pixelgl/seascape.go

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Go
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package main
import (
"time"
"github.com/go-gl/mathgl/mgl32"
"log"
"github.com/faiface/pixel"
"github.com/faiface/pixel/pixelgl"
"github.com/gookit/config"
"golang.org/x/image/colornames"
)
func run() {
// Set up window configs
log.Println("width = ", config.Int("width"), "height = ", config.String("height"))
cfg := pixelgl.WindowConfig{ // Default: 1024 x 768
Title: "Golang GLSL",
Bounds: pixel.R(0, 0, config.Float("width"), config.Float("height")),
VSync: true,
}
win, err := pixelgl.NewWindow(cfg)
if err != nil {
panic(err)
}
camVector := win.Bounds().Center()
bounds := win.Bounds()
bounds.Max = bounds.Max.ScaledXY(pixel.V(1.0, 1.0))
// I am putting all shader example initializing stuff here for
// easier reference to those learning to use this functionality
log.Println("Load GSGL file = ", config.String("filename"))
fragSource, err := LoadFileToString(config.String("filename"))
if err != nil {
panic(err)
}
var uMouse mgl32.Vec4
var uTime float32
log.Println("glDrift = ", config.String("glDrift"))
var glDrift float32 = float32(config.Float("glDrift"))
canvas := win.Canvas()
uResolution := mgl32.Vec2{float32(win.Bounds().W()), float32(win.Bounds().H())}
EasyBindUniforms(canvas,
"uResolution", &uResolution,
"uTime", &uTime,
"uMouse", &uMouse,
"uDrift", &glDrift,
)
canvas.SetFragmentShader(fragSource)
start := time.Now()
// Game Loop
for !win.Closed() {
uTime = float32(time.Since(start).Seconds())
mpos := win.MousePosition()
uMouse[0] = float32(mpos.X)
uMouse[1] = float32(mpos.Y)
win.Clear(colornames.Black)
// Drawing to the screen
canvas.Draw(win, pixel.IM.Moved(camVector))
win.Update()
}
}