func main() { if !glfw.Init() { log.Fatal("glfw failed to initialize") } defer glfw.Terminate() window, err := glfw.CreateWindow(640, 480, "Deformable", nil, nil) if err != nil { log.Fatal(err.Error()) } window.MakeContextCurrent() glfw.SwapInterval(1) window.SetMouseButtonCallback(handleMouseButton) window.SetKeyCallback(handleKeyDown) window.SetInputMode(glfw.Cursor, glfw.CursorHidden) gl.Init() initGL() i := 16 m = GenerateMap(1600/i, 1200/i, i) for running && !window.ShouldClose() { x, y := window.GetCursorPosition() if drawing != 0 { m.Add(int(x)+int(camera[0]), int(y)+int(camera[1]), drawing, brushSizes[currentBrushSize]) } gl.Clear(gl.COLOR_BUFFER_BIT) gl.LoadIdentity() gl.PushMatrix() gl.PushAttrib(gl.CURRENT_BIT | gl.ENABLE_BIT | gl.LIGHTING_BIT | gl.POLYGON_BIT | gl.LINE_BIT) gl.Translatef(-camera[0], -camera[1], 0) m.Draw() gl.PopAttrib() gl.PopMatrix() gl.PushAttrib(gl.COLOR_BUFFER_BIT) gl.LineWidth(2) gl.Enable(gl.BLEND) gl.BlendFunc(gl.ONE_MINUS_DST_COLOR, gl.ZERO) // gl.Enable(gl.LINE_SMOOTH) // gl.Hint(gl.LINE_SMOOTH_HINT, gl.NICEST) gl.Translatef(float32(x), float32(y), 0) gl.EnableClientState(gl.VERTEX_ARRAY) gl.VertexPointer(2, gl.DOUBLE, 0, cursorVerts) gl.DrawArrays(gl.LINE_LOOP, 0, 24) gl.PopAttrib() window.SwapBuffers() glfw.PollEvents() } }
func main() { glfw.SetErrorCallback(errorCallback) if !glfw.Init() { panic("Can't init glfw!") } defer glfw.Terminate() window, err := glfw.CreateWindow(800, 640, "MyGui", nil, nil) if err != nil { panic(err) } window.MakeContextCurrent() glfw.SwapInterval(1) gl.Init() mvp := prepareModelViewProjection(800, 640) prepareScene() dt := float64(0) glfw.SetTime(dt) for !window.ShouldClose() { dt = glfw.GetTime() glfw.SetTime(0) updateScene(dt) drawScene(mvp, dt) window.SwapBuffers() glfw.PollEvents() } }
// Run should be called by your main function, and will block // indefinitely. This is necessary because some platforms expect calls // from the main thread. func Run() { runtime.LockOSThread() defer runtime.UnlockOSThread() // ensure we have at least 2 procs, due to the thread conditions we // have to work with. procs := runtime.GOMAXPROCS(0) if procs < 2 { runtime.GOMAXPROCS(2) } glfw.Init() defer glfw.Terminate() setupGlfw() mainchan := make(chan func(), 32) mainc = mainchan for { select { case fn := <-mainchan: fn() default: glfw.WaitEvents() } } }
func OpenWindow(width, height int, caption string) *glfw.Window { // OpenGL haluaa että sitä käytetään aina samasta threadista // muuten tulee satunnaisia segfaultteja runtime.LockOSThread() glfw.Init() // luodaan ikkuna w, err := glfw.CreateWindow(width, height, caption, nil, nil) if err != nil { log.Fatal(err) } w.MakeContextCurrent() gl.Init() // Jotta painalluksista kerrottaisiin vaikka ne olisivat jo päättyneet w.SetInputMode(glfw.StickyKeys, glfw.True) w.SetInputMode(glfw.StickyMouseButtons, glfw.True) // läpinäkyvyys päälle (non-premultiplied alpha) gl.Enable(gl.BLEND) gl.BlendEquationSeparate(gl.FUNC_ADD, gl.FUNC_ADD) gl.BlendFuncSeparate(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ZERO) return w }
func main() { glfw.SetErrorCallback(glfwError) if !glfw.Init() { log.Printf("Unable to initializer glfw") return } defer glfw.Terminate() window, err := glfw.CreateWindow(Width, Height, Title, nil, nil) if err != nil { panic(err) } window.MakeContextCurrent() window.SetSizeCallback(fixProjection) err = initGL() if err != nil { log.Printf("Error initializing OpenGL. %v", err) panic(err) } glfw.SwapInterval(1) fixProjection(window, Width, Height) meshBuff := createMeshBuffer() for !window.ShouldClose() { timeDelta.Tick() log.Printf("Time: %v", timeDelta.Delta) window.SwapBuffers() glfw.PollEvents() } }
func main() { glfw.SetErrorCallback(glfwErrorCallback) if !glfw.Init() { panic("failed to initialize glfw") } defer glfw.Terminate() glfw.WindowHint(glfw.Resizable, glfw.False) glfw.WindowHint(glfw.ContextVersionMajor, 2) glfw.WindowHint(glfw.ContextVersionMinor, 1) window, err := glfw.CreateWindow(800, 600, "Cube", nil, nil) if err != nil { panic(err) } window.MakeContextCurrent() if err := gl.Init(); err != nil { panic(err) } texture = newTexture("square.png") defer gl.DeleteTextures(1, &texture) setupScene() for !window.ShouldClose() { drawScene() window.SwapBuffers() glfw.PollEvents() } }
func main() { runtime.LockOSThread() defer runtime.UnlockOSThread() defer glfw.Terminate() gorgasm.Verbose = true if !glfw.Init() { panic("Can't init glfw!") } // Enable OpenGL ES 2.0. glfw.WindowHint(glfw.ClientApi, glfw.OpenglEsApi) glfw.WindowHint(glfw.ContextVersionMajor, 2) window, err := glfw.CreateWindow(testlib.Width, testlib.Height, "Gorgasm Test", nil, nil) if err != nil { panic(err) } gorgasm.Init(window) go prettytest.Run(new(testing.T), testlib.NewTestSuite()) for !window.ShouldClose() { glfw.WaitEvents() } }
func main() { runtime.LockOSThread() defer runtime.UnlockOSThread() defer glfw.Terminate() mandala.Verbose = true if !glfw.Init() { panic("Can't init glfw!") } // Enable OpenGL ES 2.0. glfw.WindowHint(glfw.ClientApi, glfw.OpenglEsApi) glfw.WindowHint(glfw.ContextVersionMajor, 2) window, err := glfw.CreateWindow(Width, Height, "gltext black-box testing", nil, nil) if err != nil { panic(err) } glfw.SwapInterval(0) mandala.Init(window) go prettytest.Run(new(testing.T), testlib.NewTestSuite(outputPath)) for !window.ShouldClose() { glfw.WaitEvents() } }
func main() { runtime.LockOSThread() if !glfw.Init() { fmt.Fprintf(os.Stderr, "Can't open GLFW") return } defer glfw.Terminate() glfw.WindowHint(glfw.Samples, 4) glfw.WindowHint(glfw.ContextVersionMajor, 3) glfw.WindowHint(glfw.ContextVersionMinor, 3) glfw.WindowHint(glfw.OpenglProfile, glfw.OpenglCoreProfile) glfw.WindowHint(glfw.OpenglForwardCompatible, glfw.True) // needed for macs window, err := glfw.CreateWindow(1024, 768, "Tutorial 1", nil, nil) if err != nil { fmt.Fprintf(os.Stderr, "%v\n", err) return } window.MakeContextCurrent() gl.Init() gl.GetError() // Ignore error window.SetInputMode(glfw.StickyKeys, 1) gl.ClearColor(0., 0., 0.4, 0.) // Equivalent to a do... while for ok := true; ok; ok = (window.GetKey(glfw.KeyEscape) != glfw.Press && !window.ShouldClose()) { window.SwapBuffers() glfw.PollEvents() } }
func main() { glfw.SetErrorCallback(errorCallback) if !glfw.Init() { panic("Can't init glfw") } defer glfw.Terminate() window, err := glfw.CreateWindow(640, 480, "Testing", nil, nil) if err != nil { panic(err) } window.MakeContextCurrent() window.SetSizeCallback(copiedReshape) window.SetKeyCallback(keyHandler) copiedInit() running := true for running && !window.ShouldClose() { //copiedDrawCube(angle) redraw() window.SwapBuffers() glfw.PollEvents() running = window.GetKey(glfw.KeyEscape) == glfw.Release } }
func main() { glfw.SetErrorCallback(errorCallback) if !glfw.Init() { panic("Can't init glfw!") } defer glfw.Terminate() window, err := glfw.CreateWindow(Width, Height, Title, nil, nil) if err != nil { panic(err) } window.MakeContextCurrent() glfw.SwapInterval(1) gl.Init() if err := initScene(); err != nil { fmt.Fprintf(os.Stderr, "init: %s\n", err) return } defer destroyScene() for !window.ShouldClose() { drawScene() window.SwapBuffers() glfw.PollEvents() } }
func main() { fmt.Println("Init GLFW3") if glfw3.Init() { fmt.Println("Init ok") defer closeGLFW() } // Create the window fmt.Println("Opening window") win, err := glfw3.CreateWindow(1024, 768, "Kunos Rulez", nil, nil) gl.Init() if err != nil { fmt.Println(err) } else { fmt.Println("ok", win) } win.MakeContextCurrent() for win.ShouldClose() == false { glfw3.PollEvents() gl.ClearColor(1.0, 0.0, 0.0, 1.0) gl.Clear(gl.COLOR_BUFFER_BIT) win.SwapBuffers() } fmt.Println("Destroying win") win.Destroy() }
// Initialize creates new window func (e *E) Initialize(title string, params Params, state State) error { if !glfw3.Init() { return fmt.Errorf("unable to initialize glfw") } if e.window != nil { return fmt.Errorf("Initialize error: window is not nil") } glfw3.SetErrorCallback(OnError) glfw3.WindowHint(glfw3.Resizable, glfw3.True) glfw3.WindowHint(glfw3.ContextVersionMajor, params.Version[0]) glfw3.WindowHint(glfw3.ContextVersionMinor, params.Version[1]) glfw3.WindowHint(glfw3.OpenglProfile, glfw3.OpenglCoreProfile) glfw3.WindowHint(glfw3.OpenglDebugContext, glfw3.True) size := params.Size window, err := glfw3.CreateWindow(size[0], size[1], title, nil, nil) if err != nil { return err } window.MakeContextCurrent() window.SetKeyCallback(e.OnKey) window.SetFramebufferSizeCallback(e.OnFramebufferResize) e.window = window e.state = state return nil }
func RunIn3DContext(example func()) { if !glfw.Init() { log.Panic("glfw Error") } defer glfw.Terminate() glfw.WindowHint(glfw.ContextVersionMajor, 3) glfw.WindowHint(glfw.ContextVersionMinor, 3) glfw.WindowHint(glfw.OpenglForwardCompatible, glfw.True) glfw.WindowHint(glfw.OpenglProfile, glfw.OpenglCoreProfile) w, h := 100, 100 window, err := glfw.CreateWindow(w, h, "Test", nil, nil) if err != nil { log.Panic(err) } window.MakeContextCurrent() if gl.Init() != 0 { log.Panic("gl error") } gl.GetError() vertexArray := gl.GenVertexArray() vertexArray.Bind() example() }
func main() { _ = fmt.Sprint() if !glfw.Init() { panic("Can't init glfw!") } defer glfw.Terminate() // antialiasing //glfw.WindowHint(glfw.Samples, 4) window, err = glfw.CreateWindow(WindowWidth, WindowHeight, "Mozaik", nil, nil) if err != nil { panic(err) } defer window.Destroy() // Ensure thread context window.MakeContextCurrent() //glfw.SwapInterval(1) window.SetKeyCallback(keyCb) window.SetMouseButtonCallback(mouseCb) gl.Init() gl.ClearColor(0.9, 0.85, 0.46, 0.0) // useless in 2D gl.Disable(gl.DEPTH_TEST) // antialiasing gl.Enable(gl.BLEND) gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) gl.Enable(gl.LINE_SMOOTH) for i := int32(32); i < 72; i++ { font := loadFonts(i) defer font.Release() fonts = append(fonts, font) } // Compute window radius windowRadius = math.Sqrt(math.Pow(WindowHeight, 2) + math.Pow(WindowWidth, 2)) // Use window coordinates gl.MatrixMode(gl.PROJECTION) gl.LoadIdentity() gl.Ortho(0, WindowWidth, WindowHeight, 0, 0, 1) gl.MatrixMode(gl.MODELVIEW) gl.LoadIdentity() g = NewGame() g.Start() go eventLoop(g) go renderLoop(g) Main() g.Stop() }
func init() { if !glfw.Init() { panic("Cannot initialize windowing library.") } e := gl.Init() if e != nil { panic(e) } }
func (self *OpenGLWindow) Open() { var err error if !glfw.Init() { panic(errors.New("Unable to initialize GLFW")) } glfw.SetErrorCallback(func(code glfw.ErrorCode, desc string) { log.Printf("[GLFW Error] (%d) %s", code, desc) }) var monitor *glfw.Monitor if self.config.Fullscreen { monitor, err = glfw.GetPrimaryMonitor() if err != nil { panic(err) } } glfw.WindowHint(glfw.ContextVersionMajor, 4) glfw.WindowHint(glfw.ContextVersionMinor, 1) glfw.WindowHint(glfw.OpenglProfile, glfw.OpenglCoreProfile) glfw.WindowHint(glfw.OpenglForwardCompatible, glfw.True) // Default buffer sizes glfw.WindowHint(glfw.DepthBits, 32) glfw.WindowHint(glfw.StencilBits, 0) // Toggle VSync. Turning VSync off aparently doesn't work via glfw through // some ATI cards and drivers if self.config.VSync { glfw.SwapInterval(1) } else { glfw.SwapInterval(0) } self.window, err = glfw.CreateWindow( int(self.config.Width), int(self.config.Height), "Project Slartibartfast", monitor, nil) if err != nil { panic(err) } self.window.MakeContextCurrent() if glewError := gl.Init(); glewError != 0 { panic(errors.New("Unable to initialize OpenGL")) } }
func main() { runtime.LockOSThread() glfw.SetErrorCallback(errorCallback) if !glfw.Init() { panic("can't init glfw!") } defer glfw.Terminate() var window *glfw.Window = initGame() runGameLoop(window) fmt.Printf("Your highscore was %d points!\n", highscore) }
//NewWindow creates and return a new Window func NewWindow(b RenderBackend, w, h int, title string) *Window { glfw.SetErrorCallback(errorCallback) if !glfw.Init() { panic("Can't init glfw!") } window, err := glfw.CreateWindow(w, h, title, nil, nil) if err != nil { panic(err) } window.MakeContextCurrent() b.Init(w, h) setupGL(w, h) return &Window{window, b, gs.NewRootElement()} }
// ListenForEvents should be called by your main function, and will // block indefinitely. This is necessary because some platforms expect // calls from the main thread. func ListenForEvents() error { // ensure we have at least 2 procs, due to the thread conditions we // have to work with. procs := runtime.GOMAXPROCS(0) if procs < 2 { runtime.GOMAXPROCS(2) } glfw.Init() defer glfw.Terminate() setupGlfw() t0 := time.Now() for { select { case fn, ok := <-mainc: if !ok { return nil } fn() default: // when under heavy activity, sleep and poll instead to // lessen sysmon() churn in Go's scheduler. with this // method, OS X's Activity Monitor reports over 1000 sleeps // a second, which is ridiculous, but better than 3000. // haven't been able to create a minimal reproduction of // this, but when tweaking values in runtime/proc.c's sysmon // func, it is obvious this is a scheduler issue. // TODO: best workaround is probably to write this entire // loop in C, which should keep the sysmon thread from // waking up (from these syscalls, anyways). dt := time.Now().Sub(t0) if dt < 150*time.Millisecond { time.Sleep(15 * time.Millisecond) glfw.PollEvents() } else { t0 = time.Now() glfw.WaitEvents() } } } return nil }
func main() { runtime.LockOSThread() glfw.SetErrorCallback(errorCallback) if !glfw.Init() { panic("Can't init glfw!") } defer glfw.Terminate() // must be done in main thread or we get a nasty stderr message from glfw, // although it does seem to 'work' window, err := glfw.CreateWindow(Width, Height, Title, nil, nil) if err != nil { panic(err) } // separate thread for drawing so that we don't block on the event thread. // most obvious benefit is that we continue to render during window // resizes. go func() { runtime.LockOSThread() window.MakeContextCurrent() glfw.SwapInterval(1) gl.Init() if err := initScene(); err != nil { fmt.Fprintf(os.Stderr, "init: %s\n", err) return } for !window.ShouldClose() { drawScene() window.SwapBuffers() } os.Exit(0) }() for { glfw.WaitEvents() } }
func (a *Application) init() { glfw.SetErrorCallback(a.glfwError) if !glfw.Init() { os.Exit(1) } a.Width = 1280 a.Height = 720 a.Title = filepath.Base(os.Args[0]) // For now, force a fixed size window. bgfx currently breaks glfw // events on OS X because it overrides the NSWindow's content view. glfw.WindowHint(glfw.Resizable, 0) var err error a.window, err = glfw.CreateWindow(a.Width, a.Height, a.Title, nil, nil) if err != nil { log.Fatalln(err) } bgfx_glfw.SetWindow(a.window) }
func main() { if !glfw.Init() { f.Println("Failed to init glfw") panic("Cannot initialize glfw library") } defer glfw.Terminate() //glfw.WindowHint(glfw.DepthBits, 16) window, err := glfw.CreateWindow(300, 300, "Wander", nil, nil) if err != nil { panic(err) } window.SetFramebufferSizeCallback(reshape) window.SetKeyCallback(key) window.MakeContextCurrent() glfw.SwapInterval(1) width, height := window.GetFramebufferSize() reshape(window, width, height) if gl.Init() != 0 { panic("Failed to init GL") } prog := setupProgram() defer prog.Delete() prog.Use() attr = prog.GetAttribLocation("offset") setup() for !window.ShouldClose() { if shouldRender() { draw() } animate() window.SwapBuffers() glfw.PollEvents() } }
func main() { glfw.SetErrorCallback(errorCallback) if !glfw.Init() { panic("Can't init glfw!") } defer glfw.Terminate() window, err := glfw.CreateWindow(640, 480, "Testing", nil, nil) if err != nil { panic(err) } window.MakeContextCurrent() for !window.ShouldClose() { //Do OpenGL stuff window.SwapBuffers() glfw.PollEvents() } }
// Run should be called by your main function, and will block // indefinitely. This is necessary because some platforms expect calls // from the main thread, thus so does GLFW. func Run() { // ensure we have at least 2 procs, due to the thread conditions we // have to work with. procs := runtime.GOMAXPROCS(0) if procs < 2 { runtime.GOMAXPROCS(2) } glfw.Init() defer glfw.Terminate() setupGlfw() for { select { case fn := <-mainc: fn() default: glfw.WaitEvents() } } }
// initGL initializes GLFW and OpenGL. func initGL() (*glfw.Window, error) { if !glfw.Init() { log.Panic("glfw Error:") } var err error window, err = glfw.CreateWindow(768, 768, "My Own Shadertoy", nil, nil) if err != nil { glfw.Terminate() return nil, err } window.MakeContextCurrent() window.SetSizeCallback(onResize) window.SetKeyCallback(onKey) window.SetMouseButtonCallback(onMouse) window.SetCursorPositionCallback(onCursor) errno := gl.Init() if errno != gl.NO_ERROR { str, err := glu.ErrorString(errno) if err != nil { return nil, fmt.Errorf("Unknown openGL error: %d", errno) } return nil, fmt.Errorf(str) } gl.Enable(gl.TEXTURE_1D) gl.Enable(gl.TEXTURE_2D) gl.Enable(gl.TEXTURE_3D) fmt.Printf("gl.RENDERER = %s\n", gl.GetString(gl.RENDERER)) fmt.Printf("gl.VERSION = %s\n", gl.GetString(gl.VERSION)) fmt.Printf("gl.VENDOR = %s\n", gl.GetString(gl.VENDOR)) fmt.Printf("gl.EXTENSIONS = %s\n", gl.GetString(gl.EXTENSIONS)) return window, nil }
func main() { if !glfw.Init() { panic("Failed to initialize GLFW") } defer glfw.Terminate() glfw.WindowHint(glfw.DepthBits, 16) window, err := glfw.CreateWindow(300, 300, "Gears", nil, nil) if err != nil { panic(err) } // Set callback functions window.SetFramebufferSizeCallback(reshape) window.SetKeyCallback(key) window.MakeContextCurrent() glfw.SwapInterval(1) width, height := window.GetFramebufferSize() reshape(window, width, height) // Parse command-line options Init() // Main loop for !window.ShouldClose() { // Draw gears draw() // Update animation animate() // Swap buffers window.SwapBuffers() glfw.PollEvents() } }
func main() { // initialize glfw if !glfw.Init() { panic("Failed to initialize GLFW") } defer glfw.Terminate() // create window window, err := glfw.CreateWindow(600, 600, os.Args[0], nil, nil) if err != nil { panic(err) } window.SetFramebufferSizeCallback(onResize) window.MakeContextCurrent() // set up opengl context onResize(window, 600, 600) // set up physics createBodies() runtime.LockOSThread() glfw.SwapInterval(1) ticksToNextBall := 10 ticker := time.NewTicker(time.Second / 60) for !window.ShouldClose() { ticksToNextBall-- if ticksToNextBall == 0 { ticksToNextBall = rand.Intn(100) + 1 addBall() } draw() step(1.0 / 60.0) window.SwapBuffers() glfw.PollEvents() <-ticker.C // wait up to 1/60th of a second } }
func RunGamehost() { if !glfw.Init() { panic("Cannot init GLFW") } defer glfw.Terminate() window, err := glfw.CreateWindow(800, 600, "Apollo", nil, nil) if err != nil { panic(err) } window.MakeContextCurrent() gamehost_Window = window gl.ClearColor(1, 1, 1, 1) glu.LookAt(0, 1.5, 5, 0, 0, 0, 0, 1, 0) frame := 0 EvaluateString("(trigger GAMEHOST Init!)", MainContext) gamehost_world.Create(CreateCube(0, 0, 0)) for !gamehost_Window.ShouldClose() { gl.Clear(gl.COLOR_BUFFER_BIT) gl.LoadIdentity() gamehost_Window.SetTitle(fmt.Sprintf("Frame #%v", frame)) frame++ EvaluateString("(gameloop 0.016)", MainContext) gamehost_world.Render() graphicsQueue.Process() gamehost_Window.SwapBuffers() glfw.PollEvents() } EvaluateString("(trigger GAMEHOST Shutdown!)", MainContext) }
func main() { flag.Parse() glfw.SetErrorCallback(errorCallback) if !glfw.Init() { println("glfw init failure") } defer glfw.Terminate() glfw.WindowHint(glfw.ClientApi, glfw.OpenglEsApi) glfw.WindowHint(glfw.ContextVersionMajor, 2) glfw.WindowHint(glfw.ContextVersionMinor, 0) window, err := glfw.CreateWindow(Width, Height, Title, nil, nil) if err != nil { panic(err) } defer window.Destroy() window.MakeContextCurrent() glfw.SwapInterval(1) window.SetSizeCallback(reshape) window.SetKeyCallback(keyEvent) gl.Viewport(0, 0, Width, Height) initScene() if *debug { go func() { tick := time.Tick(1 * time.Second) for { <-tick fmt.Printf("FPS:%v\tGOROUTINE:%v\r", atomic.LoadUint64(fps), runtime.NumGoroutine()) atomic.StoreUint64(fps, 0) } }() } for !window.ShouldClose() { drawScene() window.SwapBuffers() glfw.PollEvents() atomic.AddUint64(fps, 1) } }