ld48-29/ld48-29.go
2014-04-26 15:41:55 +02:00

218 lines
4.7 KiB
Go

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