Files
gio-patched/example/glfw/main.go
T
Elias Naur dd225d5d07 example,cmd: bump gio version
Signed-off-by: Elias Naur <mail@eliasnaur.com>
2020-06-17 12:08:08 +02:00

501 lines
13 KiB
Go

// SPDX-License-Identifier: Unlicense OR MIT
// GLFW doesn't build on OpenBSD and FreeBSD.
// +build !openbsd,!freebsd,!windows,!android,!ios,!js
// The glfw example demonstrates integration of Gio into a foreign
// windowing and rendering library, in this case GLFW
// (https://www.glfw.org).
//
// See the go-glfw package for installation of the native
// dependencies:
//
// https://github.com/go-gl/glfw
package main
import (
"image"
"log"
"math"
"runtime"
"strings"
"time"
"unsafe"
"gioui.org/f32"
"gioui.org/font/gofont"
"gioui.org/gpu"
giogl "gioui.org/gpu/gl"
"gioui.org/io/pointer"
"gioui.org/io/router"
"gioui.org/layout"
"gioui.org/op"
"gioui.org/unit"
"gioui.org/widget"
"gioui.org/widget/material"
"github.com/go-gl/gl/v3.3-core/gl"
"github.com/go-gl/glfw/v3.3/glfw"
)
type glfwConfig struct {
Scale float32
}
type goglFunctions struct {
}
func main() {
// Required by the OpenGL threading model.
runtime.LockOSThread()
err := glfw.Init()
if err != nil {
log.Fatal(err)
}
defer glfw.Terminate()
// Gio assumes a sRGB backbuffer.
glfw.WindowHint(glfw.SRGBCapable, glfw.True)
window, err := glfw.CreateWindow(800, 600, "Gio + GLFW", nil, nil)
if err != nil {
log.Fatal(err)
}
window.MakeContextCurrent()
if err := gl.Init(); err != nil {
log.Fatal(err)
}
// Enable sRGB.
gl.Enable(gl.FRAMEBUFFER_SRGB)
f := new(goglFunctions)
var queue router.Router
var ops op.Ops
th := material.NewTheme(gofont.Collection())
backend, err := giogl.NewBackend(f)
if err != nil {
log.Fatal(err)
}
gpu, err := gpu.New(backend)
if err != nil {
log.Fatal(err)
}
registerCallbacks(window, &queue)
for !window.ShouldClose() {
glfw.PollEvents()
scale := float32(1.0)
if monitor := window.GetMonitor(); monitor != nil {
scalex, _ := window.GetMonitor().GetContentScale()
scale = scalex
}
width, height := window.GetSize()
sz := image.Point{X: width, Y: height}
ops.Reset()
gtx := layout.Context{
Ops: &ops,
Now: time.Now(),
Queue: &queue,
Metric: unit.Metric{
PxPerDp: scale,
PxPerSp: scale,
},
Constraints: layout.Exact(sz),
}
draw(gtx, th)
gpu.Collect(sz, gtx.Ops)
gpu.BeginFrame()
queue.Frame(gtx.Ops)
gpu.EndFrame()
window.SwapBuffers()
}
}
var button widget.Clickable
func draw(gtx layout.Context, th *material.Theme) layout.Dimensions {
return layout.Center.Layout(gtx,
material.Button(th, &button, "Button").Layout,
)
}
func registerCallbacks(window *glfw.Window, q *router.Router) {
var btns pointer.Buttons
beginning := time.Now()
var lastPos f32.Point
window.SetCursorPosCallback(func(w *glfw.Window, xpos float64, ypos float64) {
lastPos = f32.Point{X: float32(xpos), Y: float32(ypos)}
q.Add(pointer.Event{
Type: pointer.Move,
Position: lastPos,
Source: pointer.Mouse,
Time: time.Since(beginning),
Buttons: btns,
})
})
window.SetMouseButtonCallback(func(w *glfw.Window, button glfw.MouseButton, action glfw.Action, mods glfw.ModifierKey) {
var btn pointer.Buttons
switch button {
case glfw.MouseButton1:
btn = pointer.ButtonLeft
case glfw.MouseButton2:
btn = pointer.ButtonRight
case glfw.MouseButton3:
btn = pointer.ButtonMiddle
}
var typ pointer.Type
switch action {
case glfw.Release:
typ = pointer.Release
btns &^= btn
case glfw.Press:
typ = pointer.Press
btns |= btn
}
q.Add(pointer.Event{
Type: typ,
Source: pointer.Mouse,
Time: time.Since(beginning),
Position: lastPos,
Buttons: btns,
})
})
}
func (s *glfwConfig) Px(v unit.Value) int {
scale := s.Scale
if v.U == unit.UnitPx {
scale = 1
}
return int(math.Round(float64(scale * v.V)))
}
func (f *goglFunctions) ActiveTexture(texture giogl.Enum) {
gl.ActiveTexture(uint32(texture))
}
func (f *goglFunctions) AttachShader(p giogl.Program, s giogl.Shader) {
gl.AttachShader(uint32(p.V), uint32(s.V))
}
func (f *goglFunctions) BeginQuery(target giogl.Enum, query giogl.Query) {
gl.BeginQuery(uint32(target), uint32(query.V))
}
func (f *goglFunctions) BindAttribLocation(p giogl.Program, a giogl.Attrib, name string) {
gl.BindAttribLocation(uint32(p.V), uint32(a), gl.Str(name+"\x00"))
}
func (f *goglFunctions) BindBuffer(target giogl.Enum, b giogl.Buffer) {
gl.BindBuffer(uint32(target), uint32(b.V))
}
func (f *goglFunctions) BindBufferBase(target giogl.Enum, index int, b giogl.Buffer) {
gl.BindBufferBase(uint32(target), uint32(index), uint32(b.V))
}
func (f *goglFunctions) BindFramebuffer(target giogl.Enum, fb giogl.Framebuffer) {
gl.BindFramebuffer(uint32(target), uint32(fb.V))
}
func (f *goglFunctions) BindRenderbuffer(target giogl.Enum, rb giogl.Renderbuffer) {
gl.BindRenderbuffer(uint32(target), uint32(rb.V))
}
func (f *goglFunctions) BindTexture(target giogl.Enum, t giogl.Texture) {
gl.BindTexture(uint32(target), uint32(t.V))
}
func (f *goglFunctions) BlendEquation(mode giogl.Enum) {
gl.BlendEquation(uint32(mode))
}
func (f *goglFunctions) BlendFunc(sfactor, dfactor giogl.Enum) {
gl.BlendFunc(uint32(sfactor), uint32(dfactor))
}
func (f *goglFunctions) BufferData(target giogl.Enum, src []byte, usage giogl.Enum) {
gl.BufferData(uint32(target), len(src), gl.Ptr(src), uint32(usage))
}
func (f *goglFunctions) CheckFramebufferStatus(target giogl.Enum) giogl.Enum {
return giogl.Enum(gl.CheckFramebufferStatus(uint32(target)))
}
func (f *goglFunctions) Clear(mask giogl.Enum) {
gl.Clear(uint32(mask))
}
func (f *goglFunctions) ClearColor(red, green, blue, alpha float32) {
gl.ClearColor(red, green, blue, alpha)
}
func (f *goglFunctions) ClearDepthf(d float32) {
gl.ClearDepthf(d)
}
func (f *goglFunctions) CompileShader(s giogl.Shader) {
gl.CompileShader(uint32(s.V))
}
func (f *goglFunctions) CreateBuffer() giogl.Buffer {
var buf uint32
gl.GenBuffers(1, &buf)
return giogl.Buffer{uint(buf)}
}
func (f *goglFunctions) CreateFramebuffer() giogl.Framebuffer {
var fb uint32
gl.GenFramebuffers(1, &fb)
return giogl.Framebuffer{uint(fb)}
}
func (f *goglFunctions) CreateProgram() giogl.Program {
return giogl.Program{uint(gl.CreateProgram())}
}
func (f *goglFunctions) CreateQuery() giogl.Query {
var q uint32
gl.GenQueries(1, &q)
return giogl.Query{uint(q)}
}
func (f *goglFunctions) CreateRenderbuffer() giogl.Renderbuffer {
var rb uint32
gl.GenRenderbuffers(1, &rb)
return giogl.Renderbuffer{uint(rb)}
}
func (f *goglFunctions) CreateShader(ty giogl.Enum) giogl.Shader {
return giogl.Shader{uint(gl.CreateShader(uint32(ty)))}
}
func (f *goglFunctions) CreateTexture() giogl.Texture {
var t uint32
gl.GenTextures(1, &t)
return giogl.Texture{uint(t)}
}
func (f *goglFunctions) DeleteBuffer(v giogl.Buffer) {
buf := uint32(v.V)
gl.DeleteBuffers(1, &buf)
}
func (f *goglFunctions) DeleteFramebuffer(v giogl.Framebuffer) {
fb := uint32(v.V)
gl.DeleteFramebuffers(1, &fb)
}
func (f *goglFunctions) DeleteProgram(p giogl.Program) {
gl.DeleteProgram(uint32(p.V))
}
func (f *goglFunctions) DeleteQuery(query giogl.Query) {
q := uint32(query.V)
gl.DeleteQueries(1, &q)
}
func (f *goglFunctions) DeleteRenderbuffer(rb giogl.Renderbuffer) {
r := uint32(rb.V)
gl.DeleteRenderbuffers(1, &r)
}
func (f *goglFunctions) DeleteShader(s giogl.Shader) {
gl.DeleteShader(uint32(s.V))
}
func (f *goglFunctions) DeleteTexture(v giogl.Texture) {
t := uint32(v.V)
gl.DeleteTextures(1, &t)
}
func (f *goglFunctions) DepthFunc(d giogl.Enum) {
gl.DepthFunc(uint32(d))
}
func (f *goglFunctions) DepthMask(mask bool) {
gl.DepthMask(mask)
}
func (f *goglFunctions) DisableVertexAttribArray(a giogl.Attrib) {
gl.DisableVertexAttribArray(uint32(a))
}
func (f *goglFunctions) Disable(cap giogl.Enum) {
gl.Disable(uint32(cap))
}
func (f *goglFunctions) DrawArrays(mode giogl.Enum, first, count int) {
gl.DrawArrays(uint32(mode), int32(first), int32(count))
}
func (f *goglFunctions) DrawElements(mode giogl.Enum, count int, ty giogl.Enum, offset int) {
gl.DrawElements(uint32(mode), int32(count), uint32(ty), unsafe.Pointer(uintptr(offset)))
}
func (f *goglFunctions) Enable(cap giogl.Enum) {
gl.Enable(uint32(cap))
}
func (f *goglFunctions) EnableVertexAttribArray(a giogl.Attrib) {
gl.EnableVertexAttribArray(uint32(a))
}
func (f *goglFunctions) EndQuery(target giogl.Enum) {
gl.EndQuery(uint32(target))
}
func (f *goglFunctions) FramebufferRenderbuffer(target, attachment, renderbuffertarget giogl.Enum, renderbuffer giogl.Renderbuffer) {
gl.FramebufferRenderbuffer(uint32(target), uint32(attachment), uint32(renderbuffertarget), uint32(renderbuffer.V))
}
func (f *goglFunctions) FramebufferTexture2D(target, attachment, texTarget giogl.Enum, t giogl.Texture, level int) {
gl.FramebufferTexture2D(uint32(target), uint32(attachment), uint32(texTarget), uint32(t.V), int32(level))
}
func (f *goglFunctions) GetBinding(pname giogl.Enum) giogl.Object {
var o int32
gl.GetIntegerv(uint32(pname), &o)
return giogl.Object{uint(o)}
}
func (f *goglFunctions) GetError() giogl.Enum {
return giogl.Enum(gl.GetError())
}
func (f *goglFunctions) GetInteger(pname giogl.Enum) int {
var p [100]int32
gl.GetIntegerv(uint32(pname), &p[0])
return int(p[0])
}
func (f *goglFunctions) GetProgrami(p giogl.Program, pname giogl.Enum) int {
var params [100]int32
gl.GetProgramiv(uint32(p.V), uint32(pname), &params[0])
return int(params[0])
}
func (f *goglFunctions) GetProgramInfoLog(p giogl.Program) string {
var logLength int32
gl.GetProgramiv(uint32(p.V), gl.INFO_LOG_LENGTH, &logLength)
log := strings.Repeat("\x00", int(logLength+1))
gl.GetProgramInfoLog(uint32(p.V), logLength, nil, gl.Str(log))
return log[:logLength]
}
func (f *goglFunctions) GetQueryObjectuiv(query giogl.Query, pname giogl.Enum) uint {
var i uint32
gl.GetQueryObjectuiv(uint32(query.V), uint32(pname), &i)
return uint(i)
}
func (f *goglFunctions) GetShaderi(s giogl.Shader, pname giogl.Enum) int {
var i int32
gl.GetShaderiv(uint32(s.V), uint32(pname), &i)
return int(i)
}
func (f *goglFunctions) GetShaderInfoLog(s giogl.Shader) string {
var logLength int32
gl.GetShaderiv(uint32(s.V), gl.INFO_LOG_LENGTH, &logLength)
log := strings.Repeat("\x00", int(logLength+1))
gl.GetShaderInfoLog(uint32(s.V), logLength, nil, gl.Str(log))
return log[:logLength]
}
func (f *goglFunctions) GetString(pname giogl.Enum) string {
switch {
case pname == giogl.EXTENSIONS:
// OpenGL 3 core profile doesn't support glGetString(GL_EXTENSIONS).
// Use glGetStringi(GL_EXTENSIONS, <index>).
var exts []string
nexts := f.GetInteger(gl.NUM_EXTENSIONS)
for i := 0; i < nexts; i++ {
ext := gl.GetStringi(gl.EXTENSIONS, uint32(i))
exts = append(exts, gl.GoStr(ext))
}
return strings.Join(exts, " ")
default:
return gl.GoStr(gl.GetString(uint32(pname)))
}
}
func (f *goglFunctions) GetUniformBlockIndex(p giogl.Program, name string) uint {
return uint(gl.GetUniformBlockIndex(uint32(p.V), gl.Str(name+"\x00")))
}
func (f *goglFunctions) GetUniformLocation(p giogl.Program, name string) giogl.Uniform {
return giogl.Uniform{int(gl.GetUniformLocation(uint32(p.V), gl.Str(name+"\x00")))}
}
func (f *goglFunctions) InvalidateFramebuffer(target, attachment giogl.Enum) {
// Doesn't exist in OpenGL Core.
}
func (f *goglFunctions) LinkProgram(p giogl.Program) {
gl.LinkProgram(uint32(p.V))
}
func (f *goglFunctions) ReadPixels(x, y, width, height int, format, ty giogl.Enum, data []byte) {
gl.ReadPixels(int32(x), int32(y), int32(width), int32(height), uint32(format), uint32(ty), unsafe.Pointer(&data[0]))
}
func (f *goglFunctions) RenderbufferStorage(target, internalformat giogl.Enum, width, height int) {
gl.RenderbufferStorage(uint32(target), uint32(internalformat), int32(width), int32(height))
}
func (f *goglFunctions) ShaderSource(s giogl.Shader, src string) {
csources, free := gl.Strs(src + "\x00")
gl.ShaderSource(uint32(s.V), 1, csources, nil)
free()
}
func (f *goglFunctions) TexImage2D(target giogl.Enum, level int, internalFormat int, width, height int, format, ty giogl.Enum, data []byte) {
var p unsafe.Pointer
if len(data) > 0 {
p = unsafe.Pointer(&data[0])
}
gl.TexImage2D(uint32(target), int32(level), int32(internalFormat), int32(width), int32(height), 0, uint32(format), uint32(ty), p)
}
func (f *goglFunctions) TexParameteri(target, pname giogl.Enum, param int) {
gl.TexParameteri(uint32(target), uint32(pname), int32(param))
}
func (f *goglFunctions) Uniform1f(dst giogl.Uniform, v float32) {
gl.Uniform1f(int32(dst.V), v)
}
func (f *goglFunctions) UniformBlockBinding(p giogl.Program, uniformBlockIndex uint, uniformBlockBinding uint) {
gl.UniformBlockBinding(uint32(p.V), uint32(uniformBlockIndex), uint32(uniformBlockBinding))
}
func (f *goglFunctions) Uniform1i(dst giogl.Uniform, v int) {
gl.Uniform1i(int32(dst.V), int32(v))
}
func (f *goglFunctions) Uniform2f(dst giogl.Uniform, v0, v1 float32) {
gl.Uniform2f(int32(dst.V), v0, v1)
}
func (f *goglFunctions) Uniform3f(dst giogl.Uniform, v0, v1, v2 float32) {
gl.Uniform3f(int32(dst.V), v0, v1, v2)
}
func (f *goglFunctions) Uniform4f(dst giogl.Uniform, v0, v1, v2, v3 float32) {
gl.Uniform4f(int32(dst.V), v0, v1, v2, v3)
}
func (f *goglFunctions) UseProgram(p giogl.Program) {
gl.UseProgram(uint32(p.V))
}
func (f *goglFunctions) VertexAttribPointer(dst giogl.Attrib, size int, ty giogl.Enum, normalized bool, stride, offset int) {
gl.VertexAttribPointer(uint32(dst), int32(size), uint32(ty), normalized, int32(stride), unsafe.Pointer(uintptr(offset)))
}
func (f *goglFunctions) Viewport(x, y, width, height int) {
gl.Viewport(int32(x), int32(y), int32(width), int32(height))
}