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14 Commits

Author SHA1 Message Date
841a6e989c Remove unused variables 2022-02-23 09:53:09 +04:00
94942e55a1 Cache uniform/attrib locations+display fps averages over a second 2022-02-23 09:05:21 +04:00
15087ac542 Specify RGBA8 as internal opengl format 2022-02-23 07:35:49 +04:00
f16407629a Correct loading of png textures to match opengl coords 2022-02-23 07:28:12 +04:00
592208d5c9 Complete engine game loop+abstract imgui 2022-02-12 22:20:38 +04:00
fd74d58ad3 Debug mode by default 2022-02-07 11:55:29 +04:00
4c2fca48b3 Ignore temp files 2022-02-07 11:47:34 +04:00
50c2ab650f Load texture from res folder 2022-02-05 23:59:41 +04:00
8e96cf7050 Reduce objects 2022-02-05 23:13:23 +04:00
56e10049e9 Textures + basic asset loading system+ uvs 2022-02-05 23:00:19 +04:00
2bfba880a9 Textured model 2022-02-05 19:27:14 +04:00
ffc9b6aa7c Fix crash 2022-02-05 19:24:55 +04:00
f49c6bc9bb Simplify interleave code 2022-01-27 10:34:51 +04:00
c989505aa7 Remove done todos 2022-01-27 09:01:16 +04:00
18 changed files with 718 additions and 411 deletions

1
.gitignore vendored
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@ -15,3 +15,4 @@
vendor/
.vscode/
imgui.ini
*~

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@ -6,10 +6,7 @@ import (
)
func T(check bool, msg string) {
if !consts.Debug || check {
return
}
if consts.Debug && !check {
logging.ErrLog.Panicln("Assert failed:", msg)
}
}

27
assets/assets.go Executable file
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@ -0,0 +1,27 @@
package assets
var (
Textures map[uint32]Texture = make(map[uint32]Texture)
TexturePaths map[string]uint32 = make(map[string]uint32)
)
func SetTexture(t Texture) {
if _, ok := TexturePaths[t.Path]; ok {
return
}
println("Loaded texture:", t.Path)
Textures[t.TexID] = t
TexturePaths[t.Path] = t.TexID
}
func GetTexture(texID uint32) (Texture, bool) {
tex, ok := Textures[texID]
return tex, ok
}
func GetTexturePath(path string) (Texture, bool) {
tex, ok := Textures[TexturePaths[path]]
return tex, ok
}

85
assets/textures.go Executable file
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@ -0,0 +1,85 @@
package assets
import (
"bytes"
"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 string
TexID uint32
Width int32
Height int32
Pixels []byte
}
func LoadPNGTexture(file string) (Texture, error) {
if tex, ok := GetTexturePath(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_MIPMAP_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]))
gl.GenerateMipmap(gl.TEXTURE_2D)
SetTexture(tex)
return tex, nil
}

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@ -1,4 +1,4 @@
//go:build debug
//go:build !release
package consts

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@ -1,4 +1,4 @@
//go:build !debug
//go:build release
package consts

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@ -1,8 +1,10 @@
package engine
import (
"github.com/bloeys/nmage/input"
"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"
)
@ -11,6 +13,72 @@ type Window struct {
GlCtx sdl.GLContext
}
func (w *Window) 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:
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()
}

53
engine/game.go Executable file
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@ -0,0 +1,53 @@
package engine
import (
"github.com/bloeys/nmage/timing"
nmageimgui "github.com/bloeys/nmage/ui/imgui"
"github.com/go-gl/gl/v4.1-core/gl"
)
type Game interface {
Init()
FrameStart()
Update()
Render()
FrameEnd()
ShouldRun() bool
GetWindow() *Window
GetImGUI() nmageimgui.ImguiInfo
Deinit()
}
func Run(g Game) {
g.Init()
w := g.GetWindow()
ui := g.GetImGUI()
for g.ShouldRun() {
width, height := w.SDLWin.GetSize()
fbWidth, fbHeight := w.SDLWin.GLGetDrawableSize()
timing.FrameStarted()
w.handleInputs()
ui.FrameStart(float32(width), float32(height))
g.FrameStart()
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()
timing.FrameEnded()
}
g.Deinit()
}

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@ -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) {

434
main.go
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@ -6,90 +6,76 @@ import (
"github.com/bloeys/assimp-go/asig"
"github.com/bloeys/gglm/gglm"
"github.com/bloeys/nmage/assets"
"github.com/bloeys/nmage/engine"
"github.com/bloeys/nmage/input"
"github.com/bloeys/nmage/logging"
"github.com/bloeys/nmage/materials"
"github.com/bloeys/nmage/meshes"
"github.com/bloeys/nmage/timing"
nmageimgui "github.com/bloeys/nmage/ui/imgui"
"github.com/go-gl/gl/v4.1-core/gl"
"github.com/inkyblackness/imgui-go/v4"
"github.com/veandco/go-sdl2/sdl"
)
//TODO: Tasks:
//Engine loop
//Proper rendering setup
//Flesh out the material system
//Object
//Abstract UI
//Textures
//Entities and components
//Camera class
//Audio
//Flesh out the material system
//Low Priority:
// Abstract keys enum away from sdl
// Abstract UI
// Proper Asset loading
// Rework buffers package
// Interleaved or packed buffers (xyzxyzxyz OR xxxyyyzzz)
type ImguiInfo struct {
imCtx *imgui.Context
vaoID uint32
vboID uint32
indexBufID uint32
texID uint32
}
var (
winWidth int32 = 1280
winHeight int32 = 720
isRunning bool = true
window *engine.Window
simpleMat *materials.Material
imguiMat *materials.Material
cubeMesh *meshes.Mesh
modelMat = gglm.NewTrMatId()
projMat = &gglm.Mat4{}
imguiInfo *ImguiInfo
camPos = gglm.NewVec3(0, 0, -10)
camForward = gglm.NewVec3(0, 0, 1)
lightPos1 = gglm.NewVec3(2, 2, 0)
lightColor1 = gglm.NewVec3(1, 1, 1)
)
func main() {
type OurGame struct {
Win *engine.Window
ImGUIInfo nmageimgui.ImguiInfo
Quitting bool
}
runtime.LockOSThread()
//Init engine
err := engine.Init()
if err != nil {
logging.ErrLog.Fatalln("Failed to init nMage. Err:", err)
}
//Create window
window, err = engine.CreateOpenGLWindowCentered("nMage", winWidth, winHeight, engine.WindowFlags_RESIZABLE)
if err != nil {
logging.ErrLog.Fatalln("Failed to create window. Err: ", err)
}
defer window.Destroy()
engine.SetVSync(false)
func (g *OurGame) Init() {
//Create materials
simpleMat = materials.NewMaterial("Simple Mat", "./res/shaders/simple")
imguiMat = materials.NewMaterial("ImGUI Mat", "./res/shaders/imgui")
//Load meshes
cubeMesh, err = meshes.NewMesh("Cube", "./res/models/color-cube.fbx", asig.PostProcess(0))
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)
}
initImGUI()
//Load textures
tex, err := assets.LoadPNGTexture("./res/textures/Low poly planet.png")
if err != nil {
logging.ErrLog.Fatalln("Failed to load texture. Err: ", err)
}
cubeMesh.AddTexture(tex)
//Set mesh textures on material
for _, v := range cubeMesh.TextureIDs {
simpleMat.AddTextureID(v)
}
//Enable vertex attributes
simpleMat.SetAttribute(cubeMesh.Buf)
@ -106,182 +92,28 @@ func main() {
updateViewMat()
//Perspective/Depth
projMat := gglm.Perspective(45*gglm.Deg2Rad, float32(winWidth)/float32(winHeight), 0.1, 500)
projMat := gglm.Perspective(45*gglm.Deg2Rad, float32(1280)/float32(720), 0.1, 500)
simpleMat.SetUnifMat4("projMat", projMat)
//Lights
simpleMat.SetUnifVec3("lightPos1", &lightPos1)
simpleMat.SetUnifVec3("lightColor1", &lightColor1)
//Game loop
for isRunning {
timing.FrameStarted()
handleInputs()
runGameLogic()
draw()
timing.FrameEnded()
window.SDLWin.SetTitle(fmt.Sprintf("FPS: %.0f; Elapsed: %v", 1/timing.DT(), timing.ElapsedTime()))
}
simpleMat.SetUnifVec3("lightPos1", lightPos1)
simpleMat.SetUnifVec3("lightColor1", lightColor1)
}
func updateViewMat() {
targetPos := camPos.Clone().Add(camForward)
viewMat := gglm.LookAt(camPos, targetPos, gglm.NewVec3(0, 1, 0))
simpleMat.SetUnifMat4("viewMat", &viewMat.Mat4)
func (g *OurGame) FrameStart() {
}
func initImGUI() {
func (g *OurGame) Update() {
imguiInfo = &ImguiInfo{
imCtx: imgui.CreateContext(nil),
if input.IsQuitClicked() {
g.Quitting = true
}
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
imguiMat.Bind()
imguiMat.EnableAttribute("Position")
imguiMat.EnableAttribute("UV")
imguiMat.EnableAttribute("Color")
imguiMat.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)
}
}
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.QuitEvent:
isRunning = false
}
}
currWinWidth, currWinHeight := window.SDLWin.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.SDLWin.GLGetDrawableSize()
if fbWidth <= 0 || fbHeight <= 0 {
return
}
gl.Viewport(0, 0, fbWidth, fbHeight)
winWidth, winHeight := g.Win.SDLWin.GetSize()
projMat = gglm.Perspective(45*gglm.Deg2Rad, float32(winWidth)/float32(winHeight), 0.1, 20)
simpleMat.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() {
//Camera movement
var camSpeed float32 = 15
if input.KeyDown(sdl.K_w) {
camPos.Data[1] += camSpeed * timing.DT()
@ -308,47 +140,20 @@ func runGameLogic() {
updateViewMat()
}
//Rotating cubes
if input.KeyDown(sdl.K_SPACE) {
modelMat.Rotate(10*timing.DT()*gglm.Deg2Rad, gglm.NewVec3(1, 1, 1).Normalize())
simpleMat.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) {
simpleMat.SetUnifVec3("ambientLightColor", &ambientColor)
}
if imgui.SliderFloat("Ambient Color Strength", &ambientColorStrength, 0, 1) {
simpleMat.SetUnifFloat32("ambientStrength", ambientColorStrength)
}
if imgui.SliderFloat3("Light Pos 1", &lightPos1.Data, -10, 10) {
simpleMat.SetUnifVec3("lightPos1", &lightPos1)
}
if imgui.SliderFloat3("Light Color 1", &lightColor1.Data, 0, 1) {
simpleMat.SetUnifVec3("lightColor1", &lightColor1)
}
imgui.Render()
imgui.DragFloat3("Cam Pos", &camPos.Data)
}
func draw() {
var dtAccum float32 = 0
var lastElapsedTime uint64 = 0
var framesSinceLastFPSUpdate uint = 0
gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
func (g *OurGame) Render() {
simpleMat.Bind()
cubeMesh.Buf.Bind()
@ -362,95 +167,72 @@ func draw() {
}
simpleMat.SetUnifMat4("modelMat", &tempModelMat.Translate(gglm.NewVec3(float32(rowSize), -1, 0)).Mat4)
}
simpleMat.SetUnifMat4("modelMat", &modelMat.Mat4)
window.SDLWin.GLSwap()
dtAccum += timing.DT()
framesSinceLastFPSUpdate++
if timing.ElapsedTime() > lastElapsedTime {
avgDT := dtAccum / float32(framesSinceLastFPSUpdate)
g.GetWindow().SDLWin.SetTitle(fmt.Sprint("nMage (", 1/avgDT, " fps)"))
dtAccum = 0
framesSinceLastFPSUpdate = 0
}
lastElapsedTime = timing.ElapsedTime()
}
func drawUI() {
func (g *OurGame) FrameEnd() {
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
fbWidth, fbHeight := window.SDLWin.GLGetDrawableSize()
if fbWidth <= 0 || fbHeight <= 0 {
}
func (g *OurGame) ShouldRun() bool {
return !g.Quitting
}
func (g *OurGame) GetWindow() *engine.Window {
return g.Win
}
func (g *OurGame) GetImGUI() nmageimgui.ImguiInfo {
return g.ImGUIInfo
}
func (g *OurGame) Deinit() {
g.Win.Destroy()
}
func main() {
runtime.LockOSThread()
//Init engine
err := engine.Init()
if err != nil {
logging.ErrLog.Fatalln("Failed to init nMage. Err:", err)
}
//Create window
window, err = engine.CreateOpenGLWindowCentered("nMage", 1280, 720, engine.WindowFlags_RESIZABLE)
if err != nil {
logging.ErrLog.Fatalln("Failed to create window. Err: ", err)
}
defer window.Destroy()
engine.SetVSync(false)
game := &OurGame{
Win: window,
ImGUIInfo: nmageimgui.NewImGUI(),
}
engine.Run(game)
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.
imguiMat.Bind()
gl.Uniform1i(gl.GetUniformLocation(imguiMat.ShaderProg.ID, gl.Str("Texture\x00")), 0)
//PERF: only update the ortho matrix on window resize
orthoMat := gglm.Ortho(0, float32(winWidth), 0, float32(winHeight), 0, 20)
imguiMat.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()
imguiMat.EnableAttribute("Position")
imguiMat.EnableAttribute("UV")
imguiMat.EnableAttribute("Color")
gl.VertexAttribPointerWithOffset(uint32(imguiMat.GetAttribLoc("Position")), 2, gl.FLOAT, false, int32(vertexSize), uintptr(vertexOffsetPos))
gl.VertexAttribPointerWithOffset(uint32(imguiMat.GetAttribLoc("UV")), 2, gl.FLOAT, false, int32(vertexSize), uintptr(vertexOffsetUv))
gl.VertexAttribPointerWithOffset(uint32(imguiMat.GetAttribLoc("Color")), 4, gl.UNSIGNED_BYTE, true, int32(vertexSize), uintptr(vertexOffsetCol))
indexSize := imgui.IndexBufferLayout()
drawType := gl.UNSIGNED_SHORT
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)
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.BLEND)
gl.Disable(gl.SCISSOR_TEST)
gl.Enable(gl.CULL_FACE)
gl.Enable(gl.DEPTH_TEST)
}
func updateViewMat() {
targetPos := camPos.Clone().Add(camForward)
viewMat := gglm.LookAt(camPos, targetPos, gglm.NewVec3(0, 1, 0))
simpleMat.SetUnifMat4("viewMat", &viewMat.Mat4)
}

View File

@ -2,6 +2,7 @@ package materials
import (
"github.com/bloeys/gglm/gglm"
"github.com/bloeys/nmage/asserts"
"github.com/bloeys/nmage/buffers"
"github.com/bloeys/nmage/logging"
"github.com/bloeys/nmage/shaders"
@ -11,18 +12,54 @@ import (
type Material struct {
Name string
ShaderProg shaders.ShaderProgram
TexIDs []uint32
UnifLocs map[string]int32
AttribLocs map[string]int32
}
func (m *Material) Bind() {
gl.UseProgram(m.ShaderProg.ID)
for i, v := range m.TexIDs {
gl.ActiveTexture(gl.TEXTURE0 + uint32(i))
gl.BindTexture(gl.TEXTURE_2D, v)
}
}
func (m *Material) UnBind() {
gl.UseProgram(0)
for i := range m.TexIDs {
gl.ActiveTexture(gl.TEXTURE0 + uint32(i))
gl.BindTexture(gl.TEXTURE_2D, 0)
}
}
func (m *Material) GetAttribLoc(attribName string) int32 {
return gl.GetAttribLocation(m.ShaderProg.ID, gl.Str(attribName+"\x00"))
loc, ok := m.AttribLocs[attribName]
if ok {
return loc
}
loc = gl.GetAttribLocation(m.ShaderProg.ID, gl.Str(attribName+"\x00"))
asserts.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"))
asserts.T(loc != -1, "Uniform '"+uniformName+"' doesn't exist on material "+m.Name)
m.UnifLocs[uniformName] = loc
return loc
}
func (m *Material) SetAttribute(bufObj buffers.Buffer) {
@ -42,6 +79,10 @@ func (m *Material) SetAttribute(bufObj buffers.Buffer) {
gl.BindBuffer(gl.ARRAY_BUFFER, 0)
}
func (m *Material) AddTextureID(texID uint32) {
m.TexIDs = append(m.TexIDs, texID)
}
func (m *Material) EnableAttribute(attribName string) {
gl.EnableVertexAttribArray(uint32(m.GetAttribLoc(attribName)))
}
@ -50,39 +91,36 @@ 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) {
loc := gl.GetUniformLocation(m.ShaderProg.ID, gl.Str(uniformName+"\x00"))
gl.ProgramUniform1f(m.ShaderProg.ID, loc, val)
gl.ProgramUniform1f(m.ShaderProg.ID, m.GetUnifLoc(uniformName), val)
}
func (m *Material) SetUnifVec2(uniformName string, vec2 *gglm.Vec2) {
loc := gl.GetUniformLocation(m.ShaderProg.ID, gl.Str(uniformName+"\x00"))
gl.ProgramUniform2fv(m.ShaderProg.ID, loc, 1, &vec2.Data[0])
gl.ProgramUniform2fv(m.ShaderProg.ID, m.GetUnifLoc(uniformName), 1, &vec2.Data[0])
}
func (m *Material) SetUnifVec3(uniformName string, vec3 *gglm.Vec3) {
loc := gl.GetUniformLocation(m.ShaderProg.ID, gl.Str(uniformName+"\x00"))
gl.ProgramUniform3fv(m.ShaderProg.ID, loc, 1, &vec3.Data[0])
gl.ProgramUniform3fv(m.ShaderProg.ID, m.GetUnifLoc(uniformName), 1, &vec3.Data[0])
}
func (m *Material) SetUnifVec4(uniformName string, vec4 *gglm.Vec4) {
loc := gl.GetUniformLocation(m.ShaderProg.ID, gl.Str(uniformName+"\x00"))
gl.ProgramUniform4fv(m.ShaderProg.ID, loc, 1, &vec4.Data[0])
gl.ProgramUniform4fv(m.ShaderProg.ID, m.GetUnifLoc(uniformName), 1, &vec4.Data[0])
}
func (m *Material) SetUnifMat2(uniformName string, mat2 *gglm.Mat2) {
loc := gl.GetUniformLocation(m.ShaderProg.ID, gl.Str(uniformName+"\x00"))
gl.ProgramUniformMatrix2fv(m.ShaderProg.ID, loc, 1, false, &mat2.Data[0][0])
gl.ProgramUniformMatrix2fv(m.ShaderProg.ID, m.GetUnifLoc(uniformName), 1, false, &mat2.Data[0][0])
}
func (m *Material) SetUnifMat3(uniformName string, mat3 *gglm.Mat3) {
loc := gl.GetUniformLocation(m.ShaderProg.ID, gl.Str(uniformName+"\x00"))
gl.ProgramUniformMatrix3fv(m.ShaderProg.ID, loc, 1, false, &mat3.Data[0][0])
gl.ProgramUniformMatrix3fv(m.ShaderProg.ID, m.GetUnifLoc(uniformName), 1, false, &mat3.Data[0][0])
}
func (m *Material) SetUnifMat4(uniformName string, mat4 *gglm.Mat4) {
loc := gl.GetUniformLocation(m.ShaderProg.ID, gl.Str(uniformName+"\x00"))
gl.ProgramUniformMatrix4fv(m.ShaderProg.ID, loc, 1, false, &mat4.Data[0][0])
gl.ProgramUniformMatrix4fv(m.ShaderProg.ID, m.GetUnifLoc(uniformName), 1, false, &mat4.Data[0][0])
}
func (m *Material) Delete() {
@ -110,5 +148,5 @@ func NewMaterial(matName, shaderPath string) *Material {
shdrProg.AttachShader(fragShader)
shdrProg.Link()
return &Material{Name: matName, ShaderProg: shdrProg}
return &Material{Name: matName, ShaderProg: shdrProg, UnifLocs: make(map[string]int32), AttribLocs: make(map[string]int32)}
}

View File

@ -7,14 +7,20 @@ import (
"github.com/bloeys/assimp-go/asig"
"github.com/bloeys/gglm/gglm"
"github.com/bloeys/nmage/asserts"
"github.com/bloeys/nmage/assets"
"github.com/bloeys/nmage/buffers"
)
type Mesh struct {
Name string
TextureIDs []uint32
Buf buffers.Buffer
}
func (m *Mesh) AddTexture(tex assets.Texture) {
m.TextureIDs = append(m.TextureIDs, tex.TexID)
}
func NewMesh(name, modelPath string, postProcessFlags asig.PostProcess) (*Mesh, error) {
scene, release, err := asig.ImportFile(modelPath, asig.PostProcessTriangulate|postProcessFlags)
@ -31,63 +37,94 @@ func NewMesh(name, modelPath string, postProcessFlags asig.PostProcess) (*Mesh,
sceneMesh := scene.Meshes[0]
mesh.Buf = buffers.NewBuffer()
dataSize := len(sceneMesh.Vertices)*3 + len(sceneMesh.Normals)*3
layoutToUse := []buffers.Element{{ElementType: buffers.DataTypeVec3}, {ElementType: buffers.DataTypeVec3}}
if len(sceneMesh.ColorSets) > 0 {
layoutToUse = append(layoutToUse, buffers.Element{ElementType: buffers.DataTypeVec4})
dataSize += len(sceneMesh.ColorSets) * 4
}
asserts.T(len(sceneMesh.TexCoords[0]) > 0, "Mesh has no UV0")
layoutToUse := []buffers.Element{{ElementType: buffers.DataTypeVec3}, {ElementType: buffers.DataTypeVec3}, {ElementType: buffers.DataTypeVec2}}
mesh.Buf.SetLayout(layoutToUse...)
positions := flattenVec3(sceneMesh.Vertices)
normals := flattenVec3(sceneMesh.Normals)
colors := []float32{}
if len(sceneMesh.ColorSets) > 0 {
colors = flattenVec4(sceneMesh.ColorSets[0])
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
if len(colors) > 0 {
values = interleave(
arrInfo{values: positions, valsPerComp: 3},
arrInfo{values: normals, valsPerComp: 3},
arrInfo{values: colors, valsPerComp: 4},
)
} else {
values = interleave(
arrInfo{values: positions, valsPerComp: 3},
arrInfo{values: normals, valsPerComp: 3},
)
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
}
type arrInfo struct {
values []float32
valsPerComp int
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
}
func interleave(arrs ...arrInfo) []float32 {
type arrToInterleave struct {
V2s []gglm.Vec2
V3s []gglm.Vec3
V4s []gglm.Vec4
}
if len(arrs) == 0 || len(arrs[0].values) == 0 {
panic("No input to interleave or arrays are empty")
func (a *arrToInterleave) get(i int) []float32 {
asserts.T(len(a.V2s) == 0 || len(a.V3s) == 0, "One array should be set in arrToInterleave, but both arrays are set")
asserts.T(len(a.V2s) == 0 || len(a.V4s) == 0, "One array should be set in arrToInterleave, but both arrays are set")
asserts.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 {
asserts.T(len(arrs) > 0, "No input sent to interleave")
asserts.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)
}
size := 0
//Calculate final size of the float buffer
totalSize := 0
for i := 0; i < len(arrs); i++ {
size += len(arrs[i].values)
asserts.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, size)
for posInArr := 0; posInArr < len(arrs[0].values)/arrs[0].valsPerComp; posInArr++ {
out := make([]float32, 0, totalSize)
for i := 0; i < elementCount; i++ {
for arrToUse := 0; arrToUse < len(arrs); arrToUse++ {
for compToAdd := 0; compToAdd < arrs[arrToUse].valsPerComp; compToAdd++ {
out = append(out, arrs[arrToUse].values[posInArr*arrs[arrToUse].valsPerComp+compToAdd])
}
out = append(out, arrs[arrToUse].get(i)...)
}
}

BIN
res/models/tex-cube.fbx Executable file

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View File

@ -1,23 +1,26 @@
#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;
uniform sampler2D diffTex;
in vec3 vertColor;
in vec3 vertNormal;
in vec2 vertUV0;
in vec3 fragPos;
out vec4 fragColor;
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);
vec4 texColor = texture(diffTex, vertUV0);
fragColor = vec4(texColor.rgb * vertColor * (finalAmbientColor + diffStrength*lightColor1) , texColor.a);
}

View File

@ -2,10 +2,12 @@
layout(location=0) in vec3 vertPosIn;
layout(location=1) in vec3 vertNormalIn;
layout(location=2) in vec3 vertColorIn;
layout(location=2) in vec2 vertUV0In;
layout(location=3) in vec3 vertColorIn;
out vec3 vertColor;
out vec3 vertNormal;
out vec2 vertUV0;
out vec3 vertColor;
out vec3 fragPos;
//MVP = Model View Projection
@ -15,8 +17,9 @@ uniform mat4 projMat;
void main()
{
vertColor = vertColorIn;
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);

BIN
res/textures/Low poly planet.png Executable file

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After

Width:  |  Height:  |  Size: 468 KiB

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@ -20,7 +20,7 @@ func FrameEnded() {
dt = float32(time.Since(frameStart).Seconds())
}
//DT is frame deltatime in milliseconds
//DT is frame deltatime in seconds
func DT() float32 {
return dt
}

202
ui/imgui/imgui.go Executable file
View File

@ -0,0 +1,202 @@
package nmageimgui
import (
"github.com/bloeys/gglm/gglm"
"github.com/bloeys/nmage/asserts"
"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 {
asserts.T(false, "Setting imgui ctx as current failed. Err: "+err.Error())
}
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 timing.ElapsedTime() > 0 {
imIO.SetDeltaTime(float32(currentTime-timing.ElapsedTime()) / float32(frequency))
} else {
imIO.SetDeltaTime(1.0 / 60.0)
}
imgui.NewFrame()
}
func (i *ImguiInfo) Render(winWidth, winHeight float32, fbWidth, fbHeight int32) {
if err := i.ImCtx.SetCurrent(); err != nil {
asserts.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()
gl.Uniform1i(gl.GetUniformLocation(i.Mat.ShaderProg.ID, gl.Str("Texture\x00")), 0)
//PERF: only update the ortho matrix on window resize
orthoMat := gglm.Ortho(0, float32(winWidth), 0, float32(winHeight), 0, 20)
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.BLEND)
gl.Disable(gl.SCISSOR_TEST)
gl.Enable(gl.CULL_FACE)
gl.Enable(gl.DEPTH_TEST)
}
func NewImGUI() ImguiInfo {
imguiInfo := ImguiInfo{
ImCtx: imgui.CreateContext(nil),
Mat: materials.NewMaterial("ImGUI Mat", "./res/shaders/imgui"),
}
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
}