ld48-29/ld48-29.go

406 lines
10 KiB
Go

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"
)
var _ = pa.Initialize // TODO: remove later
const (
INPUT_UP = 0
INPUT_DOWN = 1
INPUT_LEFT = 2
INPUT_RIGHT = 3
)
// 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(input chan int, 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.KeyUp:
input <- INPUT_UP
case glfw.KeyDown:
input <- INPUT_DOWN
case glfw.KeyLeft:
input <- INPUT_LEFT
case glfw.KeyRight:
input <- INPUT_RIGHT
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) {
scaledSpriteQuad(x, y, w, h, 1.0)
}
func scaledSpriteQuad(x int, y int, w int, h int, scale float32) {
// TODO: set elsewhere (spritesheet property)
size := 256 // spritesheet size
unit := 16 // sprite unit size
// sprite to absolute pixel coords
// origin is as tex: bottom-left
x1 := x * unit
y1 := y * unit
x2 := x1 + w * unit
y2 := y1 + h * unit
// abs pixel to relative tex coords
rx1 := float32(x1) / float32(size)
rx2 := float32(x2) / float32(size)
ry1 := float32(y1) / float32(size)
ry2 := float32(y2) / float32(size)
// scale sprite
qsize := 1.0 * scale
// 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
// draw sprite quad
gl.MatrixMode(gl.MODELVIEW)
gl.Begin(gl.QUADS)
gl.Normal3f(0, 0, 1)
gl.TexCoord2f(rx1, ry1)
gl.Vertex3f(qx1, qy1, 1.0)
gl.TexCoord2f(rx2, ry1)
gl.Vertex3f(qx2, qy1, 1.0)
gl.TexCoord2f(rx2, ry2)
gl.Vertex3f(qx2, qy2, 1.0)
gl.TexCoord2f(rx1, ry2)
gl.Vertex3f(qx1, qy2, 1.0)
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)
gl.LoadIdentity()
texture.Bind(gl.TEXTURE_2D)
gl.Translatef(float32(x), float32(y), 0)
gl.Rotatef(float32(deg), 0.0, 0.0, 1.0);
gl.Scalef(float32(s), float32(s), 1.0)
gl.CallList(list)
}
func makeSprite(x int, y int, w int, h int) (quad uint) {
quad = gl.GenLists(1)
gl.NewList(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)
drawSprite(texture, sx, sy, 0, 1, list)
}
func drawWaterTile(x int, y int, t float64) {
waveHeight := 0.0
wavePhase := -1 + x % 2 * 2
if (t > 0) {
waveHeight = float64(wavePhase) * math.Sin(t)
}
qx1, qy1 := 16 * float32(x), 16 * float32(y)
qx2, qy2 := qx1 + 16, qy1 + 16
gl.Disable(gl.TEXTURE_2D)
gl.Disable(gl.LIGHTING)
gl.MatrixMode(gl.MODELVIEW)
gl.LoadIdentity()
gl.Color4f(0.0, 0.0, 0.5, 0.3)
gl.Begin(gl.QUADS)
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.End()
gl.Enable(gl.LIGHTING)
gl.Enable(gl.TEXTURE_2D)
}
// main
func main() {
done := make(chan int)
input := make(chan int, 64)
go renderer(done, input)
go func() {
for {
in := <- input
log.Printf("input %d", in)
}
}()
<-done
}
// renderer
var mouseX float64
var mouseY float64
var mouseVisible bool
func renderer(done chan int, input chan int) {
runtime.LockOSThread()
glfw.SetErrorCallback(onError)
if !glfw.Init() {
panic("Can't init glfw!")
}
defer glfw.Terminate()
glfw.WindowHint(glfw.Resizable, 0)
window, err := glfw.CreateWindow(640, 480, "LD48-29", nil, nil)
if err != nil {
log.Panic(err)
}
window.SetInputMode(glfw.Cursor, glfw.CursorHidden)
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) {
mouseX, mouseY = x, 480 - y
mouseVisible = mouseX < 640 && mouseX >= 0 && mouseY < 480 && mouseY >= 0
}
window.SetKeyCallback(onKeyClosure)
window.SetCursorPositionCallback(onMouseClosure)
window.MakeContextCurrent()
textures, lists := setup()
defer destroy(textures)
for !window.ShouldClose() {
render(textures, lists)
window.SwapBuffers()
glfw.PollEvents()
}
done <- 1
}
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.Enable(gl.BLEND)
gl.ClearColor(0.4, 0.8, 0.95, 0)
gl.ClearDepth(1)
gl.DepthFunc(gl.LEQUAL)
gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
textures = map[string]gl.Texture{}
lists = map[string]uint{}
// load spritesheet and make sprites
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
lists["test"] = makeSprite(0, 0, 2, 2)
lists["cursor"] = makeSprite(4, 0, 1, 1)
lists["cloud"] = makeSprite(0, 2, 3, 2)
lists["stonewall"] = makeSprite(2, 0, 1, 1)
lists["stonewallright"] = makeSprite(3, 0, 1, 1)
lists["stonewalltopright"] = makeSprite(3, 1, 1, 1)
lists["stonewalltop"] = makeSprite(2, 1, 1, 1)
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) {
// start afresh
gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
// set viewport
width := float32(640.0)
height := float32(480.0)
density := 2 // times 2 because HiDPI
gl.Viewport(0, 0, int(width)*density, int(height)*density)
gl.MatrixMode(gl.PROJECTION)
gl.LoadIdentity()
gl.Ortho(0, float64(width), 0, float64(height), -1.0, 1.0)
gl.MatrixMode(gl.MODELVIEW);
gl.LoadIdentity()
// lighten things
ambient := []float32{1, 1, 1, 1}
gl.Lightfv(gl.LIGHT0, gl.AMBIENT, ambient)
gl.Enable(gl.LIGHT0)
// clouds
t := float64(time.Now().UnixNano()) / math.Pow(10, 9)
fy := 2 * math.Pi * t / 60
_, f := math.Modf(3*t/1000)
drawSprite(textures["sprites"], math.Mod(f*640, 640), 400+8*math.Sin(fy/1.3), 0, 3.0, lists["cloud"])
_, f = math.Modf(33*t/1000)
drawSprite(textures["sprites"], math.Mod(f*640+35, 640), 300+4*math.Sin(fy+3), 0, 2.0, lists["cloud"])
_, f = math.Modf(31*t/1000)
drawSprite(textures["sprites"], math.Mod(f*640+142, 640), 340+3*math.Sin(fy/3+1), 0, 2.5, lists["cloud"])
_, f = math.Modf(17*t/1000)
drawSprite(textures["sprites"], math.Mod(f*640+213, 640), 450+7*math.Sin(fy/1.5+2), 0, 1.0, lists["cloud"])
_, f = math.Modf(11*t/1000)
drawSprite(textures["sprites"], math.Mod(f*640+317, 640), 400+5*math.Sin(fy/2+1.1), 0, 1.5, lists["cloud"])
_, f = math.Modf(27*t/1000)
drawSprite(textures["sprites"], math.Mod(f*640+332, 640), 380+3*math.Sin(fy/4+3.1), 0, 1.5, lists["cloud"])
_, f = math.Modf(13*t/1000)
drawSprite(textures["sprites"], math.Mod(f*640+417, 640), 420+5*math.Sin(fy/2.2+2.5), 0, 1.0, lists["cloud"])
// wall tiles
for j := 0; j < 11; j++ {
drawTile(textures["sprites"], 3, j, lists["stonewallright"])
}
drawTile(textures["sprites"], 3, 11, lists["stonewalltopright"])
for i := 0; i < 3; i++ {
for j:= 0; j < 11; j++ {
drawTile(textures["sprites"], i, j, lists["stonewall"])
}
drawTile(textures["sprites"], i, 11, lists["stonewalltop"])
}
// water
for i := 0; i < 640 / 16; i++ {
for j := 0; j < 3; j++ {
wt := 0.0
if j == 2 {
wt = t
}
drawWaterTile(i, j, wt)
}
}
// mouse pointer
if mouseVisible {
drawSprite(textures["sprites"], mouseX, mouseY, 0, 1.0, lists["cursor"])
}
}