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:
@ -153,11 +153,11 @@ func (bo *BufferObject) SetBuffer(buf *Buffer) {
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}
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}
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func (bo *BufferObject) Activate() {
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func (bo *BufferObject) Bind() {
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gl.BindVertexArray(bo.VAOID)
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}
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func (bo *BufferObject) Deactivate() {
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func (bo *BufferObject) UnBind() {
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gl.BindVertexArray(0)
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}
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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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29
engine/windowflags.go
Executable file
29
engine/windowflags.go
Executable file
@ -0,0 +1,29 @@
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package engine
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import "github.com/veandco/go-sdl2/sdl"
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type WindowFlags int
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const (
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WindowFlags_FULLSCREEN WindowFlags = sdl.WINDOW_FULLSCREEN
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WindowFlags_OPENGL WindowFlags = sdl.WINDOW_OPENGL
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WindowFlags_SHOWN WindowFlags = sdl.WINDOW_SHOWN
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WindowFlags_HIDDEN WindowFlags = sdl.WINDOW_HIDDEN
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WindowFlags_BORDERLESS WindowFlags = sdl.WINDOW_BORDERLESS
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WindowFlags_RESIZABLE WindowFlags = sdl.WINDOW_RESIZABLE
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WindowFlags_MINIMIZED WindowFlags = sdl.WINDOW_MINIMIZED
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WindowFlags_MAXIMIZED WindowFlags = sdl.WINDOW_MAXIMIZED
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WindowFlags_INPUT_GRABBED WindowFlags = sdl.WINDOW_INPUT_GRABBED
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WindowFlags_INPUT_FOCUS WindowFlags = sdl.WINDOW_INPUT_FOCUS
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WindowFlags_MOUSE_FOCUS WindowFlags = sdl.WINDOW_MOUSE_FOCUS
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WindowFlags_FULLSCREEN_DESKTOP WindowFlags = sdl.WINDOW_FULLSCREEN_DESKTOP
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WindowFlags_FOREIGN WindowFlags = sdl.WINDOW_FOREIGN
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WindowFlags_ALLOW_HIGHDPI WindowFlags = sdl.WINDOW_ALLOW_HIGHDPI
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WindowFlags_MOUSE_CAPTURE WindowFlags = sdl.WINDOW_MOUSE_CAPTURE
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WindowFlags_ALWAYS_ON_TOP WindowFlags = sdl.WINDOW_ALWAYS_ON_TOP
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WindowFlags_SKIP_TASKBAR WindowFlags = sdl.WINDOW_SKIP_TASKBAR
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WindowFlags_UTILITY WindowFlags = sdl.WINDOW_UTILITY
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WindowFlags_TOOLTIP WindowFlags = sdl.WINDOW_TOOLTIP
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WindowFlags_POPUP_MENU WindowFlags = sdl.WINDOW_POPUP_MENU
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// WindowFlags_VULKAN WindowFlags = sdl.WINDOW_VULKAN
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)
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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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|
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if err := gl.Init(); err != nil {
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return err
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}
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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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|
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gl.ClearColor(0, 0, 0, 1)
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return nil
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}
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|
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func loadShaders() {
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|
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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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|
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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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|
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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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|
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simpleShader.AttachShader(vertShader)
|
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simpleShader.AttachShader(fragShader)
|
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simpleShader.Link()
|
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|
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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 {
|
||||
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)
|
||||
if err != nil {
|
||||
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 {
|
||||
|
||||
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)
|
||||
simpleMat.SetUnifMat4("viewMat", &viewMat.Mat4)
|
||||
}
|
||||
|
||||
func initImGUI() {
|
||||
@ -309,11 +169,11 @@ func initImGUI() {
|
||||
imIO.Fonts().SetTextureID(imgui.TextureID(imguiInfo.texID))
|
||||
|
||||
//Shader attributes
|
||||
imShader.Activate()
|
||||
imShader.EnableAttribute("Position")
|
||||
imShader.EnableAttribute("UV")
|
||||
imShader.EnableAttribute("Color")
|
||||
imShader.Deactivate()
|
||||
imguiMat.Bind()
|
||||
imguiMat.EnableAttribute("Position")
|
||||
imguiMat.EnableAttribute("UV")
|
||||
imguiMat.EnableAttribute("Color")
|
||||
imguiMat.UnBind()
|
||||
|
||||
//Init imgui input mapping
|
||||
keys := map[int]int{
|
||||
@ -380,26 +240,12 @@ func handleInputs() {
|
||||
case *sdl.MouseMotionEvent:
|
||||
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:
|
||||
isRunning = false
|
||||
}
|
||||
}
|
||||
|
||||
currWinWidth, currWinHeight := window.GetSize()
|
||||
currWinWidth, currWinHeight := window.SDLWin.GetSize()
|
||||
if winWidth != currWinWidth || winHeight != currWinHeight {
|
||||
handleWindowResize(currWinWidth, currWinHeight)
|
||||
}
|
||||
@ -422,14 +268,14 @@ func handleWindowResize(newWinWidth, newWinHeight int32) {
|
||||
winWidth = newWinWidth
|
||||
winHeight = newWinHeight
|
||||
|
||||
fbWidth, fbHeight := window.GLGetDrawableSize()
|
||||
fbWidth, fbHeight := window.SDLWin.GLGetDrawableSize()
|
||||
if fbWidth <= 0 || fbHeight <= 0 {
|
||||
return
|
||||
}
|
||||
gl.Viewport(0, 0, fbWidth, fbHeight)
|
||||
|
||||
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
|
||||
@ -443,7 +289,7 @@ var lightColor1 gglm.Vec3 = *gglm.NewVec3(1, 1, 1)
|
||||
|
||||
func runGameLogic() {
|
||||
|
||||
var camSpeed float32 = 15.0
|
||||
var camSpeed float32 = 15
|
||||
if input.KeyDown(sdl.K_w) {
|
||||
camPos.Data[1] += camSpeed * timing.DT()
|
||||
updateViewMat()
|
||||
@ -470,7 +316,7 @@ func runGameLogic() {
|
||||
}
|
||||
|
||||
modelMat.Rotate(10*timing.DT()*gglm.Deg2Rad, gglm.NewVec3(1, 1, 1).Normalize())
|
||||
simpleShader.SetUnifMat4("modelMat", &modelMat.Mat4)
|
||||
simpleMat.SetUnifMat4("modelMat", &modelMat.Mat4)
|
||||
|
||||
//ImGUI
|
||||
imIO := imgui.CurrentIO()
|
||||
@ -489,19 +335,19 @@ func runGameLogic() {
|
||||
imgui.NewFrame()
|
||||
|
||||
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) {
|
||||
simpleShader.SetUnifFloat32("ambientStrength", ambientColorStrength)
|
||||
simpleMat.SetUnifFloat32("ambientStrength", ambientColorStrength)
|
||||
}
|
||||
|
||||
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) {
|
||||
simpleShader.SetUnifVec3("lightColor1", &lightColor1)
|
||||
simpleMat.SetUnifVec3("lightColor1", &lightColor1)
|
||||
}
|
||||
|
||||
imgui.Render()
|
||||
@ -509,38 +355,37 @@ func runGameLogic() {
|
||||
|
||||
func 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)
|
||||
simpleMat.Bind()
|
||||
|
||||
simpleShader.Activate()
|
||||
|
||||
//DRAW
|
||||
bo.Activate()
|
||||
cubeMesh.BufObj.Bind()
|
||||
tempModelMat := modelMat.Clone()
|
||||
|
||||
rowSize := 10
|
||||
for y := 0; y < rowSize; y++ {
|
||||
for x := 0; x < rowSize; x++ {
|
||||
simpleShader.SetUnifMat4("modelMat", &tempModelMat.Translate(gglm.NewVec3(-1, 0, 0)).Mat4)
|
||||
gl.DrawElements(gl.TRIANGLES, int32(bo.IndexBuf.DataLen), gl.UNSIGNED_INT, gl.PtrOffset(0))
|
||||
simpleMat.SetUnifMat4("modelMat", &tempModelMat.Translate(gglm.NewVec3(-1, 0, 0)).Mat4)
|
||||
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
|
||||
|
||||
109
materials/material.go
Executable file
109
materials/material.go
Executable file
@ -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
81
meshes/mesh.go
Executable file
@ -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
|
||||
}
|
||||
@ -1,8 +1,6 @@
|
||||
package shaders
|
||||
|
||||
import (
|
||||
"github.com/bloeys/gglm/gglm"
|
||||
"github.com/bloeys/nmage/buffers"
|
||||
"github.com/bloeys/nmage/logging"
|
||||
"github.com/go-gl/gl/v4.1-core/gl"
|
||||
)
|
||||
@ -37,74 +35,3 @@ func (sp *ShaderProgram) Link() {
|
||||
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)
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user