mirror of
https://github.com/bloeys/nmage.git
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Camera controls+10,000 rotating cubes+update buffer struct
This commit is contained in:
59
main.go
59
main.go
@ -53,7 +53,7 @@ var (
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imguiInfo *ImguiInfo
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camPos = gglm.NewVec3(0, 0, 10)
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camPos = gglm.NewVec3(0, 0, -10)
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camForward = gglm.NewVec3(0, 0, 1)
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)
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@ -109,11 +109,10 @@ func main() {
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simpleShader.SetUnifMat4("modelMat", &modelMat.Mat4)
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//Moves objects into the cameras view
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camPos = gglm.NewVec3(0, 0, 10)
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updateViewMat()
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//Perspective/Depth
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projMat := gglm.Perspective(45*gglm.Deg2Rad, float32(winWidth)/float32(winHeight), 0.1, 20)
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projMat := gglm.Perspective(45*gglm.Deg2Rad, float32(winWidth)/float32(winHeight), 0.1, 500)
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simpleShader.SetUnifMat4("projMat", projMat)
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//Lights
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@ -138,7 +137,7 @@ func main() {
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}
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func updateViewMat() {
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targetPos := gglm.NewVec3(0, 0, 0)
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targetPos := camPos.Clone().Add(camForward)
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viewMat := gglm.LookAt(camPos, targetPos, gglm.NewVec3(0, 1, 0))
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simpleShader.SetUnifMat4("viewMat", &viewMat.Mat4)
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}
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@ -349,6 +348,7 @@ func initImGUI() {
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func handleInputs() {
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input.EventLoopStart()
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imIO := imgui.CurrentIO()
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for event := sdl.PollEvent(); event != nil; event = sdl.PollEvent() {
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@ -357,20 +357,10 @@ func handleInputs() {
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case *sdl.MouseWheelEvent:
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var deltaX, deltaY float32
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if e.X > 0 {
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deltaX++
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} else if e.X < 0 {
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deltaX--
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}
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input.HandleMouseWheelEvent(e)
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if e.Y > 0 {
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deltaY++
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} else if e.Y < 0 {
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deltaY--
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}
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imIO.AddMouseWheelDelta(deltaX, deltaY)
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xDelta, yDelta := input.GetMouseWheelMotion()
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imIO.AddMouseWheelDelta(float32(xDelta), float32(yDelta))
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case *sdl.KeyboardEvent:
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input.HandleKeyboardEvent(e)
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@ -385,10 +375,10 @@ func handleInputs() {
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imIO.AddInputCharacters(string(e.Text[:]))
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case *sdl.MouseButtonEvent:
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input.HandleMouseEvent(e)
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input.HandleMouseBtnEvent(e)
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case *sdl.MouseMotionEvent:
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input.HandleMouseMotion(e)
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input.HandleMouseMotionEvent(e)
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case *sdl.WindowEvent:
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@ -454,11 +444,11 @@ var lightColor1 gglm.Vec3 = *gglm.NewVec3(1, 1, 1)
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func runGameLogic() {
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if input.KeyDown(sdl.K_w) {
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camPos.Data[1] += -0.1
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camPos.Data[1] += 0.1
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updateViewMat()
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}
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if input.KeyDown(sdl.K_s) {
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camPos.Data[1] += 0.1
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camPos.Data[1] -= 0.1
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updateViewMat()
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}
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if input.KeyDown(sdl.K_d) {
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@ -466,10 +456,19 @@ func runGameLogic() {
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updateViewMat()
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}
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if input.KeyDown(sdl.K_a) {
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camPos.Data[0] += -0.1
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camPos.Data[0] -= 0.1
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updateViewMat()
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}
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if input.GetMouseWheelYNorm() > 0 {
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camPos.Data[2] += 1
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updateViewMat()
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} else if input.GetMouseWheelYNorm() < 0 {
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camPos.Data[2] -= 1
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updateViewMat()
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}
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modelMat.Rotate(10*timing.DT()*gglm.Deg2Rad, gglm.NewVec3(1, 1, 1).Normalize())
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simpleShader.SetUnifMat4("modelMat", &modelMat.Mat4)
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//ImGUI
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@ -504,10 +503,6 @@ func runGameLogic() {
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simpleShader.SetUnifVec3("lightColor1", &lightColor1)
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}
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if imgui.SliderFloat3("Cam pos", &camPos.Data, -10, 10) {
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updateViewMat()
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}
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imgui.Render()
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}
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@ -522,7 +517,17 @@ func draw() {
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//DRAW
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bo.Activate()
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gl.DrawElements(gl.TRIANGLES, 60, gl.UNSIGNED_INT, gl.PtrOffset(0))
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tempModelMat := modelMat.Clone()
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for y := 0; y < 100; y++ {
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for x := 0; x < 100; x++ {
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simpleShader.SetUnifMat4("modelMat", &tempModelMat.Translate(gglm.NewVec3(-1, 0, 0)).Mat4)
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gl.DrawElements(gl.TRIANGLES, int32(bo.IndexBuf.DataLen), gl.UNSIGNED_INT, gl.PtrOffset(0))
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}
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simpleShader.SetUnifMat4("modelMat", &tempModelMat.Translate(gglm.NewVec3(100, -1, 0)).Mat4)
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}
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simpleShader.SetUnifMat4("modelMat", &modelMat.Mat4)
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bo.Deactivate()
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drawUI()
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