Пример #1
0
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()
	}
}
Пример #2
0
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()
}
Пример #3
0
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)
}
Пример #4
0
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
}
Пример #5
0
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()
	}
}
Пример #6
0
Файл: main.go Проект: vron/fm
func main() {
	log.Println("Starting")
	flag.Parse()

	runtime.GOMAXPROCS(4)

	initGLFW()
	initGL()

	initScene()

	initInput()

	glfw.SetWindowSizeCallback(resize)

	initLua()

	// Run the script file if we had one
	// TODO: Do this before accepting input from user...
	if fScript != "" {
		runFile(fScript)
	}

	for glfw.WindowParam(glfw.Opened) == 1 {
		display()
		glfw.SwapBuffers()
		time.Sleep(10 * time.Millisecond)
	}

}
Пример #7
0
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)
	}
}
Пример #8
0
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()
		}
	}
}
Пример #9
0
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()
	}
}
Пример #10
0
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()
	}
}
Пример #11
0
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
	}
}
Пример #12
0
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)
		}
	}
}
Пример #13
0
// Sets up input handlers
func InitInputHandlers() {
	InitKeyHandlers()

	glfw.SetMousePosCallback(func(x, y int) {

		dx, dy := x-mousePrevX, y-mousePrevY
		mousePrevX, mousePrevY = x, y
		if mouseButton[0] == 0 {
			return
		}

		Rot[0] += int(deltaLook * float64(dx))
		Rot[1] += int(deltaLook * float64(dy))

		// limit viewing angles
		for i := range Rot {
			if Rot[i] > 360 {
				Rot[i] = 0
			}
			if Rot[i] < 0 {
				Rot[i] += 360
			}
		}
		log.Println("rot:", Rot)
	})

	glfw.SetMouseButtonCallback(func(button, state int) {
		//log.Println("mousebutton:", button, state)
		mouseButton[button] = state
	})

	glfw.SetMouseWheelCallback(func(delta int) {
		//log.Println("mousewheel:", delta)
		glfw.SetMouseWheel(0)
	})

	glfw.SetWindowSizeCallback(func(w, h int) {
		Width, Height = w, h
		InitViewport()
	})
}
Пример #14
0
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
	}

}
Пример #15
0
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()
	}
}
Пример #16
0
func initWindow(caption string) {
	//glfw stuff
	err := glfw.Init()
	if err != nil {
		panic(err)
	}

	_w = 500
	_h = 500

	glfw.OpenWindowHint(glfw.OpenGLVersionMinor, 2)
	glfw.OpenWindowHint(glfw.OpenGLVersionMajor, 3)
	glfw.OpenWindowHint(glfw.OpenGLProfile, 0) //glfw.OpenGLCoreProfile)

	err = glfw.OpenWindow(_w, _h, 0, 0, 0, 0, 0, 0, glfw.Windowed)
	if err != nil {
		panic(err)
	}
	glfw.SetWindowTitle(caption)
	glfw.Disable(glfw.AutoPollEvents)

	glfw.SetWindowSizeCallback(onResize)
}
Пример #17
0
func NewWindow(r Renderer) (*Window, error) {
	w := &Window{r, time.Now()}
	var err error
	// Fail if the window is in use, even after its
	// finalizer has had a change to run.
	if busy {
		runtime.GC()
		runtime.GC()
		if busy {
			return nil, err
		}
	}
	if err = glfw.Init(); err != nil {
		goto abort_with_nothing
	}
	if err = glfw.OpenWindow(1024, 1024, 0, 0, 0, 0, 0, 0, glfw.Windowed); err != nil {
		goto abort_with_glfw_init
	}
	if gl.Init() != 0 {
		goto abort_with_open_window
	}
	glfw.SetWindowTitle(os.Args[0])
	glfw.SetWindowSizeCallback(reshape)
	glInit()
	reshape(1024, 1024)
	runtime.SetFinalizer(w, finalizeWindow)
	busy = true
	return w, nil

abort_with_open_window:
	glfw.CloseWindow()
abort_with_glfw_init:
	glfw.Terminate()
abort_with_nothing:
	return nil, error(err)
}
Пример #18
0
func main() {
	log.SetFlags(log.Lshortfile)

	//parse flags
	flag.Parse()

	if flags.cpuprofile != "" {
		f, err := os.Create(flags.cpuprofile)
		if err != nil {
			log.Fatal(err)
		}
		pprof.StartCPUProfile(f)
		defer pprof.StopCPUProfile()
	}

	loadSettingsFile()
	Settings.Paused = flags.startPaused

	if flags.buildExamples {
		allExamples()
		return
	}

	wx, wy := 800, 600

	//initialize opengl & glfw
	{
		//init glfw
		if err := glfw.Init(); err != nil {
			log.Printf("Error initializing glfw: %v\n", err)
			return
		}
		defer glfw.Terminate()

		//set window hints
		glfw.OpenWindowHint(glfw.WindowNoResize, 1)

		//create the window
		if err := glfw.OpenWindow(wx, wy, 8, 8, 8, 8, 0, 8, glfw.Windowed); err != nil {
			log.Printf("Error opening Window: %v\n", err)
			return
		}
		defer glfw.CloseWindow()

		//init opengl
		if gl.Init() != 0 {
			panic("gl error")
		}

		//glfw config
		{
			glfw.SetSwapInterval(1)
			glfw.SetWindowTitle("mater test")
		}

		//set additional opengl stuff
		{
			gl.ClearColor(0, 0, 0, 0)
			gl.Enable(gl.BLEND)
			//gl.BlendFunc (gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
			gl.Enable(gl.TEXTURE_2D)
		}
	}

	//setup scene related stuff
	{
		//create empty space
		space = collision.NewSpace()
	}

	//reload settings so they take effect
	reloadSettings()
	saveSettingsFile()

	//set callbacks
	{
		glfw.SetWindowSizeCallback(OnResize)
		glfw.SetKeyCallback(OnKey)
	}

	//init debug console
	console.Init()

	//load savefile passed from the commandline if any
	if flags.file != "" {
		err := loadSpace(flags.file)
		Settings.Paused = true
		if err != nil {
			panic(err)
		}
	}

	//if set to true once a second
	printFPS := false

	//fix timestep to given fps
	const expectedFps = 30.0
	const expectedFrameTime = 1.0 / expectedFps

	//the time at the start of the last frame
	lastTime := 0.0

	acc := 0.0
	updateAcc := 0.0

	frameCount := 0
	updateFrameCount := 0

	fps := 0
	updateFps := 0

	Settings.Running = true

	for Settings.Running && glfw.WindowParam(glfw.Opened) == 1 {
		time := glfw.Time()
		//get the time elapsed since the last frame
		dt := time - lastTime
		lastTime = time

		//advance framecount and accumulators
		frameCount++
		acc += dt
		updateAcc += dt

		//execute console commands if any
		select {
		case command := <-console.Command:
			console.ExecuteCommand(command)
		default:
		}

		//update the scene at a fixed timestep
		for updateAcc >= expectedFrameTime {
			updateFrameCount++

			//if one second has passed update the fps and reset the framecount
			if acc > 1 {
				updateFps = updateFrameCount
				updateFrameCount = 0
			}

			//only update if not paused or if set to advance a single frame
			if !Settings.Paused || Settings.SingleStep {
				space.Step(expectedFrameTime)
				Settings.SingleStep = false
			}

			updateAcc -= expectedFrameTime
		}

		//draw debug data
		Draw()

		glfw.SwapBuffers()

		//if one second has passed update the fps and reset the framecount
		if acc > 1 {
			fps = frameCount
			frameCount = 0
			if printFPS {
				fmt.Printf("---\n")
				fmt.Printf("FPS: %v\n", fps)
				fmt.Printf("Update FPS: %v\n", updateFps)
				fmt.Printf("Average frametime: %v\n", acc/float64(fps))
				fmt.Printf("---\n")
			}
			acc -= 1
		}
	}
}
Пример #19
0
func setCallbacks() {
	glfw.SetWindowSizeCallback(handleResize)
	glfw.SetWindowCloseCallback(Cleanup)
}
Пример #20
0
func (w *window) SetSizeCallback(f func(int, int)) {
	glfw.SetWindowSizeCallback(func(width, height int) {
		f(width, height)
	})
}
Пример #21
0
func main() {
	w := 500
	h := 500
	fov := 45.0
	clip_min := 0.1
	clip_max := 1000.0

	aspect_ratio := float64(w) / float64(h)

	glfw.Init()
	glfw.OpenWindow(w, h, 8, 8, 8, 8, 8, 0, glfw.Windowed)

	glfw.SetWindowTitle("Shader Test")
	glfw.SetWindowSizeCallback(resize_window)
	glfw.SetKeyCallback(key_callback)

	gl.ClearColor(0.3, 0.3, 0.3, 1.0)
	gl.ShadeModel(gl.SMOOTH)

	size_window(w, h, fov, aspect_ratio, clip_min, clip_max)

	//Testing sprites
	test_sprite := sprite{height: 1.0, width: 1.0}
	test_sprite.tex = texture("./assets/hedge.gif")
	test_sprite.Y = 3

	new_guy := sprite{height: 0.5, width: 0.5}
	new_guy.tex = texture("./assets/red2.png")
	new_guy.Y = 5

	renderees := new(list.List)
	renderees.PushBack(&new_guy)
	renderees.PushBack(&test_sprite)

	my_camera.init(Vector{0.0, -1.0, 0.0})
	my_camera.front = Vector{0.0, 1.0, 0.0}
	my_camera.top = Vector{0.0, 0.0, 1.0}
	//End testing sprites

	physics_objects := new(list.List)
	physics_objects.PushBack(my_camera)

	dt, err := time.ParseDuration("16.67ms")
	if err != nil {
		die(err)
	}

	fmt.Println("Timestep: ", dt)
	var t float64 = 0
	running := true
	for running {
		t0 := time.Now()
		update(physics_objects, float64(dt.Nanoseconds())/1e6)
		t += 0.025
		new_guy.X = math.Cos(t)
		new_guy.Y = math.Sin(t) + 3.0

		//my_camera.point_at(Vector{new_guy.X, new_guy.Y, new_guy.Z})

		general_render(renderees, my_camera)
		glfw.SwapBuffers()

		dt = time.Since(t0)
		rate := time.Microsecond * 16670
		if dt < rate {
			time.Sleep((rate - dt))
			//fmt.Println("This frame took", float64(dt.Nanoseconds())/1000000, "ms to render.")
		}
		running = glfw.Key(glfw.KeyEsc) == 0 && glfw.WindowParam(glfw.Opened) != 0
	}
}
Пример #22
0
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, 8, 0, glfw.Windowed)
	if err != nil {
		fmt.Printf("GLFW: %s\n", err)
		return
	}
	defer glfw.CloseWindow()

	glfw.SetWindowTitle(WindowTitle)
	glfw.SetWindowSizeCallback(onResize)

	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.Enable(gl.DEPTH_TEST)
	//gl.DepthFunc(gl.LESS)
	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
		angle := float32(glfw.Time())
		anim := math3d.MakeYRotationMatrix(angle)
		model := math3d.MakeTranslationMatrix(0, 0, -4)
		view := math3d.MakeLookAtMatrix(math3d.Vector3{0, 2, 0}, math3d.Vector3{0, 0, -4}, math3d.Vector3{0, 1, 0})
		projection := math3d.MakePerspectiveMatrix(45, float32(ScreenWidth)/float32(ScreenHeight), 0.1, 10.0)
		matrix = math3d.MakeIdentity().Multiply(projection).Multiply(view).Multiply(model).Multiply(anim)
		program.Use()
		uniformMTransform.UniformMatrix4fv(1, false, matrix.Transposed())
		display()
	}

	// Free resources
	free()

	runtime.UnlockOSThread()
}