192 lines
5.1 KiB
Go
192 lines
5.1 KiB
Go
package glfwcanvas
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import (
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"fmt"
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_ "image/gif" // Imported here so that applications based on this package support these formats by default
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_ "image/jpeg"
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_ "image/png"
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"math"
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"runtime"
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"time"
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"github.com/go-gl/gl/v3.2-core/gl"
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"github.com/go-gl/glfw/v3.3/glfw"
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"github.com/tfriedel6/canvas"
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"github.com/tfriedel6/canvas/backend/goglbackend"
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)
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// Window represents the opened window with GL context. The Mouse* and Key*
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// functions can be set for callbacks
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type Window struct {
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Window *glfw.Window
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canvas *canvas.Canvas
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frameTimes [10]time.Time
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frameIndex int
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frameCount int
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fps float32
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close bool
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MouseDown func(button, x, y int)
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MouseMove func(x, y int)
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MouseUp func(button, x, y int)
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MouseWheel func(x, y int)
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KeyDown func(scancode int, rn rune, name string)
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KeyUp func(scancode int, rn rune, name string)
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KeyChar func(rn rune)
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SizeChange func(w, h int)
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scalex float64
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scaley float64
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}
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// CreateWindow creates a window using SDL and initializes the OpenGL context
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func CreateWindow(w, h int, title string) (*Window, *canvas.Canvas, error) {
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runtime.LockOSThread()
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// init GLFW
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err := glfw.Init()
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if err != nil {
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return nil, nil, fmt.Errorf("Error initializing GLFW: %v", err)
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}
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// the stencil size setting is required for the canvas to work
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glfw.WindowHint(glfw.StencilBits, 8)
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glfw.WindowHint(glfw.DepthBits, 0)
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// create window
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window, err := glfw.CreateWindow(w, h, title, nil, nil)
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if err != nil {
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return nil, nil, fmt.Errorf("Error creating window: %v", err)
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}
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window.MakeContextCurrent()
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// init GL
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err = gl.Init()
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if err != nil {
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return nil, nil, fmt.Errorf("Error initializing GL: %v", err)
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}
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// set vsync on, enable multisample (if available)
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glfw.SwapInterval(1)
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gl.Enable(gl.MULTISAMPLE)
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// load canvas GL backend
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fbw, fbh := window.GetFramebufferSize()
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backend, err := goglbackend.New(0, 0, fbw, fbh, nil)
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if err != nil {
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return nil, nil, fmt.Errorf("Error loading GoGL backend: %v", err)
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}
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cv := canvas.New(backend)
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wnd := &Window{
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Window: window,
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canvas: cv,
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scalex: float64(fbw) / float64(w),
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scaley: float64(fbh) / float64(h),
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}
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var mx, my int
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window.SetMouseButtonCallback(func(w *glfw.Window, button glfw.MouseButton, action glfw.Action, mod glfw.ModifierKey) {
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if action == glfw.Press && wnd.MouseDown != nil {
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wnd.MouseDown(int(button), mx, my)
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} else if action == glfw.Release && wnd.MouseUp != nil {
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wnd.MouseUp(int(button), mx, my)
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}
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})
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window.SetCursorPosCallback(func(w *glfw.Window, xpos, ypos float64) {
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mx, my = int(math.Round(xpos*wnd.scalex)), int(math.Round(ypos*wnd.scaley))
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if wnd.MouseMove != nil {
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wnd.MouseMove(mx, my)
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}
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})
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window.SetScrollCallback(func(w *glfw.Window, xoff, yoff float64) {
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if wnd.MouseWheel != nil {
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wnd.MouseWheel(int(math.Round(xoff)), int(math.Round(yoff)))
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}
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})
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window.SetKeyCallback(func(w *glfw.Window, key glfw.Key, scancode int, action glfw.Action, mods glfw.ModifierKey) {
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if action == glfw.Press && wnd.KeyDown != nil {
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wnd.KeyDown(scancode, keyRune(key), keyName(key))
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} else if action == glfw.Release && wnd.KeyUp != nil {
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wnd.KeyUp(scancode, keyRune(key), keyName(key))
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}
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})
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window.SetCharCallback(func(w *glfw.Window, char rune) {
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if wnd.KeyChar != nil {
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wnd.KeyChar(char)
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}
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})
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window.SetSizeCallback(func(w *glfw.Window, width, height int) {
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fbw, fbh := window.GetFramebufferSize()
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wnd.scalex = float64(fbw) / float64(width)
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wnd.scaley = float64(fbh) / float64(height)
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if wnd.SizeChange != nil {
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wnd.SizeChange(width, height)
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} else {
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backend.SetBounds(0, 0, fbw, fbh)
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}
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})
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window.SetCloseCallback(func(w *glfw.Window) {
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wnd.Close()
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})
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return wnd, cv, nil
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}
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// FPS returns the frames per second (averaged over 10 frames)
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func (wnd *Window) FPS() float32 {
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return wnd.fps
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}
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// Close can be used to end a call to MainLoop
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func (wnd *Window) Close() {
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wnd.close = true
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}
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// StartFrame handles events and gets the window ready for rendering
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func (wnd *Window) StartFrame() {
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wnd.Window.MakeContextCurrent()
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glfw.PollEvents()
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}
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// FinishFrame updates the FPS count and displays the frame
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func (wnd *Window) FinishFrame() {
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now := time.Now()
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wnd.frameTimes[wnd.frameIndex] = now
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wnd.frameIndex++
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wnd.frameIndex %= len(wnd.frameTimes)
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if wnd.frameCount < len(wnd.frameTimes) {
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wnd.frameCount++
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} else {
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diff := now.Sub(wnd.frameTimes[wnd.frameIndex]).Seconds()
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wnd.fps = float32(wnd.frameCount-1) / float32(diff)
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}
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wnd.Window.SwapBuffers()
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}
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// MainLoop runs a main loop and calls run on every frame
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func (wnd *Window) MainLoop(run func()) {
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for !wnd.close {
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wnd.StartFrame()
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if wnd.scalex != 1 || wnd.scaley != 1 {
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wnd.canvas.Save()
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wnd.canvas.Scale(wnd.scalex, wnd.scaley)
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}
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run()
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if wnd.scalex != 1 || wnd.scaley != 1 {
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wnd.canvas.Restore()
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}
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wnd.FinishFrame()
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}
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}
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// Size returns the current width and height of the window
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func (wnd *Window) Size() (int, int) {
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return wnd.Window.GetSize()
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}
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// FramebufferSize returns the current width and height of
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// the framebuffer
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func (wnd *Window) FramebufferSize() (int, int) {
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return wnd.Window.GetFramebufferSize()
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}
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