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https://github.com/bloeys/nmage.git
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Uniforms and better logging
This commit is contained in:
20
main.go
20
main.go
@ -4,6 +4,7 @@ import (
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"fmt"
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"github.com/bloeys/go-sdl-engine/input"
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"github.com/bloeys/go-sdl-engine/logging"
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"github.com/bloeys/go-sdl-engine/shaders"
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"github.com/bloeys/go-sdl-engine/timing"
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"github.com/go-gl/gl/v4.6-core/gl"
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@ -25,7 +26,7 @@ func main() {
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err := sdl.Init(sdl.INIT_EVERYTHING)
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if err != nil {
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panic("Failed to init SDL. Err: " + err.Error())
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logging.ErrLog.Panicln("Failed to init SDL. Err:", err.Error())
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}
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defer sdl.Quit()
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@ -70,19 +71,19 @@ func main() {
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winHeight,
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sdl.WINDOW_OPENGL)
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if err != nil {
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panic("Failed to create window. Err: " + err.Error())
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logging.ErrLog.Panicln("Failed to create window. Err: " + err.Error())
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}
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defer window.Destroy()
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//Create GL context
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glContext, err = window.GLCreateContext()
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if err != nil {
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panic("Creating OpenGL context failed. Err: " + err.Error())
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logging.ErrLog.Panicln("Creating OpenGL context failed. Err: " + err.Error())
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}
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defer sdl.GLDeleteContext(glContext)
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if err := gl.Init(); err != nil {
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panic("Initing OpenGL Context failed. Err: " + err.Error())
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logging.ErrLog.Panicln("Initing OpenGL Context failed. Err: " + err.Error())
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}
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initGL()
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@ -100,16 +101,23 @@ func initGL() {
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gl.Viewport(0, 0, winWidth, winHeight)
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}
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var simpleProg shaders.Program
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func loadShaders() {
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simpleProg := shaders.NewProgram("simple")
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simpleVert, err := shaders.NewShaderFromFile("./res/shaders/simple.vert.glsl", shaders.Vertex)
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panicIfErr(err, "Parsing vert shader failed")
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simpleFrag, err := shaders.NewShaderFromFile("./res/shaders/simple.frag.glsl", shaders.Fragment)
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panicIfErr(err, "Parsing frag shader failed")
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simpleProg = shaders.NewProgram("simple")
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simpleProg.AttachShader(simpleVert)
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simpleProg.AttachShader(simpleFrag)
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simpleProg.SetUniformF32("r", 255)
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simpleProg.Link()
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}
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func gameLoop() {
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@ -164,5 +172,5 @@ func panicIfErr(err error, msg string) {
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return
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}
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panic(msg + "; Err: " + err.Error())
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logging.ErrLog.Panicln(msg+". Err:", err.Error())
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}
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