Пример #1
0
func (w Window) init() error {

	sdl.GL_SetAttribute(sdl.GL_DOUBLEBUFFER, 1)
	sdl.GL_SetAttribute(sdl.GL_RED_SIZE, 8)
	sdl.GL_SetAttribute(sdl.GL_GREEN_SIZE, 8)
	sdl.GL_SetAttribute(sdl.GL_BLUE_SIZE, 8)
	sdl.GL_SetAttribute(sdl.GL_ALPHA_SIZE, 8)

	return nil
}
Пример #2
0
// Set hints on the context
func setGLContextAttributes(versionMajor, versionMinor int, debug bool) {
	var profilemask, contextflags int

	if debug {
		profilemask = profilemask | sdl.GL_CONTEXT_PROFILE_COMPATIBILITY
		contextflags = contextflags | sdl.GL_CONTEXT_DEBUG_FLAG
	}

	sdl.GL_SetAttribute(sdl.GL_CONTEXT_MAJOR_VERSION, versionMajor)
	sdl.GL_SetAttribute(sdl.GL_CONTEXT_MINOR_VERSION, versionMinor)
	sdl.GL_SetAttribute(sdl.GL_CONTEXT_PROFILE_MASK, profilemask)
	sdl.GL_SetAttribute(sdl.GL_CONTEXT_FLAGS, contextflags)
}
Пример #3
0
func (w Window) init() error {

	sdl.GL_SetAttribute(sdl.GL_DOUBLEBUFFER, 1)
	sdl.GL_SetAttribute(sdl.GL_RED_SIZE, 8)
	sdl.GL_SetAttribute(sdl.GL_GREEN_SIZE, 8)
	sdl.GL_SetAttribute(sdl.GL_BLUE_SIZE, 8)
	sdl.GL_SetAttribute(sdl.GL_ALPHA_SIZE, 8)

	if err := gl.Init(); err != nil {
		return errors.New("Cannot initialize OGL: ")
	}

	gl.Viewport(0, 0, int32(w.Width), int32(w.Height))
	Opengl.CreateBuffers(w.Width, w.Height)

	return nil
}
Пример #4
0
func main() {
	var (
		err     error
		window  *sdl.Window
		context sdl.GLContext
	)

	if err = sdl.Init(sdl.INIT_EVERYTHING); err != nil {
		panic(err)
	}
	defer sdl.Quit()

	sdl.GL_SetAttribute(sdl.GL_CONTEXT_MAJOR_VERSION, 3)
	sdl.GL_SetAttribute(sdl.GL_CONTEXT_MINOR_VERSION, 2)
	sdl.GL_SetAttribute(sdl.GL_CONTEXT_PROFILE_MASK, sdl.GL_CONTEXT_PROFILE_CORE)

	window, err = sdl.CreateWindow(winTitle, sdl.WINDOWPOS_UNDEFINED, sdl.WINDOWPOS_UNDEFINED, winWidth, winHeight, sdl.WINDOW_OPENGL)
	if err != nil {
		panic(err)
	}
	defer window.Destroy()

	context, err = sdl.GL_CreateContext(window)
	if err != nil {
		panic(err)
	}
	defer sdl.GL_DeleteContext(context)

	if err = sdl.GL_MakeCurrent(window, context); err != nil {
		panic(err)
	}

	if err = gl.Init(); err != nil {
		panic(err)
	}

	printGLInfo()
	cameraMatrixUniform := setupGL()
	windowLoop(window, cameraMatrixUniform)
}
Пример #5
0
func TestTexture(t *testing.T) {
	if sdl.Init(sdl.INIT_EVERYTHING) != 0 {
		panic(sdl.GetError())
	}
	defer sdl.Quit()

	window := sdl.CreateWindow("test", 0, 0, 320, 200, sdl.WINDOW_HIDDEN|sdl.WINDOW_OPENGL)
	defer window.Destroy()

	sdl.GL_SetAttribute(sdl.GL_CONTEXT_PROFILE_MASK, sdl.GL_CONTEXT_PROFILE_ES)
	sdl.GL_SetAttribute(sdl.GL_CONTEXT_MAJOR_VERSION, 2)
	sdl.GL_SetAttribute(sdl.GL_CONTEXT_MINOR_VERSION, 0)

	glctx := sdl.GL_CreateContext(window)
	defer sdl.GL_DeleteContext(glctx)

	tex := gl.CreateTexture()
	gl.BindTexture(gl.TEXTURE_2D, tex)
	if !gl.IsTexture(tex) {
		t.Error(tex, "is not a texture")
	}
}
Пример #6
0
func main() {
	var (
		err     error
		window  *sdl.Window
		context sdl.GLContext
	)

	if err = sdl.Init(sdl.INIT_EVERYTHING); err != nil {
		panic(err)
	}
	defer sdl.Quit()

	sdl.GL_SetAttribute(sdl.GL_CONTEXT_PROFILE_MASK, sdl.GL_CONTEXT_PROFILE_COMPATIBILITY)

	window, err = sdl.CreateWindow(winTitle, sdl.WINDOWPOS_UNDEFINED, sdl.WINDOWPOS_UNDEFINED, winWidth, winHeight, sdl.WINDOW_OPENGL)
	if err != nil {
		panic(err)
	}
	defer window.Destroy()

	context, err = sdl.GL_CreateContext(window)
	if err != nil {
		panic(err)
	}
	defer sdl.GL_DeleteContext(context)

	if err = sdl.GL_MakeCurrent(window, context); err != nil {
		panic(err)
	}

	if err = gl.Init(); err != nil {
		panic(err)
	}

	sdl.GL_SetSwapInterval(1)

	printGLInfo()
	setupGL()
	windowLoop(window)
}
Пример #7
0
func initGL(window *sdl.Window) sdl.GLContext {
	// sdl.GL_SetAttribute(sdl.GL_CONTEXT_FLAGS, sdl.GL_CONTEXT_DEBUG_FLAG)
	sdl.GL_SetAttribute(sdl.GL_CONTEXT_PROFILE_MASK, sdl.GL_CONTEXT_PROFILE_CORE)
	sdl.GL_SetAttribute(sdl.GL_CONTEXT_MAJOR_VERSION, 3)
	sdl.GL_SetAttribute(sdl.GL_CONTEXT_MINOR_VERSION, 2)
	sdl.GL_SetAttribute(sdl.GL_CONTEXT_FLAGS, sdl.GL_CONTEXT_FORWARD_COMPATIBLE_FLAG)
	sdl.GL_SetAttribute(sdl.GL_ACCELERATED_VISUAL, 1)
	sdl.GL_SetAttribute(sdl.GL_DOUBLEBUFFER, 1)
	sdl.GL_SetAttribute(sdl.GL_DEPTH_SIZE, 24)

	context, err := sdl.GL_CreateContext(window)
	if err != nil {
		panic(err)
	}

	if err := gl.InitGlew(); err != nil {
		panic(err)
	}

	return context
}
Пример #8
0
// Set hints on the sdl framebuffer
func setGLFramebufferAttributes(msaa int, sRGB bool) {
	// Set GL window / framebuffer attributes.
	sdl.GL_SetAttribute(sdl.GL_RED_SIZE, 8)
	sdl.GL_SetAttribute(sdl.GL_GREEN_SIZE, 8)
	sdl.GL_SetAttribute(sdl.GL_BLUE_SIZE, 8)
	sdl.GL_SetAttribute(sdl.GL_ALPHA_SIZE, 8)
	sdl.GL_SetAttribute(sdl.GL_DOUBLEBUFFER, 1)
	sdl.GL_SetAttribute(sdl.GL_STENCIL_SIZE, 1)
	sdl.GL_SetAttribute(sdl.GL_RETAINED_BACKING, 0)

	if msaa > 0 {
		sdl.GL_SetAttribute(sdl.GL_MULTISAMPLEBUFFERS, 1)
		sdl.GL_SetAttribute(sdl.GL_MULTISAMPLESAMPLES, msaa)
	} else {
		sdl.GL_SetAttribute(sdl.GL_MULTISAMPLEBUFFERS, 0)
		sdl.GL_SetAttribute(sdl.GL_MULTISAMPLESAMPLES, 0)
	}
}
Пример #9
0
func main() {
	runtime.LockOSThread()

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

	if err := sdl.Init(sdl.INIT_EVERYTHING); err != nil {
		panic(err)
	}
	defer sdl.Quit()

	sdl.GL_SetAttribute(sdl.GL_MULTISAMPLESAMPLES, 4)
	sdl.GL_SetAttribute(sdl.GL_CONTEXT_MAJOR_VERSION, 3)
	sdl.GL_SetAttribute(sdl.GL_CONTEXT_MINOR_VERSION, 3)
	sdl.GL_SetAttribute(sdl.GL_CONTEXT_PROFILE_MASK, sdl.GL_CONTEXT_PROFILE_CORE)
	sdl.GL_SetAttribute(sdl.GL_DOUBLEBUFFER, 1)
	sdl.GL_SetAttribute(sdl.GL_DEPTH_SIZE, 24)
	sdl.GL_SetAttribute(sdl.GL_CONTEXT_FLAGS, sdl.GL_CONTEXT_DEBUG_FLAG|sdl.GL_CONTEXT_FORWARD_COMPATIBLE_FLAG)

	window, err := sdl.CreateWindow("TOW", sdl.WINDOWPOS_UNDEFINED, sdl.WINDOWPOS_UNDEFINED, 1024, 768, sdl.WINDOW_OPENGL|sdl.WINDOW_SHOWN|sdl.WINDOW_RESIZABLE)
	if err != nil {
		log.Fatal("can't create window", err)
	}
	defer window.Destroy()

	//defer renderer.Destroy()

	glcontext, err := sdl.GL_CreateContext(window)
	if err != nil {
		log.Fatal("can't create context", err)
	}
	defer sdl.GL_DeleteContext(glcontext)
	sdl.GL_MakeCurrent(window, glcontext)

	//err := gl.GlewInit()
	//fmt.Println(gl.GlewGetErrorString(err))
	//glew init
	gl.Init()
	sdl.GL_SetSwapInterval(1)

	fmt.Println("glVersion", gl.GetString(gl.VERSION))

	tw.Init(tw.OPENGL_CORE, nil)
	defer tw.Terminate()

	gl.GetError() // Ignore error
	debugContext.InitDebugContext()

	world := generation.GenerateWorld(64, 64, 2)
	gs := gamestate.NewGameState(window, world)
	defer gs.Delete()
	worldRenderer := rendering.NewWorldRenderer(window, gs.World)
	defer worldRenderer.Delete()

	gs.Bar.AddButton("screen shot", worldRenderer.ScreenShot, "")

	MainLoop(gs, worldRenderer)

	if *memprofile != "" {
		f, err := os.Create(*memprofile)
		if err != nil {
			panic(err)
		}
		pprof.WriteHeapProfile(f)
		f.Close()
		return
	}
}
Пример #10
0
func TestBindVariables(t *testing.T) {
	if sdl.Init(sdl.INIT_EVERYTHING) != 0 {
		panic(sdl.GetError())
	}

	window := sdl.CreateWindow("test", 0, 0, 320, 200, sdl.WINDOW_HIDDEN|sdl.WINDOW_OPENGL)

	sdl.GL_SetAttribute(sdl.GL_CONTEXT_PROFILE_MASK, sdl.GL_CONTEXT_PROFILE_ES)
	sdl.GL_SetAttribute(sdl.GL_CONTEXT_MAJOR_VERSION, 2)
	sdl.GL_SetAttribute(sdl.GL_CONTEXT_MINOR_VERSION, 0)

	glctx := sdl.GL_CreateContext(window)

	vs := gl.CreateShader(gl.VERTEX_SHADER)
	vs.Source(`
uniform mat4 u_projection;
uniform vec2 u_size;
attribute vec2 a_vertex;
attribute vec2 a_texcoord;
varying vec2 v_texcoord;

void main()
{
	v_texcoord = a_texcoord;
	gl_Position = u_projection * vec4(a_vertex * u_size, 0, 1);
}
`)
	vs.Compile()

	fs := gl.CreateShader(gl.FRAGMENT_SHADER)
	fs.Source(`
precision mediump float;

uniform sampler2D u_tex;
uniform vec4 u_color;

varying vec2 v_texcoord;

void main()
{
	gl_FragColor = texture2D(u_tex, v_texcoord).a * u_color;
}
`)
	fs.Compile()

	p := gl.CreateProgram()

	p.AttachShader(vs)
	p.AttachShader(fs)
	p.Link()

	var v struct {
		Proj      gl.UniformMatrix4f `glsl:"u_projection"`
		Size      gl.Uniform2f       `glsl:"u_size"`
		Tex       gl.Uniform1i       `glsl:"u_tex"`
		Color     gl.Uniform4f       `glsl:"u_color"`
		Vertices  gl.Vec2Attrib      `glsl:"a_vertex"`
		TexCoords gl.Vec2Attrib      `glsl:"a_texcoord"`
	}

	p.BindVariables(&v)

	uniforms := []gl.Uniform{v.Proj, v.Size, v.Tex, v.Color}
	cksum := 0
	for _, u := range uniforms {
		cksum |= 1 << uint(u.Location())
	}

	if cksum != 0xF {
		t.Errorf("unexpected uniform locations: %#x", cksum)
	}

	attributes := []gl.VertexAttrib{v.Vertices, v.TexCoords}
	cksum = 0
	for _, a := range attributes {
		cksum |= 1 << uint(a.Index())
	}

	if cksum != 0x3 {
		t.Errorf("unexpected attribute locations: %#x", cksum)
	}

	sdl.GL_DeleteContext(glctx)
	window.Destroy()
	sdl.Quit()
}