mirror of
https://github.com/bloeys/nmage.git
synced 2025-12-29 13:28:20 +00:00
134 lines
2.7 KiB
Go
Executable File
134 lines
2.7 KiB
Go
Executable File
package main
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import (
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"github.com/bloeys/go-sdl-engine/buffers"
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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/go-gl/gl/v4.6-compatibility/gl"
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"github.com/veandco/go-sdl2/sdl"
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)
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const (
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winWidth = 1280
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winHeight = 720
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)
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var (
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isRunning bool = true
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window *sdl.Window
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simpleShader shaders.ShaderProgram
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)
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func main() {
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err := sdl.Init(sdl.INIT_EVERYTHING)
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if err != nil {
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logging.ErrLog.Fatalln("Failed to init SDL. Err:", err)
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}
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window, err = sdl.CreateWindow("Go SDL Engine", sdl.WINDOWPOS_CENTERED, sdl.WINDOWPOS_CENTERED, winWidth, winHeight, sdl.WINDOW_OPENGL)
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if err != nil {
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logging.ErrLog.Fatalln("Failed to create window. Err: ", err)
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}
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defer window.Destroy()
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glCtx, err := window.GLCreateContext()
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if err != nil {
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logging.ErrLog.Fatalln("Failed to create OpenGL context. Err: ", err)
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}
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defer sdl.GLDeleteContext(glCtx)
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initOpenGL()
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loadShaders()
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buffers.HandleBuffers(simpleShader)
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//Game loop
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for isRunning {
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handleInputs()
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runGameLogic()
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draw()
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sdl.Delay(17)
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}
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}
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func initOpenGL() {
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if err := gl.Init(); err != nil {
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logging.ErrLog.Fatalln(err)
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}
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sdl.GLSetAttribute(sdl.MAJOR_VERSION, 4)
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sdl.GLSetAttribute(sdl.MINOR_VERSION, 6)
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// R(0-255) G(0-255) B(0-255)
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sdl.GLSetAttribute(sdl.GL_RED_SIZE, 8)
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sdl.GLSetAttribute(sdl.GL_GREEN_SIZE, 8)
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sdl.GLSetAttribute(sdl.GL_BLUE_SIZE, 8)
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sdl.GLSetAttribute(sdl.GL_DOUBLEBUFFER, 1)
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gl.ClearColor(0, 0, 0, 1)
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sdl.GLSetAttribute(sdl.GL_CONTEXT_PROFILE_MASK, sdl.GL_CONTEXT_PROFILE_CORE)
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}
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func loadShaders() {
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var err error
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simpleShader, err = shaders.NewShaderProgram()
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if err != nil {
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logging.ErrLog.Fatalln("Failed to create new shader program. Err: ", err)
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}
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vertShader, err := shaders.LoadAndCompilerShader("./res/shaders/simple.vert.glsl", shaders.VertexShaderType)
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if err != nil {
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logging.ErrLog.Fatalln("Failed to create new shader. Err: ", err)
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}
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fragShader, err := shaders.LoadAndCompilerShader("./res/shaders/simple.frag.glsl", shaders.FragmentShaderType)
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if err != nil {
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logging.ErrLog.Fatalln("Failed to create new shader. Err: ", err)
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}
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simpleShader.AttachShader(vertShader)
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simpleShader.AttachShader(fragShader)
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simpleShader.Link()
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}
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func handleInputs() {
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input.EventLoopStart()
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for event := sdl.PollEvent(); event != nil; event = sdl.PollEvent() {
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switch e := event.(type) {
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case *sdl.KeyboardEvent:
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input.HandleKeyboardEvent(e)
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case *sdl.MouseButtonEvent:
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input.HandleMouseEvent(e)
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case *sdl.QuitEvent:
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isRunning = false
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}
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}
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}
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func runGameLogic() {
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}
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func draw() {
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gl.Clear(gl.COLOR_BUFFER_BIT)
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simpleShader.Use()
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//DRAW
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gl.DrawArrays(gl.TRIANGLES, 0, 6)
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window.GLSwap()
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}
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