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https://github.com/bloeys/nmage.git
synced 2025-12-29 13:28:20 +00:00
Compare commits
8 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| 841a6e989c | |||
| 94942e55a1 | |||
| 15087ac542 | |||
| f16407629a | |||
| 592208d5c9 | |||
| fd74d58ad3 | |||
| 4c2fca48b3 | |||
| 50c2ab650f |
3
.gitignore
vendored
3
.gitignore
vendored
@ -14,4 +14,5 @@
|
||||
# Dependency directories (remove the comment below to include it)
|
||||
vendor/
|
||||
.vscode/
|
||||
imgui.ini
|
||||
imgui.ini
|
||||
*~
|
||||
@ -24,7 +24,7 @@ type Texture struct {
|
||||
Pixels []byte
|
||||
}
|
||||
|
||||
func LoadPNG(file string) (Texture, error) {
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||||
func LoadPNGTexture(file string) (Texture, error) {
|
||||
|
||||
if tex, ok := GetTexturePath(file); ok {
|
||||
return tex, nil
|
||||
@ -48,9 +48,10 @@ func LoadPNG(file string) (Texture, error) {
|
||||
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 := 0; y < img.Bounds().Dy(); y++ {
|
||||
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)
|
||||
@ -75,7 +76,7 @@ func LoadPNG(file string) (Texture, error) {
|
||||
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
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||||
|
||||
// load and generate the texture
|
||||
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, tex.Width, tex.Height, 0, gl.RGBA, gl.UNSIGNED_BYTE, unsafe.Pointer(&tex.Pixels[0]))
|
||||
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)
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||||
|
||||
SetTexture(tex)
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||||
|
||||
@ -1,4 +1,4 @@
|
||||
//go:build debug
|
||||
//go:build !release
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||||
|
||||
package consts
|
||||
|
||||
|
||||
@ -1,4 +1,4 @@
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||||
//go:build !debug
|
||||
//go:build release
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||||
|
||||
package consts
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||||
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|
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@ -1,8 +1,10 @@
|
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package engine
|
||||
|
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import (
|
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"github.com/bloeys/nmage/input"
|
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"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:
|
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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
53
engine/game.go
Executable file
@ -0,0 +1,53 @@
|
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package engine
|
||||
|
||||
import (
|
||||
"github.com/bloeys/nmage/timing"
|
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nmageimgui "github.com/bloeys/nmage/ui/imgui"
|
||||
"github.com/go-gl/gl/v4.1-core/gl"
|
||||
)
|
||||
|
||||
type Game interface {
|
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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()
|
||||
}
|
||||
@ -31,10 +31,11 @@ type mouseWheelState struct {
|
||||
}
|
||||
|
||||
var (
|
||||
keyMap = make(map[sdl.Keycode]*keyState)
|
||||
mouseBtnMap = make(map[int]*mouseBtnState)
|
||||
mouseMotion = mouseMotionState{}
|
||||
mouseWheel = mouseWheelState{}
|
||||
keyMap = make(map[sdl.Keycode]*keyState)
|
||||
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) {
|
||||
|
||||
439
main.go
439
main.go
@ -6,93 +6,77 @@ 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
|
||||
//Entities and components
|
||||
//Camera class
|
||||
//Audio
|
||||
//Flesh out the material system
|
||||
|
||||
//Low Priority:
|
||||
// Proper Asset loading
|
||||
|
||||
type ImguiInfo struct {
|
||||
imCtx *imgui.Context
|
||||
|
||||
vaoID uint32
|
||||
vboID uint32
|
||||
indexBufID uint32
|
||||
texID uint32
|
||||
}
|
||||
// Abstract keys enum away from sdl
|
||||
// Abstract UI
|
||||
// Proper Asset loading
|
||||
|
||||
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
|
||||
|
||||
modelMat = gglm.NewTrMatId()
|
||||
projMat = &gglm.Mat4{}
|
||||
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
|
||||
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.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)
|
||||
}
|
||||
|
||||
initImGUI()
|
||||
|
||||
//Enable vertex attributes
|
||||
simpleMat.SetAttribute(cubeMesh.Buf)
|
||||
|
||||
@ -108,182 +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()
|
||||
@ -310,53 +140,26 @@ func runGameLogic() {
|
||||
updateViewMat()
|
||||
}
|
||||
|
||||
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)
|
||||
//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)
|
||||
}
|
||||
|
||||
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()
|
||||
tempModelMat := modelMat.Clone()
|
||||
|
||||
rowSize := 10
|
||||
rowSize := 100
|
||||
for y := 0; y < rowSize; y++ {
|
||||
for x := 0; x < rowSize; x++ {
|
||||
simpleMat.SetUnifMat4("modelMat", &tempModelMat.Translate(gglm.NewVec3(-1, 0, 0)).Mat4)
|
||||
@ -366,94 +169,70 @@ func draw() {
|
||||
}
|
||||
simpleMat.SetUnifMat4("modelMat", &modelMat.Mat4)
|
||||
|
||||
drawUI()
|
||||
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 {
|
||||
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 (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
|
||||
}
|
||||
|
||||
func updateViewMat() {
|
||||
targetPos := camPos.Clone().Add(camForward)
|
||||
viewMat := gglm.LookAt(camPos, targetPos, gglm.NewVec3(0, 1, 0))
|
||||
simpleMat.SetUnifMat4("viewMat", &viewMat.Mat4)
|
||||
}
|
||||
|
||||
@ -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"
|
||||
@ -12,6 +13,9 @@ type Material struct {
|
||||
Name string
|
||||
ShaderProg shaders.ShaderProgram
|
||||
TexIDs []uint32
|
||||
|
||||
UnifLocs map[string]int32
|
||||
AttribLocs map[string]int32
|
||||
}
|
||||
|
||||
func (m *Material) Bind() {
|
||||
@ -33,7 +37,29 @@ func (m *Material) UnBind() {
|
||||
}
|
||||
|
||||
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) {
|
||||
@ -66,43 +92,35 @@ func (m *Material) DisableAttribute(attribName string) {
|
||||
}
|
||||
|
||||
func (m *Material) SetUnifInt32(uniformName string, val int32) {
|
||||
loc := gl.GetUniformLocation(m.ShaderProg.ID, gl.Str(uniformName+"\x00"))
|
||||
gl.ProgramUniform1i(m.ShaderProg.ID, loc, val)
|
||||
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() {
|
||||
@ -130,5 +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)}
|
||||
}
|
||||
|
||||
@ -9,7 +9,6 @@ import (
|
||||
"github.com/bloeys/nmage/asserts"
|
||||
"github.com/bloeys/nmage/assets"
|
||||
"github.com/bloeys/nmage/buffers"
|
||||
"github.com/bloeys/nmage/logging"
|
||||
)
|
||||
|
||||
type Mesh struct {
|
||||
@ -18,6 +17,10 @@ type Mesh struct {
|
||||
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)
|
||||
@ -42,22 +45,6 @@ func NewMesh(name, modelPath string, postProcessFlags asig.PostProcess) (*Mesh,
|
||||
}
|
||||
mesh.Buf.SetLayout(layoutToUse...)
|
||||
|
||||
//Load diffuse textures
|
||||
mat := scene.Materials[sceneMesh.MaterialIndex]
|
||||
if asig.GetMaterialTextureCount(mat, asig.TextureTypeDiffuse) > 0 {
|
||||
texInfo, err := asig.GetMaterialTexture(mat, asig.TextureTypeDiffuse, 0)
|
||||
if err != nil {
|
||||
logging.ErrLog.Fatalf("Failed to get material texture of index 0. Err: %e\n", err)
|
||||
}
|
||||
|
||||
tex, err := assets.LoadPNG(texInfo.Path)
|
||||
if err != nil {
|
||||
logging.ErrLog.Fatalf("Loading PNG with path '%s' failed. Err: %e\n", texInfo.Path, err)
|
||||
}
|
||||
|
||||
mesh.TextureIDs = append(mesh.TextureIDs, tex.TexID)
|
||||
}
|
||||
|
||||
var values []float32
|
||||
arrs := []arrToInterleave{{V3s: sceneMesh.Vertices}, {V3s: sceneMesh.Normals}, {V2s: v3sToV2s(sceneMesh.TexCoords[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 |
@ -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
202
ui/imgui/imgui.go
Executable 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
|
||||
}
|
||||
Reference in New Issue
Block a user