mirror of
https://github.com/lloeki/ld48-29.git
synced 2025-12-06 02:54:40 +01:00
218 lines
4.7 KiB
Go
218 lines
4.7 KiB
Go
package main
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import (
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"runtime"
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"log"
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"io"
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"errors"
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"os"
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"syscall"
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"image"
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"image/png"
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gl "github.com/go-gl/gl"
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glfw "github.com/go-gl/glfw3"
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pa "code.google.com/p/portaudio-go/portaudio"
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)
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var _ = pa.Initialize // TODO: remove later
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// iterate faster
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func rerun() (err error) {
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log.Println("rerun")
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gopath := os.Getenv("GOPATH")
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env := []string{"GOPATH=" + gopath}
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args := []string{"go", "run", "ld48-29.go"}
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err = syscall.Exec("/usr/local/bin/go", args, env)
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log.Fatal(err)
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return
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}
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func reexec() {
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err := rerun()
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if err != nil { panic(err) }
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}
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// glfw callbacks
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func onError(err glfw.ErrorCode, desc string) {
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log.Printf("%v: %v\n", err, desc)
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}
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func onKey(window *glfw.Window, k glfw.Key, s int, action glfw.Action, mods glfw.ModifierKey) {
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if action != glfw.Press {
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return
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}
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switch glfw.Key(k) {
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case glfw.KeyR:
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if mods & glfw.ModSuper != 0 {
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reexec()
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}
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case glfw.KeyEscape:
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window.SetShouldClose(true)
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default:
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return
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}
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}
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// utils
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func readTexture(r io.Reader) (texId gl.Texture, err error) {
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img, err := png.Decode(r)
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if err != nil {
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return gl.Texture(0), err
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}
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rgba, ok := img.(*image.NRGBA)
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if !ok {
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return gl.Texture(0), errors.New("not an NRGBA image")
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}
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texId = gl.GenTexture()
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texId.Bind(gl.TEXTURE_2D)
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gl.TexParameterf(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
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gl.TexParameterf(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
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w, h := rgba.Bounds().Dx(), rgba.Bounds().Dy()
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raw := make([]byte, w*h*4)
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raw_stride := w * 4
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if raw_stride != rgba.Stride {
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return gl.Texture(0), errors.New("incompatible stride")
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}
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dst := len(raw) - raw_stride
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for src := 0; src < len(rgba.Pix); src += rgba.Stride {
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copy(raw[dst:dst+raw_stride], rgba.Pix[src:src+rgba.Stride])
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dst -= raw_stride
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}
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lod := 0
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border := 0
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gl.TexImage2D(gl.TEXTURE_2D, lod, gl.RGBA, w, h, border, gl.RGBA, gl.UNSIGNED_BYTE, raw)
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return
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}
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func spriteQuad(x int, y int, w int, h int) {
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size := 256
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unit := 16
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x1 := x * unit
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y1 := y * unit
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x2 := x * unit + w * unit
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y2 := y * unit + h * unit
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rx1 := float32(x1) / float32(size)
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rx2 := float32(x2) / float32(size)
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ry1 := float32(y1) / float32(size)
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ry2 := float32(y2) / float32(size)
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gl.MatrixMode(gl.MODELVIEW)
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gl.Begin(gl.QUADS)
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gl.Normal3f(0, 0, 1)
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gl.TexCoord2f(rx1, ry1)
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gl.Vertex3f(-1.0, -1.0, 1.0)
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gl.TexCoord2f(rx2, ry1)
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gl.Vertex3f(1.0, -1.0, 1.0)
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gl.TexCoord2f(rx2, ry2)
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gl.Vertex3f(1.0, 1.0, 1.0)
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gl.TexCoord2f(rx1, ry2)
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gl.Vertex3f(-1.0, 1.0, 1.0)
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gl.End()
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}
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// main
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func main() {
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runtime.LockOSThread()
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glfw.SetErrorCallback(onError)
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if !glfw.Init() {
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panic("Can't init glfw!")
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}
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defer glfw.Terminate()
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window, err := glfw.CreateWindow(640, 480, "LD48-29", nil, nil)
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if err != nil {
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log.Panic(err)
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}
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window.SetKeyCallback(onKey)
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window.MakeContextCurrent()
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textures, lists := setup()
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defer destroy(textures)
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for !window.ShouldClose() {
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render(textures, lists)
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window.SwapBuffers()
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glfw.PollEvents()
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}
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}
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// renderer
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func setup() (textures map[string]gl.Texture, lists map[string]uint) {
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gl.Enable(gl.TEXTURE_2D)
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gl.Enable(gl.DEPTH_TEST)
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gl.Enable(gl.LIGHTING)
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gl.Enable(gl.CULL_FACE)
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gl.ClearColor(0.0, 0.0, 0.5, 0)
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gl.ClearDepth(1)
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gl.DepthFunc(gl.LEQUAL)
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textures = map[string]gl.Texture{}
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lists = map[string]uint{}
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img, err := os.Open("spritesheet.png")
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if err != nil { log.Panic(err) }
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defer img.Close()
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spriteSheet, err := readTexture(img)
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if err != nil { log.Panic(err) }
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textures["sprites"] = spriteSheet
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quad := gl.GenLists(1)
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gl.NewList(quad, gl.COMPILE)
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spriteQuad(0, 0, 4, 4)
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gl.EndList()
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lists["test"] = quad
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return
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}
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func destroy(textures map[string]gl.Texture) {
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for _, texture := range textures {
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texture.Delete()
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}
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}
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func render(textures map[string]gl.Texture, lists map[string]uint) {
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gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
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gl.MatrixMode(gl.PROJECTION)
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gl.LoadIdentity()
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gl.Frustum(-1, 1, -1, 1, 1.0, 10.0)
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gl.Translatef(0, 0, -3.0)
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ambient := []float32{0.5, 0.5, 0.5, 1}
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diffuse := []float32{1, 1, 1, 1}
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lightpos := []float32{-5, 5, 10, 0}
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gl.Lightfv(gl.LIGHT0, gl.AMBIENT, ambient)
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gl.Lightfv(gl.LIGHT0, gl.DIFFUSE, diffuse)
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gl.Lightfv(gl.LIGHT0, gl.POSITION, lightpos)
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gl.Enable(gl.LIGHT0)
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textures["sprites"].Bind(gl.TEXTURE_2D)
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gl.Color4f(1, 1, 1, 1)
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gl.CallList(lists["test"])
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}
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