mirror of
https://github.com/Kugelschieber/go-game.git
synced 2026-01-18 06:40:28 +00:00
Moved types to top of files, started 2D texture mapped font rendering.
This commit is contained in:
80
game.go
80
game.go
@@ -14,86 +14,6 @@ const (
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default_height = uint32(400)
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default_title = "Game"
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default_exit_on_close = true
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// constants for default 2D shader
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Default_shader_2D_vertex_attrib = "vertex"
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Default_shader_2D_texcoord_attrib = "texCoord"
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Default_shader_2D_ortho = "o"
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Default_shader_2D_model = "m"
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Default_shader_2D_tex = "tex"
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// source for 2D shader
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default_shader_2d_vertex_src = `#version 130
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uniform mat3 o, m;
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in vec2 vertex;
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in vec2 texCoord;
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out vec2 tc;
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void main(){
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tc = texCoord;
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gl_Position = vec4(o*m*vec3(vertex, 1.0), 1.0);
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}`
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default_shader_2d_fragment_src = `#version 130
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precision highp float;
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uniform sampler2D tex;
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in vec2 tc;
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out vec4 color;
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void main(){
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color = texture(tex, tc);
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}`
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// constants for default 3D shader
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Default_shader_3D_vertex_attrib = "vertex"
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Default_shader_3D_texcoord_attrib = "texCoord"
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Default_shader_3D_pv = "pv"
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Default_shader_3D_model = "m"
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Default_shader_3D_tex = "tex"
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// source for 3D shader
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default_shader_3d_vertex_src = `#version 130
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uniform mat4 pv, m;
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in vec3 vertex;
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in vec2 texCoord;
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out vec2 tc;
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void main(){
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tc = texCoord;
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gl_Position = pv*m*vec4(vertex, 1.0);
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}`
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default_shader_3d_fragment_src = `#version 130
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precision highp float;
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uniform sampler2D tex;
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in vec2 tc;
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out vec4 color;
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void main(){
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color = texture(tex, tc);
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}`
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// constants for default text shader
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Default_shader_text_vertex_attrib = "vertex"
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Default_shader_text_texcoord_attrib = "texCoord"
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Default_shader_text_ortho = "o"
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Default_shader_text_model = "m"
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Default_shader_text_tex = "tex"
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Default_shader_text_color = "color"
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// source for text shader
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default_shader_text_vertex_src = `#version 130
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uniform mat3 o, m;
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in vec2 vertex;
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in vec2 texCoord;
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out vec2 tc;
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void main(){
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tc = texCoord;
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gl_Position = vec4(o*m*vec3(vertex, 1.0), 1.0);
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}`
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default_shader_text_fragment_src = `#version 130
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precision highp float;
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uniform sampler2D tex;
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uniform vec4 color;
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in vec2 tc;
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out vec4 c;
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void main(){
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c = texture(tex, tc)*color;
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}`
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)
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// If set in RunOptions, the function will be called on window resize.
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