mirror of
https://github.com/bloeys/nmage.git
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Starting work on Engine+Mesh+Material systems/packages
This commit is contained in:
108
engine/engine.go
Executable file
108
engine/engine.go
Executable file
@ -0,0 +1,108 @@
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package engine
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import (
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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/veandco/go-sdl2/sdl"
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)
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type Window struct {
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SDLWin *sdl.Window
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GlCtx sdl.GLContext
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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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func Init() error {
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timing.Init()
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err := initSDL()
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return err
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}
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func initSDL() error {
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err := sdl.Init(sdl.INIT_EVERYTHING)
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if err != nil {
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return err
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}
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sdl.ShowCursor(1)
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sdl.GLSetAttribute(sdl.MAJOR_VERSION, 4)
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sdl.GLSetAttribute(sdl.MINOR_VERSION, 1)
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// R(0-255) G(0-255) B(0-255)
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sdl.GLSetAttribute(sdl.GL_RED_SIZE, 8)
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sdl.GLSetAttribute(sdl.GL_GREEN_SIZE, 8)
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sdl.GLSetAttribute(sdl.GL_BLUE_SIZE, 8)
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sdl.GLSetAttribute(sdl.GL_DOUBLEBUFFER, 1)
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sdl.GLSetAttribute(sdl.GL_DEPTH_SIZE, 24)
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sdl.GLSetAttribute(sdl.GL_STENCIL_SIZE, 8)
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sdl.GLSetAttribute(sdl.GL_CONTEXT_PROFILE_MASK, sdl.GL_CONTEXT_PROFILE_CORE)
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return nil
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}
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func CreateOpenGLWindow(title string, x, y, width, height int32, flags WindowFlags) (*Window, error) {
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return createWindow(title, x, y, width, height, WindowFlags_OPENGL|flags)
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}
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func CreateOpenGLWindowCentered(title string, width, height int32, flags WindowFlags) (*Window, error) {
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return createWindow(title, -1, -1, width, height, WindowFlags_OPENGL|flags)
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}
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func createWindow(title string, x, y, width, height int32, flags WindowFlags) (*Window, error) {
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if x == -1 && y == -1 {
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x = sdl.WINDOWPOS_CENTERED
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y = sdl.WINDOWPOS_CENTERED
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}
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sdlWin, err := sdl.CreateWindow(title, x, y, width, height, uint32(flags))
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if err != nil {
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return nil, err
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}
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win := &Window{SDLWin: sdlWin}
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win.GlCtx, err = sdlWin.GLCreateContext()
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if err != nil {
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return nil, err
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}
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err = initOpenGL()
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if err != nil {
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return nil, err
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}
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return win, err
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}
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func initOpenGL() error {
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if err := gl.Init(); err != nil {
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return err
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}
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gl.Enable(gl.DEPTH_TEST)
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gl.Enable(gl.CULL_FACE)
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gl.CullFace(gl.BACK)
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gl.FrontFace(gl.CCW)
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gl.ClearColor(0, 0, 0, 1)
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return nil
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}
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func SetVSync(enabled bool) {
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if enabled {
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sdl.GLSetSwapInterval(1)
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} else {
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sdl.GLSetSwapInterval(0)
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}
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}
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