mirror of
https://github.com/bloeys/nmage.git
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ep2: Finish input system+opengl window+glsl compilation
This commit is contained in:
155
input/input.go
Executable file
155
input/input.go
Executable file
@ -0,0 +1,155 @@
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package input
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import "github.com/veandco/go-sdl2/sdl"
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type keyState struct {
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Key sdl.Keycode
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State int
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IsPressedThisFrame bool
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IsReleasedThisFrame bool
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}
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type mouseBtnState struct {
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Btn int
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State int
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IsPressedThisFrame bool
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IsReleasedThisFrame bool
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IsDoubleClicked bool
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}
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var (
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keyMap = make(map[sdl.Keycode]*keyState)
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mouseBtnMap = make(map[int]*mouseBtnState)
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)
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func EventLoopStart() {
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for _, v := range keyMap {
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v.IsPressedThisFrame = false
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v.IsReleasedThisFrame = false
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}
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for _, v := range mouseBtnMap {
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v.IsPressedThisFrame = false
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v.IsReleasedThisFrame = false
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v.IsDoubleClicked = false
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}
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}
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func HandleKeyboardEvent(e *sdl.KeyboardEvent) {
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ks := keyMap[e.Keysym.Sym]
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if ks == nil {
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ks = &keyState{Key: e.Keysym.Sym}
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keyMap[ks.Key] = ks
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}
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ks.State = int(e.State)
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ks.IsPressedThisFrame = e.State == sdl.PRESSED && e.Repeat == 0
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ks.IsReleasedThisFrame = e.State == sdl.RELEASED && e.Repeat == 0
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}
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func HandleMouseEvent(e *sdl.MouseButtonEvent) {
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mb := mouseBtnMap[int(e.Button)]
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if mb == nil {
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mb = &mouseBtnState{Btn: int(e.Button)}
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mouseBtnMap[int(e.Button)] = mb
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}
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mb.State = int(e.State)
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mb.IsDoubleClicked = e.Clicks == 2 && e.State == sdl.PRESSED
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mb.IsPressedThisFrame = e.State == sdl.PRESSED
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mb.IsReleasedThisFrame = e.State == sdl.RELEASED
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}
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func KeyClicked(kc sdl.Keycode) bool {
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ks := keyMap[kc]
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if ks == nil {
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return false
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}
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return ks.IsPressedThisFrame
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}
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func KeyReleased(kc sdl.Keycode) bool {
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ks := keyMap[kc]
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if ks == nil {
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return false
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}
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return ks.IsReleasedThisFrame
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}
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func KeyDown(kc sdl.Keycode) bool {
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ks := keyMap[kc]
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if ks == nil {
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return false
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}
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return ks.State == sdl.PRESSED
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}
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func KeyUp(kc sdl.Keycode) bool {
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ks := keyMap[kc]
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if ks == nil {
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return true
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}
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return ks.State == sdl.RELEASED
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}
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func MouseClicked(mb int) bool {
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btn := mouseBtnMap[mb]
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if btn == nil {
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return false
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}
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return btn.IsPressedThisFrame
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}
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func MouseDoubleClicked(mb int) bool {
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btn := mouseBtnMap[mb]
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if btn == nil {
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return false
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}
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return btn.IsDoubleClicked
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}
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func MouseReleased(mb int) bool {
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btn := mouseBtnMap[mb]
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if btn == nil {
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return false
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}
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return btn.IsReleasedThisFrame
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}
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func MouseDown(mb int) bool {
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btn := mouseBtnMap[mb]
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if btn == nil {
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return false
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}
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return btn.State == sdl.PRESSED
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}
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func MouseUp(mb int) bool {
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btn := mouseBtnMap[mb]
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if btn == nil {
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return true
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}
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return btn.State == sdl.RELEASED
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}
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93
main.go
93
main.go
@ -1,5 +1,98 @@
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package main
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import (
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"github.com/bloeys/go-sdl-engine/input"
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"github.com/bloeys/go-sdl-engine/logging"
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"github.com/bloeys/go-sdl-engine/shaders"
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"github.com/go-gl/gl/v4.6-compatibility/gl"
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"github.com/veandco/go-sdl2/sdl"
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)
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const (
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winWidth = 1280
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winHeight = 720
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)
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var (
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isRunning bool = true
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window *sdl.Window
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)
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func main() {
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err := sdl.Init(sdl.INIT_EVERYTHING)
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if err != nil {
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logging.ErrLog.Fatalln("Failed to init SDL. 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)
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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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initOpenGL()
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shaders.LoadShaders()
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//Game loop
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for isRunning {
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handleInputs()
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runGameLogic()
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draw()
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sdl.Delay(17)
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}
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}
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func initOpenGL() {
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if err := gl.Init(); err != nil {
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logging.ErrLog.Fatalln(err)
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}
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sdl.GLSetAttribute(sdl.MAJOR_VERSION, 4)
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sdl.GLSetAttribute(sdl.MINOR_VERSION, 6)
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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_CONTEXT_PROFILE_MASK, sdl.GL_CONTEXT_PROFILE_COMPATIBILITY)
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// sdl.GLSetAttribute(sdl.GL_CONTEXT_PROFILE_MASK, sdl.GL_CONTEXT_PROFILE_CORE)
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}
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func handleInputs() {
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input.EventLoopStart()
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for event := sdl.PollEvent(); event != nil; event = sdl.PollEvent() {
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switch e := event.(type) {
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case *sdl.KeyboardEvent:
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input.HandleKeyboardEvent(e)
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case *sdl.MouseButtonEvent:
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input.HandleMouseEvent(e)
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case *sdl.QuitEvent:
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isRunning = false
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}
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}
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}
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func runGameLogic() {
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}
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func draw() {
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}
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8
res/shaders/simple.frag.glsl
Executable file
8
res/shaders/simple.frag.glsl
Executable file
@ -0,0 +1,8 @@
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#version 460
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out vec4 FragColor;
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void main()
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{
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FragColor = vec4(1, 0, 0, 1.0);
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}
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8
res/shaders/simple.vert.glsl
Executable file
8
res/shaders/simple.vert.glsl
Executable file
@ -0,0 +1,8 @@
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#version 460
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in vec3 vertPos;
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void main()
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{
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gl_Position = vec4(vertPos, 1.0);
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}
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73
shaders/shaders.go
Executable file
73
shaders/shaders.go
Executable file
@ -0,0 +1,73 @@
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package shaders
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import (
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"os"
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"strings"
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"github.com/bloeys/go-sdl-engine/logging"
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"github.com/go-gl/gl/v4.6-compatibility/gl"
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)
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type ShaderProgram struct {
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ID uint32
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VertShaderID uint32
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FragShaderID uint32
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}
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func LoadShaders() {
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vertShaderText, err := os.ReadFile("./res/shaders/simple.vert.glsl")
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if err != nil {
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logging.ErrLog.Fatalln("Failed to read vertex shader. Err: ", err)
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}
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fragShaderText, err := os.ReadFile("./res/shaders/simple.frag.glsl")
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if err != nil {
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logging.ErrLog.Fatalln("Failed to read fragment shader. Err: ", err)
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}
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shader := &ShaderProgram{}
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shader.ID = gl.CreateProgram()
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if shader.ID == 0 {
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logging.ErrLog.Fatalln("Failed to create shader program")
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}
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shader.VertShaderID = gl.CreateShader(gl.VERTEX_SHADER)
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shader.FragShaderID = gl.CreateShader(gl.FRAGMENT_SHADER)
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vertexCStr, vertFree := gl.Strs(string(vertShaderText) + "\x00")
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defer vertFree()
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gl.ShaderSource(shader.VertShaderID, 1, vertexCStr, nil)
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fragCStr, fragFree := gl.Strs(string(fragShaderText) + "\x00")
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defer fragFree()
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gl.ShaderSource(shader.FragShaderID, 1, fragCStr, nil)
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gl.CompileShader(shader.VertShaderID)
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getShaderCompileErrors(shader.VertShaderID)
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gl.CompileShader(shader.FragShaderID)
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getShaderCompileErrors(shader.FragShaderID)
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gl.AttachShader(shader.ID, shader.VertShaderID)
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gl.AttachShader(shader.ID, shader.FragShaderID)
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gl.LinkProgram(shader.ID)
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}
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func getShaderCompileErrors(shaderID uint32) {
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var compiledSuccessfully int32
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gl.GetShaderiv(shaderID, gl.COMPILE_STATUS, &compiledSuccessfully)
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if compiledSuccessfully == gl.TRUE {
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return
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}
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var logLength int32
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gl.GetShaderiv(shaderID, gl.INFO_LOG_LENGTH, &logLength)
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log := gl.Str(strings.Repeat("\x00", int(logLength)))
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gl.GetShaderInfoLog(shaderID, logLength, nil, log)
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errMsg := gl.GoStr(log)
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println("Compilation of shader with id ", shaderID, " failed. Err: ", errMsg)
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}
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