func main() { var running bool = true 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() glfw.SetSwapInterval(1) glfw.SetWindowTitle(caption) if !horde3d.Init() { fmt.Println("Error starting Horde3D. Check Horde3d_log.html for details.") horde3d.DumpMessages() return } //horde3d.SetOption(horde3d.Options_DebugViewMode, 1) // Add resources //pipeline pipeRes = horde3d.AddResource(horde3d.ResTypes_Pipeline, "pipelines/hdr.pipeline.xml", 0) knightRes := horde3d.AddResource(horde3d.ResTypes_SceneGraph, "models/knight/knight.scene.xml", 0) //load resources paths separated by | horde3d.LoadResourcesFromDisk("../content") model := horde3d.RootNode.AddNodes(knightRes) model.SetTransform(0, 0, -30, 0, 0, 0, 0.1, 0.1, 0.1) // Add light source light := horde3d.RootNode.AddLightNode("Light1", 0, "LIGHTING", "SHADOWMAP") light.SetTransform(0, 20, 0, 0, 0, 0, 1, 1, 1) light.SetNodeParamF(horde3d.Light_RadiusF, 0, 50) //add camera cam = horde3d.RootNode.AddCameraNode("Camera", pipeRes) glfw.SetWindowSizeCallback(onResize) for running { horde3d.Render(cam) horde3d.FinalizeFrame() horde3d.DumpMessages() glfw.SwapBuffers() running = glfw.Key(glfw.KeyEsc) == 0 && glfw.WindowParam(glfw.Opened) == 1 } horde3d.Release() }
func (v *Video) Init(t <-chan []uint32, d <-chan []uint32, n string) { v.tick = t v.debug = d if err := glfw.Init(); err != nil { fmt.Fprintf(os.Stderr, "[e] %v\n", err) return } if err := glfw.OpenWindow(512, 480, 0, 0, 0, 0, 0, 0, glfw.Windowed); err != nil { fmt.Fprintf(os.Stderr, "[e] %v\n", err) return } if gl.Init() != 0 { panic("gl error") } gl.Enable(gl.TEXTURE_2D) glfw.SetWindowTitle(fmt.Sprintf("Fergulator - %s", n)) glfw.SetWindowSizeCallback(reshape) glfw.SetWindowCloseCallback(quit_event) glfw.SetKeyCallback(KeyListener) reshape(512, 480) v.tex = gl.GenTexture() v.fpsmanager = gfx.NewFramerate() v.fpsmanager.SetFramerate(70) }
func main() { log.Printf("Starting glfw window") err := glfw.Init() if err != nil { log.Fatalf("Error while starting glfw library: %v", err) } defer glfw.Terminate() err = glfw.OpenWindow(256, 256, 8, 8, 8, 0, 0, 0, glfw.Windowed) if err != nil { log.Fatalf("Error while opening glfw window: %v", err) } defer glfw.CloseWindow() glfw.SetSwapInterval(1) //vsync on glfw.SetWindowTitle("Colored Triangle") InitGL() glfw.SetWindowSizeCallback(func(w, h int) { InitGLWindow(w, h) }) glfw.SetKeyCallback(func(key, state int) { HandleKey(key, state) }) run := true for run && glfw.WindowParam(glfw.Opened) == 1 { select { case exitCode := <-exit: log.Printf("Received exit code: %d", exitCode) run = false default: Draw() } } }
func main() { glfw.Init() defer glfw.Terminate() glfw.OpenWindow(640, 480, 8, 8, 8, 8, 0, 0, glfw.Windowed) defer glfw.CloseWindow() glfw.SetWindowTitle("Tile test") glfw.Enable(glfw.StickyKeys) glfw.SetSwapInterval(1) glfw.SetKeyCallback(inputCallback) gl.MatrixMode(gl.PROJECTION) gl.LoadIdentity() gl.Ortho(0, GridWidth, GridHeight, 0, -1, 1) gl.MatrixMode(gl.MODELVIEW) 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, 0.0, 0.0, 1.0) initResources() initWorld() for Running { if (time.Since(DT).Nanoseconds() / 1000000) > 15 { //don't loop faster than every 15ms DT = time.Now() gl.Clear(gl.COLOR_BUFFER_BIT) player.update() renderScene() glfw.SwapBuffers() } } }
func main() { var err error if err = glfw.Init(); err != nil { fmt.Fprintf(os.Stderr, "[e] %v\n", err) return } defer glfw.Terminate() if err = glfw.OpenWindow(640, 480, 8, 8, 8, 8, 0, 0, glfw.Windowed); err != nil { fmt.Fprintf(os.Stderr, "[e] %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() } }
func main() { var err error if err = glfw.Init(); err != nil { fmt.Fprintf(os.Stderr, "[e] %v\n", err) return } defer glfw.Terminate() if err = glfw.OpenWindow(Width, Height, 8, 8, 8, 8, 0, 8, glfw.Windowed); err != nil { fmt.Fprintf(os.Stderr, "[e] %v\n", err) return } defer glfw.CloseWindow() glfw.SetSwapInterval(1) glfw.SetWindowTitle(Title) glfw.SetWindowSizeCallback(onResize) glfw.SetKeyCallback(onKey) initGL() running = true for running && glfw.WindowParam(glfw.Opened) == 1 { drawScene() } }
func main() { var err error if err = glfw.Init(); err != nil { fmt.Fprintf(os.Stderr, "[e] %v\n", err) return } defer glfw.Terminate() if err = glfw.OpenWindow(Width, Height, 8, 8, 8, 8, 0, 8, glfw.Windowed); err != nil { fmt.Fprintf(os.Stderr, "[e] %v\n", err) return } defer glfw.CloseWindow() glfw.SetSwapInterval(1) glfw.SetWindowTitle(Title) glfw.SetWindowSizeCallback(onResize) glfw.SetKeyCallback(onKey) gl.ShadeModel(gl.SMOOTH) gl.ClearColor(0, 0, 0, 0) gl.ClearDepth(1) gl.Enable(gl.TEXTURE_2D) for running && glfw.WindowParam(glfw.Opened) == 1 { update() draw() } }
func Open(w, h int, sWin string, fullscreen bool) *Window { if GWindow != nil { panic("only one Window is allowed") } listener.GListener = listener.New() win := &Window{width: w, height: h, title: sWin, inputListener: listener.GListener} GWindow = win var err error if err = glfw.Init(); err != nil { panic(fmt.Sprintf("[e] %v\n", err)) } mode := glfw.Windowed if fullscreen { mode = glfw.Fullscreen } if err = glfw.OpenWindow(win.width, win.height, 8, 8, 8, 0, 16, 0, mode); err != nil { panic(fmt.Sprintf("[e] %v\n", err)) } gl.Init() //WHY?? (shader creation fails when not) glfw.SetSwapInterval(1) // Enable vertical sync on cards that support it. glfw.SetWindowTitle(win.title) // Set window title //CALLBACKS glfw.SetWindowSizeCallback(func(w, h int) { GWindow.reshape(w, h) }) glfw.SetWindowCloseCallback(listener.OnClose) glfw.SetMouseButtonCallback(listener.OnMouseButton) glfw.SetMouseWheelCallback(listener.OnMouseWheel) glfw.SetKeyCallback(listener.OnKey) glfw.SetCharCallback(listener.OnChar) win.initGL() return win }
func main() { if err := glfw.Init(); err != nil { fmt.Fprintf(os.Stderr, "glfw: %s\n", err) return } defer glfw.Terminate() glfw.OpenWindowHint(glfw.WindowNoResize, 0) 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(60) glfw.SetWindowTitle(Title) if err := gl.Init(); err != nil { fmt.Fprintf(os.Stderr, "gl: %s\n", err) } keybindings.BindKeyboard() gl.ClearColor(0, 0, 0, 1) GameLoop() }
func main() { rand.Seed(time.Now().UnixNano()) glfw.Init() defer glfw.Terminate() glfw.OpenWindow(Width, Height, 8, 8, 8, 8, 0, 8, glfw.Windowed) defer glfw.CloseWindow() glfw.SetSwapInterval(1) glfw.SetWindowTitle("Chipmunk demo") glfw.SetWindowSizeCallback(onResize) glfw.SetKeyCallback(onKey) initGL() initScene() Running = true for Running && glfw.WindowParam(glfw.Opened) == 1 { drawScene() space.Step(1.0 / 20.0 / 3.0) space.Step(1.0 / 20.0 / 3.0) space.Step(1.0 / 20.0 / 3.0) } }
func main() { 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, 0, 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(); err != nil { fmt.Fprintf(os.Stderr, "init: %s\n", err) return } defer destroyScene() for glfw.WindowParam(glfw.Opened) == 1 { drawScene() glfw.SwapBuffers() } }
func main() { // We need to lock the goroutine to one thread due time.Ticker runtime.LockOSThread() var err os.Error err = glfw.Init() if err != nil { fmt.Printf("GLFW: %s\n", err) return } defer glfw.Terminate() // You could probably change the required versions down glfw.OpenWindowHint(glfw.OpenGLVersionMajor, 3) glfw.OpenWindowHint(glfw.OpenGLVersionMinor, 3) glfw.OpenWindowHint(glfw.OpenGLProfile, 1) // Open Window with 8 bit Alpha err = glfw.OpenWindow(ScreenWidth, ScreenHeight, 0, 0, 0, 8, 0, 0, glfw.Windowed) if err != nil { fmt.Printf("GLFW: %s\n", err) return } defer glfw.CloseWindow() glfw.SetWindowTitle(WindowTitle) major, minor, rev := glfw.GLVersion() if major < 3 { fmt.Printf("Error your graphic card does not support OpenGL 3.3\n Your GL-Version is: %d, %d, %d\n", major, minor, rev) fmt.Println("You can try to lower the settings in glfw.OpenWindowHint(glfw.OpenGLVersionMajor/Minor.") } initStatus := gl.Init() // Init glew if initStatus != 0 { fmt.Printf("Error-code: %d Init-Status: %d\n", gl.GetError(), initStatus) } // Enable transparency in OpenGL gl.Enable(gl.BLEND) gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) initResources() // We are limiting the calls to display() (frames per second) to 60. This prevents the 100% cpu usage. ticker := time.NewTicker(int64(second) / 60) // max 60 fps for { <-ticker.C move := float32(math.Sin(glfw.Time())) angle := float32(glfw.Time()) matrix = math3d.MakeTranslationMatrix(move, 0.0, 0.0) matrix = matrix.Multiply(math3d.MakeZRotationMatrix(angle)).Transposed() display() } // Free resources free() runtime.UnlockOSThread() }
func main() { var err error if err = glfw.Init(); err != nil { fmt.Fprintf(os.Stderr, "[e] %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 { fmt.Fprintf(os.Stderr, "[e] %v\n", err) return } defer glfw.CloseWindow() glfw.SetWindowTitle("Aliasing Detector") glfw.SetSwapInterval(1) if samples := glfw.WindowParam(glfw.FsaaSamples); samples != 0 { fmt.Fprintf(os.Stdout, "Context reports FSAA is supported with %d samples\n", samples) } else { fmt.Fprintf(os.Stdout, "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() } }
// NewWindow initialize glfw and opens a new window with p's properties. // The AdvancedProperties ap is optional. func NewWindow(p Properties, ap *AdvancedProperties) (*window, error) { if err := glfw.Init(); err != nil { return nil, err } w := &window{t: time.Now()} if ap != nil { glfw.OpenWindowHint(glfw.RefreshRate, ap.RefreshRate) glfw.OpenWindowHint(glfw.AccumRedBits, ap.AccumRedBits) glfw.OpenWindowHint(glfw.AccumGreenBits, ap.AccumGreenBits) glfw.OpenWindowHint(glfw.AccumBlueBits, ap.AccumBlueBits) glfw.OpenWindowHint(glfw.AccumAlphaBits, ap.AccumAlphaBits) glfw.OpenWindowHint(glfw.AuxBuffers, ap.AuxBuffers) if ap.Stereo { glfw.OpenWindowHint(glfw.Stereo, 1) } else { glfw.OpenWindowHint(glfw.Stereo, 0) } if ap.NoWindowResize { glfw.OpenWindowHint(glfw.WindowNoResize, 1) } else { glfw.OpenWindowHint(glfw.WindowNoResize, 0) } glfw.OpenWindowHint(glfw.FsaaSamples, ap.FsaaSamples) glfw.OpenWindowHint(glfw.OpenGLVersionMajor, ap.OpenGLVersionMajor) glfw.OpenWindowHint(glfw.OpenGLVersionMinor, ap.OpenGLVersionMinor) if ap.OpenGLForwardCompat { glfw.OpenWindowHint(glfw.OpenGLForwardCompat, 1) } else { glfw.OpenWindowHint(glfw.OpenGLForwardCompat, 0) } if ap.OpenGLDebugContext { glfw.OpenWindowHint(glfw.OpenGLDebugContext, 1) } else { glfw.OpenWindowHint(glfw.OpenGLDebugContext, 0) } switch ap.OpenGLProfile { case OpenGLCompatProfile: glfw.OpenWindowHint(glfw.OpenGLProfile, glfw.OpenGLCompatProfile) case OpenGLCoreProfile: glfw.OpenWindowHint(glfw.OpenGLProfile, glfw.OpenGLCoreProfile) default: return nil, ErrUnknownOpenGLProfile } } mode := glfw.Windowed if p.Fullscreen { mode = glfw.Fullscreen } if err := glfw.OpenWindow(p.Width, p.Height, p.R, p.G, p.B, p.A, p.Depth, p.Stencil, mode); err != nil { return nil, err } return w, nil }
func InitWindow(w, h int, multisample int, vsync bool) { core.Fatal(glfw.Init()) if multisample != 0 { glfw.OpenWindowHint(glfw.FsaaSamples, multisample) } Width, Height = w, h core.Fatal(glfw.OpenWindow(Width, Height, r, g, b, a, depth, stencil, glfw.Windowed)) glfw.SetWindowTitle("mumax cubed") if vsync { glfw.SetSwapInterval(1) } }
func main() { globalState.Mouse = make(map[int]bool) flag.Parse() var err error if err = glfw.Init(); err != nil { fmt.Fprintf(os.Stderr, "[e] %v\n", err) return } if len(flag.Args()) == 0 { old := flag.Usage flag.Usage = func() { old() fmt.Fprintf(os.Stderr, "You MUST pass the name of the file to view\n") } flag.Usage() return } mesh, err = wfobj.LoadMeshFromFile(flag.Args()[0]) if err != nil { flag.Usage() fmt.Fprintf(os.Stderr, "[e] %v\n", err) return } defer glfw.Terminate() if err = glfw.OpenWindow(Width, Height, 8, 8, 8, 8, 0, 8, glfw.Windowed); err != nil { fmt.Fprintf(os.Stderr, "[e] %v\n", err) return } defer glfw.CloseWindow() glfw.SetSwapInterval(1) glfw.SetWindowTitle(Title) glfw.SetWindowSizeCallback(onResize) glfw.SetKeyCallback(onKey) glfw.SetCharCallback(onChar) glfw.SetMouseWheelCallback(onWheel) glfw.SetMouseButtonCallback(onMouseButton) glfw.SetMousePosCallback(onMousePos) initGL() running = true for running && glfw.WindowParam(glfw.Opened) == 1 { handleInput() drawScene() } }
func main() { var err os.Error err = glfw.Init() if err != nil { fmt.Printf("GLFW: %s\n", err) return } defer glfw.Terminate() glfw.OpenWindowHint(glfw.WindowNoResize, 1) glfw.OpenWindowHint(glfw.OpenGLDebugContext, 1) // You could probably change the required versions down glfw.OpenWindowHint(glfw.OpenGLVersionMajor, 3) glfw.OpenWindowHint(glfw.OpenGLVersionMinor, 3) glfw.OpenWindowHint(glfw.OpenGLProfile, 1) // Open Window with 8 bit Alpha err = glfw.OpenWindow(ScreenWidth, ScreenHeight, 0, 0, 0, 8, 0, 0, glfw.Windowed) if err != nil { fmt.Printf("GLFW: %s\n", err) return } defer glfw.CloseWindow() glfw.SetWindowTitle(WindowTitle) major, minor, rev := glfw.GLVersion() if major < 3 { fmt.Printf("Error your graphic card does not support OpenGL 3.3\n Your GL-Version is: %d, %d, %d\n", major, minor, rev) fmt.Println("You can try to lower the settings in glfw.OpenWindowHint(glfw.OpenGLVersionMajor/Minor.") } initStatus := gl.Init() // Init glew if initStatus != 0 { fmt.Printf("Error-code: %d Init-Status: %d\n", gl.GetError(), initStatus) } // Enable transparency in OpenGL gl.Enable(gl.BLEND) gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) initResources() for { display() } // Free resources free() }
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 main() { flag.Parse() if *cpuprofile != "" { f, err := os.Create(*cpuprofile) if err != nil { log.Fatal(err) } pprof.StartCPUProfile(f) defer pprof.StopCPUProfile() } if err := readModel(); err != nil { log.Fatal(err) } if err := glfw.Init(); err != nil { log.Fatal(err) } defer glfw.Terminate() glfw.OpenWindowHint(glfw.WindowNoResize, 1) if err := glfw.OpenWindow(Width, Height, 0, 0, 0, 0, 16, 0, glfw.Windowed); err != nil { log.Fatal(err) return } defer glfw.CloseWindow() glfw.SetSwapInterval(1) glfw.SetWindowTitle(Title) glfw.SetKeyCallback(onKey) if err := gl.Init(); err != nil { log.Fatal(err) } initScene() defer destroyScene() for glfw.WindowParam(glfw.Opened) == 1 { applyMove() drawScene() glfw.SwapBuffers() } }
func (o *OpenGl) Init() { if err := glfw.Init(); err != nil { fmt.Fprintf(os.Stderr, "glfw: %s\n", err) return } defer glfw.Terminate() if err := glfw.OpenWindow(o.width, o.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(o.title) if err := gl.Init(); err != nil { fmt.Fprintf(os.Stderr, "gl: %s\n", err) } glfw.SetKeyCallback(glfw.KeyHandler(o.keyboard)) glfw.SetMouseButtonCallback(glfw.MouseButtonHandler(o.mouseClick)) glfw.SetMousePosCallback(glfw.MousePosHandler(o.mouseMove)) glfw.SetMouseWheelCallback(glfw.MouseWheelHandler(o.mouseWheel)) if err := o.initScene(); err != nil { fmt.Fprintf(os.Stderr, "init: %s\n", err) return } for glfw.WindowParam(glfw.Opened) == 1 { gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) if o.display3d != nil { o.set3dView() o.display3d() } if o.display2d != nil { o.set2dView() o.display2d() } glfw.SwapBuffers() time.Sleep(20 * time.Millisecond) //<-o.redisplay } }
func main() { // Setup the window if err := glfw.Init(); err != nil { fmt.Fprintf(os.Stderr, "glfw: %s\n", err) return } // Close glfw at the end of main() defer glfw.Terminate() // Set window properties glfw.OpenWindowHint(glfw.WindowNoResize, 0) //glfw.OpenWindowHint(glfw.OpenGLForwardCompat, gl.TRUE) glfw.OpenWindowHint(glfw.OpenGLDebugContext, gl.TRUE) // Actually open the window if err := glfw.OpenWindow(initial_width, initial_height, 0, 0, 0, 0, 16, 0, glfw.Windowed); err != nil { fmt.Fprintf(os.Stderr, "glfw: %s\n", err) return } // Close the window at the end of main() defer glfw.CloseWindow() // Only swap buffer once/ draw cycle (30 or 60 fps) glfw.SetSwapInterval(1) glfw.SetWindowTitle(Title) // Apply those settings if err := gl.Init(); err != nil { fmt.Fprintf(os.Stderr, "gl: %s\n", err) } // While glfw.Opened is 1 (the window is open), keep swapping buffers for glfw.WindowParam(glfw.Opened) == 1 { glfw.SwapBuffers() } setCallbacks() // Initialize the openGL settings Initialize() }
func main() { if e := glfw.Init(); e != nil { panic(e.Error()) } defer glfw.Terminate() if e := glfw.OpenWindow(468, 320, 0, 0, 0, 0, 0, 0, glfw.Windowed); e != nil { panic(e.Error()) } if gl.Init() != 0 { panic("GL Err") } glfw.SetKeyCallback(escHandler) loop() }
func main() { fmt.Println("OpenGL Programming/Modern OpenGL Introduction") fmt.Println("Tutorial taken from http://en.wikibooks.org/wiki/OpenGL_Programming/Modern_OpenGL_Introduction") var err error err = glfw.Init() if err != nil { fmt.Printf("GLFW: %s\n", err) return } defer glfw.Terminate() glfw.OpenWindowHint(glfw.OpenGLVersionMajor, 3) glfw.OpenWindowHint(glfw.OpenGLVersionMinor, 3) glfw.OpenWindowHint(glfw.OpenGLProfile, 1) err = glfw.OpenWindow(ScreenWidth, ScreenHeight, 0, 0, 0, 0, 0, 0, glfw.Windowed) if err != nil { fmt.Printf("GLFW: %s\n", err) return } defer glfw.CloseWindow() glfw.SetWindowTitle(WindowTitle) // Init extension loading err = gl.Init() if err != nil { fmt.Printf("Init OpenGL extension loading failed with %s.\n", err) } initResources() // Render loop for glfw.WindowParam(glfw.Opened) == 1 { display() } // Free resources free() }
func main() { log.Printf("Starting glfw window") err := glfw.Init() if err != nil { log.Fatalf("Error while starting glfw library: %v", err) } defer glfw.Terminate() err = glfw.OpenWindow(256, 256, 8, 8, 8, 0, 0, 0, glfw.Windowed) if err != nil { log.Fatalf("Error while opening glfw window: %v", err) } defer glfw.CloseWindow() glfw.SetSwapInterval(1) //vsync on glfw.SetWindowTitle("Colored Triangle") InitGL() glfw.SetWindowSizeCallback(func(w, h int) { InitGLWindow(w, h) }) glfw.SetKeyCallback(func(key, state int) { HandleKey(key, state) }) // create a mesh with 3 vertices (a triangle) m := &Mesh{make([]*Vector, 3)} m.V[0] = &Vector{0, 1, 0, color.NRGBA{1, 0, 0, 0}} m.V[1] = &Vector{-1, -1, 0, color.NRGBA{0, 1, 0, 0}} m.V[2] = &Vector{1, -1, 0, color.NRGBA{0, 0, 1, 0}} run := true for run && glfw.WindowParam(glfw.Opened) == 1 { select { case exitCode := <-exit: log.Printf("Received exit code: %d", exitCode) run = false default: Draw(m) } } }
func initGLFW() { log.SetFlags(log.Lshortfile) if err := glfw.Init(); err != nil { log.Fatalf("glfw: %s\n", err) return } //defer glfw.Terminate() //glfw.OpenWindowHint(glfw.Windowed, 1) Width := 800 Height := 600 if err := glfw.OpenWindow(Width, Height, 0, 0, 0, 0, 16, 0, glfw.Windowed); err != nil { log.Fatalf("glfw: %s\n", err) return } //defer glfw.CloseWindow() glfw.SetSwapInterval(2) glfw.SetWindowTitle("This is my title") }
func main() { // Set width and height. WIDTH := 960 HEIGHT := 720 // Open up a Window (that would potentially be used for OpenGL) with glfw if err := glfw.Init(); err != nil { // Error. fmt.Fprintf(os.Stderr, "Error: %v\n", err) return } defer glfw.Terminate() if err := glfw.OpenWindow(WIDTH, HEIGHT, 0, 0, 0, 0, 0, 0, glfw.Windowed); err != nil { // Error. fmt.Fprintf(os.Stderr, "Error: %v\n", err) return } glfw.SetWindowTitle("LifePack") // Initialize. // Initialize (pseudo) random number generator (used in other files). rand.Seed(time.Now().Unix()) // We need a way for the user to exit the program. // This will be accomplished by making it so, when the user presses // the [ESC] key, that the program exists. // // The keyHandler function makes this happen, and will exit this // program if [ESC] is pressed. glfw.SetKeyCallback(keyHandler) // Set up OpenGL in a way that we can do 2D graphics (as opposed to 3D graphics). initialize(WIDTH, HEIGHT) // Run. run(WIDTH, HEIGHT) }
func main() { var err os.Error if err = glfw.Init(); err != nil { fmt.Fprintf(os.Stderr, "%v\n", err) return } // Ensure glfw is cleanly terminated on exit. defer glfw.Terminate() if err = glfw.OpenWindow(300, 300, 0, 0, 0, 0, 0, 0, glfw.Windowed); err != nil { fmt.Fprintf(os.Stderr, "%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") 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 main() { flag.Parse() var done bool var err os.Error if err = glfw.Init(); err != nil { fmt.Fprintf(os.Stderr, "[e] %v\n", err) return } defer glfw.Terminate() if err = glfw.OpenWindow(300, 300, 0, 0, 0, 0, 0, 0, glfw.Windowed); err != nil { fmt.Fprintf(os.Stderr, "[e] %v\n", err) return } if gl.Init() != 0 { panic("gl error") } defer glfw.CloseWindow() glfw.SetWindowTitle("gears") glfw.SetWindowSizeCallback(reshape) init_() reshape(300, 300) done = false for !done { idle() draw() done = glfw.Key(glfw.KeyEsc) != 0 || glfw.WindowParam(glfw.Opened) == 0 } }
func main() { runtime.GOMAXPROCS(runtime.NumCPU()) flag.Parse() if *flagListRules { for _, name := range automata.Rulers() { fmt.Println(name) } return } if err := glfw.Init(); err != nil { log.Fatal(err) } defer glfw.Terminate() glfw.OpenWindowHint(glfw.WindowNoResize, 1) if err := glfw.OpenWindow(Width, Height, 0, 0, 0, 0, 0, 0, glfw.Windowed); err != nil { log.Fatal(err) } defer glfw.CloseWindow() glfw.SetSwapInterval(1) glfw.SetWindowTitle(Title) if err := gl.Init(); err != nil { log.Fatal(err) } initScene() defer destroyScene() for glfw.WindowParam(glfw.Opened) == 1 { drawScene() glfw.SwapBuffers() } }
func main() { var err error if err = glfw.Init(); err != nil { fmt.Fprintf(os.Stderr, "[e] %v\n", err) return } path, err := gas.Abs("github.com/andrebq/wfobj/testdata/complex/complex.obj") if err != nil { fmt.Fprintf(os.Stderr, "[e] %v\n", err) return } mesh, err = wfobj.LoadMeshFromFile(path) if err != nil { fmt.Fprintf(os.Stderr, "[e] %v\n", err) return } defer glfw.Terminate() if err = glfw.OpenWindow(Width, Height, 8, 8, 8, 8, 0, 8, glfw.Windowed); err != nil { fmt.Fprintf(os.Stderr, "[e] %v\n", err) return } defer glfw.CloseWindow() glfw.SetSwapInterval(1) glfw.SetWindowTitle(Title) glfw.SetWindowSizeCallback(onResize) glfw.SetKeyCallback(onKey) initGL() running = true for running && glfw.WindowParam(glfw.Opened) == 1 { drawScene() } }