mirror of
https://github.com/bloeys/nmage.git
synced 2025-12-29 13:28:20 +00:00
Starting work on Engine+Mesh+Material systems/packages
This commit is contained in:
311
main.go
311
main.go
@ -6,28 +6,31 @@ import (
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"github.com/bloeys/assimp-go/asig"
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"github.com/bloeys/gglm/gglm"
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"github.com/bloeys/nmage/asserts"
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"github.com/bloeys/nmage/buffers"
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"github.com/bloeys/nmage/engine"
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"github.com/bloeys/nmage/input"
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"github.com/bloeys/nmage/logging"
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"github.com/bloeys/nmage/shaders"
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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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"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:
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//Make a window/engine class
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//Mesh class
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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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//Textures
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//Proper Asset loading
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//Rework buffers package
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//Interleaved or packed buffers (xyzxyzxyz OR xxxyyyzzz)
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//Audio
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//Low Priority:
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// Proper Asset loading
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// Rework buffers package
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// Interleaved or packed buffers (xyzxyzxyz OR xxxyyyzzz)
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type ImguiInfo struct {
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imCtx *imgui.Context
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@ -42,11 +45,11 @@ var (
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winHeight int32 = 720
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isRunning bool = true
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window *sdl.Window
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window *engine.Window
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simpleShader shaders.ShaderProgram
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imShader shaders.ShaderProgram
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bo *buffers.BufferObject
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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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@ -61,44 +64,42 @@ func main() {
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runtime.LockOSThread()
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err := initSDL()
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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 SDL. Err:", err)
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logging.ErrLog.Fatalln("Failed to init nMage. Err:", err)
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}
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window, err = sdl.CreateWindow("Go SDL Engine", sdl.WINDOWPOS_CENTERED, sdl.WINDOWPOS_CENTERED, winWidth, winHeight, sdl.WINDOW_OPENGL|sdl.WINDOW_RESIZABLE)
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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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glCtx, err := window.GLCreateContext()
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if err != nil {
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logging.ErrLog.Fatalln("Failed to create OpenGL context. Err: ", err)
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}
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defer sdl.GLDeleteContext(glCtx)
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engine.SetVSync(false)
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err = initOpenGL()
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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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cubeMesh, err = meshes.NewMesh("Cube", "./res/models/color-cube.fbx", asig.PostProcess(0))
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if err != nil {
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logging.ErrLog.Fatalln(err)
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logging.ErrLog.Fatalln("Failed to load cube mesh. Err: ", err)
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}
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//Set vsync
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sdl.GLSetSwapInterval(0)
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loadShaders()
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loadBuffers()
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initImGUI()
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//Enable vertex attributes
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simpleShader.SetAttribute("vertPosIn", bo, bo.VertPosBuf)
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simpleShader.EnableAttribute("vertPosIn")
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simpleMat.SetAttribute("vertPosIn", cubeMesh.BufObj, cubeMesh.BufObj.VertPosBuf)
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simpleMat.EnableAttribute("vertPosIn")
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simpleShader.SetAttribute("vertColorIn", bo, bo.ColorBuf)
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simpleShader.EnableAttribute("vertColorIn")
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simpleMat.SetAttribute("vertColorIn", cubeMesh.BufObj, cubeMesh.BufObj.ColorBuf)
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simpleMat.EnableAttribute("vertColorIn")
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simpleShader.SetAttribute("vertNormalIn", bo, bo.NormalBuf)
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simpleShader.EnableAttribute("vertNormalIn")
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simpleMat.SetAttribute("vertNormalIn", cubeMesh.BufObj, cubeMesh.BufObj.NormalBuf)
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simpleMat.EnableAttribute("vertNormalIn")
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//Movement, scale and rotation
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translationMat := gglm.NewTranslationMat(gglm.NewVec3(0, 0, 0))
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@ -106,21 +107,20 @@ func main() {
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rotMat := gglm.NewRotMat(gglm.NewQuatEuler(gglm.NewVec3(0, 0, 0).AsRad()))
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modelMat.Mul(translationMat.Mul(rotMat.Mul(scaleMat)))
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simpleShader.SetUnifMat4("modelMat", &modelMat.Mat4)
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simpleMat.SetUnifMat4("modelMat", &modelMat.Mat4)
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//Moves objects into the cameras view
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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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simpleShader.SetUnifMat4("projMat", projMat)
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simpleMat.SetUnifMat4("projMat", projMat)
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//Lights
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simpleShader.SetUnifVec3("lightPos1", &lightPos1)
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simpleShader.SetUnifVec3("lightColor1", &lightColor1)
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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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timing.Init()
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for isRunning {
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timing.FrameStarted()
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@ -132,154 +132,14 @@ func main() {
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timing.FrameEnded()
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window.SetTitle(fmt.Sprintf("FPS: %.0f; Elapsed: %v", 1/timing.DT(), timing.ElapsedTime()))
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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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simpleShader.SetUnifMat4("viewMat", &viewMat.Mat4)
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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 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 loadShaders() {
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var err error
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simpleShader, err = shaders.NewShaderProgram()
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if err != nil {
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logging.ErrLog.Fatalln("Failed to create new shader program. Err: ", err)
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}
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vertShader, err := shaders.LoadAndCompilerShader("./res/shaders/simple.vert.glsl", shaders.VertexShaderType)
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if err != nil {
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logging.ErrLog.Fatalln("Failed to create new shader. Err: ", err)
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}
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fragShader, err := shaders.LoadAndCompilerShader("./res/shaders/simple.frag.glsl", shaders.FragmentShaderType)
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if err != nil {
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logging.ErrLog.Fatalln("Failed to create new shader. Err: ", err)
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}
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simpleShader.AttachShader(vertShader)
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simpleShader.AttachShader(fragShader)
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simpleShader.Link()
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//ImGUI shader
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imShader, err = shaders.NewShaderProgram()
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if err != nil {
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logging.ErrLog.Fatalln("Failed to create new shader program. Err: ", err)
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}
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imguiVertShader, err := shaders.LoadAndCompilerShader("./res/shaders/imgui.vert.glsl", shaders.VertexShaderType)
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if err != nil {
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logging.ErrLog.Fatalln("Failed to create new shader. Err: ", err)
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}
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imguiFragShader, err := shaders.LoadAndCompilerShader("./res/shaders/imgui.frag.glsl", shaders.FragmentShaderType)
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if err != nil {
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logging.ErrLog.Fatalln("Failed to create new shader. Err: ", err)
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}
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imShader.AttachShader(imguiVertShader)
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imShader.AttachShader(imguiFragShader)
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imShader.Link()
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}
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func flattenVec3(vec3s []gglm.Vec3) []float32 {
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floats := make([]float32, len(vec3s)*3)
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for i := 0; i < len(vec3s); i++ {
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floats[i*3+0] = vec3s[i].X()
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floats[i*3+1] = vec3s[i].Y()
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floats[i*3+2] = vec3s[i].Z()
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}
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return floats
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}
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func flattenVec4(vec4s []gglm.Vec4) []float32 {
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floats := make([]float32, len(vec4s)*4)
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for i := 0; i < len(vec4s); i++ {
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floats[i*4+0] = vec4s[i].X()
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floats[i*4+1] = vec4s[i].Y()
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floats[i*4+2] = vec4s[i].Z()
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floats[i*4+3] = vec4s[i].W()
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}
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return floats
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}
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func flattenFaces(faces []asig.Face) []uint32 {
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asserts.True(len(faces[0].Indices) == 3, fmt.Sprintf("Face doesn't have 3 indices. Index count: %v\n", len(faces[0].Indices)))
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uints := make([]uint32, len(faces)*3)
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for i := 0; i < len(faces); i++ {
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uints[i*3+0] = uint32(faces[i].Indices[0])
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uints[i*3+1] = uint32(faces[i].Indices[1])
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uints[i*3+2] = uint32(faces[i].Indices[2])
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}
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return uints
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}
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func loadBuffers() {
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// scene, release, err := asig.ImportFile("./res/models/weird-cube.fbx", asig.PostProcessTriangulate)
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scene, release, err := asig.ImportFile("./res/models/color-cube.fbx", asig.PostProcessTriangulate)
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if err != nil {
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logging.ErrLog.Panicln("Failed to load model. Err: " + err.Error())
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}
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release()
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bo = buffers.NewBufferObject()
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bo.GenBuffer(flattenVec3(scene.Meshes[0].Vertices), buffers.BufUsageStatic, buffers.BufTypeVertPos, buffers.DataTypeVec3)
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bo.GenBuffer(flattenVec3(scene.Meshes[0].Normals), buffers.BufUsageStatic, buffers.BufTypeNormal, buffers.DataTypeVec3)
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bo.GenBuffer(flattenVec4(scene.Meshes[0].ColorSets[0]), buffers.BufUsageStatic, buffers.BufTypeColor, buffers.DataTypeVec4)
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bo.GenBufferUint32(flattenFaces(scene.Meshes[0].Faces), buffers.BufUsageStatic, buffers.BufTypeIndex, buffers.DataTypeUint32)
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simpleMat.SetUnifMat4("viewMat", &viewMat.Mat4)
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}
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func initImGUI() {
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@ -309,11 +169,11 @@ func initImGUI() {
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imIO.Fonts().SetTextureID(imgui.TextureID(imguiInfo.texID))
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//Shader attributes
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imShader.Activate()
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imShader.EnableAttribute("Position")
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imShader.EnableAttribute("UV")
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imShader.EnableAttribute("Color")
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imShader.Deactivate()
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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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@ -380,26 +240,12 @@ func handleInputs() {
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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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//NOTE: SDL is not firing window resize, but is resizing the window by itself
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// if e.Type != sdl.WINDOWEVENT_SIZE_CHANGED {
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// continue
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// }
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// winWidth = e.Data1
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// winHeight = e.Data2
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// window.SetSize(int32(winWidth), int32(winHeight))
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// projMat = gglm.Perspective(45*gglm.Deg2Rad, float32(winWidth)/float32(winHeight), 0.1, 20)
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// simpleShader.SetUnifMat4("projMat", projMat)
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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.GetSize()
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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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@ -422,14 +268,14 @@ func handleWindowResize(newWinWidth, newWinHeight int32) {
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winWidth = newWinWidth
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winHeight = newWinHeight
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fbWidth, fbHeight := window.GLGetDrawableSize()
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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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projMat = gglm.Perspective(45*gglm.Deg2Rad, float32(winWidth)/float32(winHeight), 0.1, 20)
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simpleShader.SetUnifMat4("projMat", projMat)
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simpleMat.SetUnifMat4("projMat", projMat)
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}
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var time uint64 = 0
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@ -443,7 +289,7 @@ var lightColor1 gglm.Vec3 = *gglm.NewVec3(1, 1, 1)
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func runGameLogic() {
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var camSpeed float32 = 15.0
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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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updateViewMat()
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@ -470,7 +316,7 @@ func runGameLogic() {
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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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simpleMat.SetUnifMat4("modelMat", &modelMat.Mat4)
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|
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//ImGUI
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imIO := imgui.CurrentIO()
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@ -489,19 +335,19 @@ func runGameLogic() {
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imgui.NewFrame()
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if imgui.SliderFloat3("Ambient Color", &ambientColor.Data, 0, 1) {
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simpleShader.SetUnifVec3("ambientLightColor", &ambientColor)
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simpleMat.SetUnifVec3("ambientLightColor", &ambientColor)
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}
|
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|
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if imgui.SliderFloat("Ambient Color Strength", &ambientColorStrength, 0, 1) {
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simpleShader.SetUnifFloat32("ambientStrength", ambientColorStrength)
|
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simpleMat.SetUnifFloat32("ambientStrength", ambientColorStrength)
|
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}
|
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|
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if imgui.SliderFloat3("Light Pos 1", &lightPos1.Data, -10, 10) {
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simpleShader.SetUnifVec3("lightPos1", &lightPos1)
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simpleMat.SetUnifVec3("lightPos1", &lightPos1)
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}
|
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if imgui.SliderFloat3("Light Color 1", &lightColor1.Data, 0, 1) {
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simpleShader.SetUnifVec3("lightColor1", &lightColor1)
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simpleMat.SetUnifVec3("lightColor1", &lightColor1)
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}
|
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|
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imgui.Render()
|
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@ -509,38 +355,37 @@ func runGameLogic() {
|
||||
|
||||
func draw() {
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|
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gl.Disable(gl.SCISSOR_TEST)
|
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gl.Enable(gl.CULL_FACE)
|
||||
gl.Enable(gl.DEPTH_TEST)
|
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gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
|
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simpleMat.Bind()
|
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|
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simpleShader.Activate()
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|
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//DRAW
|
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bo.Activate()
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||||
cubeMesh.BufObj.Bind()
|
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tempModelMat := modelMat.Clone()
|
||||
|
||||
rowSize := 10
|
||||
for y := 0; y < rowSize; y++ {
|
||||
for x := 0; x < rowSize; 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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simpleMat.SetUnifMat4("modelMat", &tempModelMat.Translate(gglm.NewVec3(-1, 0, 0)).Mat4)
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||||
gl.DrawElements(gl.TRIANGLES, int32(cubeMesh.BufObj.IndexBuf.DataLen), gl.UNSIGNED_INT, gl.PtrOffset(0))
|
||||
}
|
||||
simpleShader.SetUnifMat4("modelMat", &tempModelMat.Translate(gglm.NewVec3(float32(rowSize), -1, 0)).Mat4)
|
||||
simpleMat.SetUnifMat4("modelMat", &tempModelMat.Translate(gglm.NewVec3(float32(rowSize), -1, 0)).Mat4)
|
||||
}
|
||||
|
||||
simpleShader.SetUnifMat4("modelMat", &modelMat.Mat4)
|
||||
bo.Deactivate()
|
||||
simpleMat.SetUnifMat4("modelMat", &modelMat.Mat4)
|
||||
cubeMesh.BufObj.UnBind()
|
||||
|
||||
drawUI()
|
||||
window.SDLWin.GLSwap()
|
||||
|
||||
window.GLSwap()
|
||||
//Reset imgui changes before next draw
|
||||
gl.Disable(gl.SCISSOR_TEST)
|
||||
gl.Enable(gl.CULL_FACE)
|
||||
gl.Enable(gl.DEPTH_TEST)
|
||||
gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
|
||||
}
|
||||
|
||||
func drawUI() {
|
||||
|
||||
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
|
||||
fbWidth, fbHeight := window.GLGetDrawableSize()
|
||||
fbWidth, fbHeight := window.SDLWin.GLGetDrawableSize()
|
||||
if fbWidth <= 0 || fbHeight <= 0 {
|
||||
return
|
||||
}
|
||||
@ -564,13 +409,13 @@ func drawUI() {
|
||||
// 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.
|
||||
|
||||
imShader.Activate()
|
||||
imguiMat.Bind()
|
||||
|
||||
gl.Uniform1i(gl.GetUniformLocation(imShader.ID, gl.Str("Texture\x00")), 0)
|
||||
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)
|
||||
imShader.SetUnifMat4("ProjMtx", &orthoMat.Mat4)
|
||||
imguiMat.SetUnifMat4("ProjMtx", &orthoMat.Mat4)
|
||||
gl.BindSampler(0, 0) // Rely on combined texture/sampler state.
|
||||
|
||||
// Recreate the VAO every time
|
||||
@ -580,12 +425,12 @@ func drawUI() {
|
||||
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))
|
||||
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
|
||||
|
||||
Reference in New Issue
Block a user