, 1, 1) gl.Rectf(-0.25, -0.25, 0.25, 0.25) gl.LoadIdentity() gl.Translatef(-0.5, 0, 0) gl.Rotatef(time, 0, 0, 1) gl.Disable(GL_MULTISAMPLE_ARB) gl.Color3f(1, 1, 1) gl.Rectf(-0.25, -0.25, 0.25, 0.25) glfw.SwapBuffers() } }
func main() { fmt.Print("GLFW Init Start.") glfw.Init() fmt.Println(" GLFW Init Done.") defer glfw.Terminate() defer fmt.Println("example Terminating.") fmt.Println("GLFW Set Hints.") glfw.OpenWindowHint(glfw.WindowNoResize, 1) fmt.Print("GLFW Open Window Start.") glfw.OpenWindow(640, 480, 8, 8, 8, 0, 0, 0, glfw.Windowed) glfw.SetWindowTitle("example") fmt.Println(" GLFW Open Window Done.") v1, v2, v3 := glfw.GLVersion() fmt.Printf("OpenGL version: %d.%d.%d\n", v1, v2, v3) fmt.Printf("GLFW version: %d.%d.%d\n", glfw.VersionMajor, glfw.VersionMinor, glfw.VersionRevision) glfw.SetSwapInterval(1) fps := time.Duration(30) fmt.Printf("Creating %d Hz Ticker.", fps) ticker := time.NewTicker(time.Second / fps) fmt.Printf(" %d Hz Ticker Created\n", fps) closedWindow := glfwHelper.WindowCloseChan() mouseButtons := glfwHelper.MouseButtonChan() mousePos := glfwHelper.MousePosChan() mouseWheel := glfwHelper.MouseWheelChan() keyButtons := glfwHelper.KeyChan() charButtons := glfwHelper.CharChan() for { select { case <-ticker.C: glfw.SwapBuffers() case <-closedWindow: return case input := <-mouseButtons: fmt.Println(input) case input := <-mousePos: fmt.Println(input) case input := <-mouseWheel: fmt.Println(input) case input := <-keyButtons: fmt.Println(input) case input := <-charButtons: fmt.Println(string(input)) } } }
func main() { var err error if err = glfw.Init(); err != nil { fmt.Fprintf(os.Stderr, "[e] %v\n", err) return } // Ensure glfw is cleanly terminated on exit. defer glfw.Terminate() if err = glfw.OpenWindow(256, 256, 8, 8, 8, 0, 0, 0, glfw.Windowed); err != nil { fmt.Fprintf(os.Stderr, "[e] %v\n", err) return } // Ensure window is cleanly closed on exit. defer glfw.CloseWindow() // Enable vertical sync on cards that support it. glfw.SetSwapInterval(1) // Set window title glfw.SetWindowTitle("Simple GLFW window") // Hook some events to demonstrate use of callbacks. // These are not necessary if you don't need them. glfw.SetWindowSizeCallback(onResize) glfw.SetWindowCloseCallback(onClose) glfw.SetMouseButtonCallback(onMouseBtn) glfw.SetMouseWheelCallback(onMouseWheel) glfw.SetKeyCallback(onKey) glfw.SetCharCallback(onChar) // Start loop running := true for running { // OpenGL rendering goes here. // Swap front and back rendering buffers. This also implicitly calls // glfw.PollEvents(), so we have valid key/mouse/joystick states after // this. This behavior can be disabled by calling glfw.Disable with the // argument glfw.AutoPollEvents. You must be sure to manually call // PollEvents() or WaitEvents() in this case. glfw.SwapBuffers() // Break out of loop when Escape key is pressed, or window is closed. running = glfw.Key(glfw.KeyEsc) == 0 && glfw.WindowParam(glfw.Opened) == 1 } }
func (s *System) CreateWindow(width, height int, title string) { if err := glfw.OpenWindow(width, height, 0, 0, 0, 8, 32, 0, glfw.Windowed); err != nil { fmt.Fprintf(os.Stderr, "%s\n", err.Error()) return } gl.Init() // Can't find gl.GLEW_OK or any variation, not sure how to check if this worked CheckGLErrors() // Ignore error glfw.SetWindowTitle(title) glfw.Enable(glfw.StickyKeys) gl.ClearColor(0., 0., 0., 0.) gl.Clear(gl.COLOR_BUFFER_BIT) }
// initGL initializes GLFW and OpenGL. func initGL() error { err := glfw.Init() if err != nil { return err } glfw.OpenWindowHint(glfw.FsaaSamples, 4) glfw.OpenWindowHint(glfw.WindowNoResize, gl.TRUE) err = glfw.OpenWindow(512, 512, 8, 8, 8, 8, 32, 0, glfw.Windowed) if err != nil { glfw.Terminate() return err } glfw.SetWindowTitle("Meshbuffer 3D example") glfw.SetSwapInterval(1) glfw.SetWindowSizeCallback(onResize) glfw.SetKeyCallback(onKey) gl.Init() if err = glh.CheckGLError(); err != nil { return err } gl.Enable(gl.DEPTH_TEST) gl.Enable(gl.MULTISAMPLE) gl.Disable(gl.LIGHTING) //gl.ClearColor(0.2, 0.2, 0.23, 1.0) gl.ClearColor(0, 0, 0, 1.0) gl.ShadeModel(gl.SMOOTH) gl.LineWidth(2) gl.ClearDepth(1) gl.DepthFunc(gl.LEQUAL) gl.Hint(gl.PERSPECTIVE_CORRECTION_HINT, gl.NICEST) gl.ColorMaterial(gl.FRONT_AND_BACK, gl.AMBIENT_AND_DIFFUSE) return nil }
func (s *Display) init(title string, screenSizeMultiplier int) error { s.Name = PREFIX + "-SCREEN" log.Printf("%s: Initialising display", s.Name) var err error s.ScreenSizeMultiplier = screenSizeMultiplier log.Printf("%s: Set screen size multiplier to %dx", s.Name, s.ScreenSizeMultiplier) glfw.OpenWindowHint(glfw.WindowNoResize, 1) err = glfw.OpenWindow(SCREEN_WIDTH*s.ScreenSizeMultiplier, SCREEN_HEIGHT*s.ScreenSizeMultiplier, 0, 0, 0, 0, 0, 0, glfw.Windowed) if err != nil { return err } glfw.SetWindowTitle(title) //resize function onResize := func(w, h int) { gl.Viewport(0, 0, w, h) gl.MatrixMode(gl.PROJECTION) gl.LoadIdentity() gl.Ortho(0, float64(w), float64(h), 0, -1, 1) gl.ClearColor(0.255, 0.255, 0.255, 0) gl.Clear(gl.COLOR_BUFFER_BIT) gl.MatrixMode(gl.MODELVIEW) gl.LoadIdentity() } glfw.SetWindowSizeCallback(onResize) desktopMode := glfw.DesktopMode() glfw.SetWindowPos((desktopMode.W-SCREEN_WIDTH*s.ScreenSizeMultiplier)/2, (desktopMode.H-SCREEN_HEIGHT*s.ScreenSizeMultiplier)/2) gl.ClearColor(0.255, 0.255, 0.255, 0) return nil }
func (v *video) init() error { // Disclaimer: I'm an absolute noob in openGL and I just slammed the // keyboard with my text editor open, until it started to produce usable // results. I don't fully understand everything I'm doing here. if err := glfw.Init(); err != nil { return err } err := glfw.OpenWindow(screenWidth*pixelSize, screenHeight*pixelSize, 0, 0, 0, 0, 0, 0, glfw.Windowed) if err != nil { return err } // Enable vertical sync on cards that support it. glfw.SetSwapInterval(1) glfw.SetWindowTitle("nictuku's CHIP-8 emulator") gl.Init() if err = glh.CheckGLError(); err != nil { return err } gl.ClearColor(0, 0, 0, 0) gl.MatrixMode(gl.PROJECTION) // Change coordinates to range from [0, 64] and [0,32]. gl.Ortho(0, screenWidth, screenHeight, 0, 0, 1) // Unnecessary sanity check. :-P if glfw.WindowParam(glfw.Opened) == 0 { return fmt.Errorf("No window opened") } return nil }
// Sets the window title to newTitle. func (me *WindowOptions) SetTitle(newTitle string) { me.title = newTitle if me.Created() { glfw.SetWindowTitle(newTitle) } }
func (me *window) SetTitle(title string) { glfw.SetWindowTitle(title) }
func main() { if err := glfw.Init(); err != nil { fmt.Fprintf(os.Stderr, "%s\n", err.Error()) return } defer glfw.Terminate() glfw.OpenWindowHint(glfw.FsaaSamples, 4) glfw.OpenWindowHint(glfw.OpenGLVersionMajor, 3) glfw.OpenWindowHint(glfw.OpenGLVersionMinor, 3) glfw.OpenWindowHint(glfw.OpenGLProfile, glfw.OpenGLCoreProfile) if err := glfw.OpenWindow(1024, 768, 0, 0, 0, 0, 32, 0, glfw.Windowed); err != nil { fmt.Fprintf(os.Stderr, "%s\n", err.Error()) return } //gl.GlewExperimental(true) gl.Init() // Can't find gl.GLEW_OK or any variation, not sure how to check if this worked gl.GetError() // ignore error, since we're telling it to use CoreProfile above, we get "invalid enumerant" (GLError 1280) which freaks the OpenGLSentinel out // With go-gl we also apparently can't set glewExperimental glfw.SetWindowTitle("Tutorial 05") glfw.Enable(glfw.StickyKeys) gl.ClearColor(0., 0., 0.4, 0.) gl.Enable(gl.DEPTH_TEST) gl.DepthFunc(gl.LESS) vertexArray := gl.GenVertexArray() defer vertexArray.Delete() vertexArray.Bind() prog := helper.MakeProgram("TransformVertexShader.vertexshader", "TextureFragmentShader.fragmentshader") defer prog.Delete() matrixID := prog.GetUniformLocation("MVP") Projection := mathgl.Perspective(45.0, 4.0/3.0, 0.1, 100.0) View := mathgl.LookAt(4.0, 3.0, 3.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0) Model := mathgl.Ident4f() MVP := Projection.Mul4(View).Mul4(Model) // Remember, transform multiplication order is "backwards" texture := helper.MakeTextureFromTGA("uvtemplate.tga") defer texture.Delete() texSampler := prog.GetUniformLocation("myTextureSampler") vBufferData := [...]float32{ -1.0, -1.0, -1.0, -1.0, -1.0, 1.0, -1.0, 1.0, 1.0, 1.0, 1.0, -1.0, -1.0, -1.0, -1.0, -1.0, 1.0, -1.0, 1.0, -1.0, 1.0, -1.0, -1.0, -1.0, 1.0, -1.0, -1.0, 1.0, 1.0, -1.0, 1.0, -1.0, -1.0, -1.0, -1.0, -1.0, -1.0, -1.0, -1.0, -1.0, 1.0, 1.0, -1.0, 1.0, -1.0, 1.0, -1.0, 1.0, -1.0, -1.0, 1.0, -1.0, -1.0, -1.0, -1.0, 1.0, 1.0, -1.0, -1.0, 1.0, 1.0, -1.0, 1.0, 1.0, 1.0, 1.0, 1.0, -1.0, -1.0, 1.0, 1.0, -1.0, 1.0, -1.0, -1.0, 1.0, 1.0, 1.0, 1.0, -1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, -1.0, -1.0, 1.0, -1.0, 1.0, 1.0, 1.0, -1.0, 1.0, -1.0, -1.0, 1.0, 1.0, 1.0, 1.0, 1.0, -1.0, 1.0, 1.0, 1.0, -1.0, 1.0} uvBufferData := [...]float32{ 0.000059, 1.0 - 0.000004, 0.000103, 1.0 - 0.336048, 0.335973, 1.0 - 0.335903, 1.000023, 1.0 - 0.000013, 0.667979, 1.0 - 0.335851, 0.999958, 1.0 - 0.336064, 0.667979, 1.0 - 0.335851, 0.336024, 1.0 - 0.671877, 0.667969, 1.0 - 0.671889, 1.000023, 1.0 - 0.000013, 0.668104, 1.0 - 0.000013, 0.667979, 1.0 - 0.335851, 0.000059, 1.0 - 0.000004, 0.335973, 1.0 - 0.335903, 0.336098, 1.0 - 0.000071, 0.667979, 1.0 - 0.335851, 0.335973, 1.0 - 0.335903, 0.336024, 1.0 - 0.671877, 1.000004, 1.0 - 0.671847, 0.999958, 1.0 - 0.336064, 0.667979, 1.0 - 0.335851, 0.668104, 1.0 - 0.000013, 0.335973, 1.0 - 0.335903, 0.667979, 1.0 - 0.335851, 0.335973, 1.0 - 0.335903, 0.668104, 1.0 - 0.000013, 0.336098, 1.0 - 0.000071, 0.000103, 1.0 - 0.336048, 0.000004, 1.0 - 0.671870, 0.336024, 1.0 - 0.671877, 0.000103, 1.0 - 0.336048, 0.336024, 1.0 - 0.671877, 0.335973, 1.0 - 0.335903, 0.667969, 1.0 - 0.671889, 1.000004, 1.0 - 0.671847, 0.667979, 1.0 - 0.335851} vertexBuffer := gl.GenBuffer() defer vertexBuffer.Delete() vertexBuffer.Bind(gl.ARRAY_BUFFER) gl.BufferData(gl.ARRAY_BUFFER, len(vBufferData)*4, &vBufferData, gl.STATIC_DRAW) uvBuffer := gl.GenBuffer() defer uvBuffer.Delete() uvBuffer.Bind(gl.ARRAY_BUFFER) gl.BufferData(gl.ARRAY_BUFFER, len(uvBufferData)*4, &uvBufferData, gl.STATIC_DRAW) // Equivalent to a do... while for ok := true; ok; ok = (glfw.Key(glfw.KeyEsc) != glfw.KeyPress && glfw.WindowParam(glfw.Opened) == gl.TRUE) { func() { gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) prog.Use() defer gl.ProgramUnuse() matrixID.UniformMatrix4fv(false, MVP) gl.ActiveTexture(gl.TEXTURE0) texture.Bind(gl.TEXTURE_2D) defer texture.Unbind(gl.TEXTURE_2D) texSampler.Uniform1i(0) vertexAttrib := gl.AttribLocation(0) vertexAttrib.EnableArray() defer vertexAttrib.DisableArray() vertexBuffer.Bind(gl.ARRAY_BUFFER) defer vertexBuffer.Unbind(gl.ARRAY_BUFFER) vertexAttrib.AttribPointer(3, gl.FLOAT, false, 0, nil) uvAttrib := gl.AttribLocation(1) uvAttrib.EnableArray() defer uvAttrib.DisableArray() uvBuffer.Bind(gl.ARRAY_BUFFER) defer uvBuffer.Unbind(gl.ARRAY_BUFFER) uvAttrib.AttribPointer(2, gl.FLOAT, false, 0, nil) gl.DrawArrays(gl.TRIANGLES, 0, 12*3) glfw.SwapBuffers() }() // Defers unbinds and disables to here, end of the loop } }
func main() { if err := glfw.Init(); err != nil { fmt.Fprintf(os.Stderr, "%s\n", err.Error()) return } defer glfw.Terminate() glfw.OpenWindowHint(glfw.FsaaSamples, 4) glfw.OpenWindowHint(glfw.OpenGLVersionMajor, 3) glfw.OpenWindowHint(glfw.OpenGLVersionMinor, 3) glfw.OpenWindowHint(glfw.OpenGLProfile, glfw.OpenGLCoreProfile) if err := glfw.OpenWindow(1024, 768, 0, 0, 0, 0, 32, 0, glfw.Windowed); err != nil { fmt.Fprintf(os.Stderr, "%s\n", err.Error()) return } gl.Init() gl.GetError() // Ignore error glfw.SetWindowTitle("Tutorial 04") glfw.Enable(glfw.StickyKeys) gl.ClearColor(0., 0., 0.4, 0.) gl.Enable(gl.DEPTH_TEST) gl.DepthFunc(gl.LESS) vertexArray := gl.GenVertexArray() defer vertexArray.Delete() vertexArray.Bind() prog := helper.MakeProgram("TransformVertexShader.vertexshader", "ColorFragmentShader.fragmentshader") defer prog.Delete() matrixID := prog.GetUniformLocation("MVP") Projection := mathgl.Perspective(45.0, 4.0/3.0, 0.1, 100.0) View := mathgl.LookAt(4.0, 3.0, -3.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0) Model := mathgl.Ident4f() MVP := Projection.Mul4(View).Mul4(Model) // Remember, transform multiplication order is "backwards" vBufferData := [...]float32{ -1.0, -1.0, -1.0, -1.0, -1.0, 1.0, -1.0, 1.0, 1.0, 1.0, 1.0, -1.0, -1.0, -1.0, -1.0, -1.0, 1.0, -1.0, 1.0, -1.0, 1.0, -1.0, -1.0, -1.0, 1.0, -1.0, -1.0, 1.0, 1.0, -1.0, 1.0, -1.0, -1.0, -1.0, -1.0, -1.0, -1.0, -1.0, -1.0, -1.0, 1.0, 1.0, -1.0, 1.0, -1.0, 1.0, -1.0, 1.0, -1.0, -1.0, 1.0, -1.0, -1.0, -1.0, -1.0, 1.0, 1.0, -1.0, -1.0, 1.0, 1.0, -1.0, 1.0, 1.0, 1.0, 1.0, 1.0, -1.0, -1.0, 1.0, 1.0, -1.0, 1.0, -1.0, -1.0, 1.0, 1.0, 1.0, 1.0, -1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, -1.0, -1.0, 1.0, -1.0, 1.0, 1.0, 1.0, -1.0, 1.0, -1.0, -1.0, 1.0, 1.0, 1.0, 1.0, 1.0, -1.0, 1.0, 1.0, 1.0, -1.0, 1.0} colorBufferData := [...]float32{ 0.583, 0.771, 0.014, 0.609, 0.115, 0.436, 0.327, 0.483, 0.844, 0.822, 0.569, 0.201, 0.435, 0.602, 0.223, 0.310, 0.747, 0.185, 0.597, 0.770, 0.761, 0.559, 0.436, 0.730, 0.359, 0.583, 0.152, 0.483, 0.596, 0.789, 0.559, 0.861, 0.639, 0.195, 0.548, 0.859, 0.014, 0.184, 0.576, 0.771, 0.328, 0.970, 0.406, 0.615, 0.116, 0.676, 0.977, 0.133, 0.971, 0.572, 0.833, 0.140, 0.616, 0.489, 0.997, 0.513, 0.064, 0.945, 0.719, 0.592, 0.543, 0.021, 0.978, 0.279, 0.317, 0.505, 0.167, 0.620, 0.077, 0.347, 0.857, 0.137, 0.055, 0.953, 0.042, 0.714, 0.505, 0.345, 0.783, 0.290, 0.734, 0.722, 0.645, 0.174, 0.302, 0.455, 0.848, 0.225, 0.587, 0.040, 0.517, 0.713, 0.338, 0.053, 0.959, 0.120, 0.393, 0.621, 0.362, 0.673, 0.211, 0.457, 0.820, 0.883, 0.371, 0.982, 0.099, 0.879} //elBufferData := [...]uint8{0, 1, 2} // Not sure why this is here vertexBuffer := gl.GenBuffer() defer vertexBuffer.Delete() vertexBuffer.Bind(gl.ARRAY_BUFFER) gl.BufferData(gl.ARRAY_BUFFER, len(vBufferData)*4, &vBufferData, gl.STATIC_DRAW) colorBuffer := gl.GenBuffer() defer colorBuffer.Delete() colorBuffer.Bind(gl.ARRAY_BUFFER) gl.BufferData(gl.ARRAY_BUFFER, len(colorBufferData)*4, &colorBufferData, gl.STATIC_DRAW) // Equivalent to a do... while for ok := true; ok; ok = (glfw.Key(glfw.KeyEsc) != glfw.KeyPress && glfw.WindowParam(glfw.Opened) == gl.TRUE) { gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) prog.Use() matrixID.UniformMatrix4fv(false, MVP) vertexAttrib := gl.AttribLocation(0) vertexAttrib.EnableArray() vertexBuffer.Bind(gl.ARRAY_BUFFER) vertexAttrib.AttribPointer(3, gl.FLOAT, false, 0, nil) colorAttrib := gl.AttribLocation(1) colorAttrib.EnableArray() colorBuffer.Bind(gl.ARRAY_BUFFER) colorAttrib.AttribPointer(3, gl.FLOAT, false, 0, nil) gl.DrawArrays(gl.TRIANGLES, 0, 12*3) vertexAttrib.DisableArray() colorAttrib.DisableArray() glfw.SwapBuffers() } }
func New(width int, height int, title string) *Window { var err error window := &Window{width: width, height: height, title: title} // initialize logger logf, err := os.OpenFile("window.log", os.O_WRONLY|os.O_CREATE, 0640) logger := log.New(logf, "", log.Ldate|log.Ltime) if err = glfw.Init(); err != nil { fmt.Fprintf(os.Stderr, "[e] %v\n", err) return nil } // width, hieght, r,g,b,a (color depth bits), depth, stencil, mode if err = glfw.OpenWindow(window.width, window.height, 8, 8, 8, 0, 0, 0, glfw.Windowed); err != nil { fmt.Fprintf(os.Stderr, "[e] %v\n", err) return nil } onResize := func(w, h int) { logger.Printf("resized: %dx%d\n", w, h) } onClose := func() int { logger.Println("window closed\n") return 1 // return 0 to keep window open. } // list callback generators createBtnList := func(btnNext func() interface{}, device string) func(button, state int) { btnList := list.New() btnNext = func() interface{} { return btnList.Remove(btnList.Back()) } return func(button, state int) { btnList.PushFront(btnEvent{button: button, state: state}) logger.Printf("%s button: %d, %d\n", device, button, state) } } createPosList := func(posNext func() interface{}, device string) func(x, y int) { posList := list.New() posNext = func() interface{} { return posList.Remove(posList.Back()) } return func(x, y int) { posList.PushFront(posEvent{x: x, y: y}) logger.Printf("%s pos: %d, %d\n", device, x, y) } } createDeltaList := func(deltaNext func() interface{}, device string) func(delta int) { deltaList := list.New() deltaNext = func() interface{} { return deltaList.Remove(deltaList.Back()) } return func(delta int) { deltaList.PushFront(deltaEvent{delta: delta}) logger.Printf("%s delta: %d\n", device, delta) } } glfw.SetSwapInterval(1) glfw.SetWindowTitle(title) glfw.SetWindowSizeCallback(onResize) glfw.SetWindowCloseCallback(onClose) glfw.SetMousePosCallback(createPosList(window.MousePos, "mouse pos")) glfw.SetMouseButtonCallback(createBtnList(window.MouseBtn, "mouse")) glfw.SetMouseWheelCallback(createDeltaList(window.MouseWheel, "mouse wheel")) glfw.SetKeyCallback(createBtnList(window.KeyEvt, "keyboard")) glfw.SetCharCallback(createBtnList(window.CharEvt, "char")) window.Start = func() { defer glfw.Terminate() defer glfw.CloseWindow() running := true for running { window.Render() glfw.SwapBuffers() // Break out of loop when Escape key is pressed, or window is closed. running = glfw.Key(glfw.KeyEsc) == 0 && glfw.WindowParam(glfw.Opened) == 1 } } return window }
func main() { if err := glfw.Init(); err != nil { fmt.Fprintf(os.Stderr, "%s\n", err.Error()) return } defer glfw.Terminate() glfw.OpenWindowHint(glfw.FsaaSamples, 4) glfw.OpenWindowHint(glfw.OpenGLVersionMajor, 3) glfw.OpenWindowHint(glfw.OpenGLVersionMinor, 3) glfw.OpenWindowHint(glfw.OpenGLProfile, glfw.OpenGLCoreProfile) if err := glfw.OpenWindow(1024, 768, 0, 0, 0, 0, 32, 0, glfw.Windowed); err != nil { fmt.Fprintf(os.Stderr, "%s\n", err.Error()) return } glfw.SetSwapInterval(0) //gl.GlewExperimental(true) gl.Init() // Can't find gl.GLEW_OK or any variation, not sure how to check if this worked gl.GetError() // ignore error, since we're telling it to use CoreProfile above, we get "invalid enumerant" (GLError 1280) which freaks the OpenGLSentinel out glfw.SetWindowTitle("Tutorial 07") glfw.Enable(glfw.StickyKeys) glfw.Disable(glfw.MouseCursor) // Not in the original tutorial, but IMO it SHOULD be there glfw.SetMousePos(1024.0/2.0, 768.0/2.0) gl.ClearColor(0., 0., 0.4, 0.) gl.Enable(gl.DEPTH_TEST) gl.DepthFunc(gl.LESS) gl.Enable(gl.CULL_FACE) camera := input.NewCamera() vertexArray := gl.GenVertexArray() defer vertexArray.Delete() vertexArray.Bind() prog := helper.MakeProgram("TransformVertexShader.vertexshader", "TextureFragmentShader.fragmentshader") defer prog.Delete() matrixID := prog.GetUniformLocation("MVP") texture := helper.MakeTextureFromTGA("uvmap.tga") // Had to convert to tga, go-gl is missing the texture method for DDS right now defer texture.Delete() texSampler := prog.GetUniformLocation("myTextureSampler") meshObj := objloader.LoadObject("cube.obj") vertices, uvs := meshObj.Vertices, meshObj.UVs vertexBuffer := gl.GenBuffer() defer vertexBuffer.Delete() vertexBuffer.Bind(gl.ARRAY_BUFFER) gl.BufferData(gl.ARRAY_BUFFER, len(vertices)*3*4, vertices, gl.STATIC_DRAW) uvBuffer := gl.GenBuffer() defer uvBuffer.Delete() uvBuffer.Bind(gl.ARRAY_BUFFER) // UV doesn't seem to care gl.BufferData(gl.ARRAY_BUFFER, len(uvs)*2*4, uvs, gl.STATIC_DRAW) // Equivalent to a do... while for ok := true; ok; ok = (glfw.Key(glfw.KeyEsc) != glfw.KeyPress && glfw.WindowParam(glfw.Opened) == gl.TRUE && glfw.Key('Q') != glfw.KeyPress) { func() { gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) prog.Use() defer gl.ProgramUnuse() view, proj := camera.ComputeViewPerspective() model := mathgl.Ident4f() MVP := proj.Mul4(view).Mul4(model) matrixID.UniformMatrix4fv(false, MVP) gl.ActiveTexture(gl.TEXTURE0) texture.Bind(gl.TEXTURE_2D) defer texture.Unbind(gl.TEXTURE_2D) texSampler.Uniform1i(0) vertexAttrib := gl.AttribLocation(0) vertexAttrib.EnableArray() defer vertexAttrib.DisableArray() vertexBuffer.Bind(gl.ARRAY_BUFFER) defer vertexBuffer.Unbind(gl.ARRAY_BUFFER) vertexAttrib.AttribPointer(3, gl.FLOAT, false, 0, nil) uvAttrib := gl.AttribLocation(1) uvAttrib.EnableArray() defer uvAttrib.DisableArray() uvBuffer.Bind(gl.ARRAY_BUFFER) defer uvBuffer.Unbind(gl.ARRAY_BUFFER) uvAttrib.AttribPointer(2, gl.FLOAT, false, 0, nil) gl.DrawArrays(gl.TRIANGLES, 0, len(vertices)) glfw.SwapBuffers() }() // Defers unbinds and disables to here, end of the loop } }