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22
.github/workflows/run-nmage.yml
vendored
Executable file
22
.github/workflows/run-nmage.yml
vendored
Executable file
@ -0,0 +1,22 @@
|
||||
name: build-nmage
|
||||
on:
|
||||
create:
|
||||
workflow_dispatch:
|
||||
|
||||
jobs:
|
||||
build-nmage-macos:
|
||||
runs-on: macos-10.15
|
||||
steps:
|
||||
- name: Install golang 1.17
|
||||
uses: actions/setup-go@v2
|
||||
with:
|
||||
go-version: '^1.17'
|
||||
- name: Install assimp-go dylib
|
||||
run: sudo mkdir -p /usr/local/lib && sudo wget https://github.com/bloeys/assimp-go/releases/download/v0.4.2/libassimp_darwin_amd64.dylib -O /usr/local/lib/libassimp.5.dylib
|
||||
- name: Install SDL2
|
||||
run: brew install sdl2{,_image,_mixer,_ttf,_gfx} pkg-config
|
||||
- name: Clone nmage
|
||||
run: git clone https://github.com/bloeys/nmage
|
||||
- name: build nmage
|
||||
working-directory: nmage
|
||||
run: go build .
|
||||
1
.gitignore
vendored
1
.gitignore
vendored
@ -15,3 +15,4 @@
|
||||
vendor/
|
||||
.vscode/
|
||||
imgui.ini
|
||||
*~
|
||||
@ -1,5 +1,7 @@
|
||||
# nMage
|
||||
|
||||
[](https://github.com/bloeys/nmage/actions/workflows/run-nmage.yml)
|
||||
|
||||
nMage is a (hopefully!) high performance 3D Game Engine written in Go being developed [live](https://twitch.tv/bloeys), with recordings posted on [YouTube](https://www.youtube.com/channel/UCCf4qyNGPVwpj1HYFGahs_A).
|
||||
|
||||
This project is being built with the goals being (in no particular order):
|
||||
@ -17,8 +19,9 @@ To run the project you need:
|
||||
* A C/C++ compiler installed and in your path
|
||||
* Windows: [MingW](https://www.mingw-w64.org/downloads/#mingw-builds) or similar
|
||||
* Mac/Linux: Should be installed by default, but if not try [GCC](https://gcc.gnu.org/) or [Clang](https://releases.llvm.org/download.html)
|
||||
* Get the required [assimp-go](https://github.com/bloeys/assimp-go) DLLs/DyLibs and place them correctly by following the `assimp-go` [README](https://github.com/bloeys/assimp-go#using-assimp-go).
|
||||
* Install SDL2 by following their [requirements](https://github.com/veandco/go-sdl2#requirements).
|
||||
* Get the required [assimp-go](https://github.com/bloeys/assimp-go) DLLs/DyLibs and place them correctly by following the assimp-go [README](https://github.com/bloeys/assimp-go#using-assimp-go).
|
||||
|
||||
Then run nMage with `go run .`
|
||||
Then you can start nMage with `go run .`
|
||||
|
||||
> Note: that it might take a while to run the first time because of downloading/compiling dependencies.
|
||||
> Note: It *might* take a while to clone/run the first time because of downloading/compiling dependencies.
|
||||
|
||||
12
assert/assert.go
Executable file
12
assert/assert.go
Executable file
@ -0,0 +1,12 @@
|
||||
package assert
|
||||
|
||||
import (
|
||||
"github.com/bloeys/nmage/consts"
|
||||
"github.com/bloeys/nmage/logging"
|
||||
)
|
||||
|
||||
func T(check bool, msg string) {
|
||||
if consts.Debug && !check {
|
||||
logging.ErrLog.Panicln("Assert failed:", msg)
|
||||
}
|
||||
}
|
||||
@ -1,18 +0,0 @@
|
||||
package asserts
|
||||
|
||||
import (
|
||||
"github.com/bloeys/nmage/consts"
|
||||
"github.com/bloeys/nmage/logging"
|
||||
)
|
||||
|
||||
func True(check bool, msg string) {
|
||||
if consts.Debug && !check {
|
||||
logging.ErrLog.Panicln(msg)
|
||||
}
|
||||
}
|
||||
|
||||
func False(check bool, msg string) {
|
||||
if consts.Debug && check {
|
||||
logging.ErrLog.Panicln(msg)
|
||||
}
|
||||
}
|
||||
32
assets/assets.go
Executable file
32
assets/assets.go
Executable file
@ -0,0 +1,32 @@
|
||||
package assets
|
||||
|
||||
var (
|
||||
Textures map[uint32]Texture = make(map[uint32]Texture)
|
||||
TexturePaths map[string]uint32 = make(map[string]uint32)
|
||||
)
|
||||
|
||||
func AddTextureToCache(t Texture) {
|
||||
|
||||
if t.Path != "" {
|
||||
if _, ok := TexturePaths[t.Path]; ok {
|
||||
return
|
||||
}
|
||||
println("Loaded texture from path:", t.Path)
|
||||
Textures[t.TexID] = t
|
||||
TexturePaths[t.Path] = t.TexID
|
||||
return
|
||||
}
|
||||
|
||||
println("Loaded in-mem texture with ID:", t.TexID)
|
||||
TexturePaths[t.Path] = t.TexID
|
||||
}
|
||||
|
||||
func GetTextureFromCacheID(texID uint32) (Texture, bool) {
|
||||
tex, ok := Textures[texID]
|
||||
return tex, ok
|
||||
}
|
||||
|
||||
func GetTextureFromCachePath(path string) (Texture, bool) {
|
||||
tex, ok := Textures[TexturePaths[path]]
|
||||
return tex, ok
|
||||
}
|
||||
157
assets/textures.go
Executable file
157
assets/textures.go
Executable file
@ -0,0 +1,157 @@
|
||||
package assets
|
||||
|
||||
import (
|
||||
"bytes"
|
||||
"image"
|
||||
"image/color"
|
||||
"image/png"
|
||||
"os"
|
||||
"unsafe"
|
||||
|
||||
"github.com/go-gl/gl/v4.1-core/gl"
|
||||
)
|
||||
|
||||
type ColorFormat int
|
||||
|
||||
const (
|
||||
ColorFormat_RGBA8 ColorFormat = iota
|
||||
)
|
||||
|
||||
type Texture struct {
|
||||
//Path only exists for textures loaded from disk
|
||||
Path string
|
||||
TexID uint32
|
||||
Width int32
|
||||
Height int32
|
||||
Pixels []byte
|
||||
}
|
||||
|
||||
type TextureLoadOptions struct {
|
||||
TryLoadFromCache bool
|
||||
WriteToCache bool
|
||||
GenMipMaps bool
|
||||
}
|
||||
|
||||
func LoadTexturePNG(file string, loadOptions *TextureLoadOptions) (Texture, error) {
|
||||
|
||||
if loadOptions == nil {
|
||||
loadOptions = &TextureLoadOptions{}
|
||||
}
|
||||
|
||||
if loadOptions.TryLoadFromCache {
|
||||
if tex, ok := GetTextureFromCachePath(file); ok {
|
||||
return tex, nil
|
||||
}
|
||||
}
|
||||
|
||||
//Load from disk
|
||||
fileBytes, err := os.ReadFile(file)
|
||||
if err != nil {
|
||||
return Texture{}, err
|
||||
}
|
||||
|
||||
img, err := png.Decode(bytes.NewReader(fileBytes))
|
||||
if err != nil {
|
||||
return Texture{}, err
|
||||
}
|
||||
|
||||
tex := Texture{
|
||||
Path: file,
|
||||
Width: int32(img.Bounds().Dx()),
|
||||
Height: int32(img.Bounds().Dy()),
|
||||
Pixels: make([]byte, img.Bounds().Dx()*img.Bounds().Dy()*4),
|
||||
}
|
||||
|
||||
//NOTE: Load bottom left to top right because this is the texture coordinate system used by OpenGL
|
||||
//NOTE: We only support 8-bit channels (32-bit colors) for now
|
||||
i := 0
|
||||
for y := img.Bounds().Dy() - 1; y >= 0; y-- {
|
||||
for x := 0; x < img.Bounds().Dx(); x++ {
|
||||
|
||||
c := color.NRGBAModel.Convert(img.At(x, y)).(color.NRGBA)
|
||||
|
||||
tex.Pixels[i] = c.R
|
||||
tex.Pixels[i+1] = c.G
|
||||
tex.Pixels[i+2] = c.B
|
||||
tex.Pixels[i+3] = c.A
|
||||
|
||||
i += 4
|
||||
}
|
||||
}
|
||||
|
||||
//Prepare opengl stuff
|
||||
gl.GenTextures(1, &tex.TexID)
|
||||
gl.BindTexture(gl.TEXTURE_2D, tex.TexID)
|
||||
|
||||
// set the texture wrapping/filtering options (on the currently bound texture object)
|
||||
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT)
|
||||
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT)
|
||||
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
|
||||
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
|
||||
|
||||
// load and generate the texture
|
||||
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA8, tex.Width, tex.Height, 0, gl.RGBA, gl.UNSIGNED_BYTE, unsafe.Pointer(&tex.Pixels[0]))
|
||||
|
||||
if loadOptions.GenMipMaps {
|
||||
gl.GenerateMipmap(tex.TexID)
|
||||
}
|
||||
|
||||
if loadOptions.WriteToCache {
|
||||
AddTextureToCache(tex)
|
||||
}
|
||||
|
||||
return tex, nil
|
||||
}
|
||||
|
||||
func LoadTextureInMemImg(img image.Image, loadOptions *TextureLoadOptions) (Texture, error) {
|
||||
|
||||
if loadOptions == nil {
|
||||
loadOptions = &TextureLoadOptions{}
|
||||
}
|
||||
|
||||
tex := Texture{
|
||||
Width: int32(img.Bounds().Dx()),
|
||||
Height: int32(img.Bounds().Dy()),
|
||||
Pixels: make([]byte, img.Bounds().Dx()*img.Bounds().Dy()*4),
|
||||
}
|
||||
|
||||
//NOTE: Load bottom left to top right because this is the texture coordinate system used by OpenGL
|
||||
//NOTE: We only support 8-bit channels (32-bit colors) for now
|
||||
i := 0
|
||||
for y := img.Bounds().Dy() - 1; y >= 0; y-- {
|
||||
for x := 0; x < img.Bounds().Dx(); x++ {
|
||||
|
||||
c := color.NRGBAModel.Convert(img.At(x, y)).(color.NRGBA)
|
||||
|
||||
tex.Pixels[i] = c.R
|
||||
tex.Pixels[i+1] = c.G
|
||||
tex.Pixels[i+2] = c.B
|
||||
tex.Pixels[i+3] = c.A
|
||||
|
||||
i += 4
|
||||
}
|
||||
}
|
||||
|
||||
//Prepare opengl stuff
|
||||
gl.GenTextures(1, &tex.TexID)
|
||||
gl.BindTexture(gl.TEXTURE_2D, tex.TexID)
|
||||
|
||||
// set the texture wrapping/filtering options (on the currently bound texture object)
|
||||
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT)
|
||||
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT)
|
||||
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
|
||||
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
|
||||
|
||||
// load and generate the texture
|
||||
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA8, tex.Width, tex.Height, 0, gl.RGBA, gl.UNSIGNED_BYTE, unsafe.Pointer(&tex.Pixels[0]))
|
||||
|
||||
if loadOptions.GenMipMaps {
|
||||
gl.GenerateMipmap(tex.TexID)
|
||||
}
|
||||
|
||||
if loadOptions.WriteToCache {
|
||||
AddTextureToCache(tex)
|
||||
}
|
||||
|
||||
return tex, nil
|
||||
}
|
||||
33
buffers/buf_usage.go
Executable file
33
buffers/buf_usage.go
Executable file
@ -0,0 +1,33 @@
|
||||
package buffers
|
||||
|
||||
import (
|
||||
"fmt"
|
||||
|
||||
"github.com/bloeys/nmage/assert"
|
||||
"github.com/go-gl/gl/v4.1-core/gl"
|
||||
)
|
||||
|
||||
type BufUsage int
|
||||
|
||||
const (
|
||||
//Buffer is set only once and used many times
|
||||
BufUsage_Static BufUsage = iota
|
||||
//Buffer is changed a lot and used many times
|
||||
BufUsage_Dynamic
|
||||
//Buffer is set only once and used by the GPU at most a few times
|
||||
BufUsage_Stream
|
||||
)
|
||||
|
||||
func (b BufUsage) ToGL() uint32 {
|
||||
switch b {
|
||||
case BufUsage_Static:
|
||||
return gl.STATIC_DRAW
|
||||
case BufUsage_Dynamic:
|
||||
return gl.DYNAMIC_DRAW
|
||||
case BufUsage_Stream:
|
||||
return gl.STREAM_DRAW
|
||||
}
|
||||
|
||||
assert.T(false, fmt.Sprintf("Unexpected BufUsage value '%v'", b))
|
||||
return 0
|
||||
}
|
||||
@ -5,169 +5,127 @@ import (
|
||||
"github.com/go-gl/gl/v4.1-core/gl"
|
||||
)
|
||||
|
||||
type BufGLType int
|
||||
|
||||
const (
|
||||
BufGLTypeUnknown BufGLType = 0
|
||||
//Generic array of data. Should be used for most data like vertex positions, vertex colors etc.
|
||||
BufGLTypeArray BufGLType = gl.ARRAY_BUFFER
|
||||
BufGLTypeIndices BufGLType = gl.ELEMENT_ARRAY_BUFFER
|
||||
)
|
||||
|
||||
type BufType int
|
||||
|
||||
const (
|
||||
BufTypeUnknown BufType = iota
|
||||
BufTypeVertPos
|
||||
BufTypeColor
|
||||
BufTypeIndex
|
||||
BufTypeNormal
|
||||
)
|
||||
|
||||
func (bt BufType) GetBufferGLType() BufGLType {
|
||||
switch bt {
|
||||
|
||||
case BufTypeNormal:
|
||||
fallthrough
|
||||
case BufTypeColor:
|
||||
fallthrough
|
||||
case BufTypeVertPos:
|
||||
return BufGLTypeArray
|
||||
|
||||
case BufTypeIndex:
|
||||
return BufGLTypeIndices
|
||||
default:
|
||||
logging.WarnLog.Println("Unknown BufferType. BufferType: ", bt)
|
||||
return BufGLTypeUnknown
|
||||
}
|
||||
}
|
||||
|
||||
type BufUsage int
|
||||
|
||||
const (
|
||||
//Buffer is set only once and used many times
|
||||
BufUsageStatic BufUsage = gl.STATIC_DRAW
|
||||
//Buffer is changed a lot and used many times
|
||||
BufUsageDynamic BufUsage = gl.DYNAMIC_DRAW
|
||||
//Buffer is set only once and used by the GPU at most a few times
|
||||
BufUsageStream BufUsage = gl.STREAM_DRAW
|
||||
)
|
||||
|
||||
type Buffer struct {
|
||||
ID uint32
|
||||
Type BufType
|
||||
GLType BufGLType
|
||||
DataTypeInfo
|
||||
|
||||
//DataLen is the number of elements in the uploaded to the buffer
|
||||
DataLen int32
|
||||
}
|
||||
|
||||
func (b *Buffer) Activate() {
|
||||
gl.BindBuffer(uint32(b.GLType), b.ID)
|
||||
}
|
||||
|
||||
func (b *Buffer) Deactivate() {
|
||||
gl.BindBuffer(uint32(b.GLType), 0)
|
||||
}
|
||||
|
||||
type BufferObject struct {
|
||||
VAOID uint32
|
||||
VertPosBuf *Buffer
|
||||
NormalBuf *Buffer
|
||||
ColorBuf *Buffer
|
||||
IndexBuf *Buffer
|
||||
//BufID is the ID of the VBO
|
||||
BufID uint32
|
||||
//IndexBufID is the ID of the index/element buffer
|
||||
IndexBufID uint32
|
||||
IndexBufCount int32
|
||||
Stride int32
|
||||
|
||||
layout []Element
|
||||
}
|
||||
|
||||
func (bo *BufferObject) GenBuffer(data []float32, bufUsage BufUsage, bufType BufType, bufDataType DataType) {
|
||||
|
||||
gl.BindVertexArray(bo.VAOID)
|
||||
|
||||
//Create vertex buffer object
|
||||
var vboID uint32
|
||||
gl.GenBuffers(1, &vboID)
|
||||
if vboID == 0 {
|
||||
logging.ErrLog.Println("Failed to create openGL buffer")
|
||||
func (b *Buffer) Bind() {
|
||||
gl.BindVertexArray(b.VAOID)
|
||||
}
|
||||
|
||||
buf := &Buffer{
|
||||
ID: vboID,
|
||||
Type: bufType,
|
||||
GLType: bufType.GetBufferGLType(),
|
||||
DataTypeInfo: GetDataTypeInfo(bufDataType),
|
||||
DataLen: int32(len(data)),
|
||||
}
|
||||
bo.SetBuffer(buf)
|
||||
|
||||
//Fill buffer with data
|
||||
gl.BindBuffer(uint32(buf.GLType), buf.ID)
|
||||
gl.BufferData(uint32(buf.GLType), int(buf.DataTypeInfo.ElementSize)*len(data), gl.Ptr(data), uint32(bufUsage))
|
||||
|
||||
//Unbind everything
|
||||
gl.BindVertexArray(0)
|
||||
gl.BindBuffer(uint32(buf.GLType), 0)
|
||||
}
|
||||
|
||||
func (bo *BufferObject) GenBufferUint32(data []uint32, bufUsage BufUsage, bufType BufType, bufDataType DataType) {
|
||||
|
||||
gl.BindVertexArray(bo.VAOID)
|
||||
|
||||
//Create vertex buffer object
|
||||
var vboID uint32
|
||||
gl.GenBuffers(1, &vboID)
|
||||
if vboID == 0 {
|
||||
logging.ErrLog.Println("Failed to create openGL buffer")
|
||||
}
|
||||
|
||||
buf := &Buffer{
|
||||
ID: vboID,
|
||||
Type: bufType,
|
||||
GLType: bufType.GetBufferGLType(),
|
||||
DataTypeInfo: GetDataTypeInfo(bufDataType),
|
||||
DataLen: int32(len(data)),
|
||||
}
|
||||
bo.SetBuffer(buf)
|
||||
|
||||
//Fill buffer with data
|
||||
gl.BindBuffer(uint32(buf.GLType), buf.ID)
|
||||
gl.BufferData(uint32(buf.GLType), int(buf.DataTypeInfo.ElementSize)*len(data), gl.Ptr(data), uint32(bufUsage))
|
||||
|
||||
//Unbind everything
|
||||
gl.BindVertexArray(0)
|
||||
gl.BindBuffer(uint32(buf.GLType), 0)
|
||||
}
|
||||
|
||||
func (bo *BufferObject) SetBuffer(buf *Buffer) {
|
||||
|
||||
switch buf.Type {
|
||||
case BufTypeVertPos:
|
||||
bo.VertPosBuf = buf
|
||||
case BufTypeNormal:
|
||||
bo.NormalBuf = buf
|
||||
case BufTypeColor:
|
||||
bo.ColorBuf = buf
|
||||
case BufTypeIndex:
|
||||
bo.IndexBuf = buf
|
||||
default:
|
||||
logging.WarnLog.Println("Unknown buffer type in SetBuffer. Type:", buf.Type)
|
||||
}
|
||||
}
|
||||
|
||||
func (bo *BufferObject) Activate() {
|
||||
gl.BindVertexArray(bo.VAOID)
|
||||
}
|
||||
|
||||
func (bo *BufferObject) Deactivate() {
|
||||
func (b *Buffer) UnBind() {
|
||||
gl.BindVertexArray(0)
|
||||
}
|
||||
|
||||
func NewBufferObject() *BufferObject {
|
||||
func (b *Buffer) SetData(values []float32) {
|
||||
|
||||
var vaoID uint32
|
||||
gl.GenVertexArrays(1, &vaoID)
|
||||
if vaoID == 0 {
|
||||
gl.BindVertexArray(b.VAOID)
|
||||
gl.BindBuffer(gl.ARRAY_BUFFER, b.BufID)
|
||||
|
||||
sizeInBytes := len(values) * 4
|
||||
if sizeInBytes == 0 {
|
||||
gl.BufferData(gl.ARRAY_BUFFER, 0, gl.Ptr(nil), BufUsage_Static.ToGL())
|
||||
} else {
|
||||
gl.BufferData(gl.ARRAY_BUFFER, sizeInBytes, gl.Ptr(&values[0]), BufUsage_Static.ToGL())
|
||||
}
|
||||
|
||||
gl.BindVertexArray(0)
|
||||
gl.BindBuffer(gl.ARRAY_BUFFER, 0)
|
||||
}
|
||||
|
||||
func (b *Buffer) SetDataWithUsage(values []float32, usage BufUsage) {
|
||||
|
||||
gl.BindVertexArray(b.VAOID)
|
||||
gl.BindBuffer(gl.ARRAY_BUFFER, b.BufID)
|
||||
|
||||
sizeInBytes := len(values) * 4
|
||||
if sizeInBytes == 0 {
|
||||
gl.BufferData(gl.ARRAY_BUFFER, 0, gl.Ptr(nil), usage.ToGL())
|
||||
} else {
|
||||
gl.BufferData(gl.ARRAY_BUFFER, sizeInBytes, gl.Ptr(&values[0]), usage.ToGL())
|
||||
}
|
||||
|
||||
gl.BindVertexArray(0)
|
||||
gl.BindBuffer(gl.ARRAY_BUFFER, 0)
|
||||
}
|
||||
|
||||
func (b *Buffer) SetIndexBufData(values []uint32) {
|
||||
|
||||
b.IndexBufCount = int32(len(values))
|
||||
gl.BindVertexArray(b.VAOID)
|
||||
gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, b.IndexBufID)
|
||||
|
||||
sizeInBytes := len(values) * 4
|
||||
if sizeInBytes == 0 {
|
||||
gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, 0, gl.Ptr(nil), BufUsage_Static.ToGL())
|
||||
} else {
|
||||
gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, sizeInBytes, gl.Ptr(&values[0]), BufUsage_Static.ToGL())
|
||||
}
|
||||
|
||||
gl.BindVertexArray(0)
|
||||
gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, 0)
|
||||
}
|
||||
|
||||
func (b *Buffer) GetLayout() []Element {
|
||||
e := make([]Element, len(b.layout))
|
||||
copy(e, b.layout)
|
||||
return e
|
||||
}
|
||||
|
||||
//SetLayout updates the layout object and the corresponding vertex attributes.
|
||||
//Vertex attributes are also enabled.
|
||||
func (b *Buffer) SetLayout(layout ...Element) {
|
||||
|
||||
b.layout = layout
|
||||
|
||||
b.Stride = 0
|
||||
for i := 0; i < len(b.layout); i++ {
|
||||
|
||||
b.layout[i].Offset = int(b.Stride)
|
||||
b.Stride += b.layout[i].Size()
|
||||
}
|
||||
|
||||
//Set opengl stuff
|
||||
b.Bind()
|
||||
|
||||
//NOTE: VBOs are only bound at 'VertexAttribPointer', not BindBUffer, so we need to bind the buffer and vao here
|
||||
gl.BindBuffer(gl.ARRAY_BUFFER, b.BufID)
|
||||
|
||||
for i := 0; i < len(layout); i++ {
|
||||
gl.EnableVertexAttribArray(uint32(i))
|
||||
gl.VertexAttribPointer(uint32(i), layout[i].ElementType.CompCount(), layout[i].ElementType.GLType(), false, b.Stride, gl.PtrOffset(layout[i].Offset))
|
||||
}
|
||||
|
||||
b.UnBind()
|
||||
gl.BindBuffer(gl.ARRAY_BUFFER, 0)
|
||||
}
|
||||
|
||||
func NewBuffer(layout ...Element) Buffer {
|
||||
|
||||
b := Buffer{}
|
||||
gl.GenVertexArrays(1, &b.VAOID)
|
||||
if b.VAOID == 0 {
|
||||
logging.ErrLog.Println("Failed to create openGL vertex array object")
|
||||
}
|
||||
|
||||
return &BufferObject{VAOID: vaoID}
|
||||
gl.GenBuffers(1, &b.BufID)
|
||||
if b.BufID == 0 {
|
||||
logging.ErrLog.Println("Failed to create openGL buffer")
|
||||
}
|
||||
|
||||
gl.GenBuffers(1, &b.IndexBufID)
|
||||
if b.IndexBufID == 0 {
|
||||
logging.ErrLog.Println("Failed to create openGL buffer")
|
||||
}
|
||||
|
||||
b.SetLayout(layout...)
|
||||
return b
|
||||
}
|
||||
|
||||
@ -1,92 +0,0 @@
|
||||
package buffers
|
||||
|
||||
import (
|
||||
"github.com/bloeys/nmage/logging"
|
||||
"github.com/go-gl/gl/v4.1-core/gl"
|
||||
)
|
||||
|
||||
type DataType int
|
||||
|
||||
const (
|
||||
DataTypeUnknown DataType = iota
|
||||
DataTypeUint32
|
||||
DataTypeInt32
|
||||
DataTypeFloat32
|
||||
DataTypeFloat64
|
||||
|
||||
DataTypeVec2
|
||||
DataTypeVec3
|
||||
DataTypeVec4
|
||||
)
|
||||
|
||||
type DataTypeInfo struct {
|
||||
//ElementSize is size in bytes of one element (e.g. for vec3 its 4)
|
||||
ElementSize int32
|
||||
//ElementCount is number of elements (e.g. for vec3 its 3)
|
||||
ElementCount int32
|
||||
//ElementType is the type of each primitive (e.g. for vec3 its gl.FLOAT)
|
||||
ElementType uint32
|
||||
//GLType is the type of the variable represented (e.g. for vec3 its gl.FLOAT_VEC2)
|
||||
GLType uint32
|
||||
}
|
||||
|
||||
//GetSize returns the total size in bytes (e.g. for vec3 its 4*3)
|
||||
func (dti *DataTypeInfo) GetSize() int32 {
|
||||
return dti.ElementSize * dti.ElementCount
|
||||
}
|
||||
|
||||
func GetDataTypeInfo(dt DataType) DataTypeInfo {
|
||||
|
||||
switch dt {
|
||||
case DataTypeUint32:
|
||||
fallthrough
|
||||
case DataTypeInt32:
|
||||
return DataTypeInfo{
|
||||
ElementSize: 4,
|
||||
ElementCount: 1,
|
||||
ElementType: gl.INT,
|
||||
GLType: gl.INT,
|
||||
}
|
||||
|
||||
case DataTypeFloat32:
|
||||
return DataTypeInfo{
|
||||
ElementSize: 4,
|
||||
ElementCount: 1,
|
||||
ElementType: gl.FLOAT,
|
||||
GLType: gl.FLOAT,
|
||||
}
|
||||
case DataTypeFloat64:
|
||||
return DataTypeInfo{
|
||||
ElementSize: 8,
|
||||
ElementCount: 1,
|
||||
ElementType: gl.DOUBLE,
|
||||
GLType: gl.DOUBLE,
|
||||
}
|
||||
|
||||
case DataTypeVec2:
|
||||
return DataTypeInfo{
|
||||
ElementSize: 4,
|
||||
ElementCount: 2,
|
||||
ElementType: gl.FLOAT,
|
||||
GLType: gl.FLOAT_VEC2,
|
||||
}
|
||||
case DataTypeVec3:
|
||||
return DataTypeInfo{
|
||||
ElementSize: 4,
|
||||
ElementCount: 3,
|
||||
ElementType: gl.FLOAT,
|
||||
GLType: gl.FLOAT_VEC3,
|
||||
}
|
||||
case DataTypeVec4:
|
||||
return DataTypeInfo{
|
||||
ElementSize: 4,
|
||||
ElementCount: 4,
|
||||
ElementType: gl.FLOAT,
|
||||
GLType: gl.FLOAT_VEC4,
|
||||
}
|
||||
|
||||
default:
|
||||
logging.WarnLog.Println("Unknown data type passed. DataType:", dt)
|
||||
return DataTypeInfo{}
|
||||
}
|
||||
}
|
||||
122
buffers/element.go
Executable file
122
buffers/element.go
Executable file
@ -0,0 +1,122 @@
|
||||
package buffers
|
||||
|
||||
import (
|
||||
"fmt"
|
||||
|
||||
"github.com/bloeys/nmage/assert"
|
||||
"github.com/go-gl/gl/v4.1-core/gl"
|
||||
)
|
||||
|
||||
//Element represents an element that makes up a buffer (e.g. Vec3 at an offset of 12 bytes)
|
||||
type Element struct {
|
||||
Offset int
|
||||
ElementType
|
||||
}
|
||||
|
||||
//ElementType is the type of an element thats makes up a buffer (e.g. Vec3)
|
||||
type ElementType int
|
||||
|
||||
const (
|
||||
DataTypeUnknown ElementType = iota
|
||||
DataTypeUint32
|
||||
DataTypeInt32
|
||||
DataTypeFloat32
|
||||
|
||||
DataTypeVec2
|
||||
DataTypeVec3
|
||||
DataTypeVec4
|
||||
)
|
||||
|
||||
func (dt ElementType) GLType() uint32 {
|
||||
|
||||
switch dt {
|
||||
case DataTypeUint32:
|
||||
return gl.UNSIGNED_INT
|
||||
case DataTypeInt32:
|
||||
return gl.INT
|
||||
|
||||
case DataTypeFloat32:
|
||||
fallthrough
|
||||
case DataTypeVec2:
|
||||
fallthrough
|
||||
case DataTypeVec3:
|
||||
fallthrough
|
||||
case DataTypeVec4:
|
||||
return gl.FLOAT
|
||||
|
||||
default:
|
||||
assert.T(false, fmt.Sprintf("Unknown data type passed. DataType '%v'", dt))
|
||||
return 0
|
||||
}
|
||||
}
|
||||
|
||||
//CompSize returns the size in bytes for one component of the type (e.g. for Vec2 its 4)
|
||||
func (dt ElementType) CompSize() int32 {
|
||||
|
||||
switch dt {
|
||||
case DataTypeUint32:
|
||||
fallthrough
|
||||
case DataTypeFloat32:
|
||||
fallthrough
|
||||
case DataTypeInt32:
|
||||
fallthrough
|
||||
case DataTypeVec2:
|
||||
fallthrough
|
||||
case DataTypeVec3:
|
||||
fallthrough
|
||||
case DataTypeVec4:
|
||||
return 4
|
||||
|
||||
default:
|
||||
assert.T(false, fmt.Sprintf("Unknown data type passed. DataType '%v'", dt))
|
||||
return 0
|
||||
}
|
||||
}
|
||||
|
||||
//CompCount returns the number of components in the element (e.g. for Vec2 its 2)
|
||||
func (dt ElementType) CompCount() int32 {
|
||||
|
||||
switch dt {
|
||||
case DataTypeUint32:
|
||||
fallthrough
|
||||
case DataTypeFloat32:
|
||||
fallthrough
|
||||
case DataTypeInt32:
|
||||
return 1
|
||||
|
||||
case DataTypeVec2:
|
||||
return 2
|
||||
case DataTypeVec3:
|
||||
return 3
|
||||
case DataTypeVec4:
|
||||
return 4
|
||||
|
||||
default:
|
||||
assert.T(false, fmt.Sprintf("Unknown data type passed. DataType '%v'", dt))
|
||||
return 0
|
||||
}
|
||||
}
|
||||
|
||||
//Size returns the total size in bytes (e.g. for vec3 its 3*4=12 bytes)
|
||||
func (dt ElementType) Size() int32 {
|
||||
|
||||
switch dt {
|
||||
case DataTypeUint32:
|
||||
fallthrough
|
||||
case DataTypeFloat32:
|
||||
fallthrough
|
||||
case DataTypeInt32:
|
||||
return 4
|
||||
|
||||
case DataTypeVec2:
|
||||
return 2 * 4
|
||||
case DataTypeVec3:
|
||||
return 3 * 4
|
||||
case DataTypeVec4:
|
||||
return 4 * 4
|
||||
|
||||
default:
|
||||
assert.T(false, fmt.Sprintf("Unknown data type passed. DataType '%v'", dt))
|
||||
return 0
|
||||
}
|
||||
}
|
||||
100
camera/camera.go
Executable file
100
camera/camera.go
Executable file
@ -0,0 +1,100 @@
|
||||
package camera
|
||||
|
||||
import (
|
||||
"github.com/bloeys/gglm/gglm"
|
||||
)
|
||||
|
||||
type Type int32
|
||||
|
||||
const (
|
||||
Type_Unknown Type = iota
|
||||
Type_Perspective
|
||||
Type_Orthographic
|
||||
)
|
||||
|
||||
type Camera struct {
|
||||
Type Type
|
||||
|
||||
Pos gglm.Vec3
|
||||
Forward gglm.Vec3
|
||||
WorldUp gglm.Vec3
|
||||
|
||||
NearClip float32
|
||||
FarClip float32
|
||||
|
||||
// Perspective data
|
||||
Fov float32
|
||||
AspectRatio float32
|
||||
|
||||
// Ortho data
|
||||
Left, Right, Top, Bottom float32
|
||||
|
||||
// Matrices
|
||||
ViewMat gglm.Mat4
|
||||
ProjMat gglm.Mat4
|
||||
}
|
||||
|
||||
// Update recalculates view matrix and projection matrix.
|
||||
// Should be called whenever a camera parameter changes
|
||||
func (c *Camera) Update() {
|
||||
|
||||
c.ViewMat = gglm.LookAtRH(&c.Pos, c.Pos.Clone().Add(&c.Forward), &c.WorldUp).Mat4
|
||||
|
||||
if c.Type == Type_Perspective {
|
||||
c.ProjMat = *gglm.Perspective(c.Fov, c.AspectRatio, c.NearClip, c.FarClip)
|
||||
} else {
|
||||
c.ProjMat = gglm.Ortho(c.Left, c.Right, c.Top, c.Bottom, c.NearClip, c.FarClip).Mat4
|
||||
}
|
||||
}
|
||||
|
||||
// UpdateRotation calculates a new forward vector and then calls camera.Update()
|
||||
func (c *Camera) UpdateRotation(pitch, yaw float32) {
|
||||
|
||||
dir := gglm.NewVec3(
|
||||
gglm.Cos32(yaw)*gglm.Cos32(pitch),
|
||||
gglm.Sin32(pitch),
|
||||
gglm.Sin32(yaw)*gglm.Cos32(pitch),
|
||||
)
|
||||
c.Forward = *dir.Normalize()
|
||||
c.Update()
|
||||
}
|
||||
|
||||
func NewPerspective(pos, forward, worldUp *gglm.Vec3, nearClip, farClip, fovRadians, aspectRatio float32) *Camera {
|
||||
|
||||
cam := &Camera{
|
||||
Type: Type_Perspective,
|
||||
Pos: *pos,
|
||||
Forward: *forward,
|
||||
WorldUp: *worldUp,
|
||||
|
||||
NearClip: nearClip,
|
||||
FarClip: farClip,
|
||||
|
||||
Fov: fovRadians,
|
||||
AspectRatio: aspectRatio,
|
||||
}
|
||||
cam.Update()
|
||||
|
||||
return cam
|
||||
}
|
||||
|
||||
func NewOrthographic(pos, forward, worldUp *gglm.Vec3, nearClip, farClip, left, right, top, bottom float32) *Camera {
|
||||
|
||||
cam := &Camera{
|
||||
Type: Type_Orthographic,
|
||||
Pos: *pos,
|
||||
Forward: *forward,
|
||||
WorldUp: *worldUp,
|
||||
|
||||
NearClip: nearClip,
|
||||
FarClip: farClip,
|
||||
|
||||
Left: left,
|
||||
Right: right,
|
||||
Top: top,
|
||||
Bottom: bottom,
|
||||
}
|
||||
cam.Update()
|
||||
|
||||
return cam
|
||||
}
|
||||
@ -1,4 +1,4 @@
|
||||
//go:build debug
|
||||
//go:build !release
|
||||
|
||||
package consts
|
||||
|
||||
|
||||
@ -1,4 +1,4 @@
|
||||
//go:build !debug
|
||||
//go:build release
|
||||
|
||||
package consts
|
||||
|
||||
|
||||
204
engine/engine.go
Executable file
204
engine/engine.go
Executable file
@ -0,0 +1,204 @@
|
||||
package engine
|
||||
|
||||
import (
|
||||
"runtime"
|
||||
|
||||
"github.com/bloeys/nmage/assert"
|
||||
"github.com/bloeys/nmage/input"
|
||||
"github.com/bloeys/nmage/renderer"
|
||||
"github.com/bloeys/nmage/timing"
|
||||
"github.com/go-gl/gl/v4.1-core/gl"
|
||||
"github.com/inkyblackness/imgui-go/v4"
|
||||
"github.com/veandco/go-sdl2/sdl"
|
||||
)
|
||||
|
||||
var (
|
||||
isInited = false
|
||||
)
|
||||
|
||||
type Window struct {
|
||||
SDLWin *sdl.Window
|
||||
GlCtx sdl.GLContext
|
||||
EventCallbacks []func(sdl.Event)
|
||||
Rend renderer.Render
|
||||
}
|
||||
|
||||
func (w *Window) handleInputs() {
|
||||
|
||||
input.EventLoopStart()
|
||||
imIO := imgui.CurrentIO()
|
||||
|
||||
for event := sdl.PollEvent(); event != nil; event = sdl.PollEvent() {
|
||||
|
||||
//Fire callbacks
|
||||
for i := 0; i < len(w.EventCallbacks); i++ {
|
||||
w.EventCallbacks[i](event)
|
||||
}
|
||||
|
||||
//Internal processing
|
||||
switch e := event.(type) {
|
||||
|
||||
case *sdl.MouseWheelEvent:
|
||||
|
||||
input.HandleMouseWheelEvent(e)
|
||||
|
||||
xDelta, yDelta := input.GetMouseWheelMotion()
|
||||
imIO.AddMouseWheelDelta(float32(xDelta), float32(yDelta))
|
||||
|
||||
case *sdl.KeyboardEvent:
|
||||
input.HandleKeyboardEvent(e)
|
||||
|
||||
if e.Type == sdl.KEYDOWN {
|
||||
imIO.KeyPress(int(e.Keysym.Scancode))
|
||||
} else if e.Type == sdl.KEYUP {
|
||||
imIO.KeyRelease(int(e.Keysym.Scancode))
|
||||
}
|
||||
|
||||
case *sdl.TextInputEvent:
|
||||
imIO.AddInputCharacters(string(e.Text[:]))
|
||||
|
||||
case *sdl.MouseButtonEvent:
|
||||
input.HandleMouseBtnEvent(e)
|
||||
|
||||
case *sdl.MouseMotionEvent:
|
||||
input.HandleMouseMotionEvent(e)
|
||||
|
||||
case *sdl.WindowEvent:
|
||||
if e.Event == sdl.WINDOWEVENT_SIZE_CHANGED {
|
||||
w.handleWindowResize()
|
||||
}
|
||||
|
||||
case *sdl.QuitEvent:
|
||||
input.HandleQuitEvent(e)
|
||||
}
|
||||
}
|
||||
|
||||
// If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
|
||||
x, y, _ := sdl.GetMouseState()
|
||||
imIO.SetMousePosition(imgui.Vec2{X: float32(x), Y: float32(y)})
|
||||
|
||||
imIO.SetMouseButtonDown(0, input.MouseDown(sdl.BUTTON_LEFT))
|
||||
imIO.SetMouseButtonDown(1, input.MouseDown(sdl.BUTTON_RIGHT))
|
||||
imIO.SetMouseButtonDown(2, input.MouseDown(sdl.BUTTON_MIDDLE))
|
||||
|
||||
imIO.KeyShift(sdl.SCANCODE_LSHIFT, sdl.SCANCODE_RSHIFT)
|
||||
imIO.KeyCtrl(sdl.SCANCODE_LCTRL, sdl.SCANCODE_RCTRL)
|
||||
imIO.KeyAlt(sdl.SCANCODE_LALT, sdl.SCANCODE_RALT)
|
||||
}
|
||||
|
||||
func (w *Window) handleWindowResize() {
|
||||
|
||||
fbWidth, fbHeight := w.SDLWin.GLGetDrawableSize()
|
||||
if fbWidth <= 0 || fbHeight <= 0 {
|
||||
return
|
||||
}
|
||||
gl.Viewport(0, 0, fbWidth, fbHeight)
|
||||
}
|
||||
|
||||
func (w *Window) Destroy() error {
|
||||
return w.SDLWin.Destroy()
|
||||
}
|
||||
|
||||
func Init() error {
|
||||
|
||||
isInited = true
|
||||
|
||||
runtime.LockOSThread()
|
||||
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, rend renderer.Render) (*Window, error) {
|
||||
return createWindow(title, x, y, width, height, WindowFlags_OPENGL|flags, rend)
|
||||
}
|
||||
|
||||
func CreateOpenGLWindowCentered(title string, width, height int32, flags WindowFlags, rend renderer.Render) (*Window, error) {
|
||||
return createWindow(title, -1, -1, width, height, WindowFlags_OPENGL|flags, rend)
|
||||
}
|
||||
|
||||
func createWindow(title string, x, y, width, height int32, flags WindowFlags, rend renderer.Render) (*Window, error) {
|
||||
|
||||
assert.T(isInited, "engine.Init was not called!")
|
||||
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,
|
||||
EventCallbacks: make([]func(sdl.Event), 0),
|
||||
Rend: rend,
|
||||
}
|
||||
|
||||
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.Enable(gl.BLEND)
|
||||
gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
|
||||
|
||||
gl.ClearColor(0, 0, 0, 1)
|
||||
return nil
|
||||
}
|
||||
|
||||
func SetVSync(enabled bool) {
|
||||
assert.T(isInited, "engine.Init was not called!")
|
||||
|
||||
if enabled {
|
||||
sdl.GLSetSwapInterval(1)
|
||||
} else {
|
||||
sdl.GLSetSwapInterval(0)
|
||||
}
|
||||
}
|
||||
61
engine/game.go
Executable file
61
engine/game.go
Executable file
@ -0,0 +1,61 @@
|
||||
package engine
|
||||
|
||||
import (
|
||||
"github.com/bloeys/nmage/timing"
|
||||
nmageimgui "github.com/bloeys/nmage/ui/imgui"
|
||||
"github.com/go-gl/gl/v4.1-core/gl"
|
||||
)
|
||||
|
||||
var (
|
||||
isRunning = false
|
||||
)
|
||||
|
||||
type Game interface {
|
||||
Init()
|
||||
|
||||
Update()
|
||||
Render()
|
||||
FrameEnd()
|
||||
|
||||
DeInit()
|
||||
}
|
||||
|
||||
func Run(g Game, w *Window, ui nmageimgui.ImguiInfo) {
|
||||
|
||||
isRunning = true
|
||||
g.Init()
|
||||
|
||||
//Simulate an imgui frame during init so any imgui calls are allowed within init
|
||||
tempWidth, tempHeight := w.SDLWin.GetSize()
|
||||
tempFBWidth, tempFBHeight := w.SDLWin.GLGetDrawableSize()
|
||||
ui.FrameStart(float32(tempWidth), float32(tempHeight))
|
||||
ui.Render(float32(tempWidth), float32(tempHeight), tempFBWidth, tempFBHeight)
|
||||
|
||||
for isRunning {
|
||||
|
||||
//PERF: Cache these
|
||||
width, height := w.SDLWin.GetSize()
|
||||
fbWidth, fbHeight := w.SDLWin.GLGetDrawableSize()
|
||||
|
||||
timing.FrameStarted()
|
||||
w.handleInputs()
|
||||
ui.FrameStart(float32(width), float32(height))
|
||||
|
||||
g.Update()
|
||||
|
||||
gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
|
||||
g.Render()
|
||||
ui.Render(float32(width), float32(height), fbWidth, fbHeight)
|
||||
w.SDLWin.GLSwap()
|
||||
|
||||
g.FrameEnd()
|
||||
w.Rend.FrameEnd()
|
||||
timing.FrameEnded()
|
||||
}
|
||||
|
||||
g.DeInit()
|
||||
}
|
||||
|
||||
func Quit() {
|
||||
isRunning = false
|
||||
}
|
||||
29
engine/windowflags.go
Executable file
29
engine/windowflags.go
Executable file
@ -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
|
||||
)
|
||||
77
entity/entity.go
Executable file
77
entity/entity.go
Executable file
@ -0,0 +1,77 @@
|
||||
package entity
|
||||
|
||||
type EntityFlag byte
|
||||
|
||||
const (
|
||||
EntityFlag_Unknown EntityFlag = 0
|
||||
EntityFlag_Dead EntityFlag = 1 << (iota - 1)
|
||||
EntityFlag_Alive
|
||||
)
|
||||
|
||||
const (
|
||||
GenerationShiftBits = 64 - 8
|
||||
FlagsShiftBits = 64 - 16
|
||||
IndexBitMask = 0x00_00_FFFF_FFFF_FFFF
|
||||
)
|
||||
|
||||
type Entity struct {
|
||||
|
||||
// Byte 1: Generation; Byte 2: Flags; Bytes 3-8: Index
|
||||
ID uint64
|
||||
Comps []Comp
|
||||
}
|
||||
|
||||
func GetGeneration(id uint64) byte {
|
||||
return byte(id >> GenerationShiftBits)
|
||||
}
|
||||
|
||||
func GetFlags(id uint64) byte {
|
||||
return byte(id >> FlagsShiftBits)
|
||||
}
|
||||
|
||||
func GetIndex(id uint64) uint64 {
|
||||
return id & IndexBitMask
|
||||
}
|
||||
|
||||
func (e *Entity) HasFlag(ef EntityFlag) bool {
|
||||
return GetFlags(e.ID)&byte(ef) > 0
|
||||
}
|
||||
|
||||
func NewEntityId(generation, flags byte, index uint64) uint64 {
|
||||
return index | (uint64(generation) << GenerationShiftBits) | (uint64(flags) << FlagsShiftBits)
|
||||
}
|
||||
|
||||
type Comp interface {
|
||||
Name() string
|
||||
}
|
||||
|
||||
func AddComp(e *Entity, c Comp) {
|
||||
e.Comps = append(e.Comps, c)
|
||||
}
|
||||
|
||||
func GetComp[T Comp](e *Entity) (out T) {
|
||||
|
||||
for i := 0; i < len(e.Comps); i++ {
|
||||
|
||||
comp, ok := e.Comps[i].(T)
|
||||
if ok {
|
||||
return comp
|
||||
}
|
||||
}
|
||||
|
||||
return out
|
||||
}
|
||||
|
||||
func GetAllCompOfType[T Comp](e *Entity) (out []T) {
|
||||
|
||||
out = []T{}
|
||||
for i := 0; i < len(e.Comps); i++ {
|
||||
|
||||
comp, ok := e.Comps[i].(T)
|
||||
if ok {
|
||||
out = append(out, comp)
|
||||
}
|
||||
}
|
||||
|
||||
return out
|
||||
}
|
||||
94
entity/registry.go
Executable file
94
entity/registry.go
Executable file
@ -0,0 +1,94 @@
|
||||
package entity
|
||||
|
||||
import (
|
||||
"github.com/bloeys/nmage/assert"
|
||||
)
|
||||
|
||||
type freeListitem struct {
|
||||
EntityIndex uint64
|
||||
nextFree *freeListitem
|
||||
}
|
||||
|
||||
type Registry struct {
|
||||
EntityCount uint64
|
||||
Entities []Entity
|
||||
FreeList *freeListitem
|
||||
}
|
||||
|
||||
func (r *Registry) NewEntity() *Entity {
|
||||
|
||||
assert.T(r.EntityCount < uint64(len(r.Entities)), "Can not add more entities to registry because it is full")
|
||||
|
||||
entityToUseIndex := uint64(0)
|
||||
var entityToUse *Entity = nil
|
||||
|
||||
if r.FreeList != nil {
|
||||
|
||||
entityToUseIndex = r.FreeList.EntityIndex
|
||||
entityToUse = &r.Entities[entityToUseIndex]
|
||||
r.FreeList = r.FreeList.nextFree
|
||||
} else {
|
||||
|
||||
for i := 0; i < len(r.Entities); i++ {
|
||||
|
||||
e := &r.Entities[i]
|
||||
if GetFlags(e.ID) != byte(EntityFlag_Unknown) && !e.HasFlag(EntityFlag_Dead) {
|
||||
continue
|
||||
}
|
||||
|
||||
entityToUse = e
|
||||
entityToUseIndex = uint64(i)
|
||||
break
|
||||
}
|
||||
}
|
||||
|
||||
if entityToUse == nil {
|
||||
panic("failed to create new entity because we did not find a free spot in the registry. Why did the assert not go off?")
|
||||
}
|
||||
|
||||
r.EntityCount++
|
||||
entityToUse.ID = NewEntityId(GetGeneration(entityToUse.ID)+1, byte(EntityFlag_Alive), entityToUseIndex)
|
||||
assert.T(entityToUse.ID != 0, "Entity ID must not be zero")
|
||||
return entityToUse
|
||||
}
|
||||
|
||||
func (r *Registry) GetEntity(id uint64) *Entity {
|
||||
|
||||
index := GetIndex(id)
|
||||
gen := GetGeneration(id)
|
||||
|
||||
e := &r.Entities[index]
|
||||
eGen := GetGeneration(e.ID)
|
||||
|
||||
if gen != eGen {
|
||||
return nil
|
||||
}
|
||||
|
||||
return e
|
||||
}
|
||||
|
||||
func (r *Registry) FreeEntity(id uint64) {
|
||||
|
||||
e := r.GetEntity(id)
|
||||
if e == nil {
|
||||
return
|
||||
}
|
||||
|
||||
r.EntityCount--
|
||||
eIndex := GetIndex(e.ID)
|
||||
|
||||
e.Comps = []Comp{}
|
||||
e.ID = NewEntityId(GetGeneration(e.ID), byte(EntityFlag_Dead), eIndex)
|
||||
|
||||
r.FreeList = &freeListitem{
|
||||
EntityIndex: eIndex,
|
||||
nextFree: r.FreeList,
|
||||
}
|
||||
}
|
||||
|
||||
func NewRegistry(size uint32) *Registry {
|
||||
assert.T(size > 0, "Registry size must be more than zero")
|
||||
return &Registry{
|
||||
Entities: make([]Entity, size),
|
||||
}
|
||||
}
|
||||
12
go.mod
12
go.mod
@ -1,13 +1,13 @@
|
||||
module github.com/bloeys/nmage
|
||||
|
||||
go 1.17
|
||||
go 1.18
|
||||
|
||||
require github.com/veandco/go-sdl2 v0.4.10
|
||||
require github.com/veandco/go-sdl2 v0.4.25
|
||||
|
||||
require github.com/go-gl/gl v0.0.0-20211025173605-bda47ffaa784
|
||||
require github.com/go-gl/gl v0.0.0-20211210172815-726fda9656d6
|
||||
|
||||
require (
|
||||
github.com/bloeys/assimp-go v0.3.2
|
||||
github.com/bloeys/gglm v0.3.1
|
||||
github.com/inkyblackness/imgui-go/v4 v4.3.0
|
||||
github.com/bloeys/assimp-go v0.4.2
|
||||
github.com/bloeys/gglm v0.42.0
|
||||
github.com/inkyblackness/imgui-go/v4 v4.6.0
|
||||
)
|
||||
|
||||
22
go.sum
22
go.sum
@ -1,19 +1,17 @@
|
||||
github.com/bloeys/assimp-go v0.3.1 h1:GANPXH8ER/4B/XsxZOw03GLZi2qKiWapSJ9dntrGoic=
|
||||
github.com/bloeys/assimp-go v0.3.1/go.mod h1:my3yRxT7CfOztmvi+0svmwbaqw0KFrxaHxncoyaEIP0=
|
||||
github.com/bloeys/assimp-go v0.3.2 h1:CsKnLloWZyn6uYNNaQE2Jq2Q+yH4d71A+CxbpU2flng=
|
||||
github.com/bloeys/assimp-go v0.3.2/go.mod h1:my3yRxT7CfOztmvi+0svmwbaqw0KFrxaHxncoyaEIP0=
|
||||
github.com/bloeys/gglm v0.3.1 h1:Sy9upW7SBsBfDXrSmEhid3aQ+7J7itej+upwcxOnPMQ=
|
||||
github.com/bloeys/gglm v0.3.1/go.mod h1:qwJQ0WzV191wAMwlGicbfbChbKoSedMk7gFFX6GnyOk=
|
||||
github.com/bloeys/assimp-go v0.4.2 h1:ArVK74BCFcTO/rCGj2NgZG9xtbjnJdEn5npIeJx1Z04=
|
||||
github.com/bloeys/assimp-go v0.4.2/go.mod h1:my3yRxT7CfOztmvi+0svmwbaqw0KFrxaHxncoyaEIP0=
|
||||
github.com/bloeys/gglm v0.42.0 h1:UAUFGTaZv3dpZ0YSIQVum3bdeCZgNmx965VLnD2v11k=
|
||||
github.com/bloeys/gglm v0.42.0/go.mod h1:qwJQ0WzV191wAMwlGicbfbChbKoSedMk7gFFX6GnyOk=
|
||||
github.com/davecgh/go-spew v1.1.0 h1:ZDRjVQ15GmhC3fiQ8ni8+OwkZQO4DARzQgrnXU1Liz8=
|
||||
github.com/davecgh/go-spew v1.1.0/go.mod h1:J7Y8YcW2NihsgmVo/mv3lAwl/skON4iLHjSsI+c5H38=
|
||||
github.com/go-gl/gl v0.0.0-20211025173605-bda47ffaa784 h1:1Zi56D0LNfvkzM+BdoxKryvUEdyWO7LP8oRT+oSYJW0=
|
||||
github.com/go-gl/gl v0.0.0-20211025173605-bda47ffaa784/go.mod h1:9YTyiznxEY1fVinfM7RvRcjRHbw2xLBJ3AAGIT0I4Nw=
|
||||
github.com/inkyblackness/imgui-go/v4 v4.3.0 h1:iyAzqWXq/dG5+6ckDPhGivtrIo6AywGQMvENKzun04s=
|
||||
github.com/inkyblackness/imgui-go/v4 v4.3.0/go.mod h1:g8SAGtOYUP7rYaOB2AsVKCEHmPMDmJKgt4z6d+flhb0=
|
||||
github.com/go-gl/gl v0.0.0-20211210172815-726fda9656d6 h1:zDw5v7qm4yH7N8C8uWd+8Ii9rROdgWxQuGoJ9WDXxfk=
|
||||
github.com/go-gl/gl v0.0.0-20211210172815-726fda9656d6/go.mod h1:9YTyiznxEY1fVinfM7RvRcjRHbw2xLBJ3AAGIT0I4Nw=
|
||||
github.com/inkyblackness/imgui-go/v4 v4.6.0 h1:ShcnXEYl80+xREGBY9OpGWePA6FfJChY9Varsm+3jjE=
|
||||
github.com/inkyblackness/imgui-go/v4 v4.6.0/go.mod h1:g8SAGtOYUP7rYaOB2AsVKCEHmPMDmJKgt4z6d+flhb0=
|
||||
github.com/pmezard/go-difflib v1.0.0 h1:4DBwDE0NGyQoBHbLQYPwSUPoCMWR5BEzIk/f1lZbAQM=
|
||||
github.com/pmezard/go-difflib v1.0.0/go.mod h1:iKH77koFhYxTK1pcRnkKkqfTogsbg7gZNVY4sRDYZ/4=
|
||||
github.com/stretchr/objx v0.1.0/go.mod h1:HFkY916IF+rwdDfMAkV7OtwuqBVzrE8GR6GFx+wExME=
|
||||
github.com/stretchr/testify v1.3.0 h1:TivCn/peBQ7UY8ooIcPgZFpTNSz0Q2U6UrFlUfqbe0Q=
|
||||
github.com/stretchr/testify v1.3.0/go.mod h1:M5WIy9Dh21IEIfnGCwXGc5bZfKNJtfHm1UVUgZn+9EI=
|
||||
github.com/veandco/go-sdl2 v0.4.10 h1:8QoD2bhWl7SbQDflIAUYWfl9Vq+mT8/boJFAUzAScgY=
|
||||
github.com/veandco/go-sdl2 v0.4.10/go.mod h1:OROqMhHD43nT4/i9crJukyVecjPNYYuCofep6SNiAjY=
|
||||
github.com/veandco/go-sdl2 v0.4.25 h1:J5ac3KKOccp/0xGJA1PaNYKPUcZm19IxhDGs8lJofPI=
|
||||
github.com/veandco/go-sdl2 v0.4.25/go.mod h1:OROqMhHD43nT4/i9crJukyVecjPNYYuCofep6SNiAjY=
|
||||
|
||||
@ -35,6 +35,7 @@ var (
|
||||
mouseBtnMap = make(map[int]*mouseBtnState)
|
||||
mouseMotion = mouseMotionState{}
|
||||
mouseWheel = mouseWheelState{}
|
||||
quitRequested bool
|
||||
)
|
||||
|
||||
func EventLoopStart() {
|
||||
@ -55,6 +56,16 @@ func EventLoopStart() {
|
||||
|
||||
mouseWheel.XDelta = 0
|
||||
mouseWheel.YDelta = 0
|
||||
|
||||
quitRequested = false
|
||||
}
|
||||
|
||||
func HandleQuitEvent(e *sdl.QuitEvent) {
|
||||
quitRequested = true
|
||||
}
|
||||
|
||||
func IsQuitClicked() bool {
|
||||
return quitRequested
|
||||
}
|
||||
|
||||
func HandleKeyboardEvent(e *sdl.KeyboardEvent) {
|
||||
|
||||
20
level/level.go
Executable file
20
level/level.go
Executable file
@ -0,0 +1,20 @@
|
||||
package level
|
||||
|
||||
import (
|
||||
"github.com/bloeys/nmage/assert"
|
||||
"github.com/bloeys/nmage/entity"
|
||||
)
|
||||
|
||||
type Level struct {
|
||||
*entity.Registry
|
||||
Name string
|
||||
}
|
||||
|
||||
func NewLevel(name string, maxEntities uint32) *Level {
|
||||
|
||||
assert.T(name != "", "Level name can not be empty")
|
||||
return &Level{
|
||||
Name: name,
|
||||
Registry: entity.NewRegistry(maxEntities),
|
||||
}
|
||||
}
|
||||
827
main.go
827
main.go
@ -2,622 +2,317 @@ package main
|
||||
|
||||
import (
|
||||
"fmt"
|
||||
"runtime"
|
||||
|
||||
"github.com/bloeys/assimp-go/asig"
|
||||
"github.com/bloeys/gglm/gglm"
|
||||
"github.com/bloeys/nmage/asserts"
|
||||
"github.com/bloeys/nmage/buffers"
|
||||
"github.com/bloeys/nmage/assets"
|
||||
"github.com/bloeys/nmage/camera"
|
||||
"github.com/bloeys/nmage/engine"
|
||||
"github.com/bloeys/nmage/entity"
|
||||
"github.com/bloeys/nmage/input"
|
||||
"github.com/bloeys/nmage/level"
|
||||
"github.com/bloeys/nmage/logging"
|
||||
"github.com/bloeys/nmage/shaders"
|
||||
"github.com/bloeys/nmage/materials"
|
||||
"github.com/bloeys/nmage/meshes"
|
||||
"github.com/bloeys/nmage/renderer/rend3dgl"
|
||||
"github.com/bloeys/nmage/timing"
|
||||
"github.com/go-gl/gl/v4.1-core/gl"
|
||||
nmageimgui "github.com/bloeys/nmage/ui/imgui"
|
||||
"github.com/inkyblackness/imgui-go/v4"
|
||||
"github.com/veandco/go-sdl2/sdl"
|
||||
)
|
||||
|
||||
//TODO:
|
||||
//Make a window/engine class
|
||||
//Mesh class
|
||||
//Object
|
||||
//Abstract UI
|
||||
//Textures
|
||||
// @Todo:
|
||||
// Complete entity registry (e.g. HasEntity, GetEntity, Generational Indices etc...)
|
||||
// Helper functions to update active entities
|
||||
|
||||
// Integrate physx
|
||||
// Create VAO struct independent from VBO to support multi-VBO use cases (e.g. instancing)
|
||||
// Renderer batching
|
||||
// Scene graph
|
||||
// Separate engine loop from rendering loop? or leave it to the user?
|
||||
// Abstract keys enum away from sdl
|
||||
// Proper Asset loading
|
||||
//Rework buffers package
|
||||
//Interleaved or packed buffers (xyzxyzxyz OR xxxyyyzzz)
|
||||
//Audio
|
||||
// Frustum culling
|
||||
// Material system editor with fields automatically extracted from the shader
|
||||
|
||||
type ImguiInfo struct {
|
||||
imCtx *imgui.Context
|
||||
|
||||
vaoID uint32
|
||||
vboID uint32
|
||||
indexBufID uint32
|
||||
texID uint32
|
||||
}
|
||||
const (
|
||||
camSpeed = 15
|
||||
mouseSensitivity = 0.5
|
||||
)
|
||||
|
||||
var (
|
||||
winWidth int32 = 1280
|
||||
winHeight int32 = 720
|
||||
window *engine.Window
|
||||
|
||||
isRunning bool = true
|
||||
window *sdl.Window
|
||||
pitch float32 = 0
|
||||
yaw float32 = -90
|
||||
cam *camera.Camera
|
||||
|
||||
simpleShader shaders.ShaderProgram
|
||||
imShader shaders.ShaderProgram
|
||||
bo *buffers.BufferObject
|
||||
simpleMat *materials.Material
|
||||
cubeMesh *meshes.Mesh
|
||||
|
||||
modelMat = gglm.NewTrMatId()
|
||||
projMat = &gglm.Mat4{}
|
||||
cubeModelMat = gglm.NewTrMatId()
|
||||
|
||||
imguiInfo *ImguiInfo
|
||||
|
||||
camPos = gglm.NewVec3(0, 0, -10)
|
||||
camForward = gglm.NewVec3(0, 0, 1)
|
||||
lightPos1 = gglm.NewVec3(-2, 0, 2)
|
||||
lightColor1 = gglm.NewVec3(1, 1, 1)
|
||||
)
|
||||
|
||||
type OurGame struct {
|
||||
Win *engine.Window
|
||||
ImGUIInfo nmageimgui.ImguiInfo
|
||||
}
|
||||
|
||||
type TransformComp struct {
|
||||
Pos *gglm.Vec3
|
||||
Rot *gglm.Quat
|
||||
Scale *gglm.Vec3
|
||||
}
|
||||
|
||||
func (t TransformComp) Name() string {
|
||||
return "Transform Component"
|
||||
}
|
||||
|
||||
func Test() {
|
||||
|
||||
lvl := level.NewLevel("test level", 1000)
|
||||
e1 := lvl.Registry.NewEntity()
|
||||
|
||||
trComp := entity.GetComp[*TransformComp](e1)
|
||||
fmt.Println("Got comp 1:", trComp)
|
||||
|
||||
e1.Comps = append(e1.Comps, &TransformComp{
|
||||
Pos: gglm.NewVec3(0, 0, 0),
|
||||
Rot: gglm.NewQuatEulerXYZ(0, 0, 0),
|
||||
Scale: gglm.NewVec3(0, 0, 0),
|
||||
}, &TransformComp{
|
||||
Pos: gglm.NewVec3(0, 0, 0),
|
||||
Rot: gglm.NewQuatEulerXYZ(0, 0, 0),
|
||||
Scale: gglm.NewVec3(1, 1, 1),
|
||||
})
|
||||
|
||||
trComp = entity.GetComp[*TransformComp](e1)
|
||||
fmt.Println("Got comp 2:", trComp)
|
||||
|
||||
trComps := entity.GetAllCompOfType[*TransformComp](e1)
|
||||
fmt.Printf("Got comp 3: %+v, %+v\n", trComps[0], trComps[1])
|
||||
|
||||
fmt.Printf("Entity: %+v\n", e1)
|
||||
fmt.Printf("Entity: %+v\n", lvl.Registry.NewEntity())
|
||||
fmt.Printf("Entity: %+v\n", lvl.Registry.NewEntity())
|
||||
fmt.Printf("Entity: %+v\n", lvl.Registry.NewEntity())
|
||||
}
|
||||
|
||||
func main() {
|
||||
|
||||
runtime.LockOSThread()
|
||||
// Test()
|
||||
// return
|
||||
|
||||
err := initSDL()
|
||||
//Init engine
|
||||
err := engine.Init()
|
||||
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", 1280, 720, engine.WindowFlags_RESIZABLE, rend3dgl.NewRend3DGL())
|
||||
if err != nil {
|
||||
logging.ErrLog.Fatalln("Failed to create window. Err: ", err)
|
||||
}
|
||||
defer window.Destroy()
|
||||
|
||||
glCtx, err := window.GLCreateContext()
|
||||
if err != nil {
|
||||
logging.ErrLog.Fatalln("Failed to create OpenGL context. Err: ", err)
|
||||
}
|
||||
defer sdl.GLDeleteContext(glCtx)
|
||||
engine.SetVSync(false)
|
||||
|
||||
err = initOpenGL()
|
||||
if err != nil {
|
||||
logging.ErrLog.Fatalln(err)
|
||||
game := &OurGame{
|
||||
Win: window,
|
||||
ImGUIInfo: nmageimgui.NewImGUI(),
|
||||
}
|
||||
window.EventCallbacks = append(window.EventCallbacks, game.handleWindowEvents)
|
||||
|
||||
engine.Run(game, window, game.ImGUIInfo)
|
||||
}
|
||||
|
||||
//Set vsync
|
||||
sdl.GLSetSwapInterval(0)
|
||||
func (g *OurGame) handleWindowEvents(e sdl.Event) {
|
||||
|
||||
loadShaders()
|
||||
loadBuffers()
|
||||
initImGUI()
|
||||
switch e := e.(type) {
|
||||
case *sdl.WindowEvent:
|
||||
if e.Event == sdl.WINDOWEVENT_SIZE_CHANGED {
|
||||
|
||||
//Enable vertex attributes
|
||||
simpleShader.SetAttribute("vertPosIn", bo, bo.VertPosBuf)
|
||||
simpleShader.EnableAttribute("vertPosIn")
|
||||
width := e.Data1
|
||||
height := e.Data2
|
||||
cam.AspectRatio = float32(width) / float32(height)
|
||||
cam.Update()
|
||||
|
||||
simpleShader.SetAttribute("vertColorIn", bo, bo.ColorBuf)
|
||||
simpleShader.EnableAttribute("vertColorIn")
|
||||
simpleMat.SetUnifMat4("projMat", &cam.ProjMat)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
simpleShader.SetAttribute("vertNormalIn", bo, bo.NormalBuf)
|
||||
simpleShader.EnableAttribute("vertNormalIn")
|
||||
func (g *OurGame) Init() {
|
||||
|
||||
//Create materials
|
||||
simpleMat = materials.NewMaterial("Simple Mat", "./res/shaders/simple.glsl")
|
||||
|
||||
//Load meshes
|
||||
var err error
|
||||
cubeMesh, err = meshes.NewMesh("Cube", "./res/models/tex-cube.fbx", asig.PostProcess(0))
|
||||
if err != nil {
|
||||
logging.ErrLog.Fatalln("Failed to load cube mesh. Err: ", err)
|
||||
}
|
||||
|
||||
//Load textures
|
||||
tex, err := assets.LoadTexturePNG("./res/textures/Low poly planet.png", nil)
|
||||
if err != nil {
|
||||
logging.ErrLog.Fatalln("Failed to load texture. Err: ", err)
|
||||
}
|
||||
|
||||
//Configure material
|
||||
simpleMat.DiffuseTex = tex.TexID
|
||||
|
||||
//Movement, scale and rotation
|
||||
translationMat := gglm.NewTranslationMat(gglm.NewVec3(0, 0, 0))
|
||||
scaleMat := gglm.NewScaleMat(gglm.NewVec3(0.25, 0.25, 0.25))
|
||||
rotMat := gglm.NewRotMat(gglm.NewQuatEuler(gglm.NewVec3(0, 0, 0).AsRad()))
|
||||
|
||||
modelMat.Mul(translationMat.Mul(rotMat.Mul(scaleMat)))
|
||||
simpleShader.SetUnifMat4("modelMat", &modelMat.Mat4)
|
||||
cubeModelMat.Mul(translationMat.Mul(rotMat.Mul(scaleMat)))
|
||||
simpleMat.SetUnifMat4("modelMat", &cubeModelMat.Mat4)
|
||||
|
||||
// Camera
|
||||
winWidth, winHeight := g.Win.SDLWin.GetSize()
|
||||
cam = camera.NewPerspective(
|
||||
gglm.NewVec3(0, 0, 10),
|
||||
gglm.NewVec3(0, 0, -1),
|
||||
gglm.NewVec3(0, 1, 0),
|
||||
0.1, 20,
|
||||
45*gglm.Deg2Rad,
|
||||
float32(winWidth)/float32(winHeight),
|
||||
)
|
||||
simpleMat.SetUnifMat4("projMat", &cam.ProjMat)
|
||||
|
||||
//Moves objects into the cameras view
|
||||
updateViewMat()
|
||||
|
||||
//Perspective/Depth
|
||||
projMat := gglm.Perspective(45*gglm.Deg2Rad, float32(winWidth)/float32(winHeight), 0.1, 500)
|
||||
simpleShader.SetUnifMat4("projMat", projMat)
|
||||
|
||||
//Lights
|
||||
simpleShader.SetUnifVec3("lightPos1", &lightPos1)
|
||||
simpleShader.SetUnifVec3("lightColor1", &lightColor1)
|
||||
|
||||
//Game loop
|
||||
timing.Init()
|
||||
for isRunning {
|
||||
|
||||
timing.FrameStarted()
|
||||
|
||||
handleInputs()
|
||||
runGameLogic()
|
||||
|
||||
draw()
|
||||
|
||||
timing.FrameEnded()
|
||||
|
||||
window.SetTitle(fmt.Sprintf("FPS: %.0f; Elapsed: %v", 1/timing.DT(), timing.ElapsedTime()))
|
||||
simpleMat.SetUnifVec3("lightPos1", lightPos1)
|
||||
simpleMat.SetUnifVec3("lightColor1", lightColor1)
|
||||
}
|
||||
|
||||
// @TODO: Add this to gglm
|
||||
// func vecRotByQuat(v *gglm.Vec3, q *gglm.Quat) *gglm.Vec3 {
|
||||
|
||||
// // Reference: https://gamedev.stackexchange.com/questions/28395/rotating-vector3-by-a-quaternion
|
||||
// qVec := gglm.NewVec3(q.X(), q.Y(), q.Z())
|
||||
|
||||
// rotatedVec := qVec.Clone().Scale(2 * gglm.DotVec3(v, qVec))
|
||||
|
||||
// t1 := q.W()*q.W() - gglm.DotVec3(qVec, qVec)
|
||||
// rotatedVec.Add(v.Clone().Scale(t1))
|
||||
|
||||
// rotatedVec.Add(gglm.Cross(qVec, v).Scale(2 * q.W()))
|
||||
// return rotatedVec
|
||||
// }
|
||||
|
||||
func (g *OurGame) Update() {
|
||||
|
||||
if input.IsQuitClicked() || input.KeyClicked(sdl.K_ESCAPE) {
|
||||
engine.Quit()
|
||||
}
|
||||
|
||||
g.updateCameraLookAround()
|
||||
g.updateCameraPos()
|
||||
|
||||
//Rotating cubes
|
||||
if input.KeyDown(sdl.K_SPACE) {
|
||||
cubeModelMat.Rotate(10*timing.DT()*gglm.Deg2Rad, gglm.NewVec3(1, 1, 1).Normalize())
|
||||
simpleMat.SetUnifMat4("modelMat", &cubeModelMat.Mat4)
|
||||
}
|
||||
|
||||
if imgui.DragFloat3("Cam Pos", &cam.Pos.Data) {
|
||||
updateViewMat()
|
||||
}
|
||||
if imgui.DragFloat3("Cam Forward", &cam.Forward.Data) {
|
||||
updateViewMat()
|
||||
}
|
||||
|
||||
if input.KeyClicked(sdl.K_F4) {
|
||||
fmt.Printf("Pos: %s; Forward: %s; |Forward|: %f\n", cam.Pos.String(), cam.Forward.String(), cam.Forward.Mag())
|
||||
}
|
||||
}
|
||||
|
||||
func (g *OurGame) updateCameraLookAround() {
|
||||
|
||||
mouseX, mouseY := input.GetMouseMotion()
|
||||
if mouseX == 0 && mouseY == 0 {
|
||||
return
|
||||
}
|
||||
|
||||
// Yaw
|
||||
yaw += float32(mouseX) * mouseSensitivity * timing.DT()
|
||||
|
||||
// Pitch
|
||||
pitch += float32(-mouseY) * mouseSensitivity * timing.DT()
|
||||
if pitch > 89.0 {
|
||||
pitch = 89.0
|
||||
}
|
||||
|
||||
if pitch < -89.0 {
|
||||
pitch = -89.0
|
||||
}
|
||||
|
||||
// Update cam forward
|
||||
cam.UpdateRotation(pitch, yaw)
|
||||
|
||||
updateViewMat()
|
||||
}
|
||||
|
||||
func (g *OurGame) updateCameraPos() {
|
||||
|
||||
update := false
|
||||
|
||||
// Forward and backward
|
||||
if input.KeyDown(sdl.K_w) {
|
||||
cam.Pos.Add(cam.Forward.Clone().Scale(camSpeed * timing.DT()))
|
||||
update = true
|
||||
} else if input.KeyDown(sdl.K_s) {
|
||||
cam.Pos.Add(cam.Forward.Clone().Scale(-camSpeed * timing.DT()))
|
||||
update = true
|
||||
}
|
||||
|
||||
// Left and right
|
||||
if input.KeyDown(sdl.K_d) {
|
||||
cam.Pos.Add(gglm.Cross(&cam.Forward, &cam.WorldUp).Normalize().Scale(camSpeed * timing.DT()))
|
||||
update = true
|
||||
} else if input.KeyDown(sdl.K_a) {
|
||||
cam.Pos.Add(gglm.Cross(&cam.Forward, &cam.WorldUp).Normalize().Scale(-camSpeed * timing.DT()))
|
||||
update = true
|
||||
}
|
||||
|
||||
if update {
|
||||
updateViewMat()
|
||||
}
|
||||
}
|
||||
|
||||
func (g *OurGame) Render() {
|
||||
|
||||
tempModelMat := cubeModelMat.Clone()
|
||||
|
||||
rowSize := 100
|
||||
for y := 0; y < rowSize; y++ {
|
||||
for x := 0; x < rowSize; x++ {
|
||||
tempModelMat.Translate(gglm.NewVec3(-1, 0, 0))
|
||||
window.Rend.Draw(cubeMesh, tempModelMat, simpleMat)
|
||||
}
|
||||
tempModelMat.Translate(gglm.NewVec3(float32(rowSize), -1, 0))
|
||||
}
|
||||
|
||||
g.Win.SDLWin.SetTitle(fmt.Sprint("nMage (", timing.GetAvgFPS(), " fps)"))
|
||||
}
|
||||
|
||||
func (g *OurGame) FrameEnd() {
|
||||
}
|
||||
|
||||
func (g *OurGame) DeInit() {
|
||||
g.Win.Destroy()
|
||||
}
|
||||
|
||||
func updateViewMat() {
|
||||
targetPos := camPos.Clone().Add(camForward)
|
||||
viewMat := gglm.LookAt(camPos, targetPos, gglm.NewVec3(0, 1, 0))
|
||||
simpleShader.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() {
|
||||
|
||||
imguiInfo = &ImguiInfo{
|
||||
imCtx: imgui.CreateContext(nil),
|
||||
}
|
||||
|
||||
imIO := imgui.CurrentIO()
|
||||
imIO.SetBackendFlags(imIO.GetBackendFlags() | imgui.BackendFlagsRendererHasVtxOffset)
|
||||
|
||||
gl.GenVertexArrays(1, &imguiInfo.vaoID)
|
||||
gl.GenBuffers(1, &imguiInfo.vboID)
|
||||
gl.GenBuffers(1, &imguiInfo.indexBufID)
|
||||
gl.GenTextures(1, &imguiInfo.texID)
|
||||
|
||||
// Upload font to gpu
|
||||
gl.BindTexture(gl.TEXTURE_2D, imguiInfo.texID)
|
||||
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
|
||||
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
|
||||
gl.PixelStorei(gl.UNPACK_ROW_LENGTH, 0)
|
||||
|
||||
image := imIO.Fonts().TextureDataAlpha8()
|
||||
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RED, int32(image.Width), int32(image.Height), 0, gl.RED, gl.UNSIGNED_BYTE, image.Pixels)
|
||||
|
||||
// Store our identifier
|
||||
imIO.Fonts().SetTextureID(imgui.TextureID(imguiInfo.texID))
|
||||
|
||||
//Shader attributes
|
||||
imShader.Activate()
|
||||
imShader.EnableAttribute("Position")
|
||||
imShader.EnableAttribute("UV")
|
||||
imShader.EnableAttribute("Color")
|
||||
imShader.Deactivate()
|
||||
|
||||
//Init imgui input mapping
|
||||
keys := map[int]int{
|
||||
imgui.KeyTab: sdl.SCANCODE_TAB,
|
||||
imgui.KeyLeftArrow: sdl.SCANCODE_LEFT,
|
||||
imgui.KeyRightArrow: sdl.SCANCODE_RIGHT,
|
||||
imgui.KeyUpArrow: sdl.SCANCODE_UP,
|
||||
imgui.KeyDownArrow: sdl.SCANCODE_DOWN,
|
||||
imgui.KeyPageUp: sdl.SCANCODE_PAGEUP,
|
||||
imgui.KeyPageDown: sdl.SCANCODE_PAGEDOWN,
|
||||
imgui.KeyHome: sdl.SCANCODE_HOME,
|
||||
imgui.KeyEnd: sdl.SCANCODE_END,
|
||||
imgui.KeyInsert: sdl.SCANCODE_INSERT,
|
||||
imgui.KeyDelete: sdl.SCANCODE_DELETE,
|
||||
imgui.KeyBackspace: sdl.SCANCODE_BACKSPACE,
|
||||
imgui.KeySpace: sdl.SCANCODE_BACKSPACE,
|
||||
imgui.KeyEnter: sdl.SCANCODE_RETURN,
|
||||
imgui.KeyEscape: sdl.SCANCODE_ESCAPE,
|
||||
imgui.KeyA: sdl.SCANCODE_A,
|
||||
imgui.KeyC: sdl.SCANCODE_C,
|
||||
imgui.KeyV: sdl.SCANCODE_V,
|
||||
imgui.KeyX: sdl.SCANCODE_X,
|
||||
imgui.KeyY: sdl.SCANCODE_Y,
|
||||
imgui.KeyZ: sdl.SCANCODE_Z,
|
||||
}
|
||||
|
||||
// Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array.
|
||||
for imguiKey, nativeKey := range keys {
|
||||
imIO.KeyMap(imguiKey, nativeKey)
|
||||
}
|
||||
}
|
||||
|
||||
func handleInputs() {
|
||||
|
||||
input.EventLoopStart()
|
||||
imIO := imgui.CurrentIO()
|
||||
|
||||
for event := sdl.PollEvent(); event != nil; event = sdl.PollEvent() {
|
||||
|
||||
switch e := event.(type) {
|
||||
|
||||
case *sdl.MouseWheelEvent:
|
||||
|
||||
input.HandleMouseWheelEvent(e)
|
||||
|
||||
xDelta, yDelta := input.GetMouseWheelMotion()
|
||||
imIO.AddMouseWheelDelta(float32(xDelta), float32(yDelta))
|
||||
|
||||
case *sdl.KeyboardEvent:
|
||||
input.HandleKeyboardEvent(e)
|
||||
|
||||
if e.Type == sdl.KEYDOWN {
|
||||
imIO.KeyPress(int(e.Keysym.Scancode))
|
||||
} else if e.Type == sdl.KEYUP {
|
||||
imIO.KeyRelease(int(e.Keysym.Scancode))
|
||||
}
|
||||
|
||||
case *sdl.TextInputEvent:
|
||||
imIO.AddInputCharacters(string(e.Text[:]))
|
||||
|
||||
case *sdl.MouseButtonEvent:
|
||||
input.HandleMouseBtnEvent(e)
|
||||
|
||||
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()
|
||||
if winWidth != currWinWidth || winHeight != currWinHeight {
|
||||
handleWindowResize(currWinWidth, currWinHeight)
|
||||
}
|
||||
|
||||
// If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
|
||||
x, y, _ := sdl.GetMouseState()
|
||||
imIO.SetMousePosition(imgui.Vec2{X: float32(x), Y: float32(y)})
|
||||
|
||||
imIO.SetMouseButtonDown(0, input.MouseDown(sdl.BUTTON_LEFT))
|
||||
imIO.SetMouseButtonDown(1, input.MouseDown(sdl.BUTTON_RIGHT))
|
||||
imIO.SetMouseButtonDown(2, input.MouseDown(sdl.BUTTON_MIDDLE))
|
||||
|
||||
imIO.KeyShift(sdl.SCANCODE_LSHIFT, sdl.SCANCODE_RSHIFT)
|
||||
imIO.KeyCtrl(sdl.SCANCODE_LCTRL, sdl.SCANCODE_RCTRL)
|
||||
imIO.KeyAlt(sdl.SCANCODE_LALT, sdl.SCANCODE_RALT)
|
||||
}
|
||||
|
||||
func handleWindowResize(newWinWidth, newWinHeight int32) {
|
||||
|
||||
winWidth = newWinWidth
|
||||
winHeight = newWinHeight
|
||||
|
||||
fbWidth, fbHeight := window.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)
|
||||
}
|
||||
|
||||
var time uint64 = 0
|
||||
var name string = ""
|
||||
|
||||
var ambientColor gglm.Vec3 = *gglm.NewVec3(1, 1, 1)
|
||||
var ambientColorStrength float32 = 0.1
|
||||
|
||||
var lightPos1 gglm.Vec3 = *gglm.NewVec3(2, 2, 0)
|
||||
var lightColor1 gglm.Vec3 = *gglm.NewVec3(1, 1, 1)
|
||||
|
||||
func runGameLogic() {
|
||||
|
||||
if input.KeyDown(sdl.K_w) {
|
||||
camPos.Data[1] += 0.1
|
||||
updateViewMat()
|
||||
}
|
||||
if input.KeyDown(sdl.K_s) {
|
||||
camPos.Data[1] -= 0.1
|
||||
updateViewMat()
|
||||
}
|
||||
if input.KeyDown(sdl.K_d) {
|
||||
camPos.Data[0] += 0.1
|
||||
updateViewMat()
|
||||
}
|
||||
if input.KeyDown(sdl.K_a) {
|
||||
camPos.Data[0] -= 0.1
|
||||
updateViewMat()
|
||||
}
|
||||
|
||||
if input.GetMouseWheelYNorm() > 0 {
|
||||
camPos.Data[2] += 1
|
||||
updateViewMat()
|
||||
} else if input.GetMouseWheelYNorm() < 0 {
|
||||
camPos.Data[2] -= 1
|
||||
updateViewMat()
|
||||
}
|
||||
|
||||
modelMat.Rotate(10*timing.DT()*gglm.Deg2Rad, gglm.NewVec3(1, 1, 1).Normalize())
|
||||
simpleShader.SetUnifMat4("modelMat", &modelMat.Mat4)
|
||||
|
||||
//ImGUI
|
||||
imIO := imgui.CurrentIO()
|
||||
imIO.SetDisplaySize(imgui.Vec2{X: float32(winWidth), Y: float32(winHeight)})
|
||||
|
||||
// Setup time step (we don't use SDL_GetTicks() because it is using millisecond resolution)
|
||||
frequency := sdl.GetPerformanceFrequency()
|
||||
currentTime := sdl.GetPerformanceCounter()
|
||||
if time > 0 {
|
||||
imIO.SetDeltaTime(float32(currentTime-time) / float32(frequency))
|
||||
} else {
|
||||
imIO.SetDeltaTime(1.0 / 60.0)
|
||||
}
|
||||
time = currentTime
|
||||
|
||||
imgui.NewFrame()
|
||||
|
||||
if imgui.SliderFloat3("Ambient Color", &ambientColor.Data, 0, 1) {
|
||||
simpleShader.SetUnifVec3("ambientLightColor", &ambientColor)
|
||||
}
|
||||
|
||||
if imgui.SliderFloat("Ambient Color Strength", &ambientColorStrength, 0, 1) {
|
||||
simpleShader.SetUnifFloat32("ambientStrength", ambientColorStrength)
|
||||
}
|
||||
|
||||
if imgui.SliderFloat3("Light Pos 1", &lightPos1.Data, -10, 10) {
|
||||
simpleShader.SetUnifVec3("lightPos1", &lightPos1)
|
||||
}
|
||||
|
||||
if imgui.SliderFloat3("Light Color 1", &lightColor1.Data, 0, 1) {
|
||||
simpleShader.SetUnifVec3("lightColor1", &lightColor1)
|
||||
}
|
||||
|
||||
imgui.Render()
|
||||
}
|
||||
|
||||
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)
|
||||
|
||||
simpleShader.Activate()
|
||||
|
||||
//DRAW
|
||||
bo.Activate()
|
||||
tempModelMat := modelMat.Clone()
|
||||
|
||||
for y := 0; y < 100; y++ {
|
||||
for x := 0; x < 100; 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))
|
||||
}
|
||||
simpleShader.SetUnifMat4("modelMat", &tempModelMat.Translate(gglm.NewVec3(100, -1, 0)).Mat4)
|
||||
}
|
||||
|
||||
simpleShader.SetUnifMat4("modelMat", &modelMat.Mat4)
|
||||
bo.Deactivate()
|
||||
|
||||
drawUI()
|
||||
|
||||
window.GLSwap()
|
||||
}
|
||||
|
||||
func drawUI() {
|
||||
|
||||
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
|
||||
fbWidth, fbHeight := window.GLGetDrawableSize()
|
||||
if fbWidth <= 0 || fbHeight <= 0 {
|
||||
return
|
||||
}
|
||||
|
||||
drawData := imgui.RenderedDrawData()
|
||||
drawData.ScaleClipRects(imgui.Vec2{
|
||||
X: float32(fbWidth) / float32(winWidth),
|
||||
Y: float32(fbHeight) / float32(winHeight),
|
||||
})
|
||||
|
||||
// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill
|
||||
gl.Enable(gl.BLEND)
|
||||
gl.BlendEquation(gl.FUNC_ADD)
|
||||
gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
|
||||
gl.Disable(gl.CULL_FACE)
|
||||
gl.Disable(gl.DEPTH_TEST)
|
||||
gl.Enable(gl.SCISSOR_TEST)
|
||||
gl.PolygonMode(gl.FRONT_AND_BACK, gl.FILL)
|
||||
|
||||
// Setup viewport, orthographic projection matrix
|
||||
// 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()
|
||||
|
||||
gl.Uniform1i(gl.GetUniformLocation(imShader.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)
|
||||
gl.BindSampler(0, 0) // Rely on combined texture/sampler state.
|
||||
|
||||
// Recreate the VAO every time
|
||||
// (This is to easily allow multiple GL contexts. VAO are not shared among GL contexts, and
|
||||
// we don't track creation/deletion of windows so we don't have an obvious key to use to cache them.)
|
||||
gl.BindVertexArray(imguiInfo.vaoID)
|
||||
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))
|
||||
|
||||
indexSize := imgui.IndexBufferLayout()
|
||||
drawType := gl.UNSIGNED_SHORT
|
||||
if indexSize == 4 {
|
||||
drawType = gl.UNSIGNED_INT
|
||||
}
|
||||
|
||||
// Draw
|
||||
for _, list := range drawData.CommandLists() {
|
||||
|
||||
vertexBuffer, vertexBufferSize := list.VertexBuffer()
|
||||
gl.BindBuffer(gl.ARRAY_BUFFER, imguiInfo.vboID)
|
||||
gl.BufferData(gl.ARRAY_BUFFER, vertexBufferSize, vertexBuffer, gl.STREAM_DRAW)
|
||||
|
||||
indexBuffer, indexBufferSize := list.IndexBuffer()
|
||||
gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, imguiInfo.indexBufID)
|
||||
gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, indexBufferSize, indexBuffer, gl.STREAM_DRAW)
|
||||
|
||||
for _, cmd := range list.Commands() {
|
||||
if cmd.HasUserCallback() {
|
||||
cmd.CallUserCallback(list)
|
||||
} else {
|
||||
|
||||
gl.BindTexture(gl.TEXTURE_2D, imguiInfo.texID)
|
||||
// gl.BindTexture(gl.TEXTURE_2D, uint32(cmd.TextureID()))
|
||||
clipRect := cmd.ClipRect()
|
||||
gl.Scissor(int32(clipRect.X), int32(fbHeight)-int32(clipRect.W), int32(clipRect.Z-clipRect.X), int32(clipRect.W-clipRect.Y))
|
||||
|
||||
gl.DrawElementsBaseVertex(gl.TRIANGLES, int32(cmd.ElementCount()), uint32(drawType), gl.PtrOffset(cmd.IndexOffset()*indexSize), int32(cmd.VertexOffset()))
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
gl.BindVertexArray(imguiInfo.vaoID)
|
||||
gl.BindBuffer(gl.ARRAY_BUFFER, imguiInfo.vboID)
|
||||
gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, imguiInfo.indexBufID)
|
||||
cam.Update()
|
||||
simpleMat.SetUnifMat4("viewMat", &cam.ViewMat)
|
||||
}
|
||||
|
||||
125
materials/material.go
Executable file
125
materials/material.go
Executable file
@ -0,0 +1,125 @@
|
||||
package materials
|
||||
|
||||
import (
|
||||
"github.com/bloeys/gglm/gglm"
|
||||
"github.com/bloeys/nmage/assert"
|
||||
"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
|
||||
|
||||
DiffuseTex uint32
|
||||
|
||||
UnifLocs map[string]int32
|
||||
AttribLocs map[string]int32
|
||||
}
|
||||
|
||||
func (m *Material) Bind() {
|
||||
|
||||
gl.UseProgram(m.ShaderProg.ID)
|
||||
|
||||
gl.ActiveTexture(gl.TEXTURE0)
|
||||
gl.BindTexture(gl.TEXTURE_2D, m.DiffuseTex)
|
||||
}
|
||||
|
||||
func (m *Material) UnBind() {
|
||||
gl.UseProgram(0)
|
||||
|
||||
//TODO: Should we unbind textures here? Are these two lines needed?
|
||||
// gl.ActiveTexture(gl.TEXTURE0)
|
||||
// gl.BindTexture(gl.TEXTURE_2D, 0)
|
||||
}
|
||||
|
||||
func (m *Material) GetAttribLoc(attribName string) int32 {
|
||||
|
||||
loc, ok := m.AttribLocs[attribName]
|
||||
if ok {
|
||||
return loc
|
||||
}
|
||||
|
||||
loc = gl.GetAttribLocation(m.ShaderProg.ID, gl.Str(attribName+"\x00"))
|
||||
assert.T(loc != -1, "Attribute '"+attribName+"' doesn't exist on material "+m.Name)
|
||||
m.AttribLocs[attribName] = loc
|
||||
return loc
|
||||
}
|
||||
|
||||
func (m *Material) GetUnifLoc(uniformName string) int32 {
|
||||
|
||||
loc, ok := m.UnifLocs[uniformName]
|
||||
if ok {
|
||||
return loc
|
||||
}
|
||||
|
||||
loc = gl.GetUniformLocation(m.ShaderProg.ID, gl.Str(uniformName+"\x00"))
|
||||
assert.T(loc != -1, "Uniform '"+uniformName+"' doesn't exist on material "+m.Name)
|
||||
m.UnifLocs[uniformName] = loc
|
||||
return loc
|
||||
}
|
||||
|
||||
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) SetUnifInt32(uniformName string, val int32) {
|
||||
gl.ProgramUniform1i(m.ShaderProg.ID, m.GetUnifLoc(uniformName), val)
|
||||
}
|
||||
|
||||
func (m *Material) SetUnifFloat32(uniformName string, val float32) {
|
||||
gl.ProgramUniform1f(m.ShaderProg.ID, m.GetUnifLoc(uniformName), val)
|
||||
}
|
||||
|
||||
func (m *Material) SetUnifVec2(uniformName string, vec2 *gglm.Vec2) {
|
||||
gl.ProgramUniform2fv(m.ShaderProg.ID, m.GetUnifLoc(uniformName), 1, &vec2.Data[0])
|
||||
}
|
||||
|
||||
func (m *Material) SetUnifVec3(uniformName string, vec3 *gglm.Vec3) {
|
||||
gl.ProgramUniform3fv(m.ShaderProg.ID, m.GetUnifLoc(uniformName), 1, &vec3.Data[0])
|
||||
}
|
||||
|
||||
func (m *Material) SetUnifVec4(uniformName string, vec4 *gglm.Vec4) {
|
||||
gl.ProgramUniform4fv(m.ShaderProg.ID, m.GetUnifLoc(uniformName), 1, &vec4.Data[0])
|
||||
}
|
||||
|
||||
func (m *Material) SetUnifMat2(uniformName string, mat2 *gglm.Mat2) {
|
||||
gl.ProgramUniformMatrix2fv(m.ShaderProg.ID, m.GetUnifLoc(uniformName), 1, false, &mat2.Data[0][0])
|
||||
}
|
||||
|
||||
func (m *Material) SetUnifMat3(uniformName string, mat3 *gglm.Mat3) {
|
||||
gl.ProgramUniformMatrix3fv(m.ShaderProg.ID, m.GetUnifLoc(uniformName), 1, false, &mat3.Data[0][0])
|
||||
}
|
||||
|
||||
func (m *Material) SetUnifMat4(uniformName string, mat4 *gglm.Mat4) {
|
||||
gl.ProgramUniformMatrix4fv(m.ShaderProg.ID, m.GetUnifLoc(uniformName), 1, false, &mat4.Data[0][0])
|
||||
}
|
||||
|
||||
func (m *Material) Delete() {
|
||||
gl.DeleteProgram(m.ShaderProg.ID)
|
||||
}
|
||||
|
||||
func NewMaterial(matName, shaderPath string) *Material {
|
||||
|
||||
shdrProg, err := shaders.LoadAndCompileCombinedShader(shaderPath)
|
||||
if err != nil {
|
||||
logging.ErrLog.Fatalln("Failed to create new material. Err: ", err)
|
||||
}
|
||||
|
||||
return &Material{Name: matName, ShaderProg: shdrProg, UnifLocs: make(map[string]int32), AttribLocs: make(map[string]int32)}
|
||||
}
|
||||
|
||||
func NewMaterialSrc(matName string, shaderSrc []byte) *Material {
|
||||
|
||||
shdrProg, err := shaders.LoadAndCompileCombinedShaderSrc(shaderSrc)
|
||||
if err != nil {
|
||||
logging.ErrLog.Fatalln("Failed to create new material. Err: ", err)
|
||||
}
|
||||
|
||||
return &Material{Name: matName, ShaderProg: shdrProg, UnifLocs: make(map[string]int32), AttribLocs: make(map[string]int32)}
|
||||
}
|
||||
165
meshes/mesh.go
Executable file
165
meshes/mesh.go
Executable file
@ -0,0 +1,165 @@
|
||||
package meshes
|
||||
|
||||
import (
|
||||
"errors"
|
||||
"fmt"
|
||||
|
||||
"github.com/bloeys/assimp-go/asig"
|
||||
"github.com/bloeys/gglm/gglm"
|
||||
"github.com/bloeys/nmage/assert"
|
||||
"github.com/bloeys/nmage/buffers"
|
||||
)
|
||||
|
||||
type Mesh struct {
|
||||
Name string
|
||||
Buf buffers.Buffer
|
||||
}
|
||||
|
||||
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}
|
||||
sceneMesh := scene.Meshes[0]
|
||||
mesh.Buf = buffers.NewBuffer()
|
||||
|
||||
assert.T(len(sceneMesh.TexCoords[0]) > 0, "Mesh has no UV0")
|
||||
layoutToUse := []buffers.Element{{ElementType: buffers.DataTypeVec3}, {ElementType: buffers.DataTypeVec3}, {ElementType: buffers.DataTypeVec2}}
|
||||
|
||||
if len(sceneMesh.ColorSets) > 0 && len(sceneMesh.ColorSets[0]) > 0 {
|
||||
layoutToUse = append(layoutToUse, buffers.Element{ElementType: buffers.DataTypeVec4})
|
||||
}
|
||||
mesh.Buf.SetLayout(layoutToUse...)
|
||||
|
||||
var values []float32
|
||||
arrs := []arrToInterleave{{V3s: sceneMesh.Vertices}, {V3s: sceneMesh.Normals}, {V2s: v3sToV2s(sceneMesh.TexCoords[0])}}
|
||||
|
||||
if len(sceneMesh.ColorSets) > 0 && len(sceneMesh.ColorSets[0]) > 0 {
|
||||
arrs = append(arrs, arrToInterleave{V4s: sceneMesh.ColorSets[0]})
|
||||
}
|
||||
|
||||
values = interleave(arrs...)
|
||||
|
||||
mesh.Buf.SetData(values)
|
||||
mesh.Buf.SetIndexBufData(flattenFaces(sceneMesh.Faces))
|
||||
return mesh, nil
|
||||
}
|
||||
|
||||
func v3sToV2s(v3s []gglm.Vec3) []gglm.Vec2 {
|
||||
|
||||
v2s := make([]gglm.Vec2, len(v3s))
|
||||
for i := 0; i < len(v3s); i++ {
|
||||
v2s[i] = gglm.Vec2{
|
||||
Data: [2]float32{v3s[i].X(), v3s[i].Y()},
|
||||
}
|
||||
}
|
||||
|
||||
return v2s
|
||||
}
|
||||
|
||||
type arrToInterleave struct {
|
||||
V2s []gglm.Vec2
|
||||
V3s []gglm.Vec3
|
||||
V4s []gglm.Vec4
|
||||
}
|
||||
|
||||
func (a *arrToInterleave) get(i int) []float32 {
|
||||
|
||||
assert.T(len(a.V2s) == 0 || len(a.V3s) == 0, "One array should be set in arrToInterleave, but both arrays are set")
|
||||
assert.T(len(a.V2s) == 0 || len(a.V4s) == 0, "One array should be set in arrToInterleave, but both arrays are set")
|
||||
assert.T(len(a.V3s) == 0 || len(a.V4s) == 0, "One array should be set in arrToInterleave, but both arrays are set")
|
||||
|
||||
if len(a.V2s) > 0 {
|
||||
return a.V2s[i].Data[:]
|
||||
} else if len(a.V3s) > 0 {
|
||||
return a.V3s[i].Data[:]
|
||||
} else {
|
||||
return a.V4s[i].Data[:]
|
||||
}
|
||||
}
|
||||
|
||||
func interleave(arrs ...arrToInterleave) []float32 {
|
||||
|
||||
assert.T(len(arrs) > 0, "No input sent to interleave")
|
||||
assert.T(len(arrs[0].V2s) > 0 || len(arrs[0].V3s) > 0 || len(arrs[0].V4s) > 0, "Interleave arrays are empty")
|
||||
|
||||
elementCount := 0
|
||||
if len(arrs[0].V2s) > 0 {
|
||||
elementCount = len(arrs[0].V2s)
|
||||
} else if len(arrs[0].V3s) > 0 {
|
||||
elementCount = len(arrs[0].V3s)
|
||||
} else {
|
||||
elementCount = len(arrs[0].V4s)
|
||||
}
|
||||
|
||||
//Calculate final size of the float buffer
|
||||
totalSize := 0
|
||||
for i := 0; i < len(arrs); i++ {
|
||||
|
||||
assert.T(len(arrs[i].V2s) == elementCount || len(arrs[i].V3s) == elementCount || len(arrs[i].V4s) == elementCount, "Mesh vertex data given to interleave is not the same length")
|
||||
|
||||
if len(arrs[i].V2s) > 0 {
|
||||
totalSize += len(arrs[i].V2s) * 2
|
||||
} else if len(arrs[i].V3s) > 0 {
|
||||
totalSize += len(arrs[i].V3s) * 3
|
||||
} else {
|
||||
totalSize += len(arrs[i].V4s) * 4
|
||||
}
|
||||
}
|
||||
|
||||
out := make([]float32, 0, totalSize)
|
||||
for i := 0; i < elementCount; i++ {
|
||||
for arrToUse := 0; arrToUse < len(arrs); arrToUse++ {
|
||||
out = append(out, arrs[arrToUse].get(i)...)
|
||||
}
|
||||
}
|
||||
|
||||
return out
|
||||
}
|
||||
|
||||
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 {
|
||||
|
||||
assert.T(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
|
||||
}
|
||||
41
renderer/rend3dgl/rend3dgl.go
Executable file
41
renderer/rend3dgl/rend3dgl.go
Executable file
@ -0,0 +1,41 @@
|
||||
package rend3dgl
|
||||
|
||||
import (
|
||||
"github.com/bloeys/gglm/gglm"
|
||||
"github.com/bloeys/nmage/materials"
|
||||
"github.com/bloeys/nmage/meshes"
|
||||
"github.com/bloeys/nmage/renderer"
|
||||
"github.com/go-gl/gl/v4.1-core/gl"
|
||||
)
|
||||
|
||||
var _ renderer.Render = &Rend3DGL{}
|
||||
|
||||
type Rend3DGL struct {
|
||||
BoundMesh *meshes.Mesh
|
||||
BoundMat *materials.Material
|
||||
}
|
||||
|
||||
func (r3d *Rend3DGL) Draw(mesh *meshes.Mesh, trMat *gglm.TrMat, mat *materials.Material) {
|
||||
|
||||
if mesh != r3d.BoundMesh {
|
||||
mesh.Buf.Bind()
|
||||
r3d.BoundMesh = mesh
|
||||
}
|
||||
|
||||
if mat != r3d.BoundMat {
|
||||
mat.Bind()
|
||||
r3d.BoundMat = mat
|
||||
}
|
||||
|
||||
mat.SetUnifMat4("modelMat", &trMat.Mat4)
|
||||
gl.DrawElements(gl.TRIANGLES, mesh.Buf.IndexBufCount, gl.UNSIGNED_INT, gl.PtrOffset(0))
|
||||
}
|
||||
|
||||
func (r3d *Rend3DGL) FrameEnd() {
|
||||
r3d.BoundMesh = nil
|
||||
r3d.BoundMat = nil
|
||||
}
|
||||
|
||||
func NewRend3DGL() *Rend3DGL {
|
||||
return &Rend3DGL{}
|
||||
}
|
||||
12
renderer/renderer.go
Executable file
12
renderer/renderer.go
Executable file
@ -0,0 +1,12 @@
|
||||
package renderer
|
||||
|
||||
import (
|
||||
"github.com/bloeys/gglm/gglm"
|
||||
"github.com/bloeys/nmage/materials"
|
||||
"github.com/bloeys/nmage/meshes"
|
||||
)
|
||||
|
||||
type Render interface {
|
||||
Draw(mesh *meshes.Mesh, trMat *gglm.TrMat, mat *materials.Material)
|
||||
FrameEnd()
|
||||
}
|
||||
BIN
res/models/tex-cube.fbx
Executable file
BIN
res/models/tex-cube.fbx
Executable file
Binary file not shown.
@ -1,13 +0,0 @@
|
||||
#version 410
|
||||
|
||||
uniform sampler2D Texture;
|
||||
|
||||
in vec2 Frag_UV;
|
||||
in vec4 Frag_Color;
|
||||
|
||||
out vec4 Out_Color;
|
||||
|
||||
void main()
|
||||
{
|
||||
Out_Color = vec4(Frag_Color.rgb, Frag_Color.a * texture(Texture, Frag_UV.st).r);
|
||||
}
|
||||
@ -1,17 +0,0 @@
|
||||
#version 410
|
||||
|
||||
uniform mat4 ProjMtx;
|
||||
|
||||
in vec2 Position;
|
||||
in vec2 UV;
|
||||
in vec4 Color;
|
||||
|
||||
out vec2 Frag_UV;
|
||||
out vec4 Frag_Color;
|
||||
|
||||
void main()
|
||||
{
|
||||
Frag_UV = UV;
|
||||
Frag_Color = Color;
|
||||
gl_Position = ProjMtx * vec4(Position.xy, 0, 1);
|
||||
}
|
||||
@ -1,23 +0,0 @@
|
||||
#version 410
|
||||
|
||||
in vec3 vertColor;
|
||||
in vec3 vertNormal;
|
||||
in vec3 fragPos;
|
||||
|
||||
out vec4 fragColor;
|
||||
|
||||
uniform float ambientStrength = 0.1;
|
||||
uniform vec3 ambientLightColor = vec3(1, 1, 1);
|
||||
|
||||
uniform vec3 lightPos1;
|
||||
uniform vec3 lightColor1;
|
||||
|
||||
void main()
|
||||
{
|
||||
// vec3 norm = normalize(Normal);
|
||||
vec3 lightDir = normalize(lightPos1 - fragPos);
|
||||
float diffStrength = max(0.0, dot(normalize(vertNormal), lightDir));
|
||||
|
||||
vec3 finalAmbientColor = ambientLightColor * ambientStrength;
|
||||
fragColor = vec4(vertColor * (finalAmbientColor + diffStrength*lightColor1), 1.0);
|
||||
}
|
||||
55
res/shaders/simple.glsl
Executable file
55
res/shaders/simple.glsl
Executable file
@ -0,0 +1,55 @@
|
||||
//shader:vertex
|
||||
#version 410
|
||||
|
||||
layout(location=0) in vec3 vertPosIn;
|
||||
layout(location=1) in vec3 vertNormalIn;
|
||||
layout(location=2) in vec2 vertUV0In;
|
||||
layout(location=3) in vec3 vertColorIn;
|
||||
|
||||
out vec3 vertNormal;
|
||||
out vec2 vertUV0;
|
||||
out vec3 vertColor;
|
||||
out vec3 fragPos;
|
||||
|
||||
//MVP = Model View Projection
|
||||
uniform mat4 modelMat;
|
||||
uniform mat4 viewMat;
|
||||
uniform mat4 projMat;
|
||||
|
||||
void main()
|
||||
{
|
||||
vertNormal = mat3(transpose(inverse(modelMat))) * vertNormalIn;
|
||||
vertUV0 = vertUV0In;
|
||||
vertColor = vertColorIn;
|
||||
fragPos = vec3(modelMat * vec4(vertPosIn, 1.0));
|
||||
|
||||
gl_Position = projMat * viewMat * modelMat * vec4(vertPosIn, 1.0);
|
||||
}
|
||||
|
||||
//shader:fragment
|
||||
#version 410
|
||||
|
||||
uniform float ambientStrength = 0.1;
|
||||
uniform vec3 ambientLightColor = vec3(1, 1, 1);
|
||||
|
||||
uniform vec3 lightPos1;
|
||||
uniform vec3 lightColor1;
|
||||
|
||||
uniform sampler2D diffTex;
|
||||
|
||||
in vec3 vertColor;
|
||||
in vec3 vertNormal;
|
||||
in vec2 vertUV0;
|
||||
in vec3 fragPos;
|
||||
|
||||
out vec4 fragColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 lightDir = normalize(lightPos1 - fragPos);
|
||||
float diffStrength = max(0.0, dot(normalize(vertNormal), lightDir));
|
||||
|
||||
vec3 finalAmbientColor = ambientLightColor * ambientStrength;
|
||||
vec4 texColor = texture(diffTex, vertUV0);
|
||||
fragColor = vec4(texColor.rgb * vertColor * (finalAmbientColor + diffStrength*lightColor1) , texColor.a);
|
||||
}
|
||||
@ -1,23 +0,0 @@
|
||||
#version 410
|
||||
|
||||
in vec3 vertPosIn;
|
||||
in vec3 vertColorIn;
|
||||
in vec3 vertNormalIn;
|
||||
|
||||
out vec3 vertColor;
|
||||
out vec3 vertNormal;
|
||||
out vec3 fragPos;
|
||||
|
||||
//MVP = Model View Projection
|
||||
uniform mat4 modelMat;
|
||||
uniform mat4 viewMat;
|
||||
uniform mat4 projMat;
|
||||
|
||||
void main()
|
||||
{
|
||||
vertColor = vertColorIn;
|
||||
vertNormal = mat3(transpose(inverse(modelMat))) * vertNormalIn;
|
||||
fragPos = vec3(modelMat * vec4(vertPosIn, 1.0));
|
||||
|
||||
gl_Position = projMat * viewMat * modelMat * vec4(vertPosIn, 1.0);
|
||||
}
|
||||
BIN
res/textures/Low poly planet.png
Executable file
BIN
res/textures/Low poly planet.png
Executable file
Binary file not shown.
|
After Width: | Height: | Size: 468 KiB |
@ -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)
|
||||
}
|
||||
|
||||
@ -1,6 +1,7 @@
|
||||
package shaders
|
||||
|
||||
import (
|
||||
"bytes"
|
||||
"errors"
|
||||
"os"
|
||||
"strings"
|
||||
@ -28,14 +29,69 @@ func NewShaderProgram() (ShaderProgram, error) {
|
||||
return ShaderProgram{ID: id}, nil
|
||||
}
|
||||
|
||||
func LoadAndCompilerShader(shaderPath string, shaderType ShaderType) (Shader, error) {
|
||||
func LoadAndCompileCombinedShader(shaderPath string) (ShaderProgram, error) {
|
||||
|
||||
shaderSource, err := os.ReadFile(shaderPath)
|
||||
combinedSource, err := os.ReadFile(shaderPath)
|
||||
if err != nil {
|
||||
logging.ErrLog.Println("Failed to read shader. Err: ", err)
|
||||
return Shader{}, err
|
||||
return ShaderProgram{}, err
|
||||
}
|
||||
|
||||
return LoadAndCompileCombinedShaderSrc(combinedSource)
|
||||
|
||||
}
|
||||
func LoadAndCompileCombinedShaderSrc(shaderSrc []byte) (ShaderProgram, error) {
|
||||
|
||||
shaderSources := bytes.Split(shaderSrc, []byte("//shader:"))
|
||||
if len(shaderSources) == 1 {
|
||||
return ShaderProgram{}, errors.New("failed to read combined shader. Did not find '//shader:vertex' or '//shader:fragment'")
|
||||
}
|
||||
|
||||
shdrProg, err := NewShaderProgram()
|
||||
if err != nil {
|
||||
return ShaderProgram{}, errors.New("failed to create new shader program. Err: " + err.Error())
|
||||
}
|
||||
|
||||
loadedShdrCount := 0
|
||||
for i := 0; i < len(shaderSources); i++ {
|
||||
|
||||
src := shaderSources[i]
|
||||
|
||||
//This can happen when the shader type is at the start of the file
|
||||
if len(bytes.TrimSpace(src)) == 0 {
|
||||
continue
|
||||
}
|
||||
|
||||
var shdrType ShaderType
|
||||
if bytes.HasPrefix(src, []byte("vertex")) {
|
||||
src = src[6:]
|
||||
shdrType = VertexShaderType
|
||||
} else if bytes.HasPrefix(src, []byte("fragment")) {
|
||||
src = src[8:]
|
||||
shdrType = FragmentShaderType
|
||||
} else {
|
||||
return ShaderProgram{}, errors.New("unknown shader type. Must be '//shader:vertex' or '//shader:fragment'")
|
||||
}
|
||||
|
||||
shdr, err := CompileShaderOfType(src, shdrType)
|
||||
if err != nil {
|
||||
return ShaderProgram{}, err
|
||||
}
|
||||
|
||||
loadedShdrCount++
|
||||
shdrProg.AttachShader(shdr)
|
||||
}
|
||||
|
||||
if loadedShdrCount == 0 {
|
||||
return ShaderProgram{}, errors.New("no valid shaders found. Please put '//shader:vertex' or '//shader:fragment' before your shaders")
|
||||
}
|
||||
|
||||
shdrProg.Link()
|
||||
return shdrProg, nil
|
||||
}
|
||||
|
||||
func CompileShaderOfType(shaderSource []byte, shaderType ShaderType) (Shader, error) {
|
||||
|
||||
shaderID := gl.CreateShader(uint32(shaderType))
|
||||
if shaderID == 0 {
|
||||
logging.ErrLog.Println("Failed to create shader.")
|
||||
|
||||
@ -1,11 +1,19 @@
|
||||
package timing
|
||||
|
||||
import "time"
|
||||
import (
|
||||
"time"
|
||||
)
|
||||
|
||||
var (
|
||||
dt float32 = 0.01
|
||||
frameStart time.Time
|
||||
startTime time.Time
|
||||
|
||||
//fps calculator vars
|
||||
dtAccum float32 = 1
|
||||
lastElapsedTime uint64 = 0
|
||||
framesSinceLastFPSUpdate uint = 0
|
||||
avgFps float32 = 1
|
||||
)
|
||||
|
||||
func Init() {
|
||||
@ -13,18 +21,42 @@ func Init() {
|
||||
}
|
||||
|
||||
func FrameStarted() {
|
||||
|
||||
frameStart = time.Now()
|
||||
|
||||
//fps stuff
|
||||
dtAccum += dt
|
||||
framesSinceLastFPSUpdate++
|
||||
et := ElapsedTime()
|
||||
if et > lastElapsedTime {
|
||||
avgDT := dtAccum / float32(framesSinceLastFPSUpdate)
|
||||
avgFps = 1 / avgDT
|
||||
|
||||
dtAccum = 0
|
||||
framesSinceLastFPSUpdate = 0
|
||||
}
|
||||
lastElapsedTime = et
|
||||
}
|
||||
|
||||
func FrameEnded() {
|
||||
|
||||
//Calculate new dt
|
||||
dt = float32(time.Since(frameStart).Seconds())
|
||||
if dt == 0 {
|
||||
dt = float32(time.Microsecond.Seconds())
|
||||
}
|
||||
}
|
||||
|
||||
//DT is frame deltatime in milliseconds
|
||||
//DT is frame deltatime in seconds
|
||||
func DT() float32 {
|
||||
return dt
|
||||
}
|
||||
|
||||
//GetAvgFPS returns the fps averaged over 1 second
|
||||
func GetAvgFPS() float32 {
|
||||
return avgFps
|
||||
}
|
||||
|
||||
//ElapsedTime is time since game start
|
||||
func ElapsedTime() uint64 {
|
||||
return uint64(time.Since(startTime).Seconds())
|
||||
|
||||
252
ui/imgui/imgui.go
Executable file
252
ui/imgui/imgui.go
Executable file
@ -0,0 +1,252 @@
|
||||
package nmageimgui
|
||||
|
||||
import (
|
||||
"github.com/bloeys/gglm/gglm"
|
||||
"github.com/bloeys/nmage/assert"
|
||||
"github.com/bloeys/nmage/materials"
|
||||
"github.com/bloeys/nmage/timing"
|
||||
"github.com/go-gl/gl/v4.1-core/gl"
|
||||
"github.com/inkyblackness/imgui-go/v4"
|
||||
"github.com/veandco/go-sdl2/sdl"
|
||||
)
|
||||
|
||||
type ImguiInfo struct {
|
||||
ImCtx *imgui.Context
|
||||
|
||||
Mat *materials.Material
|
||||
VaoID uint32
|
||||
VboID uint32
|
||||
IndexBufID uint32
|
||||
TexID uint32
|
||||
}
|
||||
|
||||
func (i *ImguiInfo) FrameStart(winWidth, winHeight float32) {
|
||||
|
||||
if err := i.ImCtx.SetCurrent(); err != nil {
|
||||
assert.T(false, "Setting imgui ctx as current failed. Err: "+err.Error())
|
||||
}
|
||||
|
||||
imIO := imgui.CurrentIO()
|
||||
imIO.SetDisplaySize(imgui.Vec2{X: float32(winWidth), Y: float32(winHeight)})
|
||||
imIO.SetDeltaTime(timing.DT())
|
||||
|
||||
imgui.NewFrame()
|
||||
}
|
||||
|
||||
func (i *ImguiInfo) Render(winWidth, winHeight float32, fbWidth, fbHeight int32) {
|
||||
|
||||
if err := i.ImCtx.SetCurrent(); err != nil {
|
||||
assert.T(false, "Setting imgui ctx as current failed. Err: "+err.Error())
|
||||
}
|
||||
|
||||
imgui.Render()
|
||||
|
||||
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
|
||||
if fbWidth <= 0 || fbHeight <= 0 {
|
||||
return
|
||||
}
|
||||
|
||||
drawData := imgui.RenderedDrawData()
|
||||
drawData.ScaleClipRects(imgui.Vec2{
|
||||
X: float32(fbWidth) / float32(winWidth),
|
||||
Y: float32(fbHeight) / float32(winHeight),
|
||||
})
|
||||
|
||||
// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill
|
||||
gl.Enable(gl.BLEND)
|
||||
gl.BlendEquation(gl.FUNC_ADD)
|
||||
gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
|
||||
gl.Disable(gl.CULL_FACE)
|
||||
gl.Disable(gl.DEPTH_TEST)
|
||||
gl.Enable(gl.SCISSOR_TEST)
|
||||
gl.PolygonMode(gl.FRONT_AND_BACK, gl.FILL)
|
||||
|
||||
// Setup viewport, orthographic projection matrix
|
||||
// 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.
|
||||
|
||||
i.Mat.Bind()
|
||||
i.Mat.SetUnifInt32("Texture", 0)
|
||||
|
||||
//PERF: only update the ortho matrix on window resize
|
||||
orthoMat := gglm.Ortho(0, float32(winWidth), 0, float32(winHeight), 0, 20)
|
||||
i.Mat.SetUnifMat4("ProjMtx", &orthoMat.Mat4)
|
||||
gl.BindSampler(0, 0) // Rely on combined texture/sampler state.
|
||||
|
||||
// Recreate the VAO every time
|
||||
// (This is to easily allow multiple GL contexts. VAO are not shared among GL contexts, and
|
||||
// we don't track creation/deletion of windows so we don't have an obvious key to use to cache them.)
|
||||
gl.BindVertexArray(i.VaoID)
|
||||
gl.BindBuffer(gl.ARRAY_BUFFER, i.VboID)
|
||||
|
||||
vertexSize, vertexOffsetPos, vertexOffsetUv, vertexOffsetCol := imgui.VertexBufferLayout()
|
||||
i.Mat.EnableAttribute("Position")
|
||||
i.Mat.EnableAttribute("UV")
|
||||
i.Mat.EnableAttribute("Color")
|
||||
gl.VertexAttribPointerWithOffset(uint32(i.Mat.GetAttribLoc("Position")), 2, gl.FLOAT, false, int32(vertexSize), uintptr(vertexOffsetPos))
|
||||
gl.VertexAttribPointerWithOffset(uint32(i.Mat.GetAttribLoc("UV")), 2, gl.FLOAT, false, int32(vertexSize), uintptr(vertexOffsetUv))
|
||||
gl.VertexAttribPointerWithOffset(uint32(i.Mat.GetAttribLoc("Color")), 4, gl.UNSIGNED_BYTE, true, int32(vertexSize), uintptr(vertexOffsetCol))
|
||||
|
||||
indexSize := imgui.IndexBufferLayout()
|
||||
drawType := gl.UNSIGNED_SHORT
|
||||
if indexSize == 4 {
|
||||
drawType = gl.UNSIGNED_INT
|
||||
}
|
||||
|
||||
// Draw
|
||||
for _, list := range drawData.CommandLists() {
|
||||
|
||||
vertexBuffer, vertexBufferSize := list.VertexBuffer()
|
||||
gl.BindBuffer(gl.ARRAY_BUFFER, i.VboID)
|
||||
gl.BufferData(gl.ARRAY_BUFFER, vertexBufferSize, vertexBuffer, gl.STREAM_DRAW)
|
||||
|
||||
indexBuffer, indexBufferSize := list.IndexBuffer()
|
||||
gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, i.IndexBufID)
|
||||
gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, indexBufferSize, indexBuffer, gl.STREAM_DRAW)
|
||||
|
||||
for _, cmd := range list.Commands() {
|
||||
if cmd.HasUserCallback() {
|
||||
cmd.CallUserCallback(list)
|
||||
} else {
|
||||
|
||||
gl.BindTexture(gl.TEXTURE_2D, i.TexID)
|
||||
clipRect := cmd.ClipRect()
|
||||
gl.Scissor(int32(clipRect.X), int32(fbHeight)-int32(clipRect.W), int32(clipRect.Z-clipRect.X), int32(clipRect.W-clipRect.Y))
|
||||
|
||||
gl.DrawElementsBaseVertex(gl.TRIANGLES, int32(cmd.ElementCount()), uint32(drawType), gl.PtrOffset(cmd.IndexOffset()*indexSize), int32(cmd.VertexOffset()))
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//Reset gl state
|
||||
gl.Disable(gl.SCISSOR_TEST)
|
||||
gl.Enable(gl.CULL_FACE)
|
||||
gl.Enable(gl.DEPTH_TEST)
|
||||
}
|
||||
|
||||
func (i *ImguiInfo) AddFontTTF(fontPath string, fontSize float32, fontConfig *imgui.FontConfig, glyphRanges *imgui.GlyphRanges) imgui.Font {
|
||||
|
||||
fontConfigToUse := imgui.DefaultFontConfig
|
||||
if fontConfig != nil {
|
||||
fontConfigToUse = *fontConfig
|
||||
}
|
||||
|
||||
glyphRangesToUse := imgui.EmptyGlyphRanges
|
||||
if glyphRanges != nil {
|
||||
glyphRangesToUse = *glyphRanges
|
||||
}
|
||||
|
||||
imIO := imgui.CurrentIO()
|
||||
|
||||
a := imIO.Fonts()
|
||||
f := a.AddFontFromFileTTFV(fontPath, fontSize, fontConfigToUse, glyphRangesToUse)
|
||||
image := a.TextureDataAlpha8()
|
||||
|
||||
gl.BindTexture(gl.TEXTURE_2D, i.TexID)
|
||||
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RED, int32(image.Width), int32(image.Height), 0, gl.RED, gl.UNSIGNED_BYTE, image.Pixels)
|
||||
|
||||
return f
|
||||
}
|
||||
|
||||
const imguiShdrSrc = `
|
||||
//shader:vertex
|
||||
#version 410
|
||||
|
||||
uniform mat4 ProjMtx;
|
||||
|
||||
in vec2 Position;
|
||||
in vec2 UV;
|
||||
in vec4 Color;
|
||||
|
||||
out vec2 Frag_UV;
|
||||
out vec4 Frag_Color;
|
||||
|
||||
void main()
|
||||
{
|
||||
Frag_UV = UV;
|
||||
Frag_Color = Color;
|
||||
gl_Position = ProjMtx * vec4(Position.xy, 0, 1);
|
||||
}
|
||||
|
||||
//shader:fragment
|
||||
#version 410
|
||||
|
||||
uniform sampler2D Texture;
|
||||
|
||||
in vec2 Frag_UV;
|
||||
in vec4 Frag_Color;
|
||||
|
||||
out vec4 Out_Color;
|
||||
|
||||
void main()
|
||||
{
|
||||
Out_Color = vec4(Frag_Color.rgb, Frag_Color.a * texture(Texture, Frag_UV.st).r);
|
||||
}
|
||||
`
|
||||
|
||||
func NewImGUI() ImguiInfo {
|
||||
|
||||
imguiInfo := ImguiInfo{
|
||||
ImCtx: imgui.CreateContext(nil),
|
||||
Mat: materials.NewMaterialSrc("ImGUI Mat", []byte(imguiShdrSrc)),
|
||||
}
|
||||
|
||||
imIO := imgui.CurrentIO()
|
||||
imIO.SetBackendFlags(imIO.GetBackendFlags() | imgui.BackendFlagsRendererHasVtxOffset)
|
||||
|
||||
gl.GenVertexArrays(1, &imguiInfo.VaoID)
|
||||
gl.GenBuffers(1, &imguiInfo.VboID)
|
||||
gl.GenBuffers(1, &imguiInfo.IndexBufID)
|
||||
gl.GenTextures(1, &imguiInfo.TexID)
|
||||
|
||||
// Upload font to gpu
|
||||
gl.BindTexture(gl.TEXTURE_2D, imguiInfo.TexID)
|
||||
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
|
||||
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
|
||||
gl.PixelStorei(gl.UNPACK_ROW_LENGTH, 0)
|
||||
|
||||
image := imIO.Fonts().TextureDataAlpha8()
|
||||
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RED, int32(image.Width), int32(image.Height), 0, gl.RED, gl.UNSIGNED_BYTE, image.Pixels)
|
||||
|
||||
// Store our identifier
|
||||
imIO.Fonts().SetTextureID(imgui.TextureID(imguiInfo.TexID))
|
||||
|
||||
//Shader attributes
|
||||
imguiInfo.Mat.Bind()
|
||||
imguiInfo.Mat.EnableAttribute("Position")
|
||||
imguiInfo.Mat.EnableAttribute("UV")
|
||||
imguiInfo.Mat.EnableAttribute("Color")
|
||||
imguiInfo.Mat.UnBind()
|
||||
|
||||
//Init imgui input mapping
|
||||
keys := map[int]int{
|
||||
imgui.KeyTab: sdl.SCANCODE_TAB,
|
||||
imgui.KeyLeftArrow: sdl.SCANCODE_LEFT,
|
||||
imgui.KeyRightArrow: sdl.SCANCODE_RIGHT,
|
||||
imgui.KeyUpArrow: sdl.SCANCODE_UP,
|
||||
imgui.KeyDownArrow: sdl.SCANCODE_DOWN,
|
||||
imgui.KeyPageUp: sdl.SCANCODE_PAGEUP,
|
||||
imgui.KeyPageDown: sdl.SCANCODE_PAGEDOWN,
|
||||
imgui.KeyHome: sdl.SCANCODE_HOME,
|
||||
imgui.KeyEnd: sdl.SCANCODE_END,
|
||||
imgui.KeyInsert: sdl.SCANCODE_INSERT,
|
||||
imgui.KeyDelete: sdl.SCANCODE_DELETE,
|
||||
imgui.KeyBackspace: sdl.SCANCODE_BACKSPACE,
|
||||
imgui.KeySpace: sdl.SCANCODE_BACKSPACE,
|
||||
imgui.KeyEnter: sdl.SCANCODE_RETURN,
|
||||
imgui.KeyEscape: sdl.SCANCODE_ESCAPE,
|
||||
imgui.KeyA: sdl.SCANCODE_A,
|
||||
imgui.KeyC: sdl.SCANCODE_C,
|
||||
imgui.KeyV: sdl.SCANCODE_V,
|
||||
imgui.KeyX: sdl.SCANCODE_X,
|
||||
imgui.KeyY: sdl.SCANCODE_Y,
|
||||
imgui.KeyZ: sdl.SCANCODE_Z,
|
||||
}
|
||||
|
||||
// Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array.
|
||||
for imguiKey, nativeKey := range keys {
|
||||
imIO.KeyMap(imguiKey, nativeKey)
|
||||
}
|
||||
|
||||
return imguiInfo
|
||||
}
|
||||
Reference in New Issue
Block a user