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life.go
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199 lines (159 loc) · 3.88 KB
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package main
import (
"fmt"
"log"
"math/rand"
"runtime"
"strings"
"time"
"github.com/go-gl/gl/v4.1-core/gl"
"github.com/go-gl/glfw/v3.2/glfw"
)
const (
width = 500
height = 500
rows = 100
columns = 100
threshold = 0.15
fps = 10
vertexShaderSource = `
#version 410
in vec3 vp;
void main() {
gl_Position = vec4(vp, 1.0);
}
` + "\x00"
fragmentShaderSource = `
#version 410
out vec4 frag_colour;
void main() {
frag_colour = vec4(1, 1, 1, 1);
}
` + "\x00"
)
var (
square = []float32{
-0.5, 0.5, 0,
-0.5, -0.5, 0,
0.5, -0.5, 0,
-0.5, 0.5, 0,
0.5, 0.5, 0,
0.5, -0.5, 0,
}
)
func main() {
runtime.LockOSThread()
window := initGlfw()
defer glfw.Terminate()
program := initOpenGL()
cells := makeCells()
t := time.Tick(time.Second / fps)
for !window.ShouldClose() {
_ = <-t
for x := range cells {
for _, c := range cells[x] {
c.CheckState(cells)
}
}
// draw(cells, window, program) {
gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
gl.UseProgram(program)
for _, r := range cells {
for _, c := range r {
c.Draw()
}
}
glfw.PollEvents()
window.SwapBuffers()
// }
}
}
// initGlfw initializes glfw and returns a Window to use.
func initGlfw() *glfw.Window {
if err := glfw.Init(); err != nil {
panic(err)
}
glfw.WindowHint(glfw.Resizable, glfw.False)
glfw.WindowHint(glfw.ContextVersionMajor, 4) // OR 2
glfw.WindowHint(glfw.ContextVersionMinor, 1)
glfw.WindowHint(glfw.OpenGLProfile, glfw.OpenGLCoreProfile)
glfw.WindowHint(glfw.OpenGLForwardCompatible, glfw.True)
window, err := glfw.CreateWindow(width, height, "Conway's Game of Life", nil, nil)
if err != nil {
panic(err)
}
window.MakeContextCurrent()
return window
}
// initOpenGL initializes OpenGL and returns an intitialized program.
func initOpenGL() uint32 {
if err := gl.Init(); err != nil {
panic(err)
}
version := gl.GoStr(gl.GetString(gl.VERSION))
log.Println("OpenGL version", version)
vertexShader, err := compileShader(vertexShaderSource, gl.VERTEX_SHADER)
if err != nil {
panic(err)
}
fragmentShader, err := compileShader(fragmentShaderSource, gl.FRAGMENT_SHADER)
if err != nil {
panic(err)
}
prog := gl.CreateProgram()
gl.AttachShader(prog, vertexShader)
gl.AttachShader(prog, fragmentShader)
gl.LinkProgram(prog)
return prog
}
func draw(cells [][]*Cell, window *glfw.Window, program uint32) {
gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
gl.UseProgram(program)
// TODO
glfw.PollEvents()
window.SwapBuffers()
}
// MakeVao initializes and returns a vertex array from the points provided.
func makeVao(points []float32) uint32 {
var vbo uint32
gl.GenBuffers(1, &vbo)
gl.BindBuffer(gl.ARRAY_BUFFER, vbo)
gl.BufferData(gl.ARRAY_BUFFER, 4*len(points), gl.Ptr(points), gl.STATIC_DRAW)
var vao uint32
gl.GenVertexArrays(1, &vao)
gl.BindVertexArray(vao)
gl.EnableVertexAttribArray(0)
gl.BindBuffer(gl.ARRAY_BUFFER, vbo)
gl.VertexAttribPointer(0, 3, gl.FLOAT, false, 0, nil)
return vao
}
func compileShader(source string, shaderType uint32) (uint32, error) {
shader := gl.CreateShader(shaderType)
csources, free := gl.Strs(source)
gl.ShaderSource(shader, 1, csources, nil)
free()
gl.CompileShader(shader)
var status int32
gl.GetShaderiv(shader, gl.COMPILE_STATUS, &status)
if status == gl.FALSE {
var logLength int32
gl.GetShaderiv(shader, gl.INFO_LOG_LENGTH, &logLength)
log := strings.Repeat("\x00", int(logLength+1))
gl.GetShaderInfoLog(shader, logLength, nil, gl.Str(log))
return 0, fmt.Errorf("failed to compile %v, %v", source, log)
}
return shader, nil
}
func makeCells() [][]*Cell {
rand.Seed(time.Now().UnixNano())
cells := make([][]*Cell, rows, rows)
for x := 0; x < rows; x++ {
for y := 0; y < columns; y++ {
c := newCell(x, y)
c.IsAlive = rand.Float64() < threshold
c.AliveNext = c.IsAlive
cells[x] = append(cells[x], c)
}
}
return cells
}