mirror of
https://github.com/bloeys/nmage.git
synced 2025-12-29 13:28:20 +00:00
Complete engine game loop+abstract imgui
This commit is contained in:
@ -1,8 +1,10 @@
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package engine
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import (
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"github.com/bloeys/nmage/input"
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"github.com/bloeys/nmage/timing"
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"github.com/go-gl/gl/v4.1-core/gl"
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"github.com/inkyblackness/imgui-go/v4"
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"github.com/veandco/go-sdl2/sdl"
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)
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@ -11,6 +13,72 @@ type Window struct {
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GlCtx sdl.GLContext
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}
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func (w *Window) 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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switch e := event.(type) {
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case *sdl.MouseWheelEvent:
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input.HandleMouseWheelEvent(e)
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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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if e.Type == sdl.KEYDOWN {
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imIO.KeyPress(int(e.Keysym.Scancode))
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} else if e.Type == sdl.KEYUP {
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imIO.KeyRelease(int(e.Keysym.Scancode))
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}
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case *sdl.TextInputEvent:
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imIO.AddInputCharacters(string(e.Text[:]))
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case *sdl.MouseButtonEvent:
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input.HandleMouseBtnEvent(e)
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case *sdl.MouseMotionEvent:
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input.HandleMouseMotionEvent(e)
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case *sdl.WindowEvent:
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if e.Event == sdl.WINDOWEVENT_SIZE_CHANGED {
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w.handleWindowResize()
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}
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case *sdl.QuitEvent:
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input.HandleQuitEvent(e)
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}
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}
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// If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
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x, y, _ := sdl.GetMouseState()
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imIO.SetMousePosition(imgui.Vec2{X: float32(x), Y: float32(y)})
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imIO.SetMouseButtonDown(0, input.MouseDown(sdl.BUTTON_LEFT))
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imIO.SetMouseButtonDown(1, input.MouseDown(sdl.BUTTON_RIGHT))
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imIO.SetMouseButtonDown(2, input.MouseDown(sdl.BUTTON_MIDDLE))
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imIO.KeyShift(sdl.SCANCODE_LSHIFT, sdl.SCANCODE_RSHIFT)
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imIO.KeyCtrl(sdl.SCANCODE_LCTRL, sdl.SCANCODE_RCTRL)
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imIO.KeyAlt(sdl.SCANCODE_LALT, sdl.SCANCODE_RALT)
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}
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func (w *Window) handleWindowResize() {
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fbWidth, fbHeight := w.SDLWin.GLGetDrawableSize()
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if fbWidth <= 0 || fbHeight <= 0 {
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return
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}
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gl.Viewport(0, 0, fbWidth, fbHeight)
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}
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func (w *Window) Destroy() error {
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return w.SDLWin.Destroy()
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}
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53
engine/game.go
Executable file
53
engine/game.go
Executable file
@ -0,0 +1,53 @@
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package engine
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import (
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"github.com/bloeys/nmage/timing"
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nmageimgui "github.com/bloeys/nmage/ui/imgui"
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"github.com/go-gl/gl/v4.1-core/gl"
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)
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type Game interface {
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Init()
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FrameStart()
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Update()
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Render()
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FrameEnd()
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ShouldRun() bool
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GetWindow() *Window
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GetImGUI() nmageimgui.ImguiInfo
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Deinit()
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}
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func Run(g Game) {
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g.Init()
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w := g.GetWindow()
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ui := g.GetImGUI()
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for g.ShouldRun() {
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width, height := w.SDLWin.GetSize()
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fbWidth, fbHeight := w.SDLWin.GLGetDrawableSize()
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timing.FrameStarted()
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w.handleInputs()
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ui.FrameStart(float32(width), float32(height))
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g.FrameStart()
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g.Update()
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gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
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g.Render()
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ui.Render(float32(width), float32(height), fbWidth, fbHeight)
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w.SDLWin.GLSwap()
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g.FrameEnd()
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timing.FrameEnded()
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}
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g.Deinit()
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}
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@ -31,10 +31,11 @@ type mouseWheelState struct {
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}
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var (
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keyMap = make(map[sdl.Keycode]*keyState)
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mouseBtnMap = make(map[int]*mouseBtnState)
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mouseMotion = mouseMotionState{}
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mouseWheel = mouseWheelState{}
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keyMap = make(map[sdl.Keycode]*keyState)
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mouseBtnMap = make(map[int]*mouseBtnState)
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mouseMotion = mouseMotionState{}
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mouseWheel = mouseWheelState{}
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quitRequested bool
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)
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func EventLoopStart() {
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@ -55,6 +56,16 @@ func EventLoopStart() {
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mouseWheel.XDelta = 0
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mouseWheel.YDelta = 0
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quitRequested = false
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}
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func HandleQuitEvent(e *sdl.QuitEvent) {
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quitRequested = true
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}
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func IsQuitClicked() bool {
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return quitRequested
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}
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func HandleKeyboardEvent(e *sdl.KeyboardEvent) {
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409
main.go
409
main.go
@ -1,7 +1,6 @@
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package main
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import (
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"fmt"
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"runtime"
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"github.com/bloeys/assimp-go/asig"
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@ -13,75 +12,50 @@ import (
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"github.com/bloeys/nmage/materials"
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"github.com/bloeys/nmage/meshes"
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"github.com/bloeys/nmage/timing"
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nmageimgui "github.com/bloeys/nmage/ui/imgui"
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"github.com/go-gl/gl/v4.1-core/gl"
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"github.com/inkyblackness/imgui-go/v4"
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"github.com/veandco/go-sdl2/sdl"
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)
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//TODO: Tasks:
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//Engine loop
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//Proper rendering setup
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//Flesh out the material system
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//Object
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//Abstract UI
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//Entities and components
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//Camera class
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//Audio
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//Flesh out the material system
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//Low Priority:
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// Proper Asset loading
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type ImguiInfo struct {
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imCtx *imgui.Context
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vaoID uint32
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vboID uint32
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indexBufID uint32
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texID uint32
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}
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// Abstract UI
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// Proper Asset loading
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var (
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winWidth int32 = 1280
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winHeight int32 = 720
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isRunning bool = true
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window *engine.Window
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simpleMat *materials.Material
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imguiMat *materials.Material
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cubeMesh *meshes.Mesh
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modelMat = gglm.NewTrMatId()
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projMat = &gglm.Mat4{}
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imguiInfo *ImguiInfo
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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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func main() {
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type OurGame struct {
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Win *engine.Window
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ImGUIInfo nmageimgui.ImguiInfo
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Quitting bool
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}
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runtime.LockOSThread()
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//Init engine
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err := engine.Init()
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if err != nil {
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logging.ErrLog.Fatalln("Failed to init nMage. Err:", err)
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}
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//Create window
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window, err = engine.CreateOpenGLWindowCentered("nMage", winWidth, winHeight, engine.WindowFlags_RESIZABLE)
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if err != nil {
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logging.ErrLog.Fatalln("Failed to create window. Err: ", err)
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}
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defer window.Destroy()
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engine.SetVSync(false)
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func (g *OurGame) Init() {
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//Create materials
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simpleMat = materials.NewMaterial("Simple Mat", "./res/shaders/simple")
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imguiMat = materials.NewMaterial("ImGUI Mat", "./res/shaders/imgui")
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//Load meshes
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var err error
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cubeMesh, err = meshes.NewMesh("Cube", "./res/models/tex-cube.fbx", asig.PostProcess(0))
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if err != nil {
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logging.ErrLog.Fatalln("Failed to load cube mesh. Err: ", err)
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@ -99,8 +73,6 @@ func main() {
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simpleMat.AddTextureID(v)
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}
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initImGUI()
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//Enable vertex attributes
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simpleMat.SetAttribute(cubeMesh.Buf)
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@ -116,182 +88,28 @@ func main() {
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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, 500)
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projMat := gglm.Perspective(45*gglm.Deg2Rad, float32(1280)/float32(720), 0.1, 500)
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simpleMat.SetUnifMat4("projMat", projMat)
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//Lights
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simpleMat.SetUnifVec3("lightPos1", &lightPos1)
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simpleMat.SetUnifVec3("lightColor1", &lightColor1)
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//Game loop
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for isRunning {
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timing.FrameStarted()
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handleInputs()
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runGameLogic()
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draw()
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timing.FrameEnded()
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window.SDLWin.SetTitle(fmt.Sprintf("FPS: %.0f; Elapsed: %v", 1/timing.DT(), timing.ElapsedTime()))
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}
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}
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func updateViewMat() {
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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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simpleMat.SetUnifMat4("viewMat", &viewMat.Mat4)
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func (g *OurGame) FrameStart() {
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}
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func initImGUI() {
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func (g *OurGame) Update() {
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imguiInfo = &ImguiInfo{
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imCtx: imgui.CreateContext(nil),
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if input.IsQuitClicked() {
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g.Quitting = true
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}
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imIO := imgui.CurrentIO()
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imIO.SetBackendFlags(imIO.GetBackendFlags() | imgui.BackendFlagsRendererHasVtxOffset)
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gl.GenVertexArrays(1, &imguiInfo.vaoID)
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gl.GenBuffers(1, &imguiInfo.vboID)
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gl.GenBuffers(1, &imguiInfo.indexBufID)
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gl.GenTextures(1, &imguiInfo.texID)
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// Upload font to gpu
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gl.BindTexture(gl.TEXTURE_2D, imguiInfo.texID)
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
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gl.PixelStorei(gl.UNPACK_ROW_LENGTH, 0)
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image := imIO.Fonts().TextureDataAlpha8()
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gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RED, int32(image.Width), int32(image.Height), 0, gl.RED, gl.UNSIGNED_BYTE, image.Pixels)
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// Store our identifier
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imIO.Fonts().SetTextureID(imgui.TextureID(imguiInfo.texID))
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//Shader attributes
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imguiMat.Bind()
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imguiMat.EnableAttribute("Position")
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imguiMat.EnableAttribute("UV")
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imguiMat.EnableAttribute("Color")
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imguiMat.UnBind()
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//Init imgui input mapping
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keys := map[int]int{
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imgui.KeyTab: sdl.SCANCODE_TAB,
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imgui.KeyLeftArrow: sdl.SCANCODE_LEFT,
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imgui.KeyRightArrow: sdl.SCANCODE_RIGHT,
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imgui.KeyUpArrow: sdl.SCANCODE_UP,
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imgui.KeyDownArrow: sdl.SCANCODE_DOWN,
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imgui.KeyPageUp: sdl.SCANCODE_PAGEUP,
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imgui.KeyPageDown: sdl.SCANCODE_PAGEDOWN,
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imgui.KeyHome: sdl.SCANCODE_HOME,
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imgui.KeyEnd: sdl.SCANCODE_END,
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imgui.KeyInsert: sdl.SCANCODE_INSERT,
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imgui.KeyDelete: sdl.SCANCODE_DELETE,
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imgui.KeyBackspace: sdl.SCANCODE_BACKSPACE,
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imgui.KeySpace: sdl.SCANCODE_BACKSPACE,
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imgui.KeyEnter: sdl.SCANCODE_RETURN,
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imgui.KeyEscape: sdl.SCANCODE_ESCAPE,
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imgui.KeyA: sdl.SCANCODE_A,
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imgui.KeyC: sdl.SCANCODE_C,
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imgui.KeyV: sdl.SCANCODE_V,
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imgui.KeyX: sdl.SCANCODE_X,
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imgui.KeyY: sdl.SCANCODE_Y,
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imgui.KeyZ: sdl.SCANCODE_Z,
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}
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// Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array.
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for imguiKey, nativeKey := range keys {
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imIO.KeyMap(imguiKey, nativeKey)
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}
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}
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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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switch e := event.(type) {
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case *sdl.MouseWheelEvent:
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input.HandleMouseWheelEvent(e)
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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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if e.Type == sdl.KEYDOWN {
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imIO.KeyPress(int(e.Keysym.Scancode))
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} else if e.Type == sdl.KEYUP {
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imIO.KeyRelease(int(e.Keysym.Scancode))
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}
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case *sdl.TextInputEvent:
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imIO.AddInputCharacters(string(e.Text[:]))
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case *sdl.MouseButtonEvent:
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input.HandleMouseBtnEvent(e)
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case *sdl.MouseMotionEvent:
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input.HandleMouseMotionEvent(e)
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case *sdl.QuitEvent:
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isRunning = false
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}
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}
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currWinWidth, currWinHeight := window.SDLWin.GetSize()
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if winWidth != currWinWidth || winHeight != currWinHeight {
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handleWindowResize(currWinWidth, currWinHeight)
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}
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|
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// If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
|
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x, y, _ := sdl.GetMouseState()
|
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imIO.SetMousePosition(imgui.Vec2{X: float32(x), Y: float32(y)})
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imIO.SetMouseButtonDown(0, input.MouseDown(sdl.BUTTON_LEFT))
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imIO.SetMouseButtonDown(1, input.MouseDown(sdl.BUTTON_RIGHT))
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imIO.SetMouseButtonDown(2, input.MouseDown(sdl.BUTTON_MIDDLE))
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imIO.KeyShift(sdl.SCANCODE_LSHIFT, sdl.SCANCODE_RSHIFT)
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imIO.KeyCtrl(sdl.SCANCODE_LCTRL, sdl.SCANCODE_RCTRL)
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imIO.KeyAlt(sdl.SCANCODE_LALT, sdl.SCANCODE_RALT)
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}
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func handleWindowResize(newWinWidth, newWinHeight int32) {
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winWidth = newWinWidth
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winHeight = newWinHeight
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fbWidth, fbHeight := window.SDLWin.GLGetDrawableSize()
|
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if fbWidth <= 0 || fbHeight <= 0 {
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return
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}
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gl.Viewport(0, 0, fbWidth, fbHeight)
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winWidth, winHeight := g.Win.SDLWin.GetSize()
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projMat = gglm.Perspective(45*gglm.Deg2Rad, float32(winWidth)/float32(winHeight), 0.1, 20)
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simpleMat.SetUnifMat4("projMat", projMat)
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}
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var time uint64 = 0
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var name string = ""
|
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|
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var ambientColor gglm.Vec3 = *gglm.NewVec3(1, 1, 1)
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var ambientColorStrength float32 = 0.1
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var lightPos1 gglm.Vec3 = *gglm.NewVec3(2, 2, 0)
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var lightColor1 gglm.Vec3 = *gglm.NewVec3(1, 1, 1)
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func runGameLogic() {
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//Camera movement
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var camSpeed float32 = 15
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if input.KeyDown(sdl.K_w) {
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camPos.Data[1] += camSpeed * timing.DT()
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@ -318,47 +136,14 @@ func runGameLogic() {
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updateViewMat()
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}
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//Rotating cubes
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modelMat.Rotate(10*timing.DT()*gglm.Deg2Rad, gglm.NewVec3(1, 1, 1).Normalize())
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simpleMat.SetUnifMat4("modelMat", &modelMat.Mat4)
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//ImGUI
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imIO := imgui.CurrentIO()
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imIO.SetDisplaySize(imgui.Vec2{X: float32(winWidth), Y: float32(winHeight)})
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||||
|
||||
// Setup time step (we don't use SDL_GetTicks() because it is using millisecond resolution)
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||||
frequency := sdl.GetPerformanceFrequency()
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||||
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.SliderFloat3("Ambient Color", &ambientColor.Data, 0, 1) {
|
||||
simpleMat.SetUnifVec3("ambientLightColor", &ambientColor)
|
||||
}
|
||||
|
||||
if imgui.SliderFloat("Ambient Color Strength", &ambientColorStrength, 0, 1) {
|
||||
simpleMat.SetUnifFloat32("ambientStrength", ambientColorStrength)
|
||||
}
|
||||
|
||||
if imgui.SliderFloat3("Light Pos 1", &lightPos1.Data, -10, 10) {
|
||||
simpleMat.SetUnifVec3("lightPos1", &lightPos1)
|
||||
}
|
||||
|
||||
if imgui.SliderFloat3("Light Color 1", &lightColor1.Data, 0, 1) {
|
||||
simpleMat.SetUnifVec3("lightColor1", &lightColor1)
|
||||
}
|
||||
|
||||
imgui.Render()
|
||||
imgui.DragFloat3("Cam Pos", &camPos.Data)
|
||||
}
|
||||
|
||||
func draw() {
|
||||
|
||||
gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
|
||||
func (g *OurGame) Render() {
|
||||
|
||||
simpleMat.Bind()
|
||||
cubeMesh.Buf.Bind()
|
||||
@ -373,95 +158,67 @@ func draw() {
|
||||
simpleMat.SetUnifMat4("modelMat", &tempModelMat.Translate(gglm.NewVec3(float32(rowSize), -1, 0)).Mat4)
|
||||
}
|
||||
simpleMat.SetUnifMat4("modelMat", &modelMat.Mat4)
|
||||
|
||||
drawUI()
|
||||
window.SDLWin.GLSwap()
|
||||
}
|
||||
|
||||
func drawUI() {
|
||||
func (g *OurGame) FrameEnd() {
|
||||
|
||||
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
|
||||
fbWidth, fbHeight := window.SDLWin.GLGetDrawableSize()
|
||||
if fbWidth <= 0 || fbHeight <= 0 {
|
||||
return
|
||||
}
|
||||
|
||||
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.
|
||||
|
||||
imguiMat.Bind()
|
||||
|
||||
gl.Uniform1i(gl.GetUniformLocation(imguiMat.ShaderProg.ID, gl.Str("Texture\x00")), 0)
|
||||
|
||||
//PERF: only update the ortho matrix on window resize
|
||||
orthoMat := gglm.Ortho(0, float32(winWidth), 0, float32(winHeight), 0, 20)
|
||||
imguiMat.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()
|
||||
imguiMat.EnableAttribute("Position")
|
||||
imguiMat.EnableAttribute("UV")
|
||||
imguiMat.EnableAttribute("Color")
|
||||
gl.VertexAttribPointerWithOffset(uint32(imguiMat.GetAttribLoc("Position")), 2, gl.FLOAT, false, int32(vertexSize), uintptr(vertexOffsetPos))
|
||||
gl.VertexAttribPointerWithOffset(uint32(imguiMat.GetAttribLoc("UV")), 2, gl.FLOAT, false, int32(vertexSize), uintptr(vertexOffsetUv))
|
||||
gl.VertexAttribPointerWithOffset(uint32(imguiMat.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)
|
||||
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()))
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//Reset gl state
|
||||
gl.Disable(gl.BLEND)
|
||||
gl.Disable(gl.SCISSOR_TEST)
|
||||
gl.Enable(gl.CULL_FACE)
|
||||
gl.Enable(gl.DEPTH_TEST)
|
||||
}
|
||||
|
||||
func (g *OurGame) ShouldRun() bool {
|
||||
return !g.Quitting
|
||||
}
|
||||
|
||||
func (g *OurGame) GetWindow() *engine.Window {
|
||||
return g.Win
|
||||
}
|
||||
|
||||
func (g *OurGame) GetImGUI() nmageimgui.ImguiInfo {
|
||||
return g.ImGUIInfo
|
||||
}
|
||||
|
||||
func (g *OurGame) Deinit() {
|
||||
g.Win.Destroy()
|
||||
}
|
||||
|
||||
func main() {
|
||||
|
||||
runtime.LockOSThread()
|
||||
|
||||
//Init engine
|
||||
err := engine.Init()
|
||||
if err != nil {
|
||||
logging.ErrLog.Fatalln("Failed to init nMage. Err:", err)
|
||||
}
|
||||
|
||||
//Create window
|
||||
window, err = engine.CreateOpenGLWindowCentered("nMage", 1280, 720, engine.WindowFlags_RESIZABLE)
|
||||
if err != nil {
|
||||
logging.ErrLog.Fatalln("Failed to create window. Err: ", err)
|
||||
}
|
||||
defer window.Destroy()
|
||||
|
||||
engine.SetVSync(false)
|
||||
|
||||
game := &OurGame{
|
||||
Win: window,
|
||||
ImGUIInfo: nmageimgui.NewImGUI(),
|
||||
}
|
||||
|
||||
engine.Run(game)
|
||||
return
|
||||
}
|
||||
|
||||
func updateViewMat() {
|
||||
targetPos := camPos.Clone().Add(camForward)
|
||||
viewMat := gglm.LookAt(camPos, targetPos, gglm.NewVec3(0, 1, 0))
|
||||
simpleMat.SetUnifMat4("viewMat", &viewMat.Mat4)
|
||||
}
|
||||
|
||||
var time uint64 = 0
|
||||
var name string = ""
|
||||
|
||||
var ambientColor gglm.Vec3 = *gglm.NewVec3(1, 1, 1)
|
||||
var ambientColorStrength float32 = 0.1
|
||||
|
||||
var lightPos1 gglm.Vec3 = *gglm.NewVec3(2, 2, 0)
|
||||
var lightColor1 gglm.Vec3 = *gglm.NewVec3(1, 1, 1)
|
||||
|
||||
202
ui/imgui/imgui.go
Executable file
202
ui/imgui/imgui.go
Executable file
@ -0,0 +1,202 @@
|
||||
package nmageimgui
|
||||
|
||||
import (
|
||||
"github.com/bloeys/gglm/gglm"
|
||||
"github.com/bloeys/nmage/asserts"
|
||||
"github.com/bloeys/nmage/materials"
|
||||
"github.com/bloeys/nmage/timing"
|
||||
"github.com/go-gl/gl/v4.1-core/gl"
|
||||
"github.com/inkyblackness/imgui-go/v4"
|
||||
"github.com/veandco/go-sdl2/sdl"
|
||||
)
|
||||
|
||||
type ImguiInfo struct {
|
||||
ImCtx *imgui.Context
|
||||
|
||||
Mat *materials.Material
|
||||
vaoID uint32
|
||||
vboID uint32
|
||||
indexBufID uint32
|
||||
texID uint32
|
||||
}
|
||||
|
||||
func (i *ImguiInfo) FrameStart(winWidth, winHeight float32) {
|
||||
|
||||
if err := i.ImCtx.SetCurrent(); err != nil {
|
||||
asserts.T(false, "Setting imgui ctx as current failed. Err: "+err.Error())
|
||||
}
|
||||
|
||||
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 timing.ElapsedTime() > 0 {
|
||||
imIO.SetDeltaTime(float32(currentTime-timing.ElapsedTime()) / float32(frequency))
|
||||
} else {
|
||||
imIO.SetDeltaTime(1.0 / 60.0)
|
||||
}
|
||||
|
||||
imgui.NewFrame()
|
||||
}
|
||||
|
||||
func (i *ImguiInfo) Render(winWidth, winHeight float32, fbWidth, fbHeight int32) {
|
||||
|
||||
if err := i.ImCtx.SetCurrent(); err != nil {
|
||||
asserts.T(false, "Setting imgui ctx as current failed. Err: "+err.Error())
|
||||
}
|
||||
|
||||
imgui.Render()
|
||||
|
||||
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
|
||||
if fbWidth <= 0 || fbHeight <= 0 {
|
||||
return
|
||||
}
|
||||
|
||||
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.
|
||||
|
||||
i.Mat.Bind()
|
||||
|
||||
gl.Uniform1i(gl.GetUniformLocation(i.Mat.ShaderProg.ID, gl.Str("Texture\x00")), 0)
|
||||
|
||||
//PERF: only update the ortho matrix on window resize
|
||||
orthoMat := gglm.Ortho(0, float32(winWidth), 0, float32(winHeight), 0, 20)
|
||||
i.Mat.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(i.vaoID)
|
||||
gl.BindBuffer(gl.ARRAY_BUFFER, i.vboID)
|
||||
|
||||
vertexSize, vertexOffsetPos, vertexOffsetUv, vertexOffsetCol := imgui.VertexBufferLayout()
|
||||
i.Mat.EnableAttribute("Position")
|
||||
i.Mat.EnableAttribute("UV")
|
||||
i.Mat.EnableAttribute("Color")
|
||||
gl.VertexAttribPointerWithOffset(uint32(i.Mat.GetAttribLoc("Position")), 2, gl.FLOAT, false, int32(vertexSize), uintptr(vertexOffsetPos))
|
||||
gl.VertexAttribPointerWithOffset(uint32(i.Mat.GetAttribLoc("UV")), 2, gl.FLOAT, false, int32(vertexSize), uintptr(vertexOffsetUv))
|
||||
gl.VertexAttribPointerWithOffset(uint32(i.Mat.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, i.vboID)
|
||||
gl.BufferData(gl.ARRAY_BUFFER, vertexBufferSize, vertexBuffer, gl.STREAM_DRAW)
|
||||
|
||||
indexBuffer, indexBufferSize := list.IndexBuffer()
|
||||
gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, i.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, i.texID)
|
||||
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()))
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//Reset gl state
|
||||
gl.Disable(gl.BLEND)
|
||||
gl.Disable(gl.SCISSOR_TEST)
|
||||
gl.Enable(gl.CULL_FACE)
|
||||
gl.Enable(gl.DEPTH_TEST)
|
||||
}
|
||||
|
||||
func NewImGUI() ImguiInfo {
|
||||
|
||||
imguiInfo := ImguiInfo{
|
||||
ImCtx: imgui.CreateContext(nil),
|
||||
Mat: materials.NewMaterial("ImGUI Mat", "./res/shaders/imgui"),
|
||||
}
|
||||
|
||||
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
|
||||
imguiInfo.Mat.Bind()
|
||||
imguiInfo.Mat.EnableAttribute("Position")
|
||||
imguiInfo.Mat.EnableAttribute("UV")
|
||||
imguiInfo.Mat.EnableAttribute("Color")
|
||||
imguiInfo.Mat.UnBind()
|
||||
|
||||
//Init imgui input mapping
|
||||
keys := map[int]int{
|
||||
imgui.KeyTab: sdl.SCANCODE_TAB,
|
||||
imgui.KeyLeftArrow: sdl.SCANCODE_LEFT,
|
||||
imgui.KeyRightArrow: sdl.SCANCODE_RIGHT,
|
||||
imgui.KeyUpArrow: sdl.SCANCODE_UP,
|
||||
imgui.KeyDownArrow: sdl.SCANCODE_DOWN,
|
||||
imgui.KeyPageUp: sdl.SCANCODE_PAGEUP,
|
||||
imgui.KeyPageDown: sdl.SCANCODE_PAGEDOWN,
|
||||
imgui.KeyHome: sdl.SCANCODE_HOME,
|
||||
imgui.KeyEnd: sdl.SCANCODE_END,
|
||||
imgui.KeyInsert: sdl.SCANCODE_INSERT,
|
||||
imgui.KeyDelete: sdl.SCANCODE_DELETE,
|
||||
imgui.KeyBackspace: sdl.SCANCODE_BACKSPACE,
|
||||
imgui.KeySpace: sdl.SCANCODE_BACKSPACE,
|
||||
imgui.KeyEnter: sdl.SCANCODE_RETURN,
|
||||
imgui.KeyEscape: sdl.SCANCODE_ESCAPE,
|
||||
imgui.KeyA: sdl.SCANCODE_A,
|
||||
imgui.KeyC: sdl.SCANCODE_C,
|
||||
imgui.KeyV: sdl.SCANCODE_V,
|
||||
imgui.KeyX: sdl.SCANCODE_X,
|
||||
imgui.KeyY: sdl.SCANCODE_Y,
|
||||
imgui.KeyZ: sdl.SCANCODE_Z,
|
||||
}
|
||||
|
||||
// Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array.
|
||||
for imguiKey, nativeKey := range keys {
|
||||
imIO.KeyMap(imguiKey, nativeKey)
|
||||
}
|
||||
|
||||
return imguiInfo
|
||||
}
|
||||
Reference in New Issue
Block a user