update to latest

This commit is contained in:
Loic Nageleisen 2016-03-10 15:01:12 +01:00
parent 58bc762dc1
commit ff8dd84a8f
2 changed files with 380 additions and 371 deletions

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@ -1,19 +1,20 @@
package main
import (
"runtime"
"time"
"math"
"log"
"io"
"errors"
"os"
"syscall"
"image"
"image/png"
gl "github.com/go-gl/gl"
glfw "github.com/go-gl/glfw3"
pa "code.google.com/p/portaudio-go/portaudio"
"io"
"log"
"math"
"os"
"runtime"
"syscall"
"time"
gl "github.com/go-gl/gl/v2.1/gl"
glfw "github.com/go-gl/glfw/v3.0/glfw"
pa "github.com/gordonklaus/portaudio"
)
var _ = pa.Initialize // TODO: remove later
@ -26,6 +27,8 @@ const (
INPUT_JUMP = 4
)
type Texture uint32
// iterate faster
func rerun() (err error) {
@ -41,7 +44,9 @@ func rerun() (err error) {
func reexec() {
err := rerun()
if err != nil { panic(err) }
if err != nil {
panic(err)
}
}
// glfw callbacks
@ -62,7 +67,7 @@ func onKey(input chan int, window *glfw.Window, k glfw.Key, s int, action glfw.A
switch glfw.Key(k) {
case glfw.KeyR:
if (mods & glfw.ModSuper != 0) && action == glfw.Press {
if (mods&glfw.ModSuper != 0) && action == glfw.Press {
reexec()
}
case glfw.KeyUp:
@ -84,22 +89,22 @@ func onKey(input chan int, window *glfw.Window, k glfw.Key, s int, action glfw.A
}
}
// utils
func readTexture(r io.Reader) (texId gl.Texture, err error) {
func readTexture(r io.Reader) (texId Texture, err error) {
img, err := png.Decode(r)
if err != nil {
return gl.Texture(0), err
return Texture(0), err
}
rgba, ok := img.(*image.NRGBA)
if !ok {
return gl.Texture(0), errors.New("not an NRGBA image")
return Texture(0), errors.New("not an NRGBA image")
}
texId = gl.GenTexture()
texId.Bind(gl.TEXTURE_2D)
tid := uint32(texId)
gl.GenTextures(1, &tid)
gl.BindTexture(gl.TEXTURE_2D, uint32(texId))
gl.TexParameterf(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
gl.TexParameterf(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
@ -107,7 +112,7 @@ func readTexture(r io.Reader) (texId gl.Texture, err error) {
raw := make([]byte, w*h*4)
raw_stride := w * 4
if raw_stride != rgba.Stride {
return gl.Texture(0), errors.New("incompatible stride")
return Texture(0), errors.New("incompatible stride")
}
dst := len(raw) - raw_stride
@ -118,7 +123,7 @@ func readTexture(r io.Reader) (texId gl.Texture, err error) {
lod := 0
border := 0
gl.TexImage2D(gl.TEXTURE_2D, lod, gl.RGBA, w, h, border, gl.RGBA, gl.UNSIGNED_BYTE, raw)
gl.TexImage2D(gl.TEXTURE_2D, int32(lod), gl.RGBA, int32(w), int32(h), int32(border), gl.RGBA, gl.UNSIGNED_BYTE, gl.Ptr(raw))
return
}
@ -136,8 +141,8 @@ func scaledSpriteQuad(x int, y int, w int, h int, scale float32) {
// origin is as tex: bottom-left
x1 := x * unit
y1 := y * unit
x2 := x1 + w * unit
y2 := y1 + h * unit
x2 := x1 + w*unit
y2 := y1 + h*unit
// abs pixel to relative tex coords
rx1 := float32(x1) / float32(size)
@ -150,10 +155,10 @@ func scaledSpriteQuad(x int, y int, w int, h int, scale float32) {
// relative model coords
// sprite-centered origin, half each way
qx1 := -qsize * float32(unit * w) / 2.0
qy1 := -qsize * float32(unit * h) / 2.0
qx2 := qsize * float32(unit * w) / 2.0
qy2 := qsize * float32(unit * h) / 2.0
qx1 := -qsize * float32(unit*w) / 2.0
qy1 := -qsize * float32(unit*h) / 2.0
qx2 := qsize * float32(unit*w) / 2.0
qy2 := qsize * float32(unit*h) / 2.0
// draw sprite quad
gl.MatrixMode(gl.MODELVIEW)
@ -170,41 +175,41 @@ func scaledSpriteQuad(x int, y int, w int, h int, scale float32) {
gl.End()
}
func drawSprite(texture gl.Texture, x float64, y float64, a float64, s float64, list uint) {
deg := math.Mod(360 * float64(a) / (2 * math.Pi), 360.0)
func drawSprite(texture Texture, x float64, y float64, a float64, s float64, list uint) {
deg := math.Mod(360*float64(a)/(2*math.Pi), 360.0)
gl.LoadIdentity()
texture.Bind(gl.TEXTURE_2D)
gl.BindTexture(gl.TEXTURE_2D, uint32(texture))
gl.Translatef(float32(x), float32(y), 0)
gl.Rotatef(float32(deg), 0.0, 0.0, 1.0);
gl.Rotatef(float32(deg), 0.0, 0.0, 1.0)
gl.Scalef(float32(s), float32(s), 1.0)
gl.CallList(list)
gl.CallList(uint32(list))
}
func makeSprite(x int, y int, w int, h int) (quad uint) {
quad = gl.GenLists(1)
gl.NewList(quad, gl.COMPILE)
quad = uint(gl.GenLists(1))
gl.NewList(uint32(quad), gl.COMPILE)
spriteQuad(x, y, w, h)
gl.EndList()
return
}
func drawTile(texture gl.Texture, x int, y int, list uint) {
sx := float64(16 * x + 16 / 2)
sy := float64(16 * y + 16 / 2)
func drawTile(texture Texture, x int, y int, list uint) {
sx := float64(16*x + 16/2)
sy := float64(16*y + 16/2)
drawSprite(texture, sx, sy, 0, 1, list)
}
func drawWaterTile(x int, y int, t float64) {
waveHeight := 0.0
wavePhase := -1 + x % 2 * 2
wavePhase := -1 + x%2*2
if (t > 0) {
if t > 0 {
waveHeight = float64(wavePhase) * math.Sin(t)
}
qx1, qy1 := 16 * float32(x), 16 * float32(y)
qx2, qy2 := qx1 + 16, qy1 + 16
qx1, qy1 := 16*float32(x), 16*float32(y)
qx2, qy2 := qx1+16, qy1+16
gl.Disable(gl.TEXTURE_2D)
gl.Disable(gl.LIGHTING)
@ -216,8 +221,8 @@ func drawWaterTile(x int, y int, t float64) {
gl.Normal3f(0.0, 0.0, 1.0)
gl.Vertex3f(qx1, qy1, 1.0)
gl.Vertex3f(qx2, qy1, 1.0)
gl.Vertex3f(qx2, qy2 + float32(waveHeight), 1.0)
gl.Vertex3f(qx1, qy2 + float32(waveHeight), 1.0)
gl.Vertex3f(qx2, qy2+float32(waveHeight), 1.0)
gl.Vertex3f(qx1, qy2+float32(waveHeight), 1.0)
gl.End()
gl.Enable(gl.LIGHTING)
@ -242,9 +247,9 @@ func main() {
var inputState [5]bool
func inputMapper(input chan int) {
inputState = [5]bool{false,false,false,false,false}
inputState = [5]bool{false, false, false, false, false}
for {
in := <- input
in := <-input
pressed := in < 8
if !pressed {
in = in - 8
@ -267,10 +272,10 @@ func stepper(tick chan int) {
for {
<-tick
pt, ct = ct, float64(time.Now().UnixNano()) / math.Pow(10, 9)
pt, ct = ct, float64(time.Now().UnixNano())/math.Pow(10, 9)
dt = ct - pt
pvx, pvy := (pcx - ppx) / dt, (pcy - ppy) / dt
pvx, pvy := (pcx-ppx)/dt, (pcy-ppy)/dt
ppx, ppy = pcx, pcy
fx := 0.0
@ -297,8 +302,8 @@ func stepper(tick chan int) {
// integrator
pax := fx / pm
pay := fy / pm
pvx = pax * dt + pvx
pvy = pay * dt + pvy
pvx = pax*dt + pvx
pvy = pay*dt + pvy
dpcx := pvx * dt
dpcy := pvy * dt
if math.Abs(dpcx) < 0.001 {
@ -319,7 +324,6 @@ func stepper(tick chan int) {
}
// renderer
var mouseX float64
@ -352,18 +356,18 @@ func renderer(done chan int, input chan int, tick chan int) {
window.SetInputMode(glfw.Cursor, glfw.CursorHidden)
onKeyClosure := func (window *glfw.Window, k glfw.Key, s int, action glfw.Action, mods glfw.ModifierKey) {
onKeyClosure := func(window *glfw.Window, k glfw.Key, s int, action glfw.Action, mods glfw.ModifierKey) {
onKey(input, window, k, s, action, mods)
}
onMouseClosure := func (window *glfw.Window, x float64, y float64) {
onMouseClosure := func(window *glfw.Window, x float64, y float64) {
rx := float64(ww) / (vx2 - vx1)
ry := float64(wh) / (vy2 - vy1)
mouseX, mouseY = x/rx - vx1, vy2 - (y/ry - vy1)
mouseX, mouseY = x/rx-vx1, vy2-(y/ry-vy1)
mouseVisible = mouseX < vx2 && mouseX >= 0 && mouseY < vy2 && mouseY >= 0
}
onMouseButtonClosure := func (window *glfw.Window, button glfw.MouseButton, action glfw.Action, mods glfw.ModifierKey) {
onMouseButtonClosure := func(window *glfw.Window, button glfw.MouseButton, action glfw.Action, mods glfw.ModifierKey) {
if button == 0 {
mousePressed = action == 1
}
@ -388,7 +392,7 @@ func renderer(done chan int, input chan int, tick chan int) {
done <- 1
}
func setup() (textures map[string]gl.Texture, lists map[string]uint) {
func setup() (textures map[string]Texture, lists map[string]uint) {
gl.Enable(gl.TEXTURE_2D)
gl.Enable(gl.DEPTH_TEST)
gl.Enable(gl.LIGHTING)
@ -400,17 +404,21 @@ func setup() (textures map[string]gl.Texture, lists map[string]uint) {
gl.DepthFunc(gl.LEQUAL)
gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
textures = map[string]gl.Texture{}
textures = map[string]Texture{}
lists = map[string]uint{}
// load spritesheet and make sprites
img, err := os.Open("spritesheet.png")
if err != nil { log.Panic(err) }
if err != nil {
log.Panic(err)
}
defer img.Close()
spriteSheet, err := readTexture(img)
if err != nil { log.Panic(err) }
if err != nil {
log.Panic(err)
}
textures["sprites"] = spriteSheet
lists["test"] = makeSprite(0, 0, 2, 2)
@ -429,9 +437,10 @@ func setup() (textures map[string]gl.Texture, lists map[string]uint) {
return
}
func destroy(textures map[string]gl.Texture) {
func destroy(textures map[string]Texture) {
for _, texture := range textures {
texture.Delete()
t := uint32(texture)
gl.DeleteTextures(1, &t)
}
}
@ -440,7 +449,7 @@ var vy1 float64
var vx2 float64
var vy2 float64
func render(textures map[string]gl.Texture, lists map[string]uint) {
func render(textures map[string]Texture, lists map[string]uint) {
// start afresh
gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
@ -448,7 +457,7 @@ func render(textures map[string]gl.Texture, lists map[string]uint) {
width := float32(ww)
height := float32(wh)
density := 2 // times 2 because HiDPI
gl.Viewport(0, 0, int(width)*density, int(height)*density)
gl.Viewport(0, 0, int32(width)*int32(density), int32(height)*int32(density))
vw := 320
vh := 240
@ -460,12 +469,12 @@ func render(textures map[string]gl.Texture, lists map[string]uint) {
vx2, vy2 = float64(vw), float64(vh)
gl.Ortho(vx1, vx2, vy1, vy2, -1.0, 1.0)
gl.MatrixMode(gl.MODELVIEW);
gl.MatrixMode(gl.MODELVIEW)
gl.LoadIdentity()
// lighten things
ambient := []float32{1, 1, 1, 1}
gl.Lightfv(gl.LIGHT0, gl.AMBIENT, ambient)
gl.Lightfv(gl.LIGHT0, gl.AMBIENT, &ambient[0])
gl.Enable(gl.LIGHT0)
// time source
@ -485,26 +494,26 @@ func render(textures map[string]gl.Texture, lists map[string]uint) {
drawTile(textures["sprites"], 3, 9, lists["stonewalltopright"])
for i := 0; i < 3; i++ {
for j:= 0; j < 9; j++ {
for j := 0; j < 9; j++ {
drawTile(textures["sprites"], i, j, lists["stonewall"])
}
drawTile(textures["sprites"], i, 9, lists["stonewalltop"])
}
for j := 0; j < 6; j++ {
drawTile(textures["sprites"], 19 - 2, j, lists["stonewallleft"])
drawTile(textures["sprites"], 19-2, j, lists["stonewallleft"])
}
drawTile(textures["sprites"], 19 - 2, 6, lists["stonewalltopleft"])
drawTile(textures["sprites"], 19-2, 6, lists["stonewalltopleft"])
for i := 0; i < 2; i++ {
for j:= 0; j < 6; j++ {
drawTile(textures["sprites"], 19 - i, j, lists["stonewall"])
for j := 0; j < 6; j++ {
drawTile(textures["sprites"], 19-i, j, lists["stonewall"])
}
drawTile(textures["sprites"], 19 - i, 6, lists["stonewalltop"])
drawTile(textures["sprites"], 19-i, 6, lists["stonewalltop"])
}
// water
for i := 0; i < 320 / 16; i++ {
for i := 0; i < 320/16; i++ {
for j := 0; j < 3; j++ {
wt := 0.0
if j == 2 {