Fresh start

This commit is contained in:
bloeys
2021-10-09 21:54:38 +04:00
parent 97c396e54c
commit 7a29b411ac
10 changed files with 0 additions and 762 deletions

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@ -1,45 +0,0 @@
package input
import "github.com/veandco/go-sdl2/sdl"
var (
anyKeyDown bool
anyMouseBtnDown bool
)
//EventLoopStarted should be called just before processing SDL events
func EventLoopStarted() {
anyKeyDown = false
anyMouseBtnDown = false
//Clear XThisFrame which is needed because a repeat event needs multiple frames to happen
for _, v := range mouseBtns {
v.isDoubleClick = false
v.pressedThisFrame = false
v.releasedThisFrame = false
if v.state == sdl.PRESSED {
anyMouseBtnDown = true
}
}
for _, v := range keyboardKeys {
v.pressedThisFrame = false
v.releasedThisFrame = false
if v.state == sdl.PRESSED {
anyKeyDown = true
}
}
}
func AnyKeyDown() bool {
return anyKeyDown
}
func AnyMouseBtnDown() bool {
return anyMouseBtnDown
}

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@ -1,67 +0,0 @@
package input
import "github.com/veandco/go-sdl2/sdl"
type keyState struct {
key sdl.Keycode
state byte
pressedThisFrame bool
releasedThisFrame bool
}
var (
keyboardKeys = make(map[sdl.Keycode]*keyState)
)
func HandleKeyboardEvent(e *sdl.KeyboardEvent) {
ks := keyboardKeys[e.Keysym.Sym]
if ks == nil {
ks = &keyState{key: e.Keysym.Sym}
keyboardKeys[e.Keysym.Sym] = ks
}
ks.state = e.State
ks.pressedThisFrame = e.Repeat == 0 && e.State == sdl.PRESSED
ks.releasedThisFrame = e.Repeat == 0 && e.State == sdl.RELEASED
}
func KeyClicked(kc sdl.Keycode) bool {
key := keyboardKeys[kc]
if key == nil {
return false
}
return key.pressedThisFrame
}
func KeyReleased(kc sdl.Keycode) bool {
key := keyboardKeys[kc]
if key == nil {
return false
}
return key.releasedThisFrame
}
func KeyDown(kc sdl.Keycode) bool {
key := keyboardKeys[kc]
if key == nil {
return false
}
return key.state == sdl.PRESSED
}
func KeyUp(kc sdl.Keycode) bool {
key := keyboardKeys[kc]
if key == nil {
return true
}
return key.state == sdl.RELEASED
}

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@ -1,79 +0,0 @@
package input
import "github.com/veandco/go-sdl2/sdl"
type mouseBtnState struct {
button byte
state byte
isDoubleClick bool
pressedThisFrame bool
releasedThisFrame bool
}
var (
mouseBtns = make(map[byte]*mouseBtnState)
)
func HandleMouseBtnEvent(e *sdl.MouseButtonEvent) {
mb := mouseBtns[e.Button]
if mb == nil {
mb = &mouseBtnState{button: e.Button}
mouseBtns[e.Button] = mb
}
mb.state = e.State
mb.isDoubleClick = e.Clicks > 1 && e.State == sdl.PRESSED
mb.pressedThisFrame = e.State == sdl.PRESSED
mb.releasedThisFrame = e.State == sdl.RELEASED
}
func MouseClicked(mouseBtn byte) bool {
mb := mouseBtns[mouseBtn]
if mb == nil {
return false
}
return mb.pressedThisFrame
}
func MouseDoubleClicked(mouseBtn byte) bool {
mb := mouseBtns[mouseBtn]
if mb == nil {
return false
}
return mb.isDoubleClick
}
func MouseReleased(mouseBtn byte) bool {
mb := mouseBtns[mouseBtn]
if mb == nil {
return false
}
return mb.releasedThisFrame
}
func MouseDown(mouseBtn byte) bool {
mb := mouseBtns[mouseBtn]
if mb == nil {
return false
}
return mb.state == sdl.PRESSED
}
func MouseUp(mouseBtn byte) bool {
mb := mouseBtns[mouseBtn]
if mb == nil {
return true
}
return mb.state == sdl.RELEASED
}

238
main.go
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@ -1,243 +1,5 @@
package main package main
import (
"fmt"
"math"
"time"
"github.com/bloeys/go-sdl-engine/input"
"github.com/bloeys/go-sdl-engine/logging"
"github.com/bloeys/go-sdl-engine/shaders"
"github.com/bloeys/go-sdl-engine/timing"
"github.com/go-gl/gl/v4.6-core/gl"
"github.com/veandco/go-sdl2/sdl"
)
const (
winWidth int32 = 1280
winHeight int32 = 720
)
var (
isRunning = true
window *sdl.Window
glContext sdl.GLContext
)
func main() { func main() {
err := sdl.Init(sdl.INIT_EVERYTHING)
if err != nil {
logging.ErrLog.Panicln("Failed to init SDL. Err:", err.Error())
}
defer sdl.Quit()
//Size of each pixel field
err = sdl.GLSetAttribute(sdl.GL_RED_SIZE, 8)
panicIfErr(err, "")
err = sdl.GLSetAttribute(sdl.GL_GREEN_SIZE, 8)
panicIfErr(err, "")
err = sdl.GLSetAttribute(sdl.GL_BLUE_SIZE, 8)
panicIfErr(err, "")
err = sdl.GLSetAttribute(sdl.GL_ALPHA_SIZE, 8)
panicIfErr(err, "")
//Min frame buffer size
err = sdl.GLSetAttribute(sdl.GL_BUFFER_SIZE, 4*8)
panicIfErr(err, "")
//Whether to enable a double buffer
err = sdl.GLSetAttribute(sdl.GL_DOUBLEBUFFER, 1)
panicIfErr(err, "")
//Run in compatiability (old and modern opengl) or modern (core) opengl only
err = sdl.GLSetAttribute(sdl.GL_CONTEXT_PROFILE_MASK, sdl.GL_CONTEXT_PROFILE_CORE)
panicIfErr(err, "")
//Set wanted opengl version
err = sdl.GLSetAttribute(sdl.GL_CONTEXT_MAJOR_VERSION, 4)
panicIfErr(err, "")
err = sdl.GLSetAttribute(sdl.GL_CONTEXT_MINOR_VERSION, 6)
panicIfErr(err, "")
//Create window
window, err = sdl.CreateWindow(
"Go Game Engine",
sdl.WINDOWPOS_CENTERED,
sdl.WINDOWPOS_CENTERED,
winWidth,
winHeight,
sdl.WINDOW_OPENGL)
if err != nil {
logging.ErrLog.Panicln("Failed to create window. Err: " + err.Error())
}
defer window.Destroy()
//Create GL context
glContext, err = window.GLCreateContext()
if err != nil {
logging.ErrLog.Panicln("Creating OpenGL context failed. Err: " + err.Error())
}
defer sdl.GLDeleteContext(glContext)
if err := gl.Init(); err != nil {
logging.ErrLog.Panicln("Initing OpenGL Context failed. Err: " + err.Error())
}
initGL()
loadShaders()
gameLoop()
}
func initGL() {
gl.ClearColor(0, 0, 0, 0)
gl.Enable(gl.DEPTH_TEST)
gl.ClearDepth(1)
gl.DepthFunc(gl.LEQUAL)
gl.Viewport(0, 0, winWidth, winHeight)
}
var simpleProg shaders.Program
func loadShaders() {
simpleVert, err := shaders.NewShaderFromFile("simpleVert", "./res/shaders/simple.vert.glsl", shaders.Vertex)
panicIfErr(err, "Parsing vert shader failed")
simpleFrag, err := shaders.NewShaderFromFile("simpleFrag", "./res/shaders/simple.frag.glsl", shaders.Fragment)
panicIfErr(err, "Parsing frag shader failed")
simpleProg = shaders.NewProgram("simple")
simpleProg.AttachShader(simpleVert)
simpleProg.AttachShader(simpleFrag)
simpleProg.Link()
}
var vao uint32
func gameLoop() {
//vertex positions in opengl coords
verts := []float32{
-0.5, 0.5, 0,
0.5, 0.5, 0,
0.5, -0.5, 0,
-0.5, -0.5, 0,
}
//Trianlge indices used for drawing
indices := []uint32{
0, 1, 2,
0, 2, 3,
}
//Create a VAO to store the different VBOs of a given object/set of vertices
gl.GenVertexArrays(1, &vao)
//Bind the VAO first so later buffer binds/VBOs are put within this VAO
gl.BindVertexArray(vao)
//Gen buffer to hold EBOs and fill it with data. Note that an EBO must NOT be unbound before the VAO, otherwise
//its settings are lost as the VAO records its actions
var ebo uint32
gl.GenBuffers(1, &ebo)
gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, ebo)
gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, len(indices)*4, gl.Ptr(indices), gl.STATIC_DRAW)
//Gen vertPos VBO and fill it with data
var vertPosVBO uint32
gl.GenBuffers(1, &vertPosVBO)
gl.BindBuffer(gl.ARRAY_BUFFER, vertPosVBO)
gl.BufferData(gl.ARRAY_BUFFER, len(verts)*4, gl.Ptr(verts), gl.STATIC_DRAW)
//Assign vertPos VBO to vertPos shader attribute by specifying that each vertPos variable
//takes 3 values from the VBO, where each value is a float.
//We also specify the total size (in bytes) of the values used for a single vertPos.
//The offset defines the bytes to skip between each set of vertPos values
vertPosLoc := uint32(gl.GetAttribLocation(simpleProg.ID, gl.Str("vertPos\x00")))
gl.VertexAttribPointer(vertPosLoc, 3, gl.FLOAT, false, 3*4, gl.PtrOffset(0))
//Vertex attributes are disabled by default, so we need to finally enable it
gl.EnableVertexAttribArray(vertPosLoc)
//We are done working with VBOs so can unbind the VAO to avoid corrupting it later.
//Note: Actions (binding/setting buffers, enabling/disabling attribs) done between
//bind and unbind of a VAO are recorded by it, and when its rebinded before a draw the
//settings are retrieved, therefore keep in mind work after a VAO unbind will be lost.
gl.BindVertexArray(0)
for isRunning {
timing.FrameStarted()
handleEvents()
update()
draw()
window.GLSwap()
timing.FrameEnded()
window.SetTitle(fmt.Sprintf("FPS: %.2f; dt: %.3f", timing.FPS(), timing.DT()))
}
}
func handleEvents() {
input.EventLoopStarted()
for event := sdl.PollEvent(); event != nil; event = sdl.PollEvent() {
switch e := event.(type) {
case *sdl.KeyboardEvent:
input.HandleKeyboardEvent(e)
case *sdl.MouseButtonEvent:
input.HandleMouseBtnEvent(e)
case *sdl.QuitEvent:
println("Quit at ", e.Timestamp)
isRunning = false
}
}
}
func update() {
}
func draw() {
//Clear screen and depth buffers
gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
simpleProg.Use()
deg2rad := math.Pi / 180.0
t := float64(time.Now().UnixMilli()) / 10
x := float32(math.Sin(t*deg2rad*0.3)+1) * 0.5
y := float32(math.Sin(t*deg2rad*0.5)+1) * 0.5
z := float32(math.Sin(t*deg2rad*0.7)+1) * 0.5
simpleProg.SetUniformF32("c", x, y, z)
gl.BindVertexArray(vao)
gl.DrawElements(gl.TRIANGLES, 6, gl.UNSIGNED_INT, gl.PtrOffset(0))
gl.BindVertexArray(0)
}
func panicIfErr(err error, msg string) {
if err == nil {
return
}
logging.ErrLog.Panicln(msg+". Err:", err.Error())
} }

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@ -1,9 +0,0 @@
#version 460 core
uniform vec3 c;
out vec4 fragColor;
void main() {
fragColor = vec4(c, 1);
}

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@ -1,7 +0,0 @@
#version 460 core
in vec3 vertPos;
void main() {
gl_Position = vec4(vertPos, 1.0);
}

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@ -1,166 +0,0 @@
package shaders
import (
"fmt"
"strings"
"github.com/bloeys/go-sdl-engine/logging"
"github.com/go-gl/gl/v4.6-core/gl"
)
type Program struct {
Name string
ID uint32
Shaders []Shader
}
func NewProgram(name string) Program {
p := Program{Name: name}
p.Shaders = make([]Shader, 0)
if p.ID = gl.CreateProgram(); p.ID == 0 {
logging.ErrLog.Fatalln("Creating OpenGL program failed")
}
return p
}
//AttachShader adds the shader to list of shaders and attaches it in opengl
func (p *Program) AttachShader(s Shader) {
p.Shaders = append(p.Shaders, s)
gl.AttachShader(p.ID, s.ID)
}
//DetachShader removes the shader from the list of shaders and detaches it in opengl
func (p *Program) DetachShader(s Shader) {
//To remove a shader we move the last shader to its place, then shrink the slice by one
for i := 0; i < len(p.Shaders); i++ {
if p.Shaders[i].ID != s.ID {
continue
}
gl.DetachShader(p.ID, s.ID)
p.Shaders[i] = p.Shaders[len(p.Shaders)-1]
p.Shaders = p.Shaders[:len(p.Shaders)-1]
return
}
}
//Link deletes all shaders from opengl and clears the shaders array if linking is successful.
//Note: This is allowed because only the final program is needed after linking
func (p *Program) Link() error {
gl.LinkProgram(p.ID)
if err := getProgramLinkError(*p); err != nil {
return err
}
for _, v := range p.Shaders {
gl.DeleteShader(v.ID)
}
p.Shaders = nil
return nil
}
func getProgramLinkError(p Program) error {
var linkSuccessful int32
gl.GetProgramiv(p.ID, gl.LINK_STATUS, &linkSuccessful)
if linkSuccessful == gl.TRUE {
return nil
}
//Get the log length and create a string big enough for it and fill it with NULL
var logLength int32
gl.GetProgramiv(p.ID, gl.INFO_LOG_LENGTH, &logLength)
infoLog := gl.Str(strings.Repeat("\x00", int(logLength)))
//Read the error log and return a go error
gl.GetProgramInfoLog(p.ID, logLength, nil, infoLog)
return fmt.Errorf("Program linking failed. Linking log: %s", gl.GoStr(infoLog))
}
func (p *Program) Use() {
gl.UseProgram(p.ID)
}
func (p *Program) GetUniformLocation(name string) int32 {
return gl.GetUniformLocation(p.ID, gl.Str(name+"\x00"))
}
//SetUniformF32 handles setting uniform values of 1-4 floats.
//Returns false if len(floats) is <1 or >4, or if the uniform was not found.
//Uniforms aren't found if it doesn't exist or was not used in the shader
func (p *Program) SetUniformF32(name string, floats ...float32) bool {
loc := p.GetUniformLocation(name)
if loc == -1 {
logging.WarnLog.Printf(
"Uniform with name '%s' was not found. "+
"This is either because it doesn't exist or isn't used in the shader",
name)
return false
}
switch len(floats) {
case 1:
gl.Uniform1f(loc, floats[0])
case 2:
gl.Uniform2f(loc, floats[0], floats[1])
case 3:
gl.Uniform3f(loc, floats[0], floats[1], floats[2])
case 4:
gl.Uniform4f(loc, floats[0], floats[1], floats[2], floats[3])
default:
logging.ErrLog.Println("Invalid input size in SetUniformF32. Size must be 1-4 but got", len(floats))
return false
}
return true
}
//SetUniformI32 handles setting uniform values of 1-4 ints.
//Returns false if len(ints) is <1 or >4, or if the uniform was not found.
//Uniforms aren't found if it doesn't exist or was not used in the shader
func (p *Program) SetUniformI32(name string, ints ...int32) bool {
loc := p.GetUniformLocation(name)
if loc == -1 {
logging.WarnLog.Printf(
"Uniform with name '%s' was not found. "+
"This is either because it doesn't exist or isn't used in the shader",
name)
return false
}
switch len(ints) {
case 1:
gl.Uniform1i(loc, ints[0])
case 2:
gl.Uniform2i(loc, ints[0], ints[1])
case 3:
gl.Uniform3i(loc, ints[0], ints[1], ints[2])
case 4:
gl.Uniform4i(loc, ints[0], ints[1], ints[2], ints[3])
default:
logging.ErrLog.Println("Invalid input size in SetUniformI32. Size must be 1-4 but got", len(ints))
return false
}
return true
}
//Delete deletes all shaders and then deletes the program
func (p *Program) Delete() {
for _, v := range p.Shaders {
v.Delete()
}
gl.DeleteProgram(p.ID)
}

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@ -1,66 +0,0 @@
package shaders
import (
"fmt"
"os"
"strings"
"github.com/bloeys/go-sdl-engine/logging"
"github.com/go-gl/gl/v4.6-core/gl"
)
type Shader struct {
Name string
ID uint32
Type ShaderType
}
//NewShaderFromFile reads a shader from file, creates a new opengl shader and compiles it
func NewShaderFromFile(name, shaderFilePath string, st ShaderType) (Shader, error) {
b, err := os.ReadFile(shaderFilePath)
if err != nil {
return Shader{}, err
}
return NewShaderFromString(name, string(b), st)
}
//NewShaderFromString creates a new opengl shader and compiles it
func NewShaderFromString(name, sourceString string, st ShaderType) (Shader, error) {
glString, freeFunc := gl.Strs(sourceString + "\x00")
defer freeFunc()
newShader := Shader{Name: name, Type: st}
if newShader.ID = gl.CreateShader(st.GLType()); newShader.ID == 0 {
logging.ErrLog.Panicln("Creating shader failed. ShaderType:", st)
}
gl.ShaderSource(newShader.ID, 1, glString, nil)
gl.CompileShader(newShader.ID)
return newShader, getShaderCompileError(newShader)
}
func getShaderCompileError(s Shader) error {
var compileSuccessful int32
gl.GetShaderiv(s.ID, gl.COMPILE_STATUS, &compileSuccessful)
if compileSuccessful == gl.TRUE {
return nil
}
//Get the log length and create a string big enough for it and fill it with NULL
var logLength int32
gl.GetShaderiv(s.ID, gl.INFO_LOG_LENGTH, &logLength)
infoLog := gl.Str(strings.Repeat("\x00", int(logLength)))
//Read the error log and return a go error
gl.GetShaderInfoLog(s.ID, logLength, nil, infoLog)
return fmt.Errorf("Shader compilation failed. Compilation log: %s", gl.GoStr(infoLog))
}
func (s *Shader) Delete() {
gl.DeleteShader(s.ID)
}

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@ -1,44 +0,0 @@
package shaders
import (
"github.com/bloeys/go-sdl-engine/logging"
"github.com/go-gl/gl/v4.6-core/gl"
)
type ShaderType int
const (
Unknown ShaderType = iota
Vertex
Fragment
)
//GLType returns the GL shader type of this ShaderType
//Panics if not known
func (t ShaderType) GLType() uint32 {
switch t {
case Vertex:
return gl.VERTEX_SHADER
case Fragment:
return gl.FRAGMENT_SHADER
}
logging.ErrLog.Panicf("Converting ShaderType->GL Shader Type failed. Unknown ShaderType of value: %v\n", t)
return 0
}
//FromGLShaderType returns the ShaderType of the passed GL shader type.
//Panics if not known
func (t ShaderType) FromGLShaderType(glShaderType int) ShaderType {
switch glShaderType {
case gl.VERTEX_SHADER:
return Vertex
case gl.FRAGMENT_SHADER:
return Fragment
default:
logging.ErrLog.Panicf("Converting GL shader type->ShaderType failed. Unknown GL shader type of value: %v\n", glShaderType)
return Unknown
}
}

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@ -1,41 +0,0 @@
package timing
import (
"time"
"github.com/veandco/go-sdl2/sdl"
)
var (
fps float32 = 60
dt float32 = 1.0 / 60.0
dtLimit float32 = 1.0 / 120.0
frameStartTime time.Time = time.Now()
)
func FrameStarted() {
frameStartTime = time.Now()
}
func FrameEnded() {
//If FPS is more than 120 then limit to that
dt = float32(time.Since(frameStartTime).Seconds())
if dt < dtLimit {
sdl.Delay(8 - uint32(dt*1000))
dt = float32(time.Since(frameStartTime).Seconds())
}
//Display FPS is the average of the FPS of this frame and the last frame
fps = (fps + 1/dt) / 2
}
//DT returns last frame delta time (number of seconds frame took)
func DT() float32 {
return dt
}
//FPS returns fps
func FPS() float32 {
return fps
}