Starting work on Engine+Mesh+Material systems/packages

This commit is contained in:
bloeys
2022-01-22 22:23:44 +04:00
parent b9cd630fcf
commit 6dee7b0f1d
7 changed files with 407 additions and 308 deletions

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@ -153,11 +153,11 @@ func (bo *BufferObject) SetBuffer(buf *Buffer) {
} }
} }
func (bo *BufferObject) Activate() { func (bo *BufferObject) Bind() {
gl.BindVertexArray(bo.VAOID) gl.BindVertexArray(bo.VAOID)
} }
func (bo *BufferObject) Deactivate() { func (bo *BufferObject) UnBind() {
gl.BindVertexArray(0) gl.BindVertexArray(0)
} }

108
engine/engine.go Executable file
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@ -0,0 +1,108 @@
package engine
import (
"github.com/bloeys/nmage/timing"
"github.com/go-gl/gl/v4.1-core/gl"
"github.com/veandco/go-sdl2/sdl"
)
type Window struct {
SDLWin *sdl.Window
GlCtx sdl.GLContext
}
func (w *Window) Destroy() error {
return w.SDLWin.Destroy()
}
func Init() error {
timing.Init()
err := initSDL()
return err
}
func initSDL() error {
err := sdl.Init(sdl.INIT_EVERYTHING)
if err != nil {
return err
}
sdl.ShowCursor(1)
sdl.GLSetAttribute(sdl.MAJOR_VERSION, 4)
sdl.GLSetAttribute(sdl.MINOR_VERSION, 1)
// R(0-255) G(0-255) B(0-255)
sdl.GLSetAttribute(sdl.GL_RED_SIZE, 8)
sdl.GLSetAttribute(sdl.GL_GREEN_SIZE, 8)
sdl.GLSetAttribute(sdl.GL_BLUE_SIZE, 8)
sdl.GLSetAttribute(sdl.GL_DOUBLEBUFFER, 1)
sdl.GLSetAttribute(sdl.GL_DEPTH_SIZE, 24)
sdl.GLSetAttribute(sdl.GL_STENCIL_SIZE, 8)
sdl.GLSetAttribute(sdl.GL_CONTEXT_PROFILE_MASK, sdl.GL_CONTEXT_PROFILE_CORE)
return nil
}
func CreateOpenGLWindow(title string, x, y, width, height int32, flags WindowFlags) (*Window, error) {
return createWindow(title, x, y, width, height, WindowFlags_OPENGL|flags)
}
func CreateOpenGLWindowCentered(title string, width, height int32, flags WindowFlags) (*Window, error) {
return createWindow(title, -1, -1, width, height, WindowFlags_OPENGL|flags)
}
func createWindow(title string, x, y, width, height int32, flags WindowFlags) (*Window, error) {
if x == -1 && y == -1 {
x = sdl.WINDOWPOS_CENTERED
y = sdl.WINDOWPOS_CENTERED
}
sdlWin, err := sdl.CreateWindow(title, x, y, width, height, uint32(flags))
if err != nil {
return nil, err
}
win := &Window{SDLWin: sdlWin}
win.GlCtx, err = sdlWin.GLCreateContext()
if err != nil {
return nil, err
}
err = initOpenGL()
if err != nil {
return nil, err
}
return win, err
}
func initOpenGL() error {
if err := gl.Init(); err != nil {
return err
}
gl.Enable(gl.DEPTH_TEST)
gl.Enable(gl.CULL_FACE)
gl.CullFace(gl.BACK)
gl.FrontFace(gl.CCW)
gl.ClearColor(0, 0, 0, 1)
return nil
}
func SetVSync(enabled bool) {
if enabled {
sdl.GLSetSwapInterval(1)
} else {
sdl.GLSetSwapInterval(0)
}
}

29
engine/windowflags.go Executable file
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@ -0,0 +1,29 @@
package engine
import "github.com/veandco/go-sdl2/sdl"
type WindowFlags int
const (
WindowFlags_FULLSCREEN WindowFlags = sdl.WINDOW_FULLSCREEN
WindowFlags_OPENGL WindowFlags = sdl.WINDOW_OPENGL
WindowFlags_SHOWN WindowFlags = sdl.WINDOW_SHOWN
WindowFlags_HIDDEN WindowFlags = sdl.WINDOW_HIDDEN
WindowFlags_BORDERLESS WindowFlags = sdl.WINDOW_BORDERLESS
WindowFlags_RESIZABLE WindowFlags = sdl.WINDOW_RESIZABLE
WindowFlags_MINIMIZED WindowFlags = sdl.WINDOW_MINIMIZED
WindowFlags_MAXIMIZED WindowFlags = sdl.WINDOW_MAXIMIZED
WindowFlags_INPUT_GRABBED WindowFlags = sdl.WINDOW_INPUT_GRABBED
WindowFlags_INPUT_FOCUS WindowFlags = sdl.WINDOW_INPUT_FOCUS
WindowFlags_MOUSE_FOCUS WindowFlags = sdl.WINDOW_MOUSE_FOCUS
WindowFlags_FULLSCREEN_DESKTOP WindowFlags = sdl.WINDOW_FULLSCREEN_DESKTOP
WindowFlags_FOREIGN WindowFlags = sdl.WINDOW_FOREIGN
WindowFlags_ALLOW_HIGHDPI WindowFlags = sdl.WINDOW_ALLOW_HIGHDPI
WindowFlags_MOUSE_CAPTURE WindowFlags = sdl.WINDOW_MOUSE_CAPTURE
WindowFlags_ALWAYS_ON_TOP WindowFlags = sdl.WINDOW_ALWAYS_ON_TOP
WindowFlags_SKIP_TASKBAR WindowFlags = sdl.WINDOW_SKIP_TASKBAR
WindowFlags_UTILITY WindowFlags = sdl.WINDOW_UTILITY
WindowFlags_TOOLTIP WindowFlags = sdl.WINDOW_TOOLTIP
WindowFlags_POPUP_MENU WindowFlags = sdl.WINDOW_POPUP_MENU
// WindowFlags_VULKAN WindowFlags = sdl.WINDOW_VULKAN
)

311
main.go
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@ -6,28 +6,31 @@ import (
"github.com/bloeys/assimp-go/asig" "github.com/bloeys/assimp-go/asig"
"github.com/bloeys/gglm/gglm" "github.com/bloeys/gglm/gglm"
"github.com/bloeys/nmage/asserts" "github.com/bloeys/nmage/engine"
"github.com/bloeys/nmage/buffers"
"github.com/bloeys/nmage/input" "github.com/bloeys/nmage/input"
"github.com/bloeys/nmage/logging" "github.com/bloeys/nmage/logging"
"github.com/bloeys/nmage/shaders" "github.com/bloeys/nmage/materials"
"github.com/bloeys/nmage/meshes"
"github.com/bloeys/nmage/timing" "github.com/bloeys/nmage/timing"
"github.com/go-gl/gl/v4.1-core/gl" "github.com/go-gl/gl/v4.1-core/gl"
"github.com/inkyblackness/imgui-go/v4" "github.com/inkyblackness/imgui-go/v4"
"github.com/veandco/go-sdl2/sdl" "github.com/veandco/go-sdl2/sdl"
) )
//TODO: //TODO: Tasks:
//Make a window/engine class //Engine loop
//Mesh class //Proper rendering setup
//Flesh out the material system
//Object //Object
//Abstract UI //Abstract UI
//Textures //Textures
//Proper Asset loading
//Rework buffers package
//Interleaved or packed buffers (xyzxyzxyz OR xxxyyyzzz)
//Audio //Audio
//Low Priority:
// Proper Asset loading
// Rework buffers package
// Interleaved or packed buffers (xyzxyzxyz OR xxxyyyzzz)
type ImguiInfo struct { type ImguiInfo struct {
imCtx *imgui.Context imCtx *imgui.Context
@ -42,11 +45,11 @@ var (
winHeight int32 = 720 winHeight int32 = 720
isRunning bool = true isRunning bool = true
window *sdl.Window window *engine.Window
simpleShader shaders.ShaderProgram simpleMat *materials.Material
imShader shaders.ShaderProgram imguiMat *materials.Material
bo *buffers.BufferObject cubeMesh *meshes.Mesh
modelMat = gglm.NewTrMatId() modelMat = gglm.NewTrMatId()
projMat = &gglm.Mat4{} projMat = &gglm.Mat4{}
@ -61,44 +64,42 @@ func main() {
runtime.LockOSThread() runtime.LockOSThread()
err := initSDL() //Init engine
err := engine.Init()
if err != nil { if err != nil {
logging.ErrLog.Fatalln("Failed to init SDL. Err:", err) logging.ErrLog.Fatalln("Failed to init nMage. Err:", err)
} }
window, err = sdl.CreateWindow("Go SDL Engine", sdl.WINDOWPOS_CENTERED, sdl.WINDOWPOS_CENTERED, winWidth, winHeight, sdl.WINDOW_OPENGL|sdl.WINDOW_RESIZABLE) //Create window
window, err = engine.CreateOpenGLWindowCentered("nMage", winWidth, winHeight, engine.WindowFlags_RESIZABLE)
if err != nil { if err != nil {
logging.ErrLog.Fatalln("Failed to create window. Err: ", err) logging.ErrLog.Fatalln("Failed to create window. Err: ", err)
} }
defer window.Destroy() defer window.Destroy()
glCtx, err := window.GLCreateContext() engine.SetVSync(false)
if err != nil {
logging.ErrLog.Fatalln("Failed to create OpenGL context. Err: ", err)
}
defer sdl.GLDeleteContext(glCtx)
err = initOpenGL() //Create materials
simpleMat = materials.NewMaterial("Simple Mat", "./res/shaders/simple")
imguiMat = materials.NewMaterial("ImGUI Mat", "./res/shaders/imgui")
//Load meshes
cubeMesh, err = meshes.NewMesh("Cube", "./res/models/color-cube.fbx", asig.PostProcess(0))
if err != nil { if err != nil {
logging.ErrLog.Fatalln(err) logging.ErrLog.Fatalln("Failed to load cube mesh. Err: ", err)
} }
//Set vsync
sdl.GLSetSwapInterval(0)
loadShaders()
loadBuffers()
initImGUI() initImGUI()
//Enable vertex attributes //Enable vertex attributes
simpleShader.SetAttribute("vertPosIn", bo, bo.VertPosBuf) simpleMat.SetAttribute("vertPosIn", cubeMesh.BufObj, cubeMesh.BufObj.VertPosBuf)
simpleShader.EnableAttribute("vertPosIn") simpleMat.EnableAttribute("vertPosIn")
simpleShader.SetAttribute("vertColorIn", bo, bo.ColorBuf) simpleMat.SetAttribute("vertColorIn", cubeMesh.BufObj, cubeMesh.BufObj.ColorBuf)
simpleShader.EnableAttribute("vertColorIn") simpleMat.EnableAttribute("vertColorIn")
simpleShader.SetAttribute("vertNormalIn", bo, bo.NormalBuf) simpleMat.SetAttribute("vertNormalIn", cubeMesh.BufObj, cubeMesh.BufObj.NormalBuf)
simpleShader.EnableAttribute("vertNormalIn") simpleMat.EnableAttribute("vertNormalIn")
//Movement, scale and rotation //Movement, scale and rotation
translationMat := gglm.NewTranslationMat(gglm.NewVec3(0, 0, 0)) translationMat := gglm.NewTranslationMat(gglm.NewVec3(0, 0, 0))
@ -106,21 +107,20 @@ func main() {
rotMat := gglm.NewRotMat(gglm.NewQuatEuler(gglm.NewVec3(0, 0, 0).AsRad())) rotMat := gglm.NewRotMat(gglm.NewQuatEuler(gglm.NewVec3(0, 0, 0).AsRad()))
modelMat.Mul(translationMat.Mul(rotMat.Mul(scaleMat))) modelMat.Mul(translationMat.Mul(rotMat.Mul(scaleMat)))
simpleShader.SetUnifMat4("modelMat", &modelMat.Mat4) simpleMat.SetUnifMat4("modelMat", &modelMat.Mat4)
//Moves objects into the cameras view //Moves objects into the cameras view
updateViewMat() updateViewMat()
//Perspective/Depth //Perspective/Depth
projMat := gglm.Perspective(45*gglm.Deg2Rad, float32(winWidth)/float32(winHeight), 0.1, 500) projMat := gglm.Perspective(45*gglm.Deg2Rad, float32(winWidth)/float32(winHeight), 0.1, 500)
simpleShader.SetUnifMat4("projMat", projMat) simpleMat.SetUnifMat4("projMat", projMat)
//Lights //Lights
simpleShader.SetUnifVec3("lightPos1", &lightPos1) simpleMat.SetUnifVec3("lightPos1", &lightPos1)
simpleShader.SetUnifVec3("lightColor1", &lightColor1) simpleMat.SetUnifVec3("lightColor1", &lightColor1)
//Game loop //Game loop
timing.Init()
for isRunning { for isRunning {
timing.FrameStarted() timing.FrameStarted()
@ -132,154 +132,14 @@ func main() {
timing.FrameEnded() timing.FrameEnded()
window.SetTitle(fmt.Sprintf("FPS: %.0f; Elapsed: %v", 1/timing.DT(), timing.ElapsedTime())) window.SDLWin.SetTitle(fmt.Sprintf("FPS: %.0f; Elapsed: %v", 1/timing.DT(), timing.ElapsedTime()))
} }
} }
func updateViewMat() { func updateViewMat() {
targetPos := camPos.Clone().Add(camForward) targetPos := camPos.Clone().Add(camForward)
viewMat := gglm.LookAt(camPos, targetPos, gglm.NewVec3(0, 1, 0)) viewMat := gglm.LookAt(camPos, targetPos, gglm.NewVec3(0, 1, 0))
simpleShader.SetUnifMat4("viewMat", &viewMat.Mat4) simpleMat.SetUnifMat4("viewMat", &viewMat.Mat4)
}
func initSDL() error {
err := sdl.Init(sdl.INIT_EVERYTHING)
if err != nil {
return err
}
sdl.ShowCursor(1)
sdl.GLSetAttribute(sdl.MAJOR_VERSION, 4)
sdl.GLSetAttribute(sdl.MINOR_VERSION, 1)
// R(0-255) G(0-255) B(0-255)
sdl.GLSetAttribute(sdl.GL_RED_SIZE, 8)
sdl.GLSetAttribute(sdl.GL_GREEN_SIZE, 8)
sdl.GLSetAttribute(sdl.GL_BLUE_SIZE, 8)
sdl.GLSetAttribute(sdl.GL_DOUBLEBUFFER, 1)
sdl.GLSetAttribute(sdl.GL_DEPTH_SIZE, 24)
sdl.GLSetAttribute(sdl.GL_STENCIL_SIZE, 8)
sdl.GLSetAttribute(sdl.GL_CONTEXT_PROFILE_MASK, sdl.GL_CONTEXT_PROFILE_CORE)
return nil
}
func initOpenGL() error {
if err := gl.Init(); err != nil {
return err
}
gl.Enable(gl.DEPTH_TEST)
gl.Enable(gl.CULL_FACE)
gl.CullFace(gl.BACK)
gl.FrontFace(gl.CCW)
gl.ClearColor(0, 0, 0, 1)
return nil
}
func loadShaders() {
var err error
simpleShader, err = shaders.NewShaderProgram()
if err != nil {
logging.ErrLog.Fatalln("Failed to create new shader program. Err: ", err)
}
vertShader, err := shaders.LoadAndCompilerShader("./res/shaders/simple.vert.glsl", shaders.VertexShaderType)
if err != nil {
logging.ErrLog.Fatalln("Failed to create new shader. Err: ", err)
}
fragShader, err := shaders.LoadAndCompilerShader("./res/shaders/simple.frag.glsl", shaders.FragmentShaderType)
if err != nil {
logging.ErrLog.Fatalln("Failed to create new shader. Err: ", err)
}
simpleShader.AttachShader(vertShader)
simpleShader.AttachShader(fragShader)
simpleShader.Link()
//ImGUI shader
imShader, err = shaders.NewShaderProgram()
if err != nil {
logging.ErrLog.Fatalln("Failed to create new shader program. Err: ", err)
}
imguiVertShader, err := shaders.LoadAndCompilerShader("./res/shaders/imgui.vert.glsl", shaders.VertexShaderType)
if err != nil {
logging.ErrLog.Fatalln("Failed to create new shader. Err: ", err)
}
imguiFragShader, err := shaders.LoadAndCompilerShader("./res/shaders/imgui.frag.glsl", shaders.FragmentShaderType)
if err != nil {
logging.ErrLog.Fatalln("Failed to create new shader. Err: ", err)
}
imShader.AttachShader(imguiVertShader)
imShader.AttachShader(imguiFragShader)
imShader.Link()
}
func flattenVec3(vec3s []gglm.Vec3) []float32 {
floats := make([]float32, len(vec3s)*3)
for i := 0; i < len(vec3s); i++ {
floats[i*3+0] = vec3s[i].X()
floats[i*3+1] = vec3s[i].Y()
floats[i*3+2] = vec3s[i].Z()
}
return floats
}
func flattenVec4(vec4s []gglm.Vec4) []float32 {
floats := make([]float32, len(vec4s)*4)
for i := 0; i < len(vec4s); i++ {
floats[i*4+0] = vec4s[i].X()
floats[i*4+1] = vec4s[i].Y()
floats[i*4+2] = vec4s[i].Z()
floats[i*4+3] = vec4s[i].W()
}
return floats
}
func flattenFaces(faces []asig.Face) []uint32 {
asserts.True(len(faces[0].Indices) == 3, fmt.Sprintf("Face doesn't have 3 indices. Index count: %v\n", len(faces[0].Indices)))
uints := make([]uint32, len(faces)*3)
for i := 0; i < len(faces); i++ {
uints[i*3+0] = uint32(faces[i].Indices[0])
uints[i*3+1] = uint32(faces[i].Indices[1])
uints[i*3+2] = uint32(faces[i].Indices[2])
}
return uints
}
func loadBuffers() {
// scene, release, err := asig.ImportFile("./res/models/weird-cube.fbx", asig.PostProcessTriangulate)
scene, release, err := asig.ImportFile("./res/models/color-cube.fbx", asig.PostProcessTriangulate)
if err != nil {
logging.ErrLog.Panicln("Failed to load model. Err: " + err.Error())
}
release()
bo = buffers.NewBufferObject()
bo.GenBuffer(flattenVec3(scene.Meshes[0].Vertices), buffers.BufUsageStatic, buffers.BufTypeVertPos, buffers.DataTypeVec3)
bo.GenBuffer(flattenVec3(scene.Meshes[0].Normals), buffers.BufUsageStatic, buffers.BufTypeNormal, buffers.DataTypeVec3)
bo.GenBuffer(flattenVec4(scene.Meshes[0].ColorSets[0]), buffers.BufUsageStatic, buffers.BufTypeColor, buffers.DataTypeVec4)
bo.GenBufferUint32(flattenFaces(scene.Meshes[0].Faces), buffers.BufUsageStatic, buffers.BufTypeIndex, buffers.DataTypeUint32)
} }
func initImGUI() { func initImGUI() {
@ -309,11 +169,11 @@ func initImGUI() {
imIO.Fonts().SetTextureID(imgui.TextureID(imguiInfo.texID)) imIO.Fonts().SetTextureID(imgui.TextureID(imguiInfo.texID))
//Shader attributes //Shader attributes
imShader.Activate() imguiMat.Bind()
imShader.EnableAttribute("Position") imguiMat.EnableAttribute("Position")
imShader.EnableAttribute("UV") imguiMat.EnableAttribute("UV")
imShader.EnableAttribute("Color") imguiMat.EnableAttribute("Color")
imShader.Deactivate() imguiMat.UnBind()
//Init imgui input mapping //Init imgui input mapping
keys := map[int]int{ keys := map[int]int{
@ -380,26 +240,12 @@ func handleInputs() {
case *sdl.MouseMotionEvent: case *sdl.MouseMotionEvent:
input.HandleMouseMotionEvent(e) input.HandleMouseMotionEvent(e)
case *sdl.WindowEvent:
//NOTE: SDL is not firing window resize, but is resizing the window by itself
// if e.Type != sdl.WINDOWEVENT_SIZE_CHANGED {
// continue
// }
// winWidth = e.Data1
// winHeight = e.Data2
// window.SetSize(int32(winWidth), int32(winHeight))
// projMat = gglm.Perspective(45*gglm.Deg2Rad, float32(winWidth)/float32(winHeight), 0.1, 20)
// simpleShader.SetUnifMat4("projMat", projMat)
case *sdl.QuitEvent: case *sdl.QuitEvent:
isRunning = false isRunning = false
} }
} }
currWinWidth, currWinHeight := window.GetSize() currWinWidth, currWinHeight := window.SDLWin.GetSize()
if winWidth != currWinWidth || winHeight != currWinHeight { if winWidth != currWinWidth || winHeight != currWinHeight {
handleWindowResize(currWinWidth, currWinHeight) handleWindowResize(currWinWidth, currWinHeight)
} }
@ -422,14 +268,14 @@ func handleWindowResize(newWinWidth, newWinHeight int32) {
winWidth = newWinWidth winWidth = newWinWidth
winHeight = newWinHeight winHeight = newWinHeight
fbWidth, fbHeight := window.GLGetDrawableSize() fbWidth, fbHeight := window.SDLWin.GLGetDrawableSize()
if fbWidth <= 0 || fbHeight <= 0 { if fbWidth <= 0 || fbHeight <= 0 {
return return
} }
gl.Viewport(0, 0, fbWidth, fbHeight) gl.Viewport(0, 0, fbWidth, fbHeight)
projMat = gglm.Perspective(45*gglm.Deg2Rad, float32(winWidth)/float32(winHeight), 0.1, 20) projMat = gglm.Perspective(45*gglm.Deg2Rad, float32(winWidth)/float32(winHeight), 0.1, 20)
simpleShader.SetUnifMat4("projMat", projMat) simpleMat.SetUnifMat4("projMat", projMat)
} }
var time uint64 = 0 var time uint64 = 0
@ -443,7 +289,7 @@ var lightColor1 gglm.Vec3 = *gglm.NewVec3(1, 1, 1)
func runGameLogic() { func runGameLogic() {
var camSpeed float32 = 15.0 var camSpeed float32 = 15
if input.KeyDown(sdl.K_w) { if input.KeyDown(sdl.K_w) {
camPos.Data[1] += camSpeed * timing.DT() camPos.Data[1] += camSpeed * timing.DT()
updateViewMat() updateViewMat()
@ -470,7 +316,7 @@ func runGameLogic() {
} }
modelMat.Rotate(10*timing.DT()*gglm.Deg2Rad, gglm.NewVec3(1, 1, 1).Normalize()) modelMat.Rotate(10*timing.DT()*gglm.Deg2Rad, gglm.NewVec3(1, 1, 1).Normalize())
simpleShader.SetUnifMat4("modelMat", &modelMat.Mat4) simpleMat.SetUnifMat4("modelMat", &modelMat.Mat4)
//ImGUI //ImGUI
imIO := imgui.CurrentIO() imIO := imgui.CurrentIO()
@ -489,19 +335,19 @@ func runGameLogic() {
imgui.NewFrame() imgui.NewFrame()
if imgui.SliderFloat3("Ambient Color", &ambientColor.Data, 0, 1) { if imgui.SliderFloat3("Ambient Color", &ambientColor.Data, 0, 1) {
simpleShader.SetUnifVec3("ambientLightColor", &ambientColor) simpleMat.SetUnifVec3("ambientLightColor", &ambientColor)
} }
if imgui.SliderFloat("Ambient Color Strength", &ambientColorStrength, 0, 1) { if imgui.SliderFloat("Ambient Color Strength", &ambientColorStrength, 0, 1) {
simpleShader.SetUnifFloat32("ambientStrength", ambientColorStrength) simpleMat.SetUnifFloat32("ambientStrength", ambientColorStrength)
} }
if imgui.SliderFloat3("Light Pos 1", &lightPos1.Data, -10, 10) { if imgui.SliderFloat3("Light Pos 1", &lightPos1.Data, -10, 10) {
simpleShader.SetUnifVec3("lightPos1", &lightPos1) simpleMat.SetUnifVec3("lightPos1", &lightPos1)
} }
if imgui.SliderFloat3("Light Color 1", &lightColor1.Data, 0, 1) { if imgui.SliderFloat3("Light Color 1", &lightColor1.Data, 0, 1) {
simpleShader.SetUnifVec3("lightColor1", &lightColor1) simpleMat.SetUnifVec3("lightColor1", &lightColor1)
} }
imgui.Render() imgui.Render()
@ -509,38 +355,37 @@ func runGameLogic() {
func draw() { func draw() {
gl.Disable(gl.SCISSOR_TEST) simpleMat.Bind()
gl.Enable(gl.CULL_FACE)
gl.Enable(gl.DEPTH_TEST)
gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
simpleShader.Activate() cubeMesh.BufObj.Bind()
//DRAW
bo.Activate()
tempModelMat := modelMat.Clone() tempModelMat := modelMat.Clone()
rowSize := 10 rowSize := 10
for y := 0; y < rowSize; y++ { for y := 0; y < rowSize; y++ {
for x := 0; x < rowSize; x++ { for x := 0; x < rowSize; x++ {
simpleShader.SetUnifMat4("modelMat", &tempModelMat.Translate(gglm.NewVec3(-1, 0, 0)).Mat4) simpleMat.SetUnifMat4("modelMat", &tempModelMat.Translate(gglm.NewVec3(-1, 0, 0)).Mat4)
gl.DrawElements(gl.TRIANGLES, int32(bo.IndexBuf.DataLen), gl.UNSIGNED_INT, gl.PtrOffset(0)) 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) simpleMat.SetUnifMat4("modelMat", &modelMat.Mat4)
bo.Deactivate() cubeMesh.BufObj.UnBind()
drawUI() 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() { func drawUI() {
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) // 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 { if fbWidth <= 0 || fbHeight <= 0 {
return 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). // 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. // 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 //PERF: only update the ortho matrix on window resize
orthoMat := gglm.Ortho(0, float32(winWidth), 0, float32(winHeight), 0, 20) 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. gl.BindSampler(0, 0) // Rely on combined texture/sampler state.
// Recreate the VAO every time // Recreate the VAO every time
@ -580,12 +425,12 @@ func drawUI() {
gl.BindBuffer(gl.ARRAY_BUFFER, imguiInfo.vboID) gl.BindBuffer(gl.ARRAY_BUFFER, imguiInfo.vboID)
vertexSize, vertexOffsetPos, vertexOffsetUv, vertexOffsetCol := imgui.VertexBufferLayout() vertexSize, vertexOffsetPos, vertexOffsetUv, vertexOffsetCol := imgui.VertexBufferLayout()
imShader.EnableAttribute("Position") imguiMat.EnableAttribute("Position")
imShader.EnableAttribute("UV") imguiMat.EnableAttribute("UV")
imShader.EnableAttribute("Color") imguiMat.EnableAttribute("Color")
gl.VertexAttribPointerWithOffset(uint32(imShader.GetAttribLoc("Position")), 2, gl.FLOAT, false, int32(vertexSize), uintptr(vertexOffsetPos)) gl.VertexAttribPointerWithOffset(uint32(imguiMat.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(imguiMat.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)) gl.VertexAttribPointerWithOffset(uint32(imguiMat.GetAttribLoc("Color")), 4, gl.UNSIGNED_BYTE, true, int32(vertexSize), uintptr(vertexOffsetCol))
indexSize := imgui.IndexBufferLayout() indexSize := imgui.IndexBufferLayout()
drawType := gl.UNSIGNED_SHORT drawType := gl.UNSIGNED_SHORT

109
materials/material.go Executable file
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@ -0,0 +1,109 @@
package materials
import (
"github.com/bloeys/gglm/gglm"
"github.com/bloeys/nmage/buffers"
"github.com/bloeys/nmage/logging"
"github.com/bloeys/nmage/shaders"
"github.com/go-gl/gl/v4.1-core/gl"
)
type Material struct {
Name string
ShaderProg shaders.ShaderProgram
}
func (m *Material) Bind() {
gl.UseProgram(m.ShaderProg.ID)
}
func (m *Material) UnBind() {
gl.UseProgram(0)
}
func (m *Material) GetAttribLoc(attribName string) int32 {
return gl.GetAttribLocation(m.ShaderProg.ID, gl.Str(attribName+"\x00"))
}
func (m *Material) SetAttribute(attribName string, bufObj *buffers.BufferObject, buf *buffers.Buffer) {
bufObj.Bind()
buf.Activate()
attribLoc := m.GetAttribLoc(attribName)
gl.VertexAttribPointer(uint32(attribLoc), buf.ElementCount, buf.ElementType, false, buf.GetSize(), gl.PtrOffset(0))
bufObj.Bind()
buf.Deactivate()
}
func (m *Material) EnableAttribute(attribName string) {
gl.EnableVertexAttribArray(uint32(m.GetAttribLoc(attribName)))
}
func (m *Material) DisableAttribute(attribName string) {
gl.DisableVertexAttribArray(uint32(m.GetAttribLoc(attribName)))
}
func (m *Material) SetUnifFloat32(uniformName string, val float32) {
loc := gl.GetUniformLocation(m.ShaderProg.ID, gl.Str(uniformName+"\x00"))
gl.ProgramUniform1f(m.ShaderProg.ID, loc, val)
}
func (m *Material) SetUnifVec2(uniformName string, vec2 *gglm.Vec2) {
loc := gl.GetUniformLocation(m.ShaderProg.ID, gl.Str(uniformName+"\x00"))
gl.ProgramUniform2fv(m.ShaderProg.ID, loc, 1, &vec2.Data[0])
}
func (m *Material) SetUnifVec3(uniformName string, vec3 *gglm.Vec3) {
loc := gl.GetUniformLocation(m.ShaderProg.ID, gl.Str(uniformName+"\x00"))
gl.ProgramUniform3fv(m.ShaderProg.ID, loc, 1, &vec3.Data[0])
}
func (m *Material) SetUnifVec4(uniformName string, vec4 *gglm.Vec4) {
loc := gl.GetUniformLocation(m.ShaderProg.ID, gl.Str(uniformName+"\x00"))
gl.ProgramUniform4fv(m.ShaderProg.ID, loc, 1, &vec4.Data[0])
}
func (m *Material) SetUnifMat2(uniformName string, mat2 *gglm.Mat2) {
loc := gl.GetUniformLocation(m.ShaderProg.ID, gl.Str(uniformName+"\x00"))
gl.ProgramUniformMatrix2fv(m.ShaderProg.ID, loc, 1, false, &mat2.Data[0][0])
}
func (m *Material) SetUnifMat3(uniformName string, mat3 *gglm.Mat3) {
loc := gl.GetUniformLocation(m.ShaderProg.ID, gl.Str(uniformName+"\x00"))
gl.ProgramUniformMatrix3fv(m.ShaderProg.ID, loc, 1, false, &mat3.Data[0][0])
}
func (m *Material) SetUnifMat4(uniformName string, mat4 *gglm.Mat4) {
loc := gl.GetUniformLocation(m.ShaderProg.ID, gl.Str(uniformName+"\x00"))
gl.ProgramUniformMatrix4fv(m.ShaderProg.ID, loc, 1, false, &mat4.Data[0][0])
}
func (m *Material) Delete() {
gl.DeleteProgram(m.ShaderProg.ID)
}
func NewMaterial(matName, shaderPath string) *Material {
shdrProg, err := shaders.NewShaderProgram()
if err != nil {
logging.ErrLog.Fatalln("Failed to create new shader program. Err: ", err)
}
vertShader, err := shaders.LoadAndCompilerShader(shaderPath+".vert.glsl", shaders.VertexShaderType)
if err != nil {
logging.ErrLog.Fatalln("Failed to load and create vertex shader. Err: ", err)
}
fragShader, err := shaders.LoadAndCompilerShader(shaderPath+".frag.glsl", shaders.FragmentShaderType)
if err != nil {
logging.ErrLog.Fatalln("Failed to load and create fragment shader. Err: ", err)
}
shdrProg.AttachShader(vertShader)
shdrProg.AttachShader(fragShader)
shdrProg.Link()
return &Material{Name: matName, ShaderProg: shdrProg}
}

81
meshes/mesh.go Executable file
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@ -0,0 +1,81 @@
package meshes
import (
"errors"
"fmt"
"github.com/bloeys/assimp-go/asig"
"github.com/bloeys/gglm/gglm"
"github.com/bloeys/nmage/asserts"
"github.com/bloeys/nmage/buffers"
)
type Mesh struct {
Name string
BufObj *buffers.BufferObject
}
func NewMesh(name, modelPath string, postProcessFlags asig.PostProcess) (*Mesh, error) {
scene, release, err := asig.ImportFile(modelPath, asig.PostProcessTriangulate|postProcessFlags)
if err != nil {
return nil, errors.New("Failed to load model. Err: " + err.Error())
}
defer release()
if len(scene.Meshes) == 0 {
return nil, errors.New("No meshes found in file: " + modelPath)
}
mesh := &Mesh{Name: name, BufObj: buffers.NewBufferObject()}
sceneMesh := scene.Meshes[0]
mesh.BufObj.GenBuffer(flattenVec3(sceneMesh.Normals), buffers.BufUsageStatic, buffers.BufTypeNormal, buffers.DataTypeVec3)
mesh.BufObj.GenBuffer(flattenVec3(sceneMesh.Vertices), buffers.BufUsageStatic, buffers.BufTypeVertPos, buffers.DataTypeVec3)
mesh.BufObj.GenBufferUint32(flattenFaces(sceneMesh.Faces), buffers.BufUsageStatic, buffers.BufTypeIndex, buffers.DataTypeUint32)
if len(sceneMesh.ColorSets) > 0 {
mesh.BufObj.GenBuffer(flattenVec4(sceneMesh.ColorSets[0]), buffers.BufUsageStatic, buffers.BufTypeColor, buffers.DataTypeVec4)
}
return mesh, nil
}
func flattenVec3(vec3s []gglm.Vec3) []float32 {
floats := make([]float32, len(vec3s)*3)
for i := 0; i < len(vec3s); i++ {
floats[i*3+0] = vec3s[i].X()
floats[i*3+1] = vec3s[i].Y()
floats[i*3+2] = vec3s[i].Z()
}
return floats
}
func flattenVec4(vec4s []gglm.Vec4) []float32 {
floats := make([]float32, len(vec4s)*4)
for i := 0; i < len(vec4s); i++ {
floats[i*4+0] = vec4s[i].X()
floats[i*4+1] = vec4s[i].Y()
floats[i*4+2] = vec4s[i].Z()
floats[i*4+3] = vec4s[i].W()
}
return floats
}
func flattenFaces(faces []asig.Face) []uint32 {
asserts.True(len(faces[0].Indices) == 3, fmt.Sprintf("Face doesn't have 3 indices. Index count: %v\n", len(faces[0].Indices)))
uints := make([]uint32, len(faces)*3)
for i := 0; i < len(faces); i++ {
uints[i*3+0] = uint32(faces[i].Indices[0])
uints[i*3+1] = uint32(faces[i].Indices[1])
uints[i*3+2] = uint32(faces[i].Indices[2])
}
return uints
}

View File

@ -1,8 +1,6 @@
package shaders package shaders
import ( import (
"github.com/bloeys/gglm/gglm"
"github.com/bloeys/nmage/buffers"
"github.com/bloeys/nmage/logging" "github.com/bloeys/nmage/logging"
"github.com/go-gl/gl/v4.1-core/gl" "github.com/go-gl/gl/v4.1-core/gl"
) )
@ -37,74 +35,3 @@ func (sp *ShaderProgram) Link() {
gl.DeleteShader(sp.FragShaderID) gl.DeleteShader(sp.FragShaderID)
} }
} }
func (sp *ShaderProgram) Activate() {
gl.UseProgram(sp.ID)
}
func (sp *ShaderProgram) Deactivate() {
gl.UseProgram(0)
}
func (sp *ShaderProgram) GetAttribLoc(attribName string) int32 {
return gl.GetAttribLocation(sp.ID, gl.Str(attribName+"\x00"))
}
func (sp *ShaderProgram) SetAttribute(attribName string, bufObj *buffers.BufferObject, buf *buffers.Buffer) {
bufObj.Activate()
buf.Activate()
attribLoc := sp.GetAttribLoc(attribName)
gl.VertexAttribPointer(uint32(attribLoc), buf.ElementCount, buf.ElementType, false, buf.GetSize(), gl.PtrOffset(0))
bufObj.Activate()
buf.Deactivate()
}
func (sp *ShaderProgram) EnableAttribute(attribName string) {
gl.EnableVertexAttribArray(uint32(sp.GetAttribLoc(attribName)))
}
func (sp *ShaderProgram) DisableAttribute(attribName string) {
gl.DisableVertexAttribArray(uint32(sp.GetAttribLoc(attribName)))
}
func (sp *ShaderProgram) SetUnifFloat32(uniformName string, val float32) {
loc := gl.GetUniformLocation(sp.ID, gl.Str(uniformName+"\x00"))
gl.ProgramUniform1f(sp.ID, loc, val)
}
func (sp *ShaderProgram) SetUnifVec2(uniformName string, vec2 *gglm.Vec2) {
loc := gl.GetUniformLocation(sp.ID, gl.Str(uniformName+"\x00"))
gl.ProgramUniform2fv(sp.ID, loc, 1, &vec2.Data[0])
}
func (sp *ShaderProgram) SetUnifVec3(uniformName string, vec3 *gglm.Vec3) {
loc := gl.GetUniformLocation(sp.ID, gl.Str(uniformName+"\x00"))
gl.ProgramUniform3fv(sp.ID, loc, 1, &vec3.Data[0])
}
func (sp *ShaderProgram) SetUnifVec4(uniformName string, vec4 *gglm.Vec4) {
loc := gl.GetUniformLocation(sp.ID, gl.Str(uniformName+"\x00"))
gl.ProgramUniform4fv(sp.ID, loc, 1, &vec4.Data[0])
}
func (sp *ShaderProgram) SetUnifMat2(uniformName string, mat2 *gglm.Mat2) {
loc := gl.GetUniformLocation(sp.ID, gl.Str(uniformName+"\x00"))
gl.ProgramUniformMatrix2fv(sp.ID, loc, 1, false, &mat2.Data[0][0])
}
func (sp *ShaderProgram) SetUnifMat3(uniformName string, mat3 *gglm.Mat3) {
loc := gl.GetUniformLocation(sp.ID, gl.Str(uniformName+"\x00"))
gl.ProgramUniformMatrix3fv(sp.ID, loc, 1, false, &mat3.Data[0][0])
}
func (sp *ShaderProgram) SetUnifMat4(uniformName string, mat4 *gglm.Mat4) {
loc := gl.GetUniformLocation(sp.ID, gl.Str(uniformName+"\x00"))
gl.ProgramUniformMatrix4fv(sp.ID, loc, 1, false, &mat4.Data[0][0])
}
func (sp *ShaderProgram) Delete() {
gl.DeleteProgram(sp.ID)
}