Day6: MVP matrix+movement+ImGUI rendering but no events

This commit is contained in:
bloeys
2021-11-13 23:33:50 +04:00
parent 0bd89376fb
commit 419dc667c4
7 changed files with 303 additions and 13 deletions

256
main.go
View File

@ -8,20 +8,44 @@ import (
"github.com/bloeys/go-sdl-engine/res/models"
"github.com/bloeys/go-sdl-engine/shaders"
"github.com/go-gl/gl/v4.6-core/gl"
"github.com/inkyblackness/imgui-go/v4"
"github.com/veandco/go-sdl2/sdl"
)
const (
winWidth = 1280
winHeight = 720
)
//TODO:
//Resizeable window - Done
//Moving camera - Done
//FIX Ortho function
//ImGUI integration
//Asset loading
//Rework buffers package
//Interleaved or packed buffers (xyzxyzxyz OR xxxyyyzzz)
//Timing and deltatime
type ImguiInfo struct {
imCtx *imgui.Context
vaoID uint32
vboID uint32
indexBufID uint32
texID uint32
}
var (
winWidth int32 = 1280
winHeight int32 = 720
isRunning bool = true
window *sdl.Window
simpleShader shaders.ShaderProgram
imShader shaders.ShaderProgram
bo *buffers.BufferObject
modelMat = gglm.NewTrMatId()
projMat = &gglm.Mat4{}
imguiInfo *ImguiInfo
)
func main() {
@ -46,6 +70,7 @@ func main() {
initOpenGL()
loadShaders()
loadBuffers()
initImGUI()
simpleShader.SetAttribute("vertPos", bo, bo.VertPosBuf)
simpleShader.EnableAttribute("vertPos")
@ -53,14 +78,24 @@ func main() {
// simpleShader.SetAttribute("vertColor", bo, bo.ColorBuf)
// simpleShader.EnableAttribute("vertColor")
modelMat := gglm.NewTrMatId()
translationMat := gglm.NewTranslationMat(gglm.NewVec3(-0.5, 0, 0))
//Movement, scale and rotation
translationMat := gglm.NewTranslationMat(gglm.NewVec3(0, 0, 0))
scaleMat := gglm.NewScaleMat(gglm.NewVec3(0.25, 0.25, 0.25))
rotMat := gglm.NewRotMat(gglm.NewQuatEuler(gglm.NewVec3(0, 0, 0).AsRad()))
modelMat.Mul(translationMat.Mul(rotMat.Mul(scaleMat)))
simpleShader.SetUnifMat4("modelMat", &modelMat.Mat4)
//Moves objects into the cameras view
camPos := gglm.NewVec3(0, 0, 10)
targetPos := gglm.NewVec3(0, 0, 0)
viewMat := gglm.LookAt(camPos, targetPos, gglm.NewVec3(0, 1, 0))
simpleShader.SetUnifMat4("viewMat", &viewMat.Mat4)
//Perspective/Depth
projMat := gglm.Perspective(45*gglm.Deg2Rad, float32(winWidth)/float32(winHeight), 0.1, 20)
simpleShader.SetUnifMat4("projMat", projMat)
//Game loop
for isRunning {
@ -87,8 +122,10 @@ func initOpenGL() {
sdl.GLSetAttribute(sdl.GL_BLUE_SIZE, 8)
sdl.GLSetAttribute(sdl.GL_DOUBLEBUFFER, 1)
gl.ClearColor(0, 0, 0, 1)
sdl.GLSetAttribute(sdl.GL_DEPTH_SIZE, 24)
sdl.GLSetAttribute(sdl.GL_STENCIL_SIZE, 8)
gl.ClearColor(0, 0, 0, 1)
sdl.GLSetAttribute(sdl.GL_CONTEXT_PROFILE_MASK, sdl.GL_CONTEXT_PROFILE_CORE)
}
@ -113,6 +150,26 @@ func loadShaders() {
simpleShader.AttachShader(vertShader)
simpleShader.AttachShader(fragShader)
simpleShader.Link()
//ImGUI shader
imShader, err = shaders.NewShaderProgram()
if err != nil {
logging.ErrLog.Fatalln("Failed to create new shader program. Err: ", err)
}
imguiVertShader, err := shaders.LoadAndCompilerShader("./res/shaders/imgui.vert.glsl", shaders.VertexShaderType)
if err != nil {
logging.ErrLog.Fatalln("Failed to create new shader. Err: ", err)
}
imguiFragShader, err := shaders.LoadAndCompilerShader("./res/shaders/imgui.frag.glsl", shaders.FragmentShaderType)
if err != nil {
logging.ErrLog.Fatalln("Failed to create new shader. Err: ", err)
}
imShader.AttachShader(imguiVertShader)
imShader.AttachShader(imguiFragShader)
imShader.Link()
}
func loadBuffers() {
@ -136,7 +193,7 @@ func loadBuffers() {
if err != nil {
panic(err)
}
logging.InfoLog.Printf("%v", objInfo.TriIndices)
// logging.InfoLog.Printf("%v", objInfo.TriIndices)
vertices = objInfo.VertPos
indices = objInfo.TriIndices
@ -147,6 +204,40 @@ func loadBuffers() {
bo.GenBufferUint32(indices, buffers.BufUsageStatic, buffers.BufTypeIndex, buffers.DataTypeUint32)
}
func initImGUI() {
imguiInfo = &ImguiInfo{
imCtx: imgui.CreateContext(nil),
}
imIO := imgui.CurrentIO()
imIO.SetBackendFlags(imIO.GetBackendFlags() | imgui.BackendFlagsRendererHasVtxOffset)
gl.GenVertexArrays(1, &imguiInfo.vaoID)
gl.GenBuffers(1, &imguiInfo.vboID)
gl.GenBuffers(1, &imguiInfo.indexBufID)
gl.GenTextures(1, &imguiInfo.texID)
// Upload font to gpu
gl.BindTexture(gl.TEXTURE_2D, imguiInfo.texID)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
gl.PixelStorei(gl.UNPACK_ROW_LENGTH, 0)
image := imIO.Fonts().TextureDataAlpha8()
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RED, int32(image.Width), int32(image.Height), 0, gl.RED, gl.UNSIGNED_BYTE, image.Pixels)
// Store our identifier
imIO.Fonts().SetTextureID(imgui.TextureID(imguiInfo.texID))
//Shader attributes
imShader.Activate()
imShader.EnableAttribute("Position")
imShader.EnableAttribute("UV")
imShader.EnableAttribute("Color")
imShader.Deactivate()
}
func handleInputs() {
input.EventLoopStart()
@ -159,18 +250,72 @@ func handleInputs() {
input.HandleKeyboardEvent(e)
case *sdl.MouseButtonEvent:
input.HandleMouseEvent(e)
case *sdl.WindowEvent:
if e.Type != sdl.WINDOWEVENT_RESIZED {
continue
}
winWidth = e.Data1
winHeight = e.Data2
window.SetSize(int32(winWidth), int32(winHeight))
projMat = gglm.Perspective(45*gglm.Deg2Rad, float32(winWidth)/float32(winHeight), 0.1, 20)
simpleShader.SetUnifMat4("projMat", projMat)
case *sdl.QuitEvent:
isRunning = false
}
}
}
var time uint64 = 0
func runGameLogic() {
if input.KeyDown(sdl.K_w) {
modelMat.Translate(gglm.NewVec3(0, 0, -0.1))
}
if input.KeyDown(sdl.K_s) {
modelMat.Translate(gglm.NewVec3(0, 0, 0.1))
}
if input.KeyDown(sdl.K_d) {
modelMat.Translate(gglm.NewVec3(0.1, 0, 0))
}
if input.KeyDown(sdl.K_a) {
modelMat.Translate(gglm.NewVec3(-0.1, 0, 00))
}
simpleShader.SetUnifMat4("modelMat", &modelMat.Mat4)
//ImGUI
imIO := imgui.CurrentIO()
imIO.SetDisplaySize(imgui.Vec2{X: float32(winWidth), Y: float32(winHeight)})
// Setup time step (we don't use SDL_GetTicks() because it is using millisecond resolution)
frequency := sdl.GetPerformanceFrequency()
currentTime := sdl.GetPerformanceCounter()
if time > 0 {
imIO.SetDeltaTime(float32(currentTime-time) / float32(frequency))
} else {
imIO.SetDeltaTime(1.0 / 60.0)
}
time = currentTime
imgui.NewFrame()
if imgui.Button("Click Me!") {
logging.InfoLog.Println("Clicked!")
}
// open := true
// imgui.ShowDemoWindow(&open)
imgui.Render()
}
func draw() {
gl.Disable(gl.SCISSOR_TEST)
gl.Clear(gl.COLOR_BUFFER_BIT)
simpleShader.Activate()
@ -180,5 +325,100 @@ func draw() {
gl.DrawElements(gl.TRIANGLES, 36, gl.UNSIGNED_INT, gl.PtrOffset(0))
bo.Deactivate()
drawUI()
window.GLSwap()
}
func drawUI() {
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
fbWidth, fbHeight := window.GLGetDrawableSize()
if fbWidth <= 0 || fbHeight <= 0 {
return
}
gl.Viewport(0, 0, fbWidth, fbHeight)
drawData := imgui.RenderedDrawData()
drawData.ScaleClipRects(imgui.Vec2{
X: float32(fbWidth) / float32(winWidth),
Y: float32(fbHeight) / float32(winHeight),
})
// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill
gl.Enable(gl.BLEND)
gl.BlendEquation(gl.FUNC_ADD)
gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
gl.Disable(gl.CULL_FACE)
gl.Disable(gl.DEPTH_TEST)
gl.Enable(gl.SCISSOR_TEST)
gl.PolygonMode(gl.FRONT_AND_BACK, gl.FILL)
// Setup viewport, orthographic projection matrix
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right).
// DisplayMin is typically (0,0) for single viewport apps.
orthoProjection := [4][4]float32{
{2.0 / float32(winWidth), 0.0, 0.0, 0.0},
{0.0, 2.0 / -float32(winHeight), 0.0, 0.0},
{0.0, 0.0, -1.0, 0.0},
{-1.0, 1.0, 0.0, 1.0},
}
imShader.Activate()
gl.Uniform1i(gl.GetUniformLocation(imShader.ID, gl.Str("Texture\x00")), 0)
gl.UniformMatrix4fv(gl.GetUniformLocation(imShader.ID, gl.Str("ProjMtx"+"\x00")), 1, false, &orthoProjection[0][0])
// orthoMat := gglm.Ortho(0, float32(winWidth), float32(winHeight), 0, 0.1, 20)
// imShader.SetUnifMat4("ProjMtx", &orthoMat.Mat4)
gl.BindSampler(0, 0) // Rely on combined texture/sampler state.
// Recreate the VAO every time
// (This is to easily allow multiple GL contexts. VAO are not shared among GL contexts, and
// we don't track creation/deletion of windows so we don't have an obvious key to use to cache them.)
gl.BindVertexArray(imguiInfo.vaoID)
gl.BindBuffer(gl.ARRAY_BUFFER, imguiInfo.vboID)
vertexSize, vertexOffsetPos, vertexOffsetUv, vertexOffsetCol := imgui.VertexBufferLayout()
imShader.EnableAttribute("Position")
imShader.EnableAttribute("UV")
imShader.EnableAttribute("Color")
gl.VertexAttribPointerWithOffset(uint32(imShader.GetAttribLoc("Position")), 2, gl.FLOAT, false, int32(vertexSize), uintptr(vertexOffsetPos))
gl.VertexAttribPointerWithOffset(uint32(imShader.GetAttribLoc("UV")), 2, gl.FLOAT, false, int32(vertexSize), uintptr(vertexOffsetUv))
gl.VertexAttribPointerWithOffset(uint32(imShader.GetAttribLoc("Color")), 4, gl.UNSIGNED_BYTE, true, int32(vertexSize), uintptr(vertexOffsetCol))
indexSize := imgui.IndexBufferLayout()
drawType := gl.UNSIGNED_SHORT
if indexSize == 4 {
drawType = gl.UNSIGNED_INT
}
// Draw
for _, list := range drawData.CommandLists() {
vertexBuffer, vertexBufferSize := list.VertexBuffer()
gl.BindBuffer(gl.ARRAY_BUFFER, imguiInfo.vboID)
gl.BufferData(gl.ARRAY_BUFFER, vertexBufferSize, vertexBuffer, gl.STREAM_DRAW)
indexBuffer, indexBufferSize := list.IndexBuffer()
gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, imguiInfo.indexBufID)
gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, indexBufferSize, indexBuffer, gl.STREAM_DRAW)
for _, cmd := range list.Commands() {
if cmd.HasUserCallback() {
cmd.CallUserCallback(list)
} else {
gl.BindTexture(gl.TEXTURE_2D, imguiInfo.texID)
// gl.BindTexture(gl.TEXTURE_2D, uint32(cmd.TextureID()))
clipRect := cmd.ClipRect()
gl.Scissor(int32(clipRect.X), int32(fbHeight)-int32(clipRect.W), int32(clipRect.Z-clipRect.X), int32(clipRect.W-clipRect.Y))
gl.DrawElementsBaseVertex(gl.TRIANGLES, int32(cmd.ElementCount()), uint32(drawType), gl.PtrOffset(cmd.IndexOffset()*indexSize), int32(cmd.VertexOffset()))
}
}
}
gl.BindVertexArray(imguiInfo.vaoID)
gl.BindBuffer(gl.ARRAY_BUFFER, imguiInfo.vboID)
gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, imguiInfo.indexBufID)
}